Posts by Bamse

A small new update is available now!
Update: The standalone should now be available! Sorry for the delay!

    Which part of the light do you consider too bright exactly? The grass specifically? Or the glare of the sun? Or the overall brightness?


    About the moon light, basically it's mainly the direct moonlight that has become brighter (at least it appears brighter)... when walking through a forest, you won't benefit much from it (especially considering that the moon now also casts shadows), so it's still relatively dark there. However, you can also change the brightness of the moon/nights specifically in the game settings :)

    I think the glare of sun is ok, but overall brightness is to strong.
    But to change brightness of the moon/nights, don't need first to disable moon phases?

    Hmm... does it only happen after skipping a night? Can you also reproduce this issue in singleplayer (when skipping the night, for example, or when changing the weather)?

    I tested on my local server. It seems if i have clouds and sun is rising in the morning FPS have a huge negative impact (50 fps from 120). If i stay more in same place fps slowly come back to 120 (sync with my monitor) after time pass. Problem occur i think between 7am clock
    I sent a report too.


    I made more test. Fps drop issue appear on clear weather too. For me is from 7:00 to 7:30 when sunrise. Before and after 120 fps, in this time fps drop to 50.



    BTW:

    After last update i think, at least summer on clear weather, light is to much to texture started to look unnaturally from to much exposure. Personally i like more like before. Maybe increased light during day is too much? I know you made some adjustment for moon/sun light but maybe too strong?. For example night on full moon is so brightness and see almost as day.
    Where is my green grass? I know sun can change color, but ... to much.

    Hi.


    First, i thx again red51 for implemented method to reset a chunk via API.


    Now come next challenge. I wonder if is possible to obtain from game engine a chunk of unmodified chunk (not actual chunk, but the original default one) and have some method to query about data like:

    - What materials contains (stone, ore, coal, air, water,tree, vegetation, etc.).

    - If chunks contain object from POI, and list of them (Ex. is involved in a POI/Dungeon generated and have some objects inside)


    Example of desired data:

    The chunk x,y,z contain :


    a) Terrain/ore:

    - 200 blocks stone

    - 800 blocks air

    - 400 blocks of water

    - 10 blocks of iron ore

    - 30 blocks of gold ore

    - etc.


    b) Vegetation:

    - 2 tree birch

    - 2 flower

    - 10 fern

    - etc.


    c) Chunk contain a POI/Dungeon = true

    - POI INFO

    - etc.

    d) Objects (from POI/Dungeons)
    - 2 primitive tent
    - 1 golden chest
    - etc.



    This data is required to calculate "value" of chunks. If i give player posibility to reset a chunk i don't want a player to find a "rich" chunk and reset over and over for resources. I want player to pay some resource/currency for resetting chunk and this cost will be more higher than resource from inside so over time if player just reset chunk get a net loss. The scope of reset chunk is not to gather resource over and over but to help restore default generation of chunk and help to quick demolish some complex building, re enable posibility of start spawning again of animal inside, etc.



    Thx for any hint how can achieve that.


    BTW: Obtaining same data from actual chunk can be a thing too who can be used for other purpose.

    I see too FPS drop. For example when night is skipped (hour 0 become 6 am) a few minutes i encounter huge FPS loss (half of FPS) for several minutes. After some time FPS start to rise. Same settings as before update and play on a server.

    Came back into RW a short time back and have an oddball question about water in the Unity version.


    If I were to excavate a canal from an inland lake to the sea, would the potable water become salty? Would salt water and drinkable water find a halfway point at some distance or would the sea dominate the lake?

    Hmm. But what was expected behavior of old world for a lake who was unite with a canal to ocean before fresh water was release? i think now all this inner lake is a salt one now ...

    Hi


    In version 0.7.x game algorithm for generating island in sector changed with introducing of new cold and arid islands. I have a very old world with some sectors generated with legacy version older than 0.7.x. In meantime i make some plugins to extract raw data for creating a map of islands. So now need a version 0.6.x to can run plugins against word generated before biome/cave update. In the past version 0.6.7 was a option to download on steam beta option. But now the oldest version is 0.7.x :(. Any way to download a snapshot of game for this version?



    Thx.

    About error from log when i use custom events? It seems is just a wrong message for custom events. All event are fired and work correctly.


    Code
    [Java] -> Event: bamse.rw.ferry.events.FerryMoveToEvent
    [ERROR] [09:08:30] Java RegisterEvent - Event not found: Events.FerryMoveToEvent
    UnityEngine.Debug:LogError(Object)
    RisingWorld.PluginAPI.PluginEventHandler:OnRegisterEvent(IntPtr, JObject, JString) (at C:/GitLab-Runner/builds/jxpAq3Km/2/jiw-games/rising-world/Assets/Scripts/PluginAPI/PluginEventHandler.cs:258)

    i tested too only on dedicated server.


    I see this behavior some time ago and suspected is something with context switch of thread but i don't reported yet as possible problem and almost forgot about it. Thx james1bow to bring this to attention!

    Same thing i se on my plugin too. I use a background thread to move a vehicle along a route. First i tried with Timer and well worked well, but limited to a single vehicle. Latter i use proper thread to move many simultaneous vehicle, and when i use my thread i see a lot of messages like:



    On java side :



    And BTW when i use Custom Event



    And when i used custom event and register this event for listening i get in log for every custom event:


    Code
    [Java] -> Event: bamse.rw.ferry.events.FerryMoveToEvent
    [ERROR] [09:08:30] Java RegisterEvent - Event not found: Events.FerryMoveToEvent
    UnityEngine.Debug:LogError(Object)
    RisingWorld.PluginAPI.PluginEventHandler:OnRegisterEvent(IntPtr, JObject, JString) (at C:/GitLab-Runner/builds/jxpAq3Km/2/jiw-games/rising-world/Assets/Scripts/PluginAPI/PluginEventHandler.cs:258)