It won't be deleted migdyn
You can still join though - press connect to server IP and type in server.medievalrealms.co.uk ![]()
Posts by yahwho
A new update (0.9.2) is available now!
Latest Hotfix: 0.9.2.1 (2026-05-13)
Latest Hotfix: 0.9.2.1 (2026-05-13)
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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 RWYes 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

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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? -
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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