Posts by yahwho

    Digging up an old thread (excuse the pun).


    But I could really do with knowing more precise details on what depth ores are generated (and also what depth ores are not generated?)


    @red51 are you able to shed any light on this for me? ^^

    Thanks, don't really want to install any plugins, I'll take a look in the database might be some clues there as to who needs the ban =O


    Edit: Oh is this something Red has written?

    When you write a message (like this one) you will see a bunch of smilies (old school terminology for emoticons) just under the text input window, to the right of the "Smilies" text you will see a paperclip icon. Click on it and you will see an upload button. Once uploaded you can click insert to add the images to the post you are creating (you'll need to upload an image too for blueprints).


    Are you asking for support for a pirated version of the game? A game that cost £11? That's also an indie game? :huh:


    You can try games on Steam for up to one hour and get a refund if you don't like it.

    I can wait out however long it needs to render a whole map.

    It's not the rendering time that's the issue. The application can render the whole map. The problem is there are no viewers that can open up such a large file that the application generates. This is why the in-game map, as well as every map application out there (including Google Maps and Bing Maps) use separate images and stitch them together as your scroll around the map. A principle called Map Tiles. https://en.wikipedia.org/wiki/Tiled_web_map


    There will be a way to process larger maps and compress them into a smaller image, but believe me that process is extremely complex and requires a lot of in-depth knowledge in computer graphics. Looking at each pixel one-by-one and looking at its neighbouring pixels and then generating a new pixel map. And it always results in data loss.


    That's the big problem with image compression.


    Here's an 'a', its pixels as displayed on a screen, and finally the data structure behind it. If you visit each pixel and analyse its neighbours and recreate a smaller file (to reduce the pixel dimensions from 12x14 to say 6x7) then you actually end up with just a mess of pixels and the "information" (in this case the character 'a') will be lost. Same principle with the maps in Rising World, just on a larger scale.


    Just wondering why this was depreciated? There doesn't seem any other way to draw lines / circles.


    P.s. I can try using guipanels that are 1px by 1px and Bresenham's algorithm myself as a workaround but I think that might cause performance issues?

    This is what I did (on Windows 10 Pro - but will work on any Windows OS variant)


    Download the zip folder.


    Create a folder in C: root called MapViewer (Windows 8 and onward you will need to confirm this action as it requires admin rights to create a folder in the root of C).


    Extract the zip folder contents to the folder you just created (C:\MapViewer). The folder should now contain two jar files. (mapviewer-0.0.1.jar and pngj-2.1.1.jar). You must move the jar files into the MapViewer folder.


    Press Windows Key and R to to open up Run Dialogue, type in cmd press enter (this will open up a console screen).


    Type in CD\MapViewer and press enter (you'll be typing this in after your username (e.g. c:\users\username> )


    type (or copy and paste) java -cp .;./* ch.sfu.mapviewer.MapViewer and press enter ( you should be in c:\MapViewer\ when you do this on the console).


    Program will launch.


    Map files are located in: C:\Program Files(x86)\Steam\Steam apps\common\rising world\maps (not on my PC so this is a guess of the path)




    (Should be enough information but if you need more just ask!)


    Look closely at this screen grab:


    RW uses a lot of CPU as opposed to GPU. Do you have lag playing on SP or on a public multiplayer server? Might be worth testing out imo to rule out it being a problem with the host. I've had numerous website hosts over the years, some have been great some have been abysmal (I know it's different but it's also the same ;) )

    YAML is very strict yes but so too are all languages. If you have problems copy and paste an example and edit it (that how I started).



    Code
    chatcolor: 0xFFFFFF
    chatnamecolor: 0xFFFFFF
    items:
    crafting:
    deny:
    - repeater


    p.s. In regards to spacing - tab and space bar are not the same thing.