Posts by Miwarre

    plugins don't get left hanging they are much like a book, they read down every page till they hit what they are looking for so in aother words when you type /select the program will search all the scripts till it finds /select and then run that line of code then stop till the next command has been asked say/delete con

    I am not so sure: each plug-in listening for player chat commands is notified when a chat command is issued. And each plug-in will (presumably) check if it is a command it is interested in.


    So, each plug-in recognising a "/select" command will do whatever that command means to it.

    What are the rotation modes? how you change them?

    What @WalterDasTrevas describes are not rotation modes, but rotation precisions. Rotation modes are:


    *) rotation world: rotations occur around the world X Y Z axes
    *) rotation local: rotations occur around the X Y Z axes of the object being rotated
    *) rotation legacy: rotations follow the original rotation mode, which was a mix of the two above.


    They are entered by typing these commands in the console (not the chat!).

    Quote

    Is there any doco on it?
    I find hard to find a place where all the documentation is: there are forum posts on server.permissions, for instance, but it is all over the place.
    Perhaps a top level pinned post with links to the several post where all the commands, settings, etc are would be a good start :)

    The programme is still under heavy development; any documentation is likely to become obsolete or irrelevant rather quickly. For the moment being, we have to do with pieces and bits as we can gather...

    Hello,


    Just to put in my two cents :D . I download the world and was able to convert it on my windows machine in about ten minutes. I am in the process of getting it uploaded so we will see how it goes from there. Just my own thought could it be it does not like something on the Linux machine? :?: This is the second time I had trouble with my worlds converting ;( and both was on Linux boxes.

    Those "Linux boxes" are probably rented, shared hosts, aren't they? Ten minutes of full, continuous CPU time may easily take half an hour on a shared machine (assuming your task is not blocked for exceeding the CPU load quota).


    I do not have very large worlds, but on my local (not rented, not shared!) Linux machine all world conversions after the updates of the last days took only seconds; they were longer than previous conversions, though (as expected, I assume).

    I find it easier to leave the compass open and follow a pointer when running at bear speed through a dark forest than to try to interpret numbers as I go. :D
    Also, the compass updates even if you're standing still and just turning your head. Any intentions to make GPS do the same thing? It appears that you update on the changedBlockPosition event, prolly to lower the burden on the server. From my own experience with updating minor things on a frequent basis, it isn't as much of a burden as it might seem to use the updateEvent, especially if you just do a simple count compare and only take action on like, every 10th one or so.


    Thanks for the compliments! In fact the GPS shows pointers to the left or to the right of "Home" and of the WP name (if shown) to show if you have to turn left or right to face them. I use to keep an eye on them when flying at full speed toward a point and 'steer' accordingly, ignoring the numbers and any calculation (the display is inspired by the kind of flight computer used on aircraft, as I have worked in the flight simulation field for years).


    The GPS data text is updated at the PlayerChangePositionEvent, which is triggered by an actual change in position, but also by a change in orientation only if NOT flying.


    Moving to the UpdateEvent might be a good move, but the amount of code executed for each movement of each player on a server is not trivial and the load on the server might be noticeable. I'll could make a try, though.


    Thanks!

    Either I am drunk or something is very strange with the R CTRL in the construction system.


    Steps:


    1) I re-started the client and loaded a SP world without changing any construction setting, to have a starting situation as clean and predictable as possible
    2) Get a plank
    3) Rotate it in some way, for instance 6 x [ARROW DN] to have it horizontal
    4) Press [R CTRL] (or [NumPad 0], it is the same) to 'fix' it:


    Result: the plank rotates of some angle and only after that it fixes to the new position/rotation.



    Expected result: I expected that, by pressing [R CTRL], the plank fixes in its current position, without any additional rotation.


    Note: if, before pressing [R CTRL], the plank is rotated in some other way than the one described above, the additional rotation forced by [R CTRL] is different.


    Does anybody else can confirm this?


    In case, I hope to have given enough info to reproduce the issue.

    Well, of course, a built-in solution would be nicer, but you can already do exactly that with the GPS way points.


    True, in order to set a GPS way point, you have to 'physically' be there but, if the point is on the map, you have passed (near)by it anyway...

