Harry Pines
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Everything posted by Harry Pines
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--------------------------------------------------------------------- LINK TO ASSET: https://workshop.ylands.com/asset/1213 PICS AT THE BOTTOM: LINK TO DEVELOPMENT DIARY AND FIRST SHIP: -------------------------------------------------------------------- After more than a month of work. She's finally ready to share in her first rendition! She has 2 decks, 32 guns, scripted cannon fire, survival friendly reloading, and even a rangefinder (in more detail below)! Comes fully equipped with : Rigging with double stacked sails ( 2 masts for the price of one!) Saloon with kitchen, Fore + Aft Storage, Fully stocked armory, Furnished gun deck, and Captains Quarters. a ton of code! Don't hesitate to leave feedback. This isn't the final version, just the first I am comfortable sharing! ------------------------------------------------------------ THE TECH ----------------------------------------------------------- There are 4 mechanics built into the ship. 1) Broadside, at the pull of the lever she will fire that side in a full secession! the shots are delayed slightly for each gun, this is mostly based on more realistic engagements against moving targets but this can, of course, be changed in the script. 2) Reloading system: simply place cannonballs in the pictured chest and the cannons will consume however many they need to load themselves with. Be sure to keep extras in there as they will try to reload themselves after you let off a broadside! RELOAD DEMO: (note the long range on left lever, close range on the right side) 3) Rangefinder: Two modes. first is a standard flat plane. use it for closer engagements. the upper cannons have been aimed up ever so slightly to match the range of the main guns. thus they will all hit a concentrated point! The latter is a long-range Arc. Use it to scare off your enemies from afar or even shell a yland from the safety of the water! SHORT DEMO: LONG DEMO: ------------------------------------------------------------ PICTURES ----------------------------------------------- ------------
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Hopefully not Necro-posting, but I I finally caught some notifications in my inbox and released a version into the current workshop with the game-breaking elements removed and the items stripped down for players' own adventures. the bark wasn't perfect as I don't really have the time to get back into Ylands at the moment, but hopefully, it's something for people to enjoy!
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UNDER REVIEW [YLD-16313], [YLD-18950], [YLD-19073] and [YLD-19070] Please fix the editor controls!
Harry Pines posted a question in Suggestions & Feedback
I am tired of trying to use the move and rotate tool on a selected object only for it to instead select another object and drag it somewhere else. the system works fine when you are far away from the object but as soon as you try to make some fine adjustments you are s**t out of luck -
I can't speak for zarwil, however, we had a furnished frigate in the works but an update broke some of the saves, Without a mirror tool there's a lot of tedium involved and it's up to him to find the time to make a hull.
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Hold on a second, I wasn't supposed to be able to add scripts and features to my ships? I was under the impression that people were supposed to load the blueprint in to get it in the first place?
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Contest Screenshot Contest Week 3
Harry Pines replied to Adam Snellgrove's topic in General Discussion
wait what! I didn't even enter!, I was just showing off the sun I'll still take my prize ? -
Contest Screenshot Contest Week 2
Harry Pines replied to Adam Snellgrove's topic in General Discussion
Ah Yes, How I have missed that sun -
happy to help since they don't make it clear. jump into the editor in-game, go to compositions, click the downloaded tab and the "get compositions" then just search it and download from there!
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thank you! now if only we had attachable rowboats!
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RESOLVED Compilation of known issues [UPDATED ON 30/08/2018]
Harry Pines replied to Ane's question in Bugs & Technical Issues
here are some big ones, 1. you can't animate objects on ships as reference points don't stay with them nor do they respect move command and instead move to the map position (not the position grid on the ship) 2. trying to move a block on a ship (using the planar move tool) when too close will instead select and move the block your mouse is over. The same happens on the rotate tool and makes it near impossible to fine tune larger compositions. 3. hitbox selection will randomly move two feet to the right, to select one block you might have to look at the ones next to it. 4. groups can no longer be made on ships. 5. using the lock and unlock script command will not trigger lock unlock event starts on the respective entity but using the damage command will. 6. sometimes when returning to the editor from a test game, pressing V will no longer allow for fine adjustment and it will be impossible to go into free placing mode and the only solution is to abandon editor game (logging does not fix) 7. when duplicating a selection of blocks, some of the blocks that make up the selection will double dupe and you won't find them until you paint. 8. getting up from chairs will sometimes teleport you to the floor above 9. when on a ship, if an iron rod, pole or other small item obstructs your view, every noncontainer/furniture will turn invisible until you move the camera. 10. broken helm is actually bigger than ship helm. 11. lit stove turns nearby bread to ash. 12. points of interest are not generated in explore maps from the editor but are from the main menu. -
Thank you for your kind words. I'd love to see a Napoleonic frigate from you!
