Ah brilliant, missed that in the API.
Getting the Clothes object and than adding to it makes sense.
Many thanks red51
Ah brilliant, missed that in the API.
Getting the Clothes object and than adding to it makes sense.
Many thanks red51
Looks looks some of what I've asked for is in https://javadoc.rising-world.n…orld/api/objects/Npc.html
I can see a getClothes method but not a setClothes one.
I'm assuming that's because it is a little more complex, as it would need methods such as npc.getClothes(Type.shoes) npc.getClothes(Type.hat) etc.
Still, would be super useful to set clothes of an npc, even if it was limited to full 'costumes' which would mean only one method with a parameter. Such as npc.setClothes(Costume.Armour1);
Can we please get more access to the dummy NPCs via the API?
Such as setting clothes, setting name, setting invincibility, maybe even aggression?!
I don't think this is currently possible via the API, please correct me if I'm wrong!
Which game? Java (old version) or Unity (new demo)?
What operating system are you using?
Have you installed latest OS updates?
Do you have multiple monitors?
Does the problem persist after a power cycle (power machine off, disconnect power supply, hold power button for 5 seconds, connect power supply and restart)?
Are you running in full screen or windowed mode?
Have you Ctrl+TAB'd?
Are you using a none-default scheme? (type main.cpl into a run box to check mouse pointer settings)?
And finally, the mouse pointer in game is image file, if this file is somehow corrupt of missing the cursor would not show. If you use Steam version you can validate your game files with these instructions - https://support.steampowered.c…le.php?ref=2037-QEUH-3335
P.s. Welcome to Rising World
In theory you could animate something with the current API. Multiple static models working as one. Then individually moving each object model to a new position. Giving the impression of one model that is animated.
It would be fiendishly hard, to put it mildly for any complex animation.
more abstract way to expose the resources in the API.
Iron Ore would also work fine
Hi red51
In the new version, if it's not too much hassle can we get some methods in order to see how many resources a blueprint costs?
Something like...
Display MoreOk so here is a copy of the error I get when trying to run the game on my singleplayer offline PC (after copying the downloaded game from my laptop).
Windows 10 (10.0.0) 64bit (Desktop) Direct3D 11.0 [level 11.1]
Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz, 6 Cores, 3696 MHz
MS-7C09 (Micro-Star International Co., Ltd.) 16326 MB RAM
NVIDIA GeForce GTX 1660 SUPER, 5991 MB VRAM, 2020-07-05, 27.21.14.516
Commit: decd9931dbd268cdf31e0298e513bcc82f8d5b01
Branch: master JobID: 2248
------------------------------------------------------------------------------------------
InitializationException - Missing credentials
Not sure whats going on as I have the correct serial and it works on my laptop.
Thanks.
I'm guessing copying files even with a valid serial won't work. It's not the normal way to install - no registry entries, and it would be far too easy to pirate a game if you could do what you're attempting.
Thanks for the replies. I'm surprised to hear there is hand jittering I would have assumed they would be children of the FPS camera. But as I've never written a game larger than a small world I'm far from an expert in the field. 64,000^2 seems a decent playground to me!
So does this preview only work on Windows? I'm on a Mac with Catalina installed. It's fine, I have Windows 10 on my bootcamped side, but I just wasn't clear if there was a Mac demo?
Should work on Mac too, I've seen posts from mac users saying it works fine.
I'd still consider areas at ~ 500,000 unplayable, mainly due to imprecise physics...
What would you consider the playable area to be then?
I know the current version is not infinite and that the further you move away from 0 0 the more glitching you get between game chunks.
I remember Red you saying that this will be improved in the new version, but can I ask to what degree and has this been something you have tested already?
Just for a test, I just went to 500,000 500,000 and oh boy was that a horrible place to be in
The question is, what would reasonably be the playable worldspace or will the Unity version be truly infinite?
That's cool
Okay no snapping at my throat you lot!
Red, I'm just wondering, a very approximate timescale. Are we talking 6 months, 12 months? Or. . .
ArcticuKitsu If you are using Windows 10 it has built in screen recording. Press Windows Key, Alt, and R at the same time to start recording and again to stop.
create their UI right in Unity
Creating a UI with a UI? That sounds like cheating to me
Well the specific "animation" (it was their choice of wording) I was looking at on a Unity forum discussion was in reference to animation of dropdown menus, in contrast to static.
Here's a closest visual example I could quickly find. Not great I know.
Regardless, as long as there are some simple UI elements to play with I will be more than happy.
First API post! Woop! Lol.
Okay, silliness out the way.
Red, you mentioned that the API UI will be based on Unity UI Toolkit. Does this mean that not only will we use Flex (very cool btw) but we'll also be able to create animated UI menus, along the lines of animated drop down menus etc?