Very nice We love medieval builds!
Posts by yahwho
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Definitely within the next 7 days
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wann ist es?
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Don't most of these already exist?
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I think the break animation plays a lot with most items being picked up! Not sure if this is intentional?
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Will do
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Not sure about the OPs Wiki, but the https://wiki.rising-world.co.uk/ Wiki is still up.
Welcome to register and make edits yourself - https://wiki.rising-world.co.u…ccount&returnto=Main+Page
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Hi RunAndHideGamer thanks.
Unfortunately, that's where I got them from too
I think they are missing from the game code somewhere.
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Hi red51
I'm struggleing to find the right name for the following items so I can add them to the forbidden items list:
- soccergoal
- tentmodern
- crowdbarrier
- constructionbarrier
- barrierlight
- floodlight
- bulkheadlamp1
- bulkheadlamp2
- sheltercanopy1b
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Quote from yahwho
I think the @pm player echo is broken againEcho? You mean the sound effect?
Sound works, it just does not record 'echo' what you sent, so all you see in the pm conversation is what is sent to you, not what you sent (confusing to many who think it was never sent, or remembering what you sent if they are afk and their reply is delayed).
Hehe just saw Juggernaut
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Nope, when you @playername the message (PM) you are sending doesn't get displayed back onto your screen but the receiptient does get it.
Echo, like the script command. Bad choice of words perhaps.
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I think the @pm player echo is broken again
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This is a very high packet loss rate
This and the high ping is probably the reason why loading chunks takes so long (i.e. why joining takes almost 4 minutes - it takes a long time to download the chunk data from the server)
If you run the "networkstats" command after playing some time, do you still have such a high packet loss? Or is it just an initial spike?
Do you use a wired connection, or wi-fi?
Just spitballing.
Couldn't the client machine keep a copy of the chunk data and then use a hash value to see if the chunk on the server has changed?
If the hashes are different the chunk is downloaded a fresh, but if the chuck is the same the client uses the cached chunk.
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What's so funny about that?
x, y and z are the coordinates for the 3D terrain array (which is stored in terrain blueprints)
If you wanted to store terrain in a 3D array (where x and z are indeed the horizontal positions and y is the vertical position), it would basically look like this in Java, for example:
For reasons of performance or serialization, it's usually better to represent the 3D array as a flattened (1D) array - but now you can no longer access the index easily, so you have to convert your x, y and z coordinates to a new index:
Thanks for the code examples. I *think* i get this now. I would need to run some practice code myself to be confident in it. But it feels like it makes sense.
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Are we talking x, y, z locations on a flattened x y map?
So for example x 0, y, 0 would contain something like (5,7,2)?