Top job Red!
This is going to make a world of difference.
Beautiful graphics too!
Top job Red!
This is going to make a world of difference.
Beautiful graphics too!
Thanks Mino! It took some time to do! hehe
Medieval Realms has been updated!
There is now a completely new tabbed graphical user interface. This interface will provide you with all your current stats and more.
"red51 [developer] 21 Apr, 2015 @ 2:05pm
That's true, unfortunately no use for flowers yet. But in the future you will be able to put them into a vase for example ;)"
https://steamcommunity.com/app…ons/0/611703999981141864/
This was the thread I was talking about. I may not have been clear when I said interaction icon, I mean the icon with the spanner - there is also a spanner icon on the shelves. . .
But thanks @Deirdre nice workaround!
I also think a point is being missed here. . .
Blueprint resources costs are for survival mode not for creative mode.
If you believe in the realist concept and hold that the use of blueprints that allow players to duplicate and make a decent game is cheating. Then plants growing underground in the dark caverns built in PVP/Realism arenas is CHEATING!!!
Yep.
Oh and blueprints are fine, just need to require resources.
Equals Dead GAME period. If it is a permission to turn on resources needed then fine. You can already limit blueprints use in the PVP/Survival game with permissions. If you want an haphazardly built game map then fine have nothing but block buildings and hidden caves then fine. To limit the creatively built area with the need for resources to duplicate small objects then the game will be nothing but a hidden ugly barren land.
"Dead GAME" in your opinion.
Good job there are lot's of servers with different game play styles on for everyone to pick from.
Yes, as mino said, blueprint with no resource cost on survival = cheating
I tried to reload the listener when logging out of a player. Then the old one was active again and then had everything processed twice.So nothing useful.
@yahwho is useful
If you can get it to work like that ( doing things twice ) you could use software locks to make sure it only gets called once. That could work as a workaround?
Nice plugin. Took a gander at your API. I have a suggestion, you should use immutable, arbitrary-precision signed decimal numbers (like BigDecimal) for currency mathematics not floats and doubles as they will loose precision. Otherwise nice project
@noci loving the map graphic UI
I haven't got this plugin so I can't comment exactly. But if your plugin is using a gui there is indeed an api bug that causes the listener to stop working when someone logs off. Red does know about this and said it should be fixed on the next update - fingers crossed! So it's not a bug in the plugin you're using.
Thumbs up @ArcaneDesmond
Thanks for the reply / explanation
The only 3D OpenGL stuff I ever did was a bouncing ball hehe - and I know that was tough to code
Hey JIW!
They say a picture is worth a thousand words.
I really do appreciate that writing code is not easy! But the game does appear to utilise the CPU when it should utilise the GPU(s) available to it.
You will see from the following screen grabs that when running the game it uses (on my rig at least) 60% of the CPU time on all four cores.
In contrast, the GPU which should be the graphics power house, where there are 8 cores available, only one core is being used at about 35%
Feels a bit like going shopping to the local corner shop in a Bugatti Veyron. ( Honestly I really do wish I knew what that felt like! )
We'll that's a bit of a bummer.
Thanks for the reply Minotorious! Always full of answers - they should make you a forum moderator
I want fish and fishing myself. I can deal with the way things are as far as plants go rt now but fishing would be a big boon.
Fish would defo make the seas feel more "alive"