Posts by ArcticuKitsu

A new update is now available, introducing fishing, climbing gear, clothes and more!
Latest hotfix: 0.8.5.3 (2025-05-09)

    I don't shoot foxes & rabbits because I love how cute rabbits are & foxes are my friend. It's in my name. There's no deers, yet there's moose. I dare you to shoot your musket or rifle next to a goat and a moose to see how they'll treat you 8o


    I want to craft things in survival mode as well. That's where the meat of the game is at. I want to craft clothings from the loom, or their own specific clothing spot so I can finally be able to make use of all the cotton I have. I hit a brick wall with open lan that I"m now back lurking, playing other games that need tending to.


    Yup. Me and Reydelreyes seem to be on the same page of only shooting hostiles, nothing more. :thumbsup:

    No rush to Red51, yet can't wait for the Player Foundation update to hit the vanilla side of things. There's just so much to do in this update that I can't wait to apply it onto my main world to unlock the mining drill, test out the new 'Custom sound' API, as well as finally have my cotton building deal with crafting clothing, and such. We won't be using the guns much, unless with Breedmaster plugin, until we gain bandits, pirates, and raiders to deal with. It'll just be a protective weapon for when you go scouting. Once things are properly polished it'll give us many more things to do. I could finally also finish off the roadway I was making + prep for underground train tunnels, and such heh.


    The new food appearances are awesome, as well as the reworked tools. I'm also going to have to build a monument to the old player model for old times heh. Also, I seem to be happy with the walking and running. I haven't once griped about it. Only the constant choppy lagspikes that Red51 and myself suspect to be related to the sound....


    Once everything is fixed and polished it's going to send an actual shockwave through the game that we could last another 5 months 8o

    Noted above, yet going into detailing here.


    Changelog 30-11-2017: New playermodels, new items and more!


    I went to take a deeper look into the profile tab that it seems to save your selection on both 'save character' & 'cancel' button. All I wanted to do was see exactly what Red51 has added into Rising World's character creation that I discovered there's 3 hairs, 13 beards, and a save option for both options. Mainly surprised there's 13 beards to choose from. Nice!


    I actually love the starting variations to the whole male and female variations, yet there obviously needs to be more for the hair types. I love how there's various colours to choose from, maybe some more to pick from when clicking the gear icons. The female character bugs me a bit wishing that we'll eventually see more body types for being taller, shorter, slimmer, fatter....... Not to cause misunderstanding, yet maybe even breast bust sizes in a more neutral context for females. People shall obviously abuse it because they're simple, yet this is more for customization side of things. Granted, this is just the beginning.


    I'm content with what we have now, and only wanted to bring the profile saving issue to light.

    Zork and Harv are going to hate me. By placing a vase in the market stand I glitched out


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    Windows 10 (x64) 10.0 Java: 1.8.0_131 amd64 0.9_37 -H:4096 -D:3072 (Steam)
    AMD FX(tm)-6300 Six-Core Processor, M5A78L-M LX PLUS, 16366 MB (4242 MB Heap)
    NVIDIA GeForce GTX 960 20171027000000.000000-000 23.21.13.8813
    ______________________________________________________________________
    Error occurred during application-update (25)
    com.jme3.asset.AssetNotFoundException: Models/Items/Jackolantern/jackolantern_pin.j3o
    at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:370)
    at com.jme3.asset.DesktopAssetManager.loadModel(DesktopAssetManager.java:416)
    at com.jme3.asset.DesktopAssetManager.loadModel(DesktopAssetManager.java:420)
    at ai.o.a(SourceFile:150)
    at O.e.<init>(SourceFile:32)
    at at.g.a(SourceFile:343)
    at ai.E.a(SourceFile:156)
    at aJ.o.a(SourceFile:142)
    at commons.JIWApplication.update(SourceFile:286)
    at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:151)
    at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:197)
    at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:232)
    at java.lang.Thread.run(Unknown Source)


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    To update my posting here's a portrait mismatch in the menu in the below image:

    Alright, while playing these are the notes that came to mind. Not sure if they're helpful or not while other features have to wait for when I can get back into my other main world.


