Looks like eating tomatoes does not heal you.
Thanks red51 , it's awesome.
I noticed 2 bugs, the one already reported about missing water squares (but you can actually swim in them!) and also, sometimes (1/5 of the times perhaps) when you are mining, the initial axe/pickaxe makes the sound, and the sound for the stones falling sounds, but no stone is gathered nor the soil is distorted. If you keep mining the exact same point this keeps happening. You need to move a bit to "fix it" until at some point it happens again.
Unfortunately, the big lag in Linux between the time you move the mouse and when it shows is still there. Since I reported this first with the 1st playable demo of the Unity version I have been through many versions of the proprietary NVIDIA drivers for Linux for my GTX 1070 so must be as you mentioned some time ago a bug with Unity in Linux.
Hasn't there been any update on Unity's side ?
Tried Nvidia driver 460.32, no change.
I have tried vsync on and off and combinations on the driver and the game, with no changes, lag still there unless I set it to one core.
I even disabled gsync on my freesync monitor, also with no change.
If this is a delta timing issue running it on a single thread only may help. I remember that we used to do this with older games that could not deal with multiple cores at all. It's no solution but may point to the problem. See
taskset for details on how to do this.
I only seeked through that linked article but neither Linux nor Vulkan was mentioned once in the article. Huh?
I tried setting the Launch Options to "taskset --cpu-list 2 %command%"
It did indeed work: no more mouse/input lag. Even some of the graphical glitches in the menu, while still happening, are much less noticeable.
Of course, there is now stutter as 1 CPU struggles to run Rising World, but at least this may help red51 / Unity developers to address the issue?
I'll certainly will
I haven't tried yet to upgrade to NVIDIA 455.45.01, but I tried running the Windows version with Proton 6 in Steam, on Linux and it runs much better...
Yes, setting to fullscreen was the first thing I tried, and it made no difference.
The jumps forward are instantaneous, so there is no screen freeze (or maybe very briefly?). It just goes rendering nicely and suddenly you are a step or two ahead and keeps going from there.
Attached a quick video (I had to make it low quality due to the file size restrictions in the forum)
You can see there 2 things:
The jumps: there are 2-3 of those
The lag: all the turns happened noticeably after I moved the mouse, and as you can see the turns go like in blocks, not softly, is like it catches up with the mouse not turning anymore.
First of all, awesome!! I love the new graphics, and the ambience
I'd like to report some issues I found in Linux (I am well aware this is a preview, but thought it was important to report)
Setup: Linux Debian 64 bit, Steam version, Ryzen 1700x, Nvidia GTX 1700 with proprietary drivers 450.80
- There is a lot of mouse lag, no matter the graphics settings I use. The graphics run well in very high, but lag from start moving the mouse to see it on screen is terrible, even if I use the lowest graphics settings (no change in the lag).
- It may be related to the above, but when walking sometimes after a few (10+) seconds of very nice and smooth movement, it jumps forward
- there are some graphic glitches in the menu (settings) as well as in the radial one. bits of them briefly disappear and appear again.
Let me know if you need more info on my system, logs, or whatever
Does anyone else keep checking the forums and Trello for news a few times a day, or is it just me?
Oh yes, that's definitely our intention Once the world generation is ready, we can share more screenshots. Right now we're still working on stuff that can be considered as basic or "core features" (input handling, chunk loading, world storing/loading, networking etc) and obviously there isn't really much to show When the world generation is ready, we will start working on things which provide more "visual feedback" in general, e.g. vegetation and objects, animations, particles etc - this gives us more opportunities to share screenshots and videos
WARNING: Use --illegal-access=warn to enable warnings of further illegal reflective access operations
WARNING: All illegal access operations will be denied in a future release
Initialize Static Classes...
Initializing world (sqlite)
LOAD WORLD Marcolandia3
DATABASE TYPE: SQLite
CREATE WORLD STRUCTURE - DONE!
2019/05/11 01:03 PM z.a
INFO: DatabaseTaskManager started with ThreadPoolSize 1
WORLDINFO Gamemode: Survival
Gametype set to Survival
WORLDINFO Seed: -51773781607014
WORLDINFO Caves: true
WORLDINFO Vegetations: true
WORLDINFO OreAmount: 3
WORLDINFO Worldtype: Normal
WORLDINFOS seed: -51773781607014 type: Normal caves: true vegetations: true oreamount: 3 startbiome: null disablednpc:  disableddungeons:  disabledwatersources: 
WORLDINFO Time: 18.10.5 8:27:0.5893792
WORLDINFO Creationdate: 1487073467036
WORLDINFO Version: 0.9.5.7_39
Worldconverter: Updating not required
WORLDINFO Spawninventory: 2 0 0 9 0 0 1 -65 -128 0 0 0 0 0 1 0 5 0 0 1 -65 -128 0 0 0 0 0 0 0 0
WORLDINFO Spawnclothing: 5 -1 -1 1 0 1 0 -1 -1 -1 0 -1 -1 -1 0 -1 -1 -1 -1 1 0 2 0 -1 -1 -1 0 -1 -1 -1 0 -1 -1 -1
2019/05/11 01:03 PM server.Main
SEVERE: Rising World - 0.9.5.7 - Dedicated Server
Linux 4.19.0-4-amd64 Java 11.0.3 (amd64) Memory: 2147 MB
2019/05/11 01:03 PM
RW SERVER: Fatal error occurred!
java.lang.ExceptionInInitializerError: Biomemaps are not initialized!
Shutdown 1 database threads...
2019/05/11 01:03 PM z.a
INFO: DatabaseTaskManager stopped!