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Everything posted by Shadow72
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RESOLVED [YLD-29651] Unable to instantiate a new instance of a class that has paramaters
Shadow72 posted a question in Bugs & Technical Issues
Anytime I try to instantiate a new instance of a custom class that has parameters in it's constructor I get "UNKNOWN INTERNAL ERROR 454". class TestClass { constructor() { } } class TestClass2 { constructor(name) { this.name = name; } } function SomeFunction() { let aClass = new TestClass(); let bClass = new TestClass2("Bob"); } Creating a new instance of TestClass works but creating a new instance of TestClass2 gives a error. -
When you despawn a car while a player is driving it the game will think that the player is still driving the car. It will despawn the car but the camera angle is stuck and you can still drive around.
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I have recently started running a server that i keep up 24/7 and have noticed a giant performance decrease after around 6-8 hours. When i launch Ylands and get ingame it is using around 2.5gb of memory and after 6-8 hours it is using 4.5gb of memory. After 6-8 hours the game is nearly unplayable due to the lag even at 800x600 resolution with low settings. It takes around 5 minutes to save the game and quit to the main menu and while at the main menu Ylands still uses 4.5gb of memory. Players have also said they get lag spikes around every 5 minutes(autosave maybe?). Specs: i5-4690k GTX 950 8gb Ram internet: 800 down 800 up
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RESOLVED [YLD-7904] Canceling multiplayer join
Shadow72 posted a question in Bugs & Technical Issues
If you press the cancel button while connecting to a multiplayer server you will still join the server. -
I know you said in parenthesis that you aren't suggesting I'm that person. But having that in your response to what I said kinda implies that you think so. I'm not a kid, i'm 20, and before the pandemic happened I worked 40 hours a week for 2 years and after that 20 hours a week while going to college. There's nothing wrong with making money, its how you portrayed your communities. You portrayed it as a group of mature gamers who enjoy playing Ylands and helping each other out, when in reality you were planning on making money off of all of them. Right now you are looking at the game through the eyes of someone who wants to try and make money off of it, and because you aren't able to you are telling everyone to stay away from the game. Also the whole excuse of posting around all the Ylands forum/discord/reddit just to let people know your community is leaving for the 3rd time isn't a good one.
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You probably won't reply to this but here are my opinions. I think this really shows your intentions for playing Ylands. You weren't playing Ylands to enjoy the game and have fun, you wanted to get in on the game on the ground floor and be able to profit off of it. All of the points you keep bringing up revolve around the success of the game and the steam charts showing how many people are playing it. In your own words, if you enjoyed the game, enjoy it. In the videos you made criticizing the game you barely talked about things in exploration you didn't like or why the gameplay was bad. You focused on player numbers and coyn cashing out and other stuff like that. Your not criticizing the game because you don't like what the game has become, you are criticizing it because you have spent years trying to profit off of it and weren't able to do so. Why do you think they would want you to be a channel between the players and developers when that is what community managers are for? If I were to go to the creators of Minecraft and tell them I want to be a channel between the devs and players they would tell me to get lost. So you say that the game is better than ever and the devs have fixed the issues, but later go on to talk about how the devs never listen and are in a echo chamber. They clearly listened to you and fixed what you wanted and added new stuff that made the game better. How can you complain about the devs not listening but then go on to say that they have fixed the issues with the game? Oh, but now it makes sense, down more in the post you explain that they are now listening but its too late and the player numbers are dropping. This just backs up my point of you not really caring about enjoying the game and instead are hyper focused on making sure the game's playerbase is big enough for you to make money off of it. Some smaller points I want to make: You keep saying "I would really like to see this game succeed" but its pretty obvious that you don't. It seems like every week you are making posts on either the forums, the reddit, or the steam discussions talking about how the game is dying or dead and that the devs don't listen to anyone or take any criticism. You always said that P1 Gaming was your community and that P1 creators was your business, but when you figured that Ylands wasn't going to be profitable for you P1 Gaming and P1 creators both left Ylands. In your own words the game is better than ever, so why would your community discord server leave Ylands? Seems odd...
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Hey, I'm Shadow. I've been playing the game on and off since before the game was on steam and mostly stick to the editor side of the game. I'm a huge World of Warcraft fan so once classic wow tbc releases I will probably be missing for a bit.