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    - More hair variations are needed. Painfully lacking. I however like the colour palette, the gender choosing, and such.
    - arrows from bolts should get stuck on solid surfaces (I later found out one was stuck in the ground yet was a syncing issue
    - World has a syncing issue where trees stay cut, ground doesn't morph when mined, and etc.
    - No torch holders to mount torches. (Fixed)
    - There's this weird issue with the player skin on either the musket or rifle when you look down the iron sight. There's this big blob of skin to the right that it's distracting as hell. Mutated appearing.
    - Clothing slot needed (Dragging onto portrait works, but taking it back off is a hinderance)
    - Character portrait needs clothing slots to take and remove
    - Pinecone furance needs a proper coal entry slot (fuel port) (Ignore that)
    - Character portrait needs fixing
    - Diving Suit 2 is broken (So are some other clothes). They need icons. There's a lot of missing images.
    - Clothing needs a category somewhere so we can craft in survival. I couldn't find it, and I'm sure it'll be added.
    - Pen Light is awesome. Nice new alteration, yet be awesome if you could flick the switch
    - Santa hat + VR are awesome. Great hilarious additions! 8o
    - Performance took at a hit/ Laggy sluggish. (Seems to be sound related).
    - You can hear other people sickling, pickaxing, and etc for quite a distance.
    - I love how the animals run away from gunfire. Goats & Moose come to attack you when you fire your musket & rifle.
    - Musket is stronger than a rifle (2 hits for rifle; 1 for musket) ( Must be my imagination. It's 1:1. Even with the crossbow.)
    - When holding a penlight/Light you should be able to hold the compass in the opposite hand
    - Needs a 'Loot all' option on corpse
    - Can't apply bandages on characters.
    - I love the red skull on the map for when you die, yet there needs to be one for every death until you loot.
    - There's an issue with hitting animals when moving to avoid their attacks. It doesn't seem to register when both entities are moving.


    Part 2:
    - New torches appearances are nice. A nice realistic touch to it.
    - Torch holders can rotate nicely. I love that! It's similar to how planks behave.
    - New corn & food appearances. Animations. Love how you can see little cherries in hands + the new corn, apples, and etc. It's all awesome. Even shoving a lettuce in your face.
    - New cooked chicken & beefsteak appearances are insanely delicious. It's so juicy :love: (unless I'm imagining things, it's new to me.)
    - Pumpkin seeds have an issue of staying planted that they go back in your inventory after 2-5 seconds.
    - Depending on how close you are to others you can see them turn invisible. It's a similar issue in VRchat where a 'Personal space' option was used as a toggle option.
    - I absolutely love the new mining, raking, sickling, and other animations. They fit well. It makes the game more lively.
    - The stone mining sound has a nice stone clanking sound that sounds so crisp. It's awesome. Similar with dirt.
    - Made me happy to see I can place planks on tables to make picture frames, or anything of that sort.
    - Ammo fills the ammo slot at first, yet doesn't after for the rifle, crossbow, and musket. If the ammo is available in the inventory it should auto dump into the ammo slot.
    - The walking and running speeds are both something I can approve of. It's less hellish that it's now a blessing that it's been fixed.
    - I find it neat how the male character has options for 13 beards. That at least helps in variety.
    - Apparently hitting cancel still saves the layouts that it should just cancel out of it, not saving your selection.


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    There's more to be noted so I may either edit into this posting making a new post relating back to this one. Still doing experimentations.

    Maybe it's easy, maybe not. I was told it's tedious, and that it can take many hours to days to get models rigged. I would do it myself yet I just don't have the time I used to have and people are "Meh, do it yourself you lazy piece of crap" that nothing gets done. I would do it myself yet I don't have a thing called "time". :rolleyes: (When I do I'll do it myself. I'd learn, and etc)


    I'm tempted in going onto some VRChat Discord to ask if someone can help, yet asking Rising World community because we have skilled people here I'm hoping shall chime in sooner for how awesome they are.

    Hey?! Where's the NPCS?! ........ The statue NPCS? I don't see them on the changelog.


