The next update will be available on Wednesday, December 18, in the early evening (GMT+1).
This update will not yet replace the Java version, instead it is the actual content update. We'll provide more information about the transition together with the update.
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Re the pick: If you tried running around holding a pick with your hands together like this you'd be exhausted and have bad wrists in a few minutes (any you'd look mighty odd!)
This terrible drawing shows how you'd hold a pick - righthand top right, left out of view (down near your stomach) at bottom (might be different for your weirdos as I'm a normal left-hander :D)
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Do you maybe have a screenshot or an image about your suggestion? It's true that the current animation isn't realistic (same applies to most items actually), but sometimes it feels a bit odd if the item isn't properly visible in the first person view
Well one hand would be down at the bottom, probably out of view and the other diagonally opposite - you'd probably only see the wooden shaft running across part of your view and maybe the very tip of the head. When you swing it the upper hand disappears over your shoulder and the other one comes upwards in a diagonal path. Try swinging anything around pretending it's a pick and it's pretty obvious - so many games get this wrong, RW could be different!
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Thanks for letting us know! This sounds like the opus.so shipped with the game doesn't work properly We're currently updating our Linux rig to the same kernel version you have, hopefully this helps us to reproduce the issue
Great. Just had a few minutes in game and I can report it runs sweetly at 1080p.
Oh, there doesn't seem to be a 'resume game' option after changing settings (unless I missed it).
Feature request: change the player pick/hands pose. Like every other game with a pick, it's comical - no one runs around with a pick held like that and you swing it over your shoulder, not towards your face. I know the forearm would partially obscure the view but it would make first person view so much more realistic IMHO
EDIT: Sorry forgot to say, I checked it's not a filename issue ie renamed opus.so to libopus.so but that still causes a crash.
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Unfortunately we couldn't reproduce it so far, but we're still trying to find out what's wrong. In fact this is the only received reports about two errors - the issue described by agiser and Groovaholic and your report (but I'm not sure if any other Linux player did run the game yet)
I can probably help you a bit with this - if I copy libopus.so into ..../_New Version/Data/Plugins/ the game boots. Looks like a path issue Haven't played yet, thought you might want to know this asap though.
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Bummer... Thanks for the new report! We'll check out what's going on there. It's apparently related to the opus lib (the "opus.so" which should be in the "Data/Plugins" folder) Unfortunately we couldn't reproduce the issue on our Linux machine (which uses Ubuntu btw), but we'll check out if this is maybe related to libopus instead...
Yup, opus.so is definitely present. Really looking forward to firing this up but I appreciate you'll probably have a whole host of issues to deal with for the majority Windows player base first.
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Thanks for the crash report! It looks like there are some issues with the opus codec (which is used for voice chat encoding). We'll check out what's going on there. As a workaround, please try this: open the config.properties file in the game directory (in the "_New Version" folder) with a text editor and set "Audio_VOIP" to false, then save the file and run the game again.
Thank you for the quick response. Doesn't work I'm afraid, another crash report sent. If it's related libopus is installed on my system.
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Crashed immediately on start up (crash report sent)
I'm on Linux and run a number of native games built on Unity and plenty of Windows games via Proton without issues. This is a bit disappointing.
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Yeah.Im pretty sure a lot of us have been waiting for this more than a 6 year old for a first bicycle!!
For a demo?? No way would that trump my excitement for a bike at that age
Now if it was a playable game...
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I've had this issue with incorrect clipping when underground since I first bought the game about 12 months ago. Is there anything that can be done as it spoils the 'suspension of disbelief'/immersion and the excitement of discovering a dungeon! I've searched the forum but can't see any other mention of this specifically so perhaps its my gfx card (Radeon R7 200 series)?? Might have been better if I'd provided daytime screenshots but hopefully you can see what's going on...
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Simple suggestion:
Change the name and 3d model for the 'hunting knife' if it's to be used in the tanning process. The correct tool is a 'flesher' or 'fleshing knife', a two handled knife used to scrape the flesh side of hides - hunting knives are used for hunting! Google image search will show what's required.
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@Miwarre Having scanned the thread you mentioned I see I may be wrong but either way the system is not good as it stands. It seems that all that is required is free rotation and scaling of the beam about its centre (probably in discrete steps). It's not hard to do in itself and needn't be subject to rounding errors. I wouldn't think may people would want to rotate an object in two axes simultaneously so why not have a key (or three 'x', 'y' 'z') that sets the axis to rotate around and use the mouse to carry out the rotation (perhaps while holding a key to snap to certain angles). Just a thought!
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@vinehold: first of all, welcome to RW!
2) on the other hand, after 1300+ hours on RW, I still have often no idea what to expect from this or that rotation command and, if things are counter-intuitive or far from obvious, this could heavily affect new users experience and adoption of the game, as you rightly observe.
In particular, I am rather sure that at least rotations are 'strangely' implemented (see this longish thread where I exposed my doubts and concerns, but I have been unable to entice a constructive response) and IMHO this is a good part of the "complexity" or "non-obviousness" of the whole.
P.S.: I am also left-handed (but not 100%; being presumably older than you are, in my childhood I have been 'educated' to do many things with my right hand, like writing; and, even more incidentally, I do not think left-handedness is a "handicap", we are simply a disregarded minority); I don't know if this has any relevance; still, we both are left-handed and we both raise concerns about these aspects...
Thanks both!
Unless I'm mistaken (and it has been known!) the rotations are locked to the world x/y/z axes rather than the viewpoint, so for example, rotating a vertical beam clockwise requires a particular key but if you turn to the left or right by 90 degrees it requires a different key.
I'm ambidextrous in some things (throw with right hand, kick a ball with right, knife and fork in "correct" hand etc) but always prefer mouse in left hand and cursor keys to move. Some right-handers can't understand this but if you ask them to play using mouse in right-hand and only use the numeric keypad they usually see how awkward it is. I don't regard my handedness as a handicap, I was making a subtle point You might be surprised how old I am too....
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I bought the game a few days ago and have played around 18 hours so far. While I'm mostly pleased and impressed with it, I find the keyboard configuration for advanced construction to be confusing especially if any keys are remapped - I'm one of the unfortunate 10% handicapped by left-handedness so WASD is out of the question. Specifically:
- Being static the F1 help screen just adds to the confusion when trying to figure out what does what if keys are remapped. It also isn't clear that the 'resize' key isn't a toggle and that both keys need to be held down to reset size.
- The object rotation seems to be world-centric rather than camera-centric. As a result keys rotate beams in different directions depending upon which way you are facing which is just confusing (IMHO)
- It doesn't seem possible to remap the control key
- Because there's no indicator to show when modular building is enabled, or resize is in effect, it isn't clear what an anticipated movement or keypress will achieve
- The forward/left/right/up/down labels on the keyboard config 'placement' screen relate to rotations not translations and are therefore confusing
I appreciate that the game is still in development and that those with many hours invested will wonder why I'm finding it so tricky, but if new players can't pick up the controls reasonably quickly they will become frustrated and disillusioned. I have thousands of hours in other 3d construction, fps, survival and rpg games but the advance construction part of the game (the reason I bought it) is the most frustrating system I've ever encountered. Unless it's refined I think I'll have to stick to RW's Minecraft-like block building mode, which is a shame.
In addition, the crouch key just activates a tint 'bounce' - doesn't really matter at present as it doesn't seem to be needed - and why is a key needed for run and walk - isn't the default 'walk'? Maybe it's supposed to read 'creep' or somesuch?
I hope the keyboard config gets sorted out, I really like the game but it just feels hobbled as it stands.