Posts by noci

    Hello first, that's a nice idea that we really need!


    However, I still have 1 or 2 suggestions that I would really like to see:thumbup:

    A player list to choose from and information that/when you have a new email, it wouldn't be a bad idea if you could add a read and then the entry is only faintly visible:saint:

    Because of the list, I know that there isn't one from Red yet, but I do have a variant that at least works, which could then appear as a pop-up when you click on the "to:".

    I also found a fairly simple option to display the offline players and even an admin check from the config file for offline players.

    When logging in, checking for new emails wouldn't be a problem. During the course of the game you could do a check using the downtimed "UpdateEvent".

    I had already toyed with the idea of doing it myself, but for me that would mean double the effort and it's enough if there's a good tool for it.:nerd:

    For this reason, I am offering you my cooperation in this project and I would be happy if we could make this a great email.

    Hai red51,

    ich wollte noch mal nach Fragen^^

    Kannst du den Eintrag API: Received raycast result unterbinden?
    Sind die API: einträge aus der Unitiy-API und lassen sich daher nicht abfangen?

    In der Zeit der Entwicklung, kann man diese Ausgebe Brauchen, allerdings gehe ich dann auch direckt an die stelle wo ich die Info brauche und lass sie mir ausgeben;)



    :saint:Für Hinten auf der Liste:
    Ich versuche mich noch an eigenen NPC's, da bin ich noch am Kern drann.


    Code
    HandleMainTask = new Timer(0.0416f, 0.50f, -1, () -> {
    ...
        getPlayer().raycastFromWorldPosition(getLocalPosition().add(0, 0.5f, 0), new Vector3f(0f, 90f, 0f), 50f, Layer.getBitmask(Layer.TERRAIN, Layer.CONSTRUCTION), false, (raycast) -> {
            ... Entscheiden Was und Wie gemacht wird ...
        });
    });

    Das fürt dann schon zu Brauchbaren Ergebnissten, nur kommen sehr Viele Log Einträge zustande.
    Im Allgemeinen würde ich behaupten das, jede Log ausgabe an der Leistung zieht, vorallem wenn sie ca. 24 mal Pro Secunde aufgerufen werden.


    Ich stückel mir gerade diese NPC-Klasse zusammen und mache mir gedanken über die Performans.

    Da Denke ich, würde eine C#-Funktion/Klasse die enger mit dem spiel Verbunden ist, besser sein.


    Speziell die Animator Steuerung in Verbindungt mit der moveToLocalPosition Funktion.
    Aktuell mache ich eine Entfernungsmessung zum Ziel Punkt um zu entscheiden wann ich vom walk zurück zum IDLE schalte. Teschnisch Laufen da zwei Schleifen Nebeneinander das gefällt mir Persönlich nicht so Recht und würde hier gerne enger mit dem Spiel zusammen Arbeiten:D


    Ich Probiere noch was die Besere Variante ist "in Java" ob ich eine Runnable oder interface in Vererbter Klasse nutzen sollte.
    Eventuell könnte die moveToLocalPosition noch zwei bis drei callbacks, für die (Start), AmLaufen und Stop Animator Steuerung haben.


    In der Unity Scripting API habe ich noch nicht genau nachgeschaut :saint:

    Where are you currently testing this?
    SP, MP, own server, WEB host?
    In general there is a "permissions.example" folder that doesn't suit the game, it has to be renamed to "permissions" then everything will be found correctly there too.
    Which "Permissions_DefaultNewPlayerPermissionGroup=" is entered in your "server.properties", do other groups exist?

    Ich Stufe das mal als "höhere Gewalt" ein :wacko:

    :wacko:Ja das kann mann erstmal so sehen:D
    Aber das hat Red schon auf der Liste, die Prioritäten/Abhängigkeiten von Plugins beim Laden zu Managen.
    Nur ist das warscheinlich in der hinterenmitte der Liste gelandet, ich denke in 3-4 Updates ist das dann dabei;)
    Plugin's hatten ja die Letzten beiden Updates "bestimmt"

    if I put some 3D models in my world using this plugin and play this, my world, online, via steam...Do I need to make some adjustments so that friends who join my game/world can see the 3d models uploaded with this plugin?

