Well I don't really care about the *actual* gender of the player Deirdre it's more the gender of the avatar I'm after. And yes I bet the are many men who choose to play as ladies out there hahaha and visa versa
Posts by yahwho
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Hmm you're right! Autonomously would be better though!
This does give me ideas to do silly things though! Synchronised sheep for example
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I really love this idea! We do need more control over NPC's via the API though before something like this could be implemented in a "none ghost" way. Think of sending jaguars out on missions to kill other beasts for meat and then bringing the kill home to bbq! I've done AI before (I code RoboCode bots when not working on my rising world plugin) so we would need basic control over the NPCs. The basic controls aren't difficult it's just chaining them together in some coherent manner that makes the magic happen.
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I'll give it a shot Minotorious as I said I haven't tried i yet, just was wondering if anyone else had and already done so and knew the answer. I'll post the results for anyone else who stumbles across this thread.
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Well the best option (in my opinion) would be quarter sized blocks. That would enable more creativity with them. You could then easily make "half blocks" with four quarters.
This would also allow for people to build thiner brick walls without having to use planks with stone textures via the pnb plugin.
p.s. and thinner arrow slits on castles
I guess the problems start mounting when you ask yourself what cost do these quarter blocks cost. Does one piece of stone make 8 quarters? Nothing is ever simple X/
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Hi guys, I haven't *tried* this yet ( I'm chilling in the lounge on my laptop with some mulled wine ) but does anyone know if it is possible to lock the creation of certain clothes within the game?
I have locked out modern game items, and things like the tech 2 workbench on my server, but I also would like to lock out clothes like the "business suit" and "hazardous materials suit".
I'm trying to create a themed server and most people who have joined so far have kept up with the spirit of things and are wearing appropriate clothing. But I have noticed some new users wearing very un-medieval clothing.
That's something I would like to put a stop to!
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Is that not for chunks yahgiggle? I'm talking about placing rows of blocks within multiple chunks. A new row of blocks placed inside a chunk can have any x y z of anything between (15,63,15). But the end block will also just have a vector value between (15,64,15,), I was finding out what game chunk the end of blocks went into.
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Unless an area has clearly not been built on then area protection stays - there is in fact a new player controlled protection system available on the server too. My aim is to make the Medieval Realms server as "admin free" and "player controlled" as much as possible.
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It won't be deleted migdyn You can still join though - press connect to server IP and type in server.medievalrealms.co.uk
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Thanks you for the kind offer! I believe it's my SQL statement needs a commit and rollback block. If it happens again after this change I'll post up my code for dissection.
On another totally different note, which I would like to rant about, I should be seeing Apocalyptica tonight in Birmingham city centre but all public transport is cancelled due to the snow/blizzard storms. So I can't get there! Very miffed
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Ah that's OK then. I've been having some EXCEPTION_ACCESS_VIOLATION errors where the Java Virtual Machine crashes - apparently in native code.
It's taken some time to track down as the crashes were apparently random. But I now believe it is caused within a method I use that listens to GUI input - hence my wonder when you mentioned button bugs!
I actually think it's my SQL statement within the method that is causing the crash. I suspect some kind of race condition is happening when it's called at the same time. I've commented out the offending section of code and I've not had a crash since *touch wood*.
I think I may have to implement COMMIT and ROLLBACK on the database command to make it safe.
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Once the GUI buttons are fixed in the API i was going to add to my chest protection plugin a keypad that you use to unlock the chest with a pin code but ATM this is pointless oO
What's wrong with the GUI buttons in the API? I ask as my plugin uses a confirmation screen with GUI buttons and I've been getting Java Virtual Machine crashes which currently I believe are being caused by this particular section of code
oh yes true but a plugin like that would probably be too complex to set up unless , also chests have a universal server id to separate them from one another but items don't so you could in theory put any skull you had in the chest to unlock it and not the specific one that you have to find in the dungeon. Though now you have given me an idea I could start writing one such plugin at some point would be fun to bring some actual games to RW
Yes you would need to make it a closed environment with just one skull in! I was thinking dungeons like a Doom setup.
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I believe you need to inject the textures into the existing resources.jar file
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There is a way that this could be done with the current API
If you wanted to make a game in which people need to find "keys" to open dungeon doors for example to progress to the next level.
You could use in-game assets as the keys themselves.
Think of it like this, you could hide a skull somewhere in the level that the player needs to find, the skull could then be placed inside a chest that is near a door, when the chest contains, in this example a skull object, the door is unlocked. Removing the skull from the chest will lock the door again.
You could also use things such as touch mounts that require torches in to unlock doors. You could implement this in a kind of riddle, where certain torch holders need torches and others don't in order to unlock the door.
It's all very possible, you will just need to think carefully about how it is coded.
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I believe it's just how the game is currently programmed. I have an i7 with SLI graphics and it will munch up 100% CPU for me too at times.
Here is the fix (workaround) though. Launch the game, go into your task manager and change the CPU affinity. I run Rising World off of just two cores without issue (one might suffice!) and the other cores run the OS and other applications just fine.
P.s. in case you need help with this - set process affinity
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It is really nice how the scaffolding snaps onto each other.
But, it would be even better if we could use the small scaffolding as a corner piece and be able to snap the main scaffolding on at 90 degree angles, effectively being able to construct a scaffolding frame around a building.
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Just a thought here, but it would be quite simple to add a colour filter overlay onto the generic soup image texture. Like a red alpha overlay for tomato soup, and a yellow alpha overlay for say potato soup etc. One texture, many soups