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I have been playing around with text scripting for a bit now and here are some suggestions I have. Right now there is no way to share code between game logics. It would be nice to be able to import other yjs files in your script or to have global scripts that all scripts automatically have access to. However, right now you can share code between scripts in the same game logic, but if you need that code in multiple different game logics you would have to add that script to each of them. Then that becomes a problem if you want to do something like a gamemanager script where the script keeps track of the gamestate and whatnot. We don't have i++, instead we have i += 1. It would be nice to have i++ since most people are used to typing that in javascript for loops. It would be cool if we could create visual scripting tiles from text scripting. Allowing us to hide the more complex code in scripts and then use visual scripting to link it all together so it is easier to quickly change things(sort of like how UE4 does it). It would also allow people who don't want to get into text scripting a way to use other peoples text scripts in their own project without having to learn javascript. Text script errors in chat blend together with multiple errors in a row. Would be nice to have some type of separator between the errors or even a new window that would pop up and display the error in a more easily readable way.
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The video Ocnog linked is really good. If you have any questions feel free to pm me and I can try to help you out. Although I don't know any French.
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Text Scripting Feedback/Suggestions
Shadow72 replied to Shadow72's question in Suggestions & Feedback
Sorry, I probably should have explained the first one better. Here's some pseudo code to help explain better. class GameManager { constructor() { this.gameState = "WAITING_FOR_PLAYERS"; } setState(newState) { this.gameState = newState; } } var myGameManager = new GameManger(); For the game manager I would need it in multiple different game logics so I could check the current gameState. But adding the same script to each game logic wouldn't work because if I set the new gameState to "IN_GAME" it would only update the gameManager for that single game logic, instead of all of them. I also tried using the code you posted and it seems like we are only able to use "let" inside of functions in the experimental build. -
RESOLVED 1.6(experimental build) Text scripting bug
Shadow72 posted a question in Bugs & Technical Issues
It seems you can't instantiate a instance of a custom class outside of the event functions. Doing so results in the error: Undefined variable "{0}". However you can instantiate a new copy of a class such as YVector3 outside of the event functions. var x = new Test(); var p; var v = new YVector3(0, 1, 0); function onSwitchOn(triggerEntity) { p = new Test(); YEntity.spawnEntity(YEntityType.get(35), 1, v, v); YDebug.localConsole(p.doSomething()); } class Test { constructor() {} doSomething() { return "test"; } } var x gives the undefined variable error when loading the script var p has no errors and setting the variable in the onSwitchOn function gives no errors var v has no errors -
Finally! I have been waiting for this to be in the game for a long time. I do have a few questions about how this will work though. After editing a script, will we have to reload the script into the game like how we load spreadsheets into datasets? Or will they automatically reload once the game has detected that they have been edited? What will the errors look like if you load in a script with syntax errors? Will it tell you what line the syntax error is on or will it just reject the file and say there is a error somewhere in the script? What kind of documentation will be provided? Will we be able to access and change more things in non-visual scripting compared to visual scripting?
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It would be cool to have a statue of @Adam Snellgrove in Playlands since he has done so much for the Ylands community.
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I've recently had enough time to hop on and try out the new exploration. I thoroughly enjoyed it and thought that it was far better than the old exploration. With that being said, I do have some feedback. Crafting items feels like a chore. The workstations can only hold a small amount of items which causes you to have to babysit them non-stop. This isn't really fun because I would much rather be out exploring other islands instead of standing in my base waiting. I think doing a crafting system like the Minecraft furnaces would be a lot better. Where you can put a stack of materials into the workstation and then every so often it will convert a material into the selected item. The inventory is way too small. There are so many different items in Ylands that you pickup from your adventures where your inventory feels like it is always full. Chests don't hold enough items. Trading with merchants feels awkward to do. The text overlaps on the items so it can be difficult to see how much you would get for your items. Also as a beginner it is difficult to know what is included inside of the shipments. I traded for a knights armor shipment thinking it would be a new set of gear but it ended up just being a set of iron armor which I already had. For the other shipments it was confusing because I didn't know how much coal would be in a coal shipment. The hunger system isn't very user friendly. We only know when we are starving or dying of starvation. I think a hunger bar would work much better. There isn't a way to destroy unwanted items. I ended up having to drop unwanted items around my base cluttering it. The combat feels very basic and uninteresting. I think adding a blocking system and allowing you to cancel attacks by dodging would make the combat feel a lot more fluid. You can then make the monsters deal a lot more damage so it becomes important to make sure you are blocking all of its attacks. This would make the combat more interesting and have it be more mentally engaging than just spamming left mouse button. You aren't able to transport horses or cars to other islands. I think you guys have responded to this one before, but I have an idea on how to fix it. You could allow us to load either a car or horse into a custom made ship. This does however make the custom built ship overpowered since you would be able to store items on the ship and also pull a car out of the ship and speedrun a island to get all of the good items off of it. To fix that you could make the custom ship require a lot more materials to craft so it becomes more of an endgame item. This also gives the player a goal to shoot for.
