Posts by ArcticuKitsu

A new update is now available, introducing fishing, climbing gear, clothes and more!
Latest hotfix: 0.8.5.1 (2025-04-29)

    Yeah, we were supposed to get sticks and stones for a long while now. Even around the whole water update there was mention of having loose sticks and stones littered about, but if we can get sticks from the hedges and various plant matter that be nice. As for stone, just loose ones around cave openings and around other places would be nice. Even around beaches.


    Maybe using those sticks to make a very primitive and highly fragile axe to get stone shards would be interesting to make stone axes.


    (Thinking Medieval Engineers when typing this)

    Hmm... I just rented a small Nitrado server to reproduce this issue. And actually it looks like the issue is related to the filenames (at least under Linux) 8| This issue should be fixed now, I've updated the backpack plugin (and the potato cannon) accordingly - you have to download it again. Sorry for the hassle!

    Many thanks! :)


    Seems to all work fine. I haven't crafted anything but I"ll assume it works fine until I can find time to craft both of them again.

    I concur. I would love some Medieval furniture. I loved the ones in Conan Exiles, and a few in Medieval Engineers, wishing they were in Rising World. I mean, with the example plugins you could technically nab them from one game to the next, but would also love vanilla style furniture so we wouldn't have to fight with much. Granted, we should not over-pressure Red51 either.


    Just simply concur'ing with this thread.


    We seriously need more bed types, door types.... Even gates to allow for mounts to pass through and such.

    I'm sorry, I just "broke" last night & this early afternoon when I made that posting because everything is in the correct spot. I extracted everything where it should go, yet it just refuses to do what it should do. I know it works singleplayer yet honestly mindbaffling confused as to why it won't work mutliplayer that I just mentally broke.


    :S Yeah, of course the plugins would work on both singleplayer and multiplayer.... I simply broke forgetting all common sense trying to figure this out.


    Why?! Why won't it work..... I'll fiddle with it again.... What is Nitrado hosting doing. ?(


    *Tries to troubleshoot again*

    Well, basically it's a "copyright infringement". It's more or less the same as if you upload music (which is protected by copyright) on your server and let your friends (or any other people) download it. In the worst case, if the rightholder finds out that you're using his music on your server, you may get into trouble...



    It wouldn't be a big deal if you're just running a private server or if you use the music in singleplayer (in this case, the game could be considered as a music player^^)

    Had to ask. Yeah, then there's the whole Article 13 in Europe and such.


    I do run a private server, and was reminded it doesn't really effect me, but just wanted to see what would happen. I meant to type this more in the Jukebox thread. Whoops :S


    Thanks for all these plugins though favouring the jukebox the most because how regionalized it is, but having this plugin is still neat. May fiddle with it later. Would love something more "continous" so this may suit such a thing later.

    Unfortunately the internal World3DModel class requires a single texture per object atm Although you could create your own class which handles multiple "World3DModel" instances (one per texture) automatically.

    Alright, I guess I'll have to eventually find a way to get single textures out of these models. I would create the "class" if I knew how so I may have to wait for an opportunity for when someone knows how to handle this so I can import 2 weapons, 2 characters, and such.


    Sorry for spamming your forums up so much but keep in mind when you see me venting just know that I'm just an inch away from FINALLY adding something I wanted to add since 2015 (and even earlier) just to be roadblocked by a single .png file & a .dds file. I'm so close, and this just pains me so much. I honestly want help here, and I do thank you for noting that.


    Multiple instances hmm..... Was wondering if that was even possible. May give that a whirl when I can hoping I can get it working then. As for the UNity bit, was worth a shot. I guess I'll have to forget about that trying to convert them into Rising World API side of things.

    The size of the model is set by the model itself in the software used to make it or the scale factor in the plugin's code by the World3DModel.setScale(float) method.

    Makes sense. Guess I'll have to be careful about that when I finally get things working on my end. Agiser will also have to be careful also.

    How to set the size of the model?

    This is what I eventually want to know.


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    Also, I wish this plugin could handle folders with textures in them, or even read from the singular file itself. Most files today contain both models & texture files. Also, I have model files bundled with many other models so I wish it would also pick out all those different models so I can then plop them into the world.


    I'd be amazed if it reads Unity extensions because that's where my hang up is, and that's where the Japanese are with their models. That's where VRchat and a few other VR games are at.

    The examples are working fine for me? ... Thanks for the update Red

    Yeah, I'm honestly baffled because it was the simplest of things to do... Download, export, upload onto NItrado, restart server, run Rising World, and PLay... That's it! Was I supposed to choose the 'Source' zip? It reads both the things, but refuses to do proper things with it. Backpack isn't craftable (though it's there with glitchy preview), and potato gun is invisible.


