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Everything posted by Oliver Hope
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F11 for ylands screenshot F12 for steam screenshots
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Looking forward to the new debugger! The ragdoll also sounds fun.
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EDIT: I noticed that this is already implemented (and very thoroughly as well), Sorry?. For anyone as silly enough as me not to see you just need to click on the entity in the brush section and a properties panel will open It would be nice to set custom weights for each entity in an object brush. For example, if you want to create a forest that is mainly trees and a few rocks around you could set the weights to: Tall tree - 5 small tree-3 rock-1 being able to use decimals would be great as well.
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Profanity filter in world naming is too strict.
Oliver Hope posted a topic in Editor Bugs & Technical Issues
This is a bit of a funny, low priority one?but I believe should be simple to fix. When naming editor worlds there are certain words you cant use because they contain 'profanities'. Couple examples: Asset because it contains Ass. Butterfly because it contains Butt. (thanks for sharing @Fompster?) I believe this could be fixed by checking for profanities after the string has been typed, not during typing. -
Hi @Fompster and I are keen on participating. I have a question about world size and memory. When creating a universal world the play area is to small to even fit a small yland in, but when using terrain streaming to increase the size to say 10;3;10 which is smaller I think than the mystery islands the memory bar shoots up to around 300 MB, this doesn't seem to leave much memory for building or am I overestimating how much memory entities take? We are worried about starting with something too big in mind and we cant end up fitting it in. Thanks EDIT: fompster was doing some testing and comping in a medium-sized building took up 50MB. It doesnt seem like we can build much at all...
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Console window covers left hand toolbar
Oliver Hope posted a topic in Editor Bugs & Technical Issues
When creating entity welds or taking screenshots you get some feedback in the console window (which is nice) however the console window covers the left-hand toolbar, which is frustrating when trying to edit properties of something. And as far as I am aware the only way to make it go away is to wait a little bit. -
Console window covers left hand toolbar
Oliver Hope replied to Oliver Hope's topic in Editor Bugs & Technical Issues
@ocnoglittle What's the button to hide it? It would still be nice if it went away automatically when opening the toolbar and didnt appear when the toolbar was open. -
If you find you are repeating a lot of your code it often means you need to use a function or as Ylands calls them an instruction, if you create these in a global storage you can access the functions from any other game logic. You put all your code into the instruction and then you can 'call' it from another place with just one block.
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If I understand correctly what you are asking you can use the vector tile that splits up the vector into separate x, y and z sections.
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I havnt really messed around with terrain much but I just had a quick look and I dont think its possible to spawn water. Perhaps you could have your whole play field a water volume and map tiles just spawn above it, then where the ground level is lower you will have water. Not exactly sure how your map works though.
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In some ways your method is quite similar, well done for solving the problem your way that's how you learn?
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Hi all. I created a small comp to help with debugging ray casts by visualising them. RAYCAST DEBUGGING.zip It can also be found in the workshop under the same name. The purple line is an example of a debug for a ray cast. There are 4 public functions from global storage: All the visualisation are stored in an array. The first two functions take the same inputs as a ray cast + an extra parameter for the colour. The first function returns the index where the ray is stored. Delete all ray casts: self-explanatory. Delete ray cast: deletes the ray at the given index. An example of how the debug function might be used. NOTE: The debug function does not perform any actual ray casts (doesn't return any hit position or such) it only makes a visualization of a ray cast.
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Grouped objects with a parent are not animated correctly
Oliver Hope replied to Oliver Hope's topic in Editor Bugs & Technical Issues
@Igor Q. thanks for the detailed explanation, I think my understanding of what relative meant was a bit off. -
Grouped objects with a parent are not animated correctly
Oliver Hope posted a topic in Editor Bugs & Technical Issues
When you assign a parent to a group of objects that groups position and rotation is relative to the parent's transformation. When animating the parent the child keeps its relative position correctly, the problem comes when animating the child. When animating the child it seems to forget that it has a parent space and uses the global space. If its at (1;0;2) relative to the parent it will go to (1;0;2) in global space and do its movement relative to global space instead of relative to its parent. Its possible to do slight workarounds with reference points attached to the parent group but it is still limiting. -
Hey, there are probably a few ways of doing this. The first that comes to mind is making a 2d array to keep track of all your rooms, you could just use a boolean type to track if a room has spawned in a certain position on the grid, or use another type if you want to store some more info. Then before spawning a room check your 2d array to see if a room has been spawned there. let me know if you've got more questions.
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I love the idea for heavy machinery, maybe they could be attachments to vehicles (a tank track base could be added), being able to attach a scoop or plough to your vehicle would be pretty cool.
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From what @Houp has said perhaps we need more client-side scripting options, maybe opening up the controller game logic object so that it can be used on the default player entity and not only custom player entities. I get that the controller is limited for a reason, but maybe it could have an advanced mode (know what you're doing or you are gonna cause problems) that allows sending data back to the server ( I believe you can only do server to client currently).
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Hi, its been a very long time... ? Recently hopped back into ylands and made this little spaceship. I'd like to be able to add a weapon that can be aimed with the mouse, is it possible to: 1) Force the cursor to be displayed 2) Get the position of the cursor on the screen (or scene?) Thanks
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Grouped objects with a parent are not animated correctly
Oliver Hope replied to Oliver Hope's topic in Editor Bugs & Technical Issues
The options I see are, absolute, relative and relative to position, non of these take the parent into account, or am I missing something? -
Ahh I see now that I missed the option to get secondary input. Would still be nice to have these options when you aren't using a controller
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Grouped objects with a parent are not animated correctly
Oliver Hope replied to Oliver Hope's topic in Editor Bugs & Technical Issues
Im aware you can set it in the animator however it doesn't take into account its parents transformation. -
hmm I dont think it would be very accurate, ill rather wait until the feature gets implemented properly
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Hmm X is for dropping items and z doesn't seem to do anything, also this wouldn't allow you to force the cursor to be displayed with scripting
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Camera object doesn't return expected position/rotation
Oliver Hope posted a topic in Editor Bugs & Technical Issues
When getting the position or rotation of a custom camera object it does not return the current pos/rot of the camera but returns the pos/rotation of how it was placed in the editor. Maybe this isn't a bug and rather has just not been implemented, if so maybe this can be moved to the suggestions sub. -
Tile to return if player is grounded
Oliver Hope replied to Oliver Hope's topic in Editor Suggestions
Grounded being the player is touching the ground.