    In general, you don't have to worry about anything for the plugin to work for visitors to your server.
    The only thing you should pay attention to is that the models are not too big; it depends a bit on the internet connection and the performance (reading speed of the hard drive).
    If you use "Play with friends" it should work without any problems (even with larger files).


    With dedicated servers, it is even more important to use “small data”; deep down under the hood, Steam still has problems with a lot of data.
    I haven't figured out exactly why, some new visitors when logging in for the first time trigger a transmission error that causes the server to crash, and in the end it's a time out from Steam.

    It may have been a bit too detailed for your question, but these are the problems I know of in the network.


    If you encounter any problems not mentioned, please let me know here or as a PM.

    Dann scheint es noch "Schlimmer" zu Sein.
    Ich habe gesehen, das du die Numerierung Benutzt, aber die Lade Reienfolge bleibt Falsch.
    Es macht den Eindruck als würde die Verzeichnis Strucktur, sortiert nach Erstellungsdatum Absteigend ist, da iConomy das erste ist was geladen wird, danach ToolsAPI, ConfigManager und AktiveSign.
    Ich Vermute das ist die umgedrehte Reienfolge des (FTP)Uploads?

    Hast du dich an die Richtige Ordner Reienfolge gehalten?

    So wie abgebildet (von Oben nach Unten) müssen die Plugins geladen werden.

    Es gab auch schon mal das Phänomen, ich glaube das war ein Web Host, das es erst geklappt hatte nach dem er die Ordner Komplet Nummeriert hatte, das hängt das dann wohl mit der VM vom Hoster zusammen, die Reienfolge der Verzeichnisrückgabe ist da Komisch

    (euros suck)

    What makes you think that euros are shit?:lol:

    It's clear to you that Red51 has to exchange pounds or dollars for euros in the end in order to get something out of it.

    Yes, with a trampoline jumper coming from dodgeball, a children's book author and a disguised pirate, things won't get any better in the Euro country from an economic point of view.
    Which may also mean that there is less time for writing games because there is no PC without electricity.


    I had very high hopes this would be the game that would become number 1

    So I see no reason to give up hope. The potential has not changed and the building system is still uniquely unbeaten and still under construction.
    I even think that the move has increased its potential.
    But what does the frequency of updates have to do with potential or quality?


    I understand it is difficult to basically re-make a game on Unity.

    ...

    And we will all have to pee our knickers because "Hey we put Dolphins in the water now" "Hey you have Banana trees now"

    It seems that Red51 has not yet reached the relaxed part where it's about making new flowers and bins so that the player doesn't get bored.
    He's still busy with the basic components so that they work well together! So that a dolphin and bananas can be “simply” thrown in later.

    heyho...würde gerne wissen wie das beschriften der schilder geht...lieben dank schon mal

    Schaue ein Schild an, nicht zu weit weck (4-5Blöcke) und halte [F] gedrückt, dann kommt ein Kreismenü, dort kannst du es Aufheben oder Beschreiben:thumbup:

    Ich stehe gerade auf dem Schlauch, vieleicht kann mir hier jemand helfen.

    I'm at a loss right now, maybe someone here can help me.



    Für die Situation der Blauen Rotation haben wir ja schon den weg gefunden.

    We have already found the way to deal with the blue rotation situation.