    Quote

    red51: I decided to release them with one of the subsequent updates ^^ there are still some issues with the 3rd person sync at the moment, really need to get them sorted out first ^^


    Oh, that makes sense. The updates shall now come more frequently that it makes sense to hold it off until it works. That's why we have a beta branch to test things out. Honestly, if I'm this patient then it's a good reasoning. I'm itching for NPCs, yet need to test this update first. So many things to explore. :thumbsup:


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    Hehe, thanks for the feedback! Hopefully these things are still true, since many changes were done months ago (hopefully newer additions didn't break it)

    You're welcome. You can expect a more detailed/accurate one (and a live one) for when I play. Hopefully it'll be a smoother experience for when I play that you can pick out the finer details that were missed. We'll see how it goes for when I manage to get there. 8o


    Can't wait! But I need to sleep. It's like Christmas. This anticipation. 8o8o

    Red51, you've really outdone yourself here. I'm glad you chose the beta route to keep things nice and clean until issues are sorted; Floasting ores, water update stuck at spawn, and the whole cotton & Hemp not being coded in. With all the error logs it was right of you to go beta route, something you'll have to replicate for future updates.


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    Picking the changelog apart there are things I have yet to poke at, yet the things I'm aware of I'll note.


    > [New] A marker will be created on your map upon death (showing the location of your dead body)


    That one was a real pain in the rear that we tried to get Red51 to add in death markers on compasses and such. I'm glad you can make another map to find out where you've died. It's a step in the right direction. Not being able to know where you've died made me less likely to travel far, unless a road was built vaguely in that direction.


    > [New] Added command "size" to set the size of a construction element manually


    Handy. I may end up using this depending on how things go. I guess I may have requested it, or others. Needs testing. It's handy for when you need repetition for fence making, and such. Preset sizes, and such.


    > [New] When placing a construction element you'll see the texture id of the element you're currently looking at


    Oh, how I wanted this so I could stop making signs on walls noting what ID I've used.


    > [Change] Increased walk and sprint speed


    This one was a real pain in the rear. I'm glad Red51 tweaked this, something I need to test out. With how you sprinted it was too slow. Took too long. Walking is fine, yet running.... Running is speed walking, yet slowly. (Need to test this out).


    > [Change] Reduced memory consumption
    > [Change] Improved world generation speed, especially in cases where lots of lights were used


    Curious to see how this impacts performance. This should come in handy for when we walks & run. More so for when horses, trains, and such are introduced into the game. I'll be needing to test this out.


    > [Change] Elements can now be placed on other objects (e.g. furniture)


    This one has always bugged me when trying to make makeshift picture frames, or whichever. Now we can happily make whatever on there.


    > [Change] Increased minimum spawn rate of acacia saplings


    This helps! I want to see how exactly, yet glad it's been boosted slightly with how it couldn't self-sustain itself in tree farms.


    > [Change] Animals now run away from nearby gunshots or explosions


    Clever! Some immersion! More! More! I find this hilarious because it 1-ups Minecraft when you hit animals with a sword that they run away a bit then give up.


    > [Change] You can now also place ores in the furnace by holding your mouse button (faster loading)
    > [Change] You can also keep your interaction key pressed to pickup items from a furnace (faster unloading)


    People complained about it being too tedious. Arthritis and such that it helps them out. Just as long as you keep the whole manual feel this stays awesome.


    > [Change] Ore orientation has small variation now when placing in furnace


    Ooo! More immersive additions! This is like how the ores tend to change shapes and styles each time you jump into your world.


    > [Bugfix] Saloon doors finally work properly now


    Yatta!~ About time! With how they've trapped you I feel they're more like jail doors, yet that can change back to something more peaceful. Thanks Red51! :thumbup:


    > [Bugfix] Grid (G) is now displayed correctly on construction elements


    Sweet! No more hellish grid placements! That one gaming session really soured my gaming experience that I'm glad it's now back to normal. :D


    > [Bugfix] Fixed "chatnamecolor" in permissions
    > [Bugfix] Fixed issue on mp servers when "settings_admins_allpermissions" was set to false


    I'm curious about this one seeing as how I had issues with them.


