Posts by angriff

A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.1 (2024-12-20)

    probably trying to write to the uielement before its an attribute witch is giving the null errors. i find it best to create uielements onplayerconnect then display them on on the playerspawn event

    Still getting ghosting ... but it is working alot better because started to lock things up when invoked. So I may fix it later. But I have to update the information on it when players act in other plugins. what the best way to do that? It was causing the null issues when it was updating. The information from the element would show up on the top left of the screen as if typed there. The panel would not show up and started to lock up out of the blue.




    PS installed you really nice looking mail plugin so people can give me feedback on my server .. thanks for all your help.

    Well I do not know if it is the best form but I had to put the build completely in /load command event because otherwise I got a Null error when I went to update it as attribute.


    Any comments are welcome.

    Ok so I fixed the several database read issues to dynamically update the panel and they are working fine small syntax errors. If I put in the Code as you outlayed the above it locks up the game. So I moved it up the the on spawn area where I was building and attaching the panel to the player. Down in the /load command area it works if I re-invoke the add panel command. If I only get the attribute it no longer locks up the game but only puts the new information in the top left corner with no panel. This ghosting issue is not as easily licked as I thought. The panel if someone else invokes does not lock up the mouse like if you are the player to do it but you get a view of it that goes away when the other player closes his.


    So my question is it a mistake to build the panel and attach it during the on spawn event or must I build it or rebuild it and update it in every single event method where it can be utilized? I am getting panel is null errors if I try to update it outside of the /load command event.

    I used the milk glass for the outer shoji windows which I mean that's fine, I have the traditional style walls and ceiling but the more modern milk glass for the shoji and the more modern straight roof, it's a mix of old and modern. But yeah....freaking having proper shoji and Fusuma doors / interior walls would be nice.

    Hey I tried to color a glass tube but I could not get it dark enough around a candle to look right and give off colored light. Have you done this?


    PS sliding doors are used in modern Western builds too, Like barn doors and pocket doors. So a sideways moving door would be awesome.


    As far as the can resize every material into a pane. Yes you can, but the dedicated panes for fabrics and papers would have the semi transparent material quality set to them (much like the milk glass, etc.) and that's something you can't achieve with the resize method.

    Sounds like someone wants to make Shoji screen doors and windows to go along with their Sake set.;) This would be wonderful. I have several medieval Japanese structures I have built but inside having sliding Shoji doors have made the immersion complete.


    Maybe someday we can get sliding doors too.

    Thank you Gentlemen. One questions is this a UI specific issue or is because it is invoked by a command line then closed by a click on the UI to set visible (false). Based on the very well written comments above I assume it does not matter how any UI is loaded they all interact if they are not assigned to the each player. If you branch using UI buttons to other UIs, I guess you have to invoke these with the same player level protection.


    ;( This appears to be a very serious rewrite to get each panel loaded and updated into a individual player linked UI.


    Well I tried a shortcut so I hope it works. UI still comes up but worried about interactions with it. We will see. Thanks again guys the reason I always loved this community. So much help. I would have never in a million years figured this out alone.


    I was having to update the UI plugin anyway to add some more data to be displayed.

    I have a plugin that i put up on my server that has a UI. I have several friends that that have this game but they play other game mostly their play on it is so sporadic that I can not have many testing session with multiple people on my server. The other day someone visited and I asked them to test the UI. It appears to work but they said it suddenly opened again and I am not sure if it was me opening it or what. They left before I could evaluate and test again.


    So my question is on Plugins, UIs and command lines. Does opening a UI with a command line keep the event open while the UI is up and mixes up the event player pointer. I thought each client ran the plugins on their own and two players would not interfere. Maybe someone could point me to a decent enough explanation post or some other feedback Thanks

    So what you're really saying is I have no life and spend way too much time building things in this game..... guilty as charged. lol

    No, I was complimenting on your ability to think spatially. <misspelling that may have made you think special>. I have a retired life so my job really is to hang out being unproductive to society but I also spend too much time building and programming plugins for this game just for fun. :D

    Really takes some spacial thinking to come up with this thread, congrats. Not sure, you can get some shapes the by clipping pieces together like we used to get arches and stuff. But out of the blue, how about the ability to distort a block shape into a Rhombus? These might be difficult shapes to snap too.



    anyway my 5 cents.

    Many games like this, Valheim is one, have web apps that allow you to put in a kernal number and generate a map that lets you see if it is a suitable map. I have a server that has small main islands with huge water oceans between islands with the only way to cross these expanses is with a small rowboat or hours of swimming there is little use for players to visit or habitat. I want to change the map on my server but the need to rebuild and/or transfer everything is an obstacle. I dont want to choose another Dud for a map.

    The Font enum (mentioned by james1bow ) is indeed the correct one - it contains all fonts of the game. It can be used for signs and UI elements ;) You can pass it to a label using the setFont() method (or alternatively set the style.font property on the label). Example:

    Java
    UILabel label = new UILabel("Hello World");
    label.setFont(Font.Medieval);
    label.setFontSize(64f);
    label.setFontColor(0xFFFFFFFF); // <- white
    label.setBackgroundColor(0x000000FF); // <- black (optional)
    label.setTextAlign(TextAnchor.MiddleCenter);
    player.addUIElement(label);

    Thanks Red. I actually found this through your API Javadocs but because of my old nemisis. I had had not implemented the important import bit.

    import net.risingworld.api.ui.style.Font;


    I should have come back here and corrected that for those coming behind with the question. "Always think of the next guy"

    possible yes. but if you do 0.2 its a double to java just like 0 can be a long or int but you will get errors casting 0 to long. to cast 0 long its 0L.

    Ya well java default is double even though the only form the constructor can use is a float. Hence the lossy error. I appreciate the help as you have to realize I did this 8 years ago for the first time for about a year or two with this game then stopped and just now picking back up again. Prior to this my experience with programming was Fortran in University over 50 year ago and programmable controller logic, not as a programmer but as a Chief engineer designing heavy machinery with a team of 70. Seven or so were C++ programmers for proprietary embedded processors.


    This is my fun hobby.:| Hope someone learns something from this discussion in java semantics because I certainly did as well as got my background colors on my GUI to be correct. :thumbup: