Posts by yahwho

A new update is now available, introducing fishing, climbing gear, clothes and more!
Latest hotfix: 0.8.5.2 (2025-05-01)

    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.

    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 =O

    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 :D I could start writing one such plugin at some point :D 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. ^^

    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.

    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

    It is really nice how the scaffolding snaps onto each other. :thumbup:


    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.

    OK I think may have it.


    Just need to create 6 if statements and flesh out the code. :thumbsup:



    I'm assuming player is in none-creative mode (max stack 64)