    WHy do I honestly have to have these simple errors? ?(:huh: I'll just see what tomorrow brings......... Fresh mind, and everything. However thankful for the plugins we gained though.

    Just going to note this in general that we should have the ability to load in custom models (humanoids & animals) into Rising World. We should be able to have the ability to use any model, give them a character & AI class, then have them roam about the world as any pig, bandit, or other "living" entity in Rising World. Rising World is gradually becoming more and more powerful that I would love to eventually roam the world with custom modded NPCs (similar to Skyrim also) with how we can have Americanized & Japanese (anime), and even game characters roaming about the world. Granted, they're just body types, hair types and all....


    Think of Skyrim with CBBE, UNP, and other sorts while having their own presets also, but all unified into one model as their own living entity. Probably hard to imagine so I'll just leave that thought there.


    For example:
    2B - Nier Automata:
    https://bowlroll.net/file/129433
    (As it's own living entity borrowing Rising World or custom player made animations & behaviours)


    I don't specifically want her (I want something else), but for example's sake it would be neat if we were able to allow for these models to be their own living thing in Rising World, similar to bandits & dummy NPCs. That is, if Rising World's API is even capable of that. If the coding and source coding allows, then I would love it to be possible. This is also in response to the example object & item plugins we have going on. Again, that was an example. What I seek is different both model and object wise.


    Whoever allows for 3D models to be living entities in Rising World shall gain the highest respect from me that they'll be highly praised. Who shall it be? And when? :D


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    Disclaimer: Not seeking this "now". I am however desiring it "soon", in the scale of "months", or eve a few years. The sooner the better though because who knows how long I"ll be able to play Rising World for.

    I had it working fine in SP. So yes, maybe some server-problem?

    So, it's singleplayer only? I guess it doesn't want to read while on a server. ?( Shark noted it works fine for him on his server? He noted it worked fine on his server so I'm wonder how I'm screwing things up this time. It's something simple again.


    I could try confirming this in singleplayer then for both this and the backpack because it seems to hate it on servers.

    [New] Snow, coal and hellstone is now available as block texture

    Awesome! The snow, coal, and hellstone are a neat little addition. I also tried out a few of the plugins having fun experimenting with them. The Jukebox was nice, as with the position plugin. Made use of the baseball bat. I however am having issues with the potato gun & backpack. It reads them but it won't really select the backpack in the menu; It won't show the model of the potato gun.


    Also wishing the potato gun worked by feeding potato into the gun by putting potatoes in the ammo slot. :whistling:

    Nitrado probably messed this up, or maybe the way I uploaded it onto Nitrado. The way it wants me to upload is wonky that I gain a "?" icon. I can fire it, but it won't show the model. It won't read the model. Invisible gun.


    I was also hoping you could manually load the gun to fire the potatoes.

    You just need to unzip the Backpacks.zip into the plugin folder. The file path must look like this: ..\RisingWorld\plugins\Backpacks
    In there must then be the directory "assets" with the included files and the file "Backpacks.jar".
    Then it works fine. The backpacks are then found in the normal workbench under "backpacks".

    Did this. It does read, as with the potato gun, it just refuses to load it in within the crafting station. I can see it in the crafting station, it however won't allow it to be selectable. Maybe it's the way I had to upload it onto Nitrado with it forgetting something.

    Just wanting to know the "what if's" here that if copyright music is used, what happens?


    I'll see what I can do with this by using NCS music and my own. I may fail using this, but I'll at least try.

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    I have better luck with muskets, but not bandits.


    I meant to say rifles, not bandits. I have better luck with musket but not rifles.... Late night typos.


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    Thanks for the video! Maybe this could be related to some sort of desync... you obviously hit the bandits in the videos, but apparently this hit wasn't processed by the server for some reason I will check out what's going on there!


    You're welcome. More desyncs eh? Good luck. Yeah, it made it difficult to the point I either had to melee or flee.


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    There is indeed an issue with picking up gravel from a grinder... this definitely needs more fine-tuning


    Good luck :thumbup:

    Yeaaaaahhhh....... Bandits are being a little bit weird for me, unless I'm aiming at them weirdly. Their path-finding is indeed wonky with them being unable to get around ponds and ravines to get to me. Same with animals. I can't even kill bandits properly with a rifle (repeater) with muskets being far more reliable here. Happy with what we have, just a little more polishing hmm.


    Loving what we have though.

    I approve of the ability to look at the map while exploring. It would be handy. I also would love it if we (by choice) could appear on a map to see where we're wandering at. Lastly, my biggest suggestion, would be to have maps be wide screen, not square. Wish we could skim through maps in a widescreen manner.