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Deadeye_Rob

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Everything posted by Deadeye_Rob

  1. Deadeye_Rob

    Fallout 4: Vault-Tec Modular Blueprint Set Development

    I’ll have a look into that! It would be great if we could import sound effects. The opening/closing sequence is pretty much perfect in terms of timing and mechanics. All that’s missing is the infamous sounds and the odd bit of sparks coming from the door being dragged out.
  2. Deadeye_Rob

    Fallout 4: Vault-Tec Modular Blueprint Set Development

    -I've begun to test my entrance way by embedding it into a mountain face. I think it looks rather good! I also like the way the light shines thought the door when it's opened! -You cant quite see it but in the top left of the door is a rotating siren light. When you initiate the Opening Sequence, all standard lights go out, replaced by flashing warning lamps and indicators! Sadly there isnt any audio alerts I can use in the preset sound effects bank. Maybe something for future updates? -There's another alert siren on the outside which operates when the door is opening or closing. I must say it looks pretty imposing! -Here's a shot which shows off the extending gangway. The sequence goes something like this BUTTON IS PRESSED, OPENING SEQUENCE BEGINS - ALL AMBIENT LIGHTS GO OFF AND HAZARD LIGHTS COME ON. DRILL MOVES IN TO POSITION IN 2 STAGES AND ENGAGES WITH THE VAULT DOOR. DRILL ACTIVATES. ROTATING GEARS CAN BE SEEN SPOOLING UP AND SPARKS ARE NOTICED. 4 VAULT SHOOT-BOLTS ARE WITHDRAWN UNDER THE CONTROL OF THE DRILL. SHOOT-BOLT STATUS WINDOWS CHANGE FROM RED/LOCKED TO GREEN/CLEAR AFTER A FEW SECONDS, THE DRILL FORCEABLY PULLS THE DOOR OUT OF THE FRAME AND ONTO THE ROLLINGTRACK. ONCE IN PLACE THE DRILL DRAG-ROLLS THE DOOR AWAY FROM THE FRAME ALONG TO IT'S STOWAGE POINT. BOTH DRILL AND DOOR REMAIN THERE UNTIL CLOSING SEQUENCE. EXTENDABLE GANGWAY USES THE SAME OVERHEAD RAILS AS THE DRILL TO BRIDGE THE GAP, ALLOWING FREE PASSAGE IN/OUT OF THE VAULT HAZARD LIGHTS EXTINGUISH AND AMBIENT LIGHTS COME ON AGAIN. -SEQUENCE COMPELTE- I am absolutely loving this project. As usual I have no idea why I'm doing it, but I just love the idea of making a self-sufficient base! I want to imprint and embed a number of clever little scripts and systems such as lighting, automatons and other quality of life inventions. Maybe this could be the level-design to a rather clever 'one of us' kind of game? who knows! Enjoy for now guys! I shall continue working!
  3. Deadeye_Rob

    Fallout 4: Vault-Tec Modular Blueprint Set Development

    Hopefully the following screenshots will answer your question! I built a fully working vault based on the fallout 3 architectural style sometime around Ylands 1.0 release. It looks very dated now so I thought I'd create a new & improved version! Enclosed at the back of the Drill is an animated motorized cog that rotates and spews out sparks as it engages with the Vault Door's 4 bolt locks. Once the drill engages with the door, the cog spools up, withdrawing the bolt locks. Once released, the drill pulls the door from its frame, and rolls it to the right, clearing the entrance. My favorite little detail is the locking indicator. The two indicator windows will show the status of the Vault door locking bolts. Exactly as it does in the game!
  4. Deadeye_Rob