    > [New] Added API support for custom sounds (see API changelog)


    Upon hearing an elaboration on it you can do whatever you want with it. Have it play, triggered, and etc. From soundeffects to music..... This is awesome! I shall be making a nice 'Sbaratang Concert Hall' (based on a Japanese violin anime figure) to play my own music in that concert hall. Google up Sharatang (Shinki SHaratang) then you'll see where I'm going with this. I've wanted to do this in Minecraft, now being able to do so in Rising World. Shweet!


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    Excellent! You've really done a nice job here. More so behind the scenes with bug fixes that it shall be neat finally playing it during my "tomorrow" (Friday) onwards. Makes me happy to see many things tackled.


    Now, I see I have a new major project to taclke that relates to sound API that I now want to tackle that 'Sharatang Concert Hall' project to allow for my own music to play in that concert hall. Maybe other people's music as well. This is awesome!

    You're very welcome. Glad you finally were able to see your gift and our messages. Thanks for all your hard work! The reason why you have a healthy positive community is because Rising World is a passion project, not EA Games with Battlefront 2 :D:D


    You care, thus we're here 8)

    Just to also be 100% clear:


    Red51 is whom people mostly see first and at a glance. He's like a mascot. We thank Red51 for giving us a game that is actually self-aware of what should be done for the game. We're also aware Lucien is around, as well as Waveshapr. We care about them also, yet this is a learning experience for us to keep to keep pushing the bar higher each and every time. Artisans Realm is currently doing that via festivities. I'm here to spot any voids to make sure Rising World is aware of them (i.e boats, NPCs, water issues, & etc), as well as Zork & Yahgiggle trying to learn how to be nice to developers in various festive ways.


    I wish we could also pay our respects to Waveshapr for all the musical & sound talent because that in itself is why Rising World is also great. The sounds. The music. I'm wishing to hear more on the musical and side of things as I've used to fiddle with Fruityloops myself, wishing to get back into it if we're given the option to import our music in both singleplayer AND multiplayer officially, or via plugins. :thumbup: I would love to praise Lucien as well, yet I don't know much about him. He's a covert guy. We have to also thank the Freelance animators for having to deal with Red51's gaming demands/requirements. Shall see them in action tonight & tomorrow to start 'judging' and enjoying.


    It's all a nice learning experience that we're all learning how to keep pushing the bar higher. To make this game far more enjoyable, fresh, and fun. A game both for creative players & survivalists; Not one or the other, yet both. A game for both, and everybody.


    Thanks for Rising World, and thanks for the great experiences! I had a few nasty ones, yet that's only natural by allowing the good to outweigh the bad (PNB Nightmare session) by simply playing to have fun. To allow yourself to dream Rising World where Daboiye & myself had a dream where Red51 secretly allowed us to ride trains in a similar manner to Minecraft's Minecarts & 'Alchemist Awakening' game that was suggested. I saw Minecarts in Alchemist's Awakening' that I applied it to Rising World logic.


    So, we thank Red51 AND his team. Waveshaper, Lucien, and any other hidden developers 8o

    We can, if we can convert .pmx into .obj to allow the 'Staticmodel' plugin to read it. That is the easy part and has been done. The hard part is rigging it for general use (posing), as well as adding textures. Red51 told me I "may" have to wait until a plugin is ready, and I don't want to harass him about that plugin until sometimes after the 'Player Foundation' update.


    If someone could simply rig the model for me that would be more than enough. If anybody can apply textures for this model for Rising World use then that be glorious.

    I find it amusing how people joked they're going to be mysteriously sick on Thursday, yet I happen to actually catch a nasty flu that may knock me out if it progresses any more. It kept me up all night last night that I'm now cursing.....The hype is real for Rising World though. Flu kept me up nearly all night. <X


    I dreamed that Red51 secretly allowed Daboiye & myself to test out trains before the actual update that I had a railway testing course all ready to go. Daboiye struggled to get going, yet I had it going (in dream for Rising World) that it has me hyped even more. Sadly, trains shall come AFTER this 'Player Foundation' update that it makes me sad I was teased, yet happy we're almost there.


    "Soon". I'll be happy to test it out on Friday-Saturday while aiming to stream it on Twitch.

