Posts by yahwho
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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)?
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It may be the wine on a Sunday night, but my mind is scrambled.
x + y * sizeX + z * sizeX * sizeY
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very cool paulevs
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red51 i can confirm servers are still not showing in the list. my latest server restart was 2 hours ago and it stopped showing again. not sure if its a steam issue but steam has had an unusual amount of down time over the last 24-48 hours. https://downdetector.com/status/steam/
I've had a few guys ask me if MR was down but when i check the server it's still operational. So I'm guessing when they ask me if it's offline, it's actually just not showing up on the list like james'
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Hmm... we ran tests with up to 1M construction elements
What sort of "lag" do other people experience when you log in? Actual lags, i.e. a considerable delay when they place or break stuff, or performance issues (game stutters, freezes, low fps etc)?
The latter would be very weird, but the former could be a networking thing. If the server is busy sending you the chunk data (37K construction elements result in 4MB of data the server has to send to you, but that first gets compressed, so probably we're talking about 1-2MB), this may prevent the server from handling other world-related things. Do you have a high ping to that server? The higher the ping, the lower the bandwidth to the server (although it's still a bit weird that 37K elements [which really isn't too much] is already causing issues for 30 seconds)
Does the server still disappear from the list? We've increased the timeout on the master server last night, so if you server still disappeared in the last 12 hours, there must still be something wrong
Does that also happen in the last 12 hours?
Is it a creative mode world? In the singleplayer menu you can see if a world was created in survival or creative mode
If you want to change it permanently to survival mode, you can load the world and type this into console sql Meta UPDATE worldinfos SET value='survival' WHERE key='gamemode';
Oh, thanks for letting me know! This is caused by the shadow caching (the game only renders shadows once and cache them for reasons of performance)... I will put that on our to-do list
As a "workaround", you can fix this by turning the torch off and on again^^
Just for info.
The server has a 45Mbps upload speed and 350Mbps download speed.
64GB RAM, 2 Xeon processors, SSD RAID disks.
Usually runs around 5-10% utilisation.
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Hi red51, when gutting an animal it appears that only the modern day Combat Knife with it's bright-green-plastic-none-medieval handle works.
Are you able to make it so that the Primitive stone knife also works to gut an animal?
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Unity was trying to allocate 144 petabyte
What's that in floppy disks?
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I think I speak for many when I say this, Red, we'll never let up on the support.
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some people even thought that "port-forwarding" was a Rising World exclusive thing, and that even resulted in some negative reviews
We're still a bit traumatized by this