    I think the train can only work on straight line for now

    Doing turns properly might be not very easy (I remember when I worked on the car wheel positioning for a train simulator: the math involved in turns was far from trivial); but the real challenge are variations of altitude, which may occur differently for each car wheel.

    to fill triangular areas at least you can use the woodplanktriangles that exist in the game, unfortunately they are only accessible through the console so in MP only admins can give them to you. They can be spawned in by item woodplanktriangle N T (N is the number you want, T is the texture you want them in).

    Unfortunately, triangular wood planks are not really supported, they seem to be a quick hack. For instance, they can only be isosceles triangles (they would probably not fit the shape pictured above) and their size range is rather limited.


    Such a shape filling tool would be nice but, for anything with more than three sides, there would be at least issues with potentially concave outlines; it also does not fit the current paradigm -- as far as I can tell from 'outside' of the programme -- and then it might be a rather heavy addition.


    But we can always ask and hope...

    As @Minotorious said:


    *) For old LUA scripts, the one you can download from the LUA Scripting forum section, they have to go in the server scripts folder, a sub-folder for each script;


    *) For new Java plug-ins, the ones you can downloaded from the Plugins forum section, they have to go in the server plugins folder, again a sub-folder for each plug-in.


    You screen shot does not show a plugins folder, then you have to create one with the New folder button. Please keep the capitalisation (actually, the lack of it) as shown above, as upper/lower case is significant in some operating systems and using Plugins instead of plugins would be enough for the plug-ins not to be recognised.


    As a general rule, any and each of the files you find in the archive (ZIP or whatever) you downloaded has to be uploaded to the proper server sub-folder, regardless its type: if it is there, it usually means it is required by the script/plug-in. If the archive you downloaded has its own sub-folders, they too have to be uploaded to the script/plug-in own folder.


    In practice, once you unZIPped the downloaded archive locally on your computer, its whole file structure has to be uploaded to the script/plug-in own sub-folder as it is.


    The bare minimum files you will get are:


    *) for old LUA scripts, a <some_name>.LUA file and a definition.xml file;


    *) for new Java plug-ins, a <some_name>.jar file.


    But, as I said, there might be more and all of them need to be there in the server.


    However, i'd like to see it possibly to move between servers by stepping through a portal. This could be like a dimensional portal. It would require some new features in the API but I think it would be great and make Rising World more global kinda like Second Life.

    I think this is worth a thread in itself! It might be not so straightforward though, as servers may come and go at any moment, so a network of servers is going to multiply the uncertainties one meets with a single server...

    If you search the fora for "money" or "economy", you'll see that these aspects have been discussed at length and several proposals have been made.


    There are also a few plug-ins which add some form of money. Not many and not all readily available; partly because server owners tend to be privy on that and partly because money make sense in a context where there is an economy and player exchanges are functional to the progression of the game work-flow (if this is not the case, then money is mostly a 'decoration'), which is not the case (yet?) for RW.

    Yes of course, what i really dont want is having to use guns to survive, Mainly i enjoy the building aspect of the game and some survival gameplay is also good.. I havent killed any animals in the game but i do like having them around :) I would just hate for this game to become another fighting/survival game. As ive said before the survival aspect is too easy atm so i look forward to the future of harder things.. TY for all feedback

    I totally agree and I have repeated several times in other threads that turning RW into a game where you have to fight, use weapons and the like to go on will make it the n-th variation of a paradigm which is already abundant.


    I would surely welcome more exacting survival components, as long as they are "reasonable", in the sense that there is rhyme and reason for them and they blend with the general frame, not just because "everybody else does it". Call it "realism" if you like; I don't think it should necessarily be a replica of the real life, but it should be a self-consistent, functional whole (and reproducing (part of) the real life is possibly the easier way to achieve this, but not the only one).


    For instance, physiologic aspects could / should be enhanced: body temperature, hunger, thirst, affecting speed and strength and so on.


    Weapons and hunting might surely be part of it; I would try not to use them, but if other players will enjoy it and play the role of the hunter, to provide (sell?) game to other players more interested in building and crafting, this could be a way to enhance the interaction between players too (another part which could usefully be expanded). But, as I said, IMHO there should be reasons and functions.