    Code
    //Get direction vector
    Vector3f direction = Utils.VectorUtils.getDirection(dragonposition, result.getCollisionPoint);
    //Get your new rotation looking at the direction
    Quaternion rotation = new Quaternion().lookAt(direction);
    //Let the dragon look at this position
    dragon.setLocalRotation(new Quaternion(0, rotation.y, 0, rotation.w));


    Ich versuche jetzt die Grüne Rotation hin zu bekommen, sie soll sich an der Normale vom Terang ausrichten.
    Allerdings finde ich da gerade kein Ansatz:dizzy:

    Ich habe die Normale(Blaue Zylinder) als Vector3f und die Rote Rotarion als Quaternion.
    Aktuell Dreht sich der Schräge Würfel um seine Ackse in der Roten Rotation, so das es eine von 360 blichrichtung gibt die Passt:hushed:

    I'm now trying to get the green rotation to align with the normal of the Terang.
    However, I can't find an approach at the moment:dizzy:

    I have the normal (blue cylinder) as Vector3f and the red rotarion as quaternion.
    Currently the slanted cube rotates around its axis in the red rotation, so that there is one of 360 light directions that fits:hushed:

    Code
    Quaternion qFac = new Quaternion(
        rayCast.getCollisionNormal().x*(float) Math.sin(PI/4f),
        rayCast.getCollisionNormal().y*(float) Math.sin(PI/2f),
        rayCast.getCollisionNormal().z*(float) Math.sin(PI/4f),
        (float) Math.cos(PI/4f)
    );
    Prefab.setLocalRotation( qFac.multLocal( new Quaternion(0, rotation.y, 0, rotation.w) ));

    morning^^


    I once found this post: https://stackoverflow.com/ques…uaternion-rotate-properly


    First I got the Vector3f direction from the dragon to the point by Utils.VectorUtils.getDirection

    Vector3f directionRot=Utils.VectorUtils.getDirection(dragon.getLocalPosition(),position.getPosition());

    Then I created a multiplier and determined which axes would be used, only Y

    Quaternion qFac = new Quaternion( 0, (float) Math.sin(PI/4), 0, (float) Math.cos(PI/4));

    Next I get the quaternion direction of the dragon

    Quaternion rRot = dragon.getLocalRotation().lookAt(directionRot);

    Then the multiplier is multiplied by the quaternion

    Quaternion fRot = qFac.multLocal(rRot);

    Now the new viewing direction can be added to the dragon by creating a new quaternion, cropping the axes here again to be on the safe side, and normalizing the whole thing

    dragon.setLocalRotation( new Quaternion(0, fRot.y, 0, fRot.w).normalizeLocal());


    This is just how I calculate the direction for myself.
    But I think if you adjust lines 12-18 and 21 it should work

    the current issue im having is keeping the dragon on the terrain.

    Do you know the post? calculate-height-on-z-axis

    i know very little about how quaternion's work to get the right rotation.

    Actually, I think the with Quaternion works quite well



    ArcticuKitsu

    Your imagination and wishes are very big, they are not bad, just quite complex if you go through them in detail.

    It is always easier to build something for exactly one specific purpose, the more purposes something has, the more complex/complicated a project becomes.

    For example, making a list is not the problem (2-3 hours of writing), just making a list that remains flexible (for font size, number of entries, events) cost me 6-8W and it's still very simple but it is over 1000 lines that are confused with each other.

    It is often underestimated what is actually necessary to display a pair of colorful pixels.

    A lot of things have already become standard, although there are more complex things like, almost everyone can drive a car, and almost no one can build an engine (in percentage terms)

    It will take some time and then it will get easier, but I don't know whether it will be as easy as you described

    sazhm Mach dich nicht kleiner als du bist, es war mein Fehler, zumindesten im Single Player gab es noch Probleme:drunk:

    Im zweifel einmal die *.json Löschen
    Bitte berichte ob du es mit der Neuen Version zum Laufen bekommen hast und welche Fragen noch offen sind, nach dem ich nun die Anleitung weiter ausgebaut habe;)

    but its turning out to be a real pain

    You've first managed a "Blend Tree" for Random IDL, which looks pretty good. (that's next for me) :D

    I'm still thinking about how best to tie the timer(s) together :crazy:

    There is no trigger deletion yet, so Booleans work better for e.g. running, not running, which can also handle a double trigger.

    I think in 2-3 updates there will be room for wishes again, and until then we can test/think about what we still absolutely need.


    I think a unified blend tree control is at the top of my list.

    I think Random IDLE Animations is a good approach, then red only had to have one function for a script like this:

    provide