Posts by LordFoobar

A new update is now available, introducing seasons and more!

    irc is good but not for the mainstream. i have seen many projects with irc chans but a hand full users join this. good for nerds but not for normal users :)


    Any alternative solution? This solution has to be accessible (does not require a vendor specific hardware), OS independent, free (as in beer) and friendly. IRC was a logical choice to me. I know that it is not mainstream, but we are in a "Lua scripting" section of the forum after all :) If IRC scares you, then scripting is definitely not for you! In my humble professional opinion.


    With IRC, users can...

    • have public / private, instant / delayed conversations easily
    • connect with whatever IRC software
    • connect freely without requiring invitation, add or be added to any circle of friends
    • etc.

    It is not mainstream because it does not have emojis and fancy crap, and requires some level of commands.... Without being too cynical; this is just like Lua scripting and using the script in-game, right? :)

    The dev's should add a surface noise function with 3 or four settings. Tall grass, mown grass, no grass, bare dirt. The first is what we have, the second is what you get if you do on pass with a scythe, the third is green grass mesh = Full area scythed, the fourth is what the rake does.= a dirt surface. This should not break the engine. This would make for more visual interest and you would see more bunnies and melons particularly if you bias them to the later three. If you've ever seen a rabbet infested farm its all closely grazed grass and bare dirt from the worren. https://s-media-cache-ak0.pini…4d278203966c59b19e8e9.jpg


    For what I know, this is in the planning. There are several types of ground textures, in-game, already. (i.e. snow, desert, swamp, rocks, gravel, etc.) I don't know where I've read this, but it is planned to have different climate for different parts of the world. I have no idea how this is going to be added for an infinite world... but that's that. I would personally love to have a warped world (i.e. always ever walking in any same direction would eventually brings you back to the original position, just like going around the world, the total distance could be a matter of settings.)

    I have just set up an IRC channel for general help and live discussions. I registered the channel under my nick, but I can transfer ownership if required.


    On freenode.net, join #risingworld


    I personally use X-Chat since it's opensource, thus not bloated with viruses and other bloatware, and very light. There's a bot in permanence in the channel, and I'll be there most of the time, but probably away. Be patient :)


    Cheers!

    Dear developers! Please, make UTF8 support in "Bundle_xx.properties" and many community fans will make russian translation. :) For example I can help translate into Russian.


    I agree about the UTF-8 as accented characters (french, spanish, etc.) do not display. I also agree with the languages being updated by the community. Rising World has gained quite a lot of people, and this model is appreciated. Players will not let you down. Why aren't the languages provided in a public repository so people can contribute? You guys only need to provide the default language file updated (i.e. "en") and the rest will follow.

    Actually, ZScript could do this easily, and your PHP script could just SELECT directly from the script's database....



    BTW: I presume the game creates a specific database per script when MySQL is used??

    Any versioning problem and update management should go away pretty soon... I held back some actions as I want to let some time to people to react to me contacting them, but I am very motivated to make my proposition happen, and no one will regret it.


    yahgiggle, contact me with your Github account name and I'll add you to the team.

    *snip*


    Full List
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    This took me some hours guys so a thank you would be nice :-)


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    May I ask the permission, or can someone from the dev, create a "RisingWorld" Github organization, so we can create official script repositories for the game? ZScript, AreaProtection, WorldEdit, etc. could be added there. We can, then, add members to each repository for easy access, modify and maintain the different scripts. This would give some leverage to the core team and would help monitor better the different issues, features, suggestions, etc. of the different community projects.


    I would also be willing to start an app to easily sync scripts with the game. This app would be coded in Java, have a GUI and also handle CLI executions (i.e. for servers and headless environments). Having a central repository, it would be easier to maintain a list of quality scripts for the community.


    I would never appropriate someone else's code without having a damn good reason to :) This is what I do for a living (code), and I highly respect the works of others, regardless how much efforts they had put into it. Besides, my additions were mostly copy / paste of the existing code as well.

    yeah that looks good to me now all you need to do is make us the full script lol i know your just dying to do it hehe man my heads starting to implode just thinking about it


    LOL :P


    Yeah.... If the original author can make a Github project out of the script, I could fork it and make a PR for changes... That would make things much easier for everyone. I just don't want to take ownership without permission. Using Git, others could contribute as well.

    If would be, something like


    Code
    if blockType == "block" or blockType == "b" then
    ...
    elseif blockType == "halfblock" or blockType == "hb" then
    ...
    elseif blockType == "ramp" or blockType == "r" then
    ...
    elseif blockType == "stair1" or blocktype == "s" then
    ...
    ...

    Ok i talked to Red and for halfblocks you add 195 to the id so did some testing of my own and found you can change the prossion of the blocks like so


    195 halfblock bottom
    198 halfblock center
    201 halfblock top


    so if your id was 37 and you want the block at the top you type /we-fillblock 20137


    What if the id is, for example, 186? Would it be 20100 + 186 = 20286 or "201".."186" = 201186 ?


    I am asking as we could amend the command to add optional values to the command arguments, such as


    /we-fillblock id [blocktype [rotation [orientation]]]


    Where

    • blocktype could be one of block, halfblock, reamp, rampcorner, rampcornerhalf, rampcornerinner, cylinder or cylinderhalf (not sure about the other block types) (default block)
    • rotation could be 0, 1, 2, or 3 (where angle = rotation * 90°) (default 0)
    • orientation could be up, side, or down (default up)


    For example


    /we-fillblock 126 ramp 1 down


    to place a ramp upside down, rotated 90 degrees. (Note: only id is mandatory.)


    However, there might be issues with some block types and orientation that must be taken into account when processing the command. For example, cylinders and ramp corners cannot normally be placed sideways, only upward or downward.

    Well, for those having any trouble with my proposed addon, here's the entire script for your own personal use, until it is approved and/or officialized :)


    The command is, for example, /we-select then /we-fillblock 121 to fill the area with bricks.


    I have the code-snippets addet to the script, but I not know is this right.


    [snip]


    I testet in SP and I have no errors ..


    Less the lack of indentation in your post ( :P ), it seems alright. If there are no errors, and you can fill your selected area with blocks of the specified ID, then yes, it is right :)

    what would the id for half blocks be i tried halfblock 37 as thats what you use for item but that wont work for /we-fillblock ??????


    I actually woke up this morning with the same question :) Also, if blocks need to be rotated; how to apply rotation?


    Maybe one of the devs can answer?

    Can you please add this to the script?



    And the function is quite simple, really :


    Code
    function fillWithBlock(c, blockID)
    world:setBlockDataInArea(c[1],c[2],c[3],c[4],c[5],c[6],c[7],c[8],c[9],c[10],c[11],c[12], blockID);
    end


    Don't know why no one proposed that already... Tested and works great.