    The Order 1886- The Round Table Chamber

    You’re very welcome! I had an absolute blast building this project. The key points I learned from this project was the importance of environment lighting and effects. Something I didn’t apply totally in my Fortress Library submission. By simply applying a little desaturation, the mood is completely changed!
  5. Hi guys! As some of you are aware, I've been working on a little project a few months ago with the intention of creating my favorite zone from the video game: The Order 1886. The area is meant to be the interior of Westminster Palace, London, a monument that I'm luck to have visited a few times! The building is absolutely gorgeous and I have worked really hard attempting to bring that into Ylands. Concept art taken from the game next to my own rendition of the chamber. I found this project surprisingly enjoyable, I started designing the table itself, using it as a central zeroing point for the rest of the chamber. Never before have I lived true to the words of "Measure twice, Cut once", for the amount of wasted time I avoided double checking every rotational point was infinite! With the table complete, work could commence building around it. The floor tiles in particular were troublesome. At this point, the construction rate vastly increased, as the majority of the designs were repetitive and simply required copy/paste work. Little time was wasted again on rotational reference points but the project went on at a rate that maintained my interest! Before long, I had completed a full 3-tiered viewing gallery surrounding the central chamber area. The main structure of the gallery complete, I could turn my attention to the masonry and windows. Building the victorian-gothic stonework and cathedral arches gave me great pleasure. I absolutely love how the finished windows look. I used a combination of recoloured bamboo, stone fences, ledges and minus symbols to complete the church-window effects. Once satisfied, it was simply a matter of copy/paste the design and position them around the table evenly. I added some statues on plinths, which I had attempted to personalize with props such as shields, and spears. These statues would form part of the main structure columns, which would ultimately support the roof. The statues surrounding the room were decorated with shields, and illuminated with spotlights. I decided to delay building the roof as I anticipated that it would be the most time consuming task and therefore would risk me abandoning the project from boredom -one of my many weaknesses-. Instead I chose to focus my attention on Arthur's Throne Reliquary. I poured over more concept art and went through many designs before ultimately settling on the one shown in the images. The original concept is exceptionally detailed, with gothic spires and carvings. Whilst the options to render this is exceptionally limited, I think I have reached an acceptable medium between the two! King Arthurs Throne flanked by two candle-stands and emblazoned with his personal herald of 3 crowns over a blue background -May his name be forever resplendent! After much procrastinating and making little touch ups here and there I finally decided to lock-horns with building the roof! Its design was exceptionally hard and swallowed up more time in its design than the whole project combined! The construction of the roof comprises of a large number of support arches made from bamboo. These arches originate from each supporting column, and loop overhead before concluding at the opposite column. These arches were further divided with lateral supports that created empty roof 'cells'. These cells were typically a diamond in shape but curved in profile, thus presenting an exceptionally hard challenge to correctly create ceiling panels to fin in them. Most of the work was done completely freehand without any computer-aided placement of any kind! Whilst it does not look like it, no two ceiling tiles are the same in their design! Regardless, I am pleased to have finally conquered this particular stage and I must say, the roof looks incredible! The roof completed, I opted to not decorate it further preferring slight colour alterations to highlight the individual cells. With the majority of the chamber complete, I decided to work on some little decorations here and there including a few minor scripts. I raised and placed barriers to prevent players from jumping down from the gallery above, restricting their access to the lower levels by stairway only as good ladies & gentlemen should! The scripts woven into the chairs are particularly charming as they enable a player to tuck into the table as soon as they've sat down. I included sound effects of the chair dragging for added effect. I also included some strategically placed light sources to bathe the throne in light as well as fix the time of day to early evening to set the base colour-pallet of the interior. I further introduced a camera logic element to denaturize the colour slightly to create an awe-inspiring feeling of ancient beauty. The last thing to do was import some unique pictures, and thanks to @Mello1223, this impossible desire became a reality! The chamber is complete! Each archway holds the Coat of Arms of each legendary Arthurian knight including a mural of the fabled King himself. With thanks to the scripting composition put forward by Mello, I was able to effectively import and 'print' a selection of images in pixel format. With this powerful tool at my disposal, I was able to create and display the Coat of Arms of each Arthurian knight as well as hang a large detailed mural of King Arthur above the entrance to the chamber. I really wanted to put more murals up, but sadly I pushed the game to its absolute limits and experienced what I call entity 'blackout' an occurrence where the game refuses to render the texture and colour of any new objects, so sadly I had to make do with the awesome work that I had! Not satisfied with the Chamber, I began building the world outside it's doors! After visiting Westminster Palace on a number of occasions, I chose to start designing the hallways beyond the council chamber using the same techniques I had acquired earlier. I enjoyed continuing the gothic style and diversifying the statues that adorned every vacant spot where I could cram one in! At this point I decided to work out some sort of purpose and floorplan. I decided that what this build needs is a Library! A custom statue of Britannia, a human personification of the Celtic spirit of Great Britain and her Empires. The library was simple in its design, yet it required a lot of clever lighting effects to ensure it looked just right. It is my intention to display artefacts from Ylands both common and discontinued, as well as to make the acquisition and reading of its many books easy to do! It is my hope that eventually, a visitor can simply grab a book, pull up a chair, and read to the quiet sound of the fire crackling! Alternating views of the Library, of the central light, only the main streetlamp portion is connected, the surrounding bulbs have been colour-changed to prevent over saturation of light. So i suppose you might ask 'What's Next?'. To be honest, I have no idea! I have ran out of steam developing this further for now but I hope to find some drive between the demands of my private life in order to get back in to finishing this project. I have done a lot of reading into the Crystal Palace Exhibition and I would like to incorporate elements of that into this project. For those of you who are already aware, I have decided to donate this project to be used by the Ylands team for any future live-streams or Q&A sessions. Hell, I'd love to see this place as the new Playlands lobby! 😉. For now I however, I must say that I have really enjoyed building this. I feel that I have truly pushed the boundaries of the Editor on this one and from the feedback that I have received, I have created something that doesn't look like a conventional Ylands map at all! I look forward to your feedback and comments! Thanks again guys, this was truly a pleasure to undertake! Rob
  6. Deadeye_Rob

    What other games do you play?

    I’ve started playing a bit of StoneHearth, its a lovely little gem of a game. It was one of the first games I bought about a decade ago and boy has it come far. Its a basic Settlement Survival game that combines the social dynamics of Rimworld, with the voxel cartoonishness of Minecraft. Sadly the developers rushed its 1.0 release, omitting large quantities of its originally promised content but not to worry! A StoneHearth ‘super fan’ has took the reigns and even as I write this, is updating his Authorised Community Expansion (ACE) DLC. The workshop ACE is totally free and expands the game to incredible effect. If you want a nice lazy Sunday town-building game with rpg elements, I highly recommend StoneHearth.
  7. Deadeye_Rob

    IN DEVELOPMENT More detailed HUD

    Hi guys! Just a quick Quality of Life suggestion but one that I hope will be taken into consideration. The /dui ‘debug’ command is an invaluable function that I always use to keep track of the time and temperature of my character whilst playing. It’s made me want to have these stats given a more permanent place on the game HUD. Health Hunger (As a progress bar) temperature time (if I’m possession of a timepiece? ) I think a detailed HUD would benefit players by allowing them to plan ahead. Eating before a long trip for example. Its currently quite irritating to receive the “I’m Hungry” warning just after I’ve left my base to explore!
  8. Deadeye_Rob

    Alternative energy - Whale Oil

    Thanks Mello! Here's my first 'proof of concept' This is a 'Canister Refueling Station'. This receptacle will be fitted to larger oil storage tanks and will provide users with the means to refuel/recharge their Oil Canisters from a larger storage source. The script is very simple at the moment. Upon interacting with the station, the script will check the player's inventory for a depleted oil canister -Ylandium Power Pack-. If one is found, it will automatically remove it from the players inventory and fit it to the receptacle for recharging operations. The animation sequence will run its course, including sound effects and after approximately 5 seconds, the sequence will be complete. Players are then free to retrieve a fully recharged canister and the system is ready to proceed again! The ability to continuously use this recharging station will be dependent upon the amount of oil stored within the tank supplying it. In other words, you cant recharge your canisters if your storage tank runs dry! Next up, I want to design and draft up some ideas for medium/large-scale oil storage constructions, and embed their scripts into the canister stations. This will include the ability to replenish the storage tanks also! Stay tuned!
  9. Deadeye_Rob

    Alternative energy - Whale Oil

    Hi guys, As many of you already know; I’m a super fan of the game Dishonored (my build style reflects this!). The primary power/fuel sources that drives all things mechanical/electrical in the Dishonored universe is the highly-volatile Whale Oil. Using the power of scripting and a little creative custom designs, I’d like to build a new energy system from the ground-up based on hunting the local wildlife. Whilst this new energy source is powerful, it does unbalance your local ecosystem. I’ll post screenshots of my development on this thread. Including more details of this new system! Any suggestions or advice would be welcome! Rob
  10. Deadeye_Rob

    Is iron found in starter island?

    I suppose you could dig a hole in the ground with the hope that some Old Coins randomly drop. But that’s going to take a lot of commitment!
  11. Deadeye_Rob

    Is iron found in starter island?

    Ah yes I totally forgot about that
  12. Deadeye_Rob

    Is iron found in starter island?

    I’m not sure if this is possible, but I would suggest acquiring all the raw materials required to make a Pigeon Post. That way you can spawn in some NPC merchants to supply you with ingots.
  13. Deadeye_Rob

    Dev Diary #212 Things that keep coming up...

    After re-readin g this update, I Just wanted to ask the question: Will I be able to build something awesome in editor (Including Furniture placement, scripting etc) and then make it available to visit in Exploration? Because that would be cool!
  14. Deadeye_Rob

    Power limits?

    That’s exactly correct. As you can see on the middle set of streetlights, it has split the power rating exactly in half. 5 power to light only 5 lamps, and 5 power to inefficiently delegated to light the single lamp.
  15. Deadeye_Rob

    Power limits?

    I remember this being raised years ago. There is not much official supporting guides on power management but it goes something like this. Each energy source (Turbine, engine, generator) is capable of supplying a fixed power number. Energy sources sometimes have multiple nodes to connect your systems to. Lets say for an example that you use a wind turbine which I believe generates ‘10’ power. If I connected that to an energy splitter, that energy rating would be split evenly; 5 and 5. The same principle applies to power sources that have multiple output nodes to connect to. It will divide its output value across its output nodes. This occurs regardless of the power demand for each splitter. I hope this makes sense!
  16. Deadeye_Rob

    Dev Diary #212 Things that keep coming up...

    You guys need to give yourselves a Pat on the back for your efforts to bring exploration back from the brink. The idea of Coyns for blueprints/compositions is a great idea. Can I suggest however than when a person buys a blueprint/composition that certain measures are in place for them to not copy and undercut the original creator?
  17. Hi guys, I was wondering if the Ylands forum community could assist me here. I’ve caved in to a better advice and started using Discord again for Ylands-related stuff. I’ve been invited to a number of Ylands groups including one called ‘Yfans Asset Store’ I believe this is a P1 backed Discord group. Scrolling through it I found a number of compositions that are of my own design and creation with absolutely no permission or credit whatsoever. These have been put up by someone called ‘Moygospodin’ making no attempt to say who really made it. Now considering that P1 frequently used to make requests to obtain some of my work for their projects (each of which I have politely refused) I think this is a little underhanded. I suppose the point I’m trying to make is that I put a lot of effort in to my designs and I draw great pleasure from it. However anything I chose to release publicly will be by my will-of-hand only. Suffice to say that so far Discord has not been a pleasant first-experience for me! I urge all creators to be vigilant, particularly as future competitions require original work. Rob
  18. Deadeye_Rob

    Morley Trading Port

    Hi guys! Here's another little project from myself! I've always wanted to create and govern a little publicly-accessible harbor to serve as a hub for the community. A place where players can meet up, trade and generally socialize! It originally formed as part of my 'Port Neptune' project from my Flintlock Trading Company Club on this forum. I feel that it has evolved a little better than that however. I am pleased to announce that Port Morley is now open to the public! Still a work in progress, the harbor is open and ready to receive visitors and traders alike! Featuring a number of fully-furnished shops, players can trade with dedicated NPC's for general goods or simply to generate some gold out of their junk! General provisions/food store. Its cold up in Morely! Buy yourself something warm! Potioncrafting at the Apothecary Store The Neptune Tavern, A place for traders, explorers and Pirates! Stay tuned for more updates guys, I want to add some more buildings and facilities that will make Port Morely truly the capital of the Ylands community! =D To join Port Morely , please send me a friend request -FlintlockRob- and I will invite you to the Sharegame! We wont tollerate bad behaviour or PVPing, which has been disabled for the map. Other than that, all are welcome!
  19. I WANT TO BE A DWARF!!!! I decided not to mention dwarves because I thought it was only me who believed they’re the best kind of fantasy race. Even the cultural clothes/weapons would look awesome in Ylands Low-poly environment!
  20. Deadeye_Rob

    Dev Diary #210 Sail-abrate good times, come on!

    Some of the ships Zarwil and I have been building are very block intensive. Now this shouldn't be an issue as they're all welded together, however it is inevitable that players will be now constructing enormous ships and pushing the game to its limits. I hope the Devs have anticipated this and got some plans in place to make ships more manageable. =D
  21. Deadeye_Rob

    Dev Diary #210 Sail-abrate good times, come on!

    Looking forward to this update at long last its happening! One major factor to consider however is the fact that by introducing PVP-able naval combat, players will now be building their ships to enormous proportions. Has there been any safeguards in place to prevent large ships lagging out multiplayer maps like what currently happens?
  22. Deadeye_Rob

    Dev Diary #209 Deep Down, Like Super Deep Down

    Sounds fantastic guys! May I put forward a question however? Will we eventually be able to build airtight structures under the waves? I want nothing more than to colonise and exploit the sea floor!
  23. Deadeye_Rob

    ship stuff by zarwil

    You should definitely consider building a medieval-esc port on exploration. I’d love to visit it to trade!
  24. Deadeye_Rob

    ship stuff by zarwil

    I think you don’t give yourself enough credit for building structures over ships Zarwil. That medieval stable is gorgeous, and far beyond my abilities!
  25. Hi guys! I’ve been thinking! We have small-scale boats and rafts that lose their value early on when progressing through the game. I think we can do better here. Considering that ship designs are getting more detailed as people grow more experienced, some ships cannot effectively get close to an island shore without a suitable dockside built. I’d like the ability to slave a boat/raft to a ship. Allowing me to make landfall from my main ship without running it aground. Furthermore, I’d like to see some more diverse boat designs. Perhaps some incorporating an engine of sorts? Let me know what you guys think!
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