Posts by red51

The next update will be available between Monday, April 28 and Tuesday, April 29

    In german as desired:
    Das Problem liegt an der internen Intel HD Grafikkarte. Hast du noch eine zweite Grafikkarte? Falls ja, musst du diese manuell dem Spiel zuweisen.
    Ansonsten wenn du nur die Intel HD hast, ist offenbar der Treiber veraltet. Hast du eine Intel HD 3000 oder 4000?

    Yes, this week there will be definitely an update, but can't say much about the content yet. We are currently mainly fixing multiplayer related bugs and working on the serverbrowser.
    Once a new update is available, we will publish a changelog on Steam, but also post it in this forum (see the link posted by Turbo614) ;)

    Hehe, wollte eigentlich schon längst zu deinen Videos antworten (hab mir alle angesehen bis auf die letzten beiden, aber die hole ich auch noch nach wenn die Zeit dafür da ist^^) :D


    Ein Doppelbett können wir gerne reinbringen. Ruhig auch in Herzform :D


    Zu deiner anderen Frage aus dem Video, bzgl. der Monster: Es sind mehrere Monster geplant (Skelette, Trolle, Mumien, Zombiehunde [aber keine Zombies selber], ggf. auch Orcs und Gargoyles), werden wir voraussichtlich reinbringen sobald wir weitere Tiere drin haben. Monster können dann aber wunschweise auch pro Welt komplett ausgeschaltet werden, falls ein realistischeres Setting gewünscht wird.

    About point 2, griefers are not the only reason (at least you can stop griefers in multiplayer by using LUA scripts), but physics in realtime for complex structures would be a problem^^

    1. The name begins with a Java - since this is the language we will stick to - followed by the last names of the two founders and main programmers Imlau and Willbrandt. Not very innovative, but simple.


    2. That's true. Not sure if physics will ever affect terrain and structures. Maybe in some cases (to prevent flying blocks or objects), but we will not support it for whole structures (griefing will be too easy when a whole building collapses after destroying the foundation, also it will be a performance killer when doing physics for a complex structure^^)


    3. Oh, it's our intention to add also fantasy elements, like monsters. But it will be possible to disable them for example (for people who prefer a realistic setting)


    4. We are still not really sure about how this will be exactly or when it will be implemented. But this feature is more relating to tools (e.g. you can cut trees faster with a chainsaw than with an axe)


    5. You cannot disable it, but you can change the duration of a day/night cycle. Open console and type "settimespeed value", value specifies how many realtime seconds an ingame minute needs. So use "settimespeed 60" to have realtime speed. Alternatively, use "tod 0-24" to directly change the time of day.

    That's absolutely no problem, you can ask as many questions as you want! We are happy to see someone working with the LUA stuff! :) And without a wiki, it is really not an easy task^^

    The PlayerObjectPlace and PlayerObjectRemove events already provide the worldposition (accessible with event.position.x, event.position.y, event.position.z).


    The AreaUtils:isPointInArea3D() accepts different parameters, so for objects you can use
    [lua]AreaUtils:isPointInArea3D(event.position, areax, areay, areaz, areasizex, areasizey, areasizez)
    --or alternatively, probably you need this function:
    AreaUtils:isPointInArea3D(event.position, startChunkpositionX, startChunkpositionY, startChunkpositionZ, startBlockpositionX, startBlockpositionY, startBlockpositionZ, endChunkpositionX, endChunkpositionY, endChunkpositionZ, endBlockpositionX, endBlockpositionY, endBlockpositionZ)
    [/lua]


    A wiki is really needed :D Btw., you can add me in Steam, you can always ask a question about a function or event there, in most cases I can answer much faster then^^

    Yes, the terrain events are:


    PlayerTerrainDestroy
    (you can access event.player, event.chunkOffsetX, event.chunkOffsetY, event.chunkOffsetZ, event.blockPositionX, event.blockPositionY, event.blockPositionZ)


    PlayerTerrainFill
    (you can access everything like for PlayerTerrainDestroy, but additionally also event.newBlockID [this is the ID of the stone the player used to fill the terrain]).


    Cancelling the events works exactly like for the PlayerBlockDestroy and PlayerBlockPlace events (event:setCancel(true))


    To turn chunkoffset and blockposition into a global position, you can use these functions:


    Lua
    ChunkUtils:getGlobalBlockPositionX(int chunkoffsetx, int blockpositionx) --global x position (horizontally)
    ChunkUtils:getGlobalBlockPositionY(int chunkoffsety, int blockpositiony) --global y position (vertically)
    ChunkUtils:getGlobalBlockPositionZ(int chunkoffsetz, int blockpositionz) --global z position (horizontally)

    Once the workbench is crafted and placed in the world, look at it (a small hammer icon will be shown), and then press your interaction key (as Selawie said, default key F, but can be changed in the settings) ;)

    Thanks for the hint about the fov, and especially your nice words!! :)


    Since many players said now, that the default fov is too small, we will fix the default value for the next version and also add a slider for that in the settings menu soon ;)
    Currently the fov can only be changed manually in the config.properties file (Steamversion: Steam/SteamApps/commons/RisingWorld), change "graphic_fov" to a higher value (default: 45).

    Yes, we will change the default FOV soon, and also add a slider to the settings menu.
    But you can already manually fix the FOV, simply edit the config.properties file in your game directory (Steam: Steam/SteamApps/commons/RisingWorld/) and change "graphic_fov" to a higher value (default: 45).

    Is there an errorlog created in your game directory (Steam/SteamApps/commons/Risingworld)? Otherwise it may be related to another issue, usually multiplayer has nothing to do with your graphics card. Only exception would be when you connect to a server where player used a lot of custom images, that consumes more memory (vram) than usual.

    Where do you click "update driver"? In most cases windows doesn't find the newest driver. Usually you have to manually download it from the Intel homepage (or Asus homepage).

    Ok it seems the laptop only has an Intel HD 3000. Your driver version is outdated, please install the latest Intel driver, that should fix the problem.

    Okay Intel HD... Do you have a second graphics card? If you're using a laptop, can you tell me the name of it?
    The game requires at least an Intel HD 3000. Can you please also tell me what's next to driver (also in dxdiag display tab, I need version and date)?

    how do i find my graphics card?


    Press [windowskey]+R (then an input dialog should appear), type "dxdiag" (without quotation marks), then go to the tab "Display" and tell me the name, manufacturer and chipset please