I believe you need to inject the textures into the existing resources.jar file
Posts by yahwho
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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
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Thanks Red, yes maybe I should have made my question a little more clearer, but you managed to work it out anyway
thanks for the reply!
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Hey @red51
Hoping you can reply to this
are there any plans to change the stack size of ingots in the future?
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Yes I too have gone for a mixture of both depending on the requirement.
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If you are hosting yourself the server IP is supposed to be blank. What OS are you running? Do you have the latest version of steamCMD?
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dang, didnt get a chance to check this topic out since I don't visit the forum as often as I used to. Now i'm curious
was this about Database entities vs File system stored objects ?
Exactly that lol.
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Very nice! Love the skull chandelier idea!
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Just in case anyone wants to take a look (I know the server stats here had to be taken down). These are general game stats and are not for individual servers.
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A small server update was released. Maybe it's necessary to tweak the server_query setting again (only if your server does not show up in the list!). Here is an explanation what the server_query_ip setting does:
This fixed it for me! CHEERS!
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Yes that would be much better, but at least I can accomplish my goal in the meantime.
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OK I think may have it.
CodeJust need to create 6 if statements and flesh out the code.
I'm assuming player is in none-creative mode (max stack 64)
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Within the onPlayerPlaceBlock event there is:
It would be really useful to be able to get the end x, y, z chunk position.
Currently I'm struggling to understand how I can get this
and not from lack of trying. . . ( I shall continue my testing
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Yup I'm running around spawning some now.
Yes a simple plugin might suffice for now.
The API calls get a +1 from me!