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Detailed Sailing Ship 1+2, Electric Boogaloo
Harry Pines replied to Harry Pines's topic in Community News
the time has come to share her with the world! link to dedicated community page: -
------------------------------------------------------------------------ LINK TO ASSET https://workshop.ylands.com/asset/1150 --------------------------------------------------------------------------- While the name may be a work in progress the ship is ....... also a work in progress. My first foray into the community and workshop. Any and all advice/feedback is greatly appreciated. At this point, most changes are surface level or getting too difficult on the editor so its a better time than never to share it! More Schooner than battleship but spacious enough to be enjoyed by lovers of either. She's a standard ship instead of her more popular larger cousins. This isn't to her detriment however as I personally feel the scaledown gave me less hassle with some of the bends. <please bohemia give us a mirror function> the rear name plaque has been left empty for.... obvious reasons, feel free to shove your own in there (7-8 stone characters will fit without edits) She has a little hidden not so safe cache in the quarters but it has mostly been left bare for people to re-decorate as they see fit. t -------INCLUDES------ A ship. 3 small cannons. 4 sails 2 deck hatches with chests a front room and a rear potatoes (in case you get the munchies on a long voyage) ---------------------------- Thanks!
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loving these beautiful hulls!
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Detailed Sailing Ship 1+2, Electric Boogaloo
Harry Pines replied to Harry Pines's topic in Community News
sadly despite getting cannon recoil working on the ground, there seems to be no way to implement it on ships at the moment. Instead, I went about finishing the interior. Note the special cannonball chest with the protruding machinery. -
Detailed Sailing Ship 1+2, Electric Boogaloo
Harry Pines replied to Harry Pines's topic in Community News
code progress! the cannon rangefinder now works perfectly and the hassle of reloading has been replaced with a chest! now all you have to do is place your balls in the box and whenever a broadside is fired, a few moments later all the cannons will reload with however many you placed in there. the saloon has been converted into a proper kitchen and I'll have the remaining interior done soon, next up, cannon recoil! -
Detailed Sailing Ship 1+2, Electric Boogaloo
Harry Pines replied to Harry Pines's topic in Community News
minor physical work today, cleaned the back a bit more. fleshed out the rear interior and fixed the stairs throughout the ship. benches looked nice but were glitchy to move up and down. Also decided to play around with the logic to develop two features. 1) have the all cannons fire sequentially as a broadside. The lack of global variables makes this a pain as I have to add each one to an array or do it individually each time. regardless that system is working great! 2) have two levers that configure the range of the cannons. this should be as simple as using the "aim to" block but sadly it isn't so. for some reason the positions you input have no bearing of reality which meant the entire thing resorted to trial and error. still playing with the individual offsets and the overall range as the small cannons have a much faster dropoff rate. the effect does work... kinda? below is a comparison of the default position (right) vs the long-range script (left) those holes on the left closest to the ship are the small cannons at pretty much 45*. Not sure if I should bump the range up anymore on the big ones. Do people actually land hits at ranges greater than that? Please don't hesitate to discuss your experience in ship to ship combat! -
Detailed Sailing Ship 1+2, Electric Boogaloo
Harry Pines replied to Harry Pines's topic in Community News
Eye candy time! I cleaned up the rear so it's a fair bit sleeker, I've also begun decorating the hull of the ship, changed the paints and added gilding. Captains quarters are taking shape too but still a WIP. The biggest headache was redoing the rigging, it wasn't at the right angle to the ship and was rife with clipping. there was even another duplicate hiding in there! I've now moved it away from the hull and finally tidied and polished off the bottom of it with rope and more poles. I think it looks much better than before. <WARNING> LOTS OF SHIP P0RN INBOUND -
Detailed Sailing Ship 1+2, Electric Boogaloo
Harry Pines replied to Harry Pines's topic in Community News
thank you! I must say however as soon as you publish your ships that title will certainly fall to you! I am still debating if I should strip out the nonessential interior in the published version as I fear it may be overdoing it. The trick to the cannon decks are down to two things, The height of each deck is actually one block less than the doors (some evil clipping used) thus i managed to shave off two blocks right off the bat. the second part I personally think is due to the cannons on the upper deck being smaller. I can't explain why but it helps a ton with the overall profile. thank you again! I'm one of the biggest fans on your shipyard stuff! -
Detailed Sailing Ship 1+2, Electric Boogaloo
Harry Pines replied to Harry Pines's topic in Community News
Still got a ways to go but performance has been improved with the dupe removal, such a pain to find them -
Detailed Sailing Ship 1+2, Electric Boogaloo
Harry Pines replied to Harry Pines's topic in Community News
alright, lads, we are at the 90% completion mark. dupes have been removed and the interior is mostly set up! -
Detailed Sailing Ship 1+2, Electric Boogaloo
Harry Pines replied to Harry Pines's topic in Community News
trying out some sort of forward armory as I am not sure what to do with all the space, -
Detailed Sailing Ship 1+2, Electric Boogaloo
Harry Pines replied to Harry Pines's topic in Community News
Thank you for the kind words! Tedious doesn't even begin to describe, when you hit a certain block density, all of a sudden it's near impossible to move a selected block unless you do it from far away! for some reason, the game just selects and moves a different one. Regardless. with any luck ill have it polished and fleshed out by the end of the week! -
A sailor enjoying dry land as his gaze returns to the sea.
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Detailed Sailing Ship 1+2, Electric Boogaloo
Harry Pines replied to Harry Pines's topic in Community News
testing paints, made for some good screenshots