Posts by yahwho

    I would like to be able to control the pickaxe animation speed on a per player basis.


    Something like this would be really great:


    Code
    Player player;
    player.setAnimationSpeed(0.5f);

    Why? Well the steel pickaxe is great! But I would like to speed it up and make it so it's possible to gain (through a reward mechanism) a harvesting speed similar to that of the mining drill without having to keep mouse clicking (i.e. just a key press not release).


    I'm just thinking about reducing RSI ;)


    P.s. Medieval themed server, so mining drill's a bit of a no. :/

    Could someone possibly show me an example of using the crosshair enums on a panel? I've looked at the API but I can't see anything obvious.


    I want to achieve the effect of a mouse over panel and set the crosshair to pickup (small hand). Giving active feedback to a user that a panel (button) is clickable.

    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?