    Hey, can someone help me do something 'simple' (depending on your skill level) of allowing the following model to be rigged & converted for use in Rising World. Or have the textures usable so the plugin can read it, and such? Bonus if you'll allow me to also use this in VRChat, yet for main use in Rising World via the 'Staticmodel' plugin. If it can't be done maybe I should wait for Red51's API addition of allowing .pmx + textures support, yet if someone wants to help me out then that me highly appreciated. Thanks!


    http://www.nicovideo.jp/watch/sm24863745
    (Model link & Password in the description)


    Quote

    配布場所
    https://bowlroll.net/file/55604
    pass:bisukodorei


    [Bismarck from a Japanese web game called 'Kantai Collection' about ships taken on a ship girls with how ships are viewed as feminine, something Japanese took advantage of for anime.]


    I tried to get this to work in Rising World by a converter, something Red51 supplied. He found an .pmx to .obj converter, yet would like to see if someone knows of a way to 'smooth' the process out somewhat. Mostly for a texture side of things. Desiring Rising World to tap into the MMD side of things for the 'Staticmodels' + NPC additions into Rising World.


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    Edit: I can supply the .pmx to .obj converters, if necessary. Just need it rigged + being able to read textures smoothly.

    Regardless, it needs to be made more user friendly so everybody can use it. Not a selective few whom became "used to it", yet for everybody. Water needs a major tweaking that it's as smooth as butter to use. I'd prefer using the water in Minecraft over the water in Rising World......

    YATTA!~ :thumbsup:


    Now it's a double win because all those whiny negative reviews shall also be voided. It's a double win that we get to enjoy the update + see all those negative reviews voided. Oh, that glorious feeling :love:

    Yeah, that's why Red51 didn't want to announce dates that it's "ready when it's ready". We had an unconfirmed loose window for September, yet that flew by. Red51 is insistent that it's November so I took him on up on that when he mentioned it twice; Once about the update delays, and again when replying to someone that said "rip". It's being delayed because of animations still, I bet. I wonder what exactly is holding it up that it's cutting it paper cut thin close to the end of November.


    Someone baited me asking why I support a "shitty game company".... It's because it's not crap, and because Rising World is where games should be aiming at, and higher. It's all the features that's in the game currently, plus what's coming in the future. It's also because Red51 knows what he's doing that we see quality in the update. :D

    Yeah, water in survival is the worst part that Red51 is looking into (or shall look into) making it more "user friendly" so it doesn't act like a floating broken blanket. I suggested time and again that static water should be able to be placed, yet reach far down until it hits a solid object. It should fill in a void while not being dynamic, just more.....adaptive, for a lack of a better wording.


    Water needs an insane amount of tuning that I'm hoping it'll be looked at after this major update, if Red51 releases it as he plans it to. I wished him the best, yet may have slipped of tongued pushing him into releasing it. It's hard being neutral when you want to play Rising World with new assets. He's cutting it highly close that it's now the 26th. 8|

    Transportation is indeed being implemented soon.


    Yeah, the big thing about transport was the whole part where they would carry cargo, something Minecraft's boats failed on. Red51 agreed that we would see storage containers (sacks) on boats, and such. Horses would have saddle bags, and the like. Once wagons are properly animated to behave on terrain we'll also have those, among others. Train are also a big thing that we'll have to see how cargo hauling behaves. I would agree on adding mass into Rising World so we would have to drag trees to an external storage area (Medieval Engineers style) to require wood sleds and such. Horses, among others. Being encumbered needs to be a thing.


    When it comes to transpiration, similar with Daboiye, wanting to have vehicles being treated with high respect so it feels highly special. They are special that they must be treated as such. To craft them outside a crafting station in parts, similar to how it's done in Wurm Unlimited.


    When it came to buildings collapsing on itself Red51 shied away from such with how players would be frustrated. Maybe he'll add it, yet it may be on a heavy filter and such.


    Blueprints shall eventually be survival friendly where you'll need to feed the construction site (with cranes and such) to eventually form them up from small to big sizes.


    There's a lot to look forward to. So much so that the development pipe keeps getting clogged because of it..... :whistling: