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Chocho-bis

Ylands QA
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Posts posted by Chocho-bis


  1. Just to clarify since it seems nobody answered, issue was mitigated a lot but can never be fixed completely. Right now biggest maps have around 8km*8km where issue will not happen. Traveling further will not generate any new yland and player is forced to go through region/world map which will generate new world. So issue is basically fixed for several years now. (or tweak sufficiently )


  2. Just to clarify how and why it was "fixed" in the end.
    Water (fluid simulation) was disabled in September 2018. 
    The system was added more as dynamic (funny) improvement for the game, but the way it was implemented could never be synchronized in multiplayer. Also there was never proper solution to what should happen when somebody makes "hole into sea". Basically it would always kill the performance and lead to crash no matter what. 


  3. Issue was tweaked a lot back in 2018 but it was completely fixed much later on in 2020. Loading of water voxels needed different approach which was not possible in old version of unity engine, should be fine for a long time now.


  4. Since nobody answered back then I will just clarify how it behaved back then and how it behaves now. 
    In past game was present only on steam platform -> saves were synced through steam cloud. Character was "baked" in the map data and it was not properly serialized so it could often happen it just did not load at all.
    Back in 2018 issue with serialization was fixed but since the game started to use system where player can travel to other maps later on -> system was obsolete. 
    Player and his ship (and all his progress like tech tree etc) is saved on our backend so you can safely travel on any device/platform (mobile, steam, Windows store). 
    Saves are only local though you can still sync them through steam to other devices (but that is only on steam, saves will not transfer to other platforms, unless you do it manually).
    Suffice to say, issue is obsolete for a long time.

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