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So what do data sets do? Data sets allow you to import spreadsheets into Ylands. They are perfect for keeping the mess down when working with large amounts of data and are actually quite easy to use. To use them you will need a program to create and edit a spreadsheet(I use google sheets). Lets get started! The very top row of your spreadsheet is where you set the names of all the columns. The first column must be named Id(at least I think, i'm still not too sure). You need to increment the id column for each row you add starting at 0. The rest of the columns you can name whatever you want. I named one Text. Be aware that you cannot have any empty cells in a row with data in it. If you do you will have errors when importing it into Ylands. You also cannot have any formatting. Once you have created your spreadsheet it is time to download it. For google sheets you go to file > download > comma-separated values(.csv). For excel you want to go to Save As, and for the Save as select "CSV (Comma Delimited)"(Thank you @Valour4Eva). Now it is time to import it into Ylands. Place down a Data Set game logic in your world and click on the folder in the properties window. It will bring up a folder on your computer and you want to copy your .csv file into it. After copying your file you want to go back to Ylands and close the properties window for the dataset and reopen it. Under the file drop down you will now be able to select the file you just made. Click the import button and now you are ready to start using the data set! Here is an example of getting data from a dataset. And here is an example of looping through a data set. If you run into any issues or have any questions feel free to ask me for help. Ill try and respond as soon as possible.
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Dev Diary #159 - Ylands Creators Competition Winners
Shadow72 replied to Adam Snellgrove's topic in Dev Diaries
Congrats! -
Hey, can you guys please not spam message everyone in the Ylands discord telling them to join p1. Not only was I messaged but they also called me on discord.
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Ahh, well that really sucks. Hopefully you guys can get your money back from him.
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I'm a bit confused. Is the middleman you are talking to in the pics the same guy that BI verified was from Tencent? Or is he just a middleman you found? Also you won't get much luck emailing people from China, they usually never check it because they all use WeChat.
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Setting the stack size to -1 should do it.
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Dev Diary #151 - Dev Diary #151 - Update 1.5 FAQ
Shadow72 replied to Adam Snellgrove's topic in Dev Diaries
With the new update you are able to transfer stuff between the worlds. So you can think of your singleplayer island as your home base and you can sail your ship to other peoples islands and collect stuff and bring it back to your own. -
If you use a for loop to loop through the players equipment and save the definition id of the item to game storage you get the error: "Unknown internal error, type isn't supported by server variables". For some reason this only happens when you get the item from equipment. If you loop through the inventory and try to save the exact same items definition id to game storage everything will work perfectly.
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RESOLVED Saving equipment item ids
Shadow72 replied to Shadow72's topic in Editor Bugs & Technical Issues
Nevermind, you can delete this. I was being stupid and was pushing the wrong thing to the array. -
Dev Diary #151 - Dev Diary #151 - Update 1.5 FAQ
Shadow72 replied to Adam Snellgrove's topic in Dev Diaries
I think I kind of understand what they are saying. When creating a new singleplayer world you will have a option to make it multiplayer. If you do so that allows other people to come to your world. Only other people in exploration worlds can join your singleplayer world. So since P1 and YWD maps are made in the editor they won't be able to go to a singleplayer world. At least that is how I think it is going to work based off of what they have said. -
UNDER REVIEW [YLD-27306] [YLD-27307] ignite/extinguish in inventory
Shadow72 replied to Cernu's topic in Editor Bugs & Technical Issues
You could also do something like this.