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Hurricane43

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Posts posted by Hurricane43


  1. Just now, SamMonahan said:

    We are figuring it out now. Looks like someone is gonna need to grab an extra copy and run it on their machine

     

    I run everything at 4K.... except damn caves in this game.... :ph34r:


  2. Hello All,

    Every time i enter into a cave i get a hard crash. Can you please help me with this issue?

     

    Initialize engine version: 5.5.0p4 (2f9c3a0f4141)
    GfxDevice: creating device client; threaded=1
    Direct3D:
        Version:  Direct3D 11.0 [level 11.1]
        Renderer: NVIDIA GeForce GTX 1070 (ID=0x1b81)
        Vendor:   NVIDIA
        VRAM:     8085 MB
        Driver:   22.21.13.8476
    Begin MonoManager ReloadAssembly
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\UnityEngine.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\UnityEngine.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\Assembly-CSharp.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\UnityEngine.PlaymodeTestsRunner.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\UnityEngine.PlaymodeTestsRunner.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\Photon3Unity3D.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\Photon3Unity3D.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\LitJson.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\LitJson.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\System.Drawing.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\System.Drawing.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\System.Windows.Forms.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\System.Windows.Forms.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\udpkit_wp8.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\udpkit_wp8.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\Unity.IO.Compression.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\Unity.IO.Compression.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\Mono.Nat.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\Mono.Nat.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\StagPoint.Eval.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\StagPoint.Eval.dll into Unity Child Domain
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\TextMeshPro.dll (this message is harmless)
    Loading C:\Program Files\Ylands\Game\Ylands_Data\Managed\TextMeshPro.dll into Unity Child Domain
    - Completed reload, in  2.349 seconds
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\System.Core.dll (this message is harmless)
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\System.dll (this message is harmless)
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\System.Xml.dll (this message is harmless)
    <RI> Initializing input.
    <RI> Input initialized.
    desktop: 3840x2160 60Hz; virtual: 3840x2160 at 0,0
    <RI> Initialized touch support.
    The referenced script on this Behaviour (Game Object 'Bottom Foreground') is missing!
     
    (Filename:  Line: 1754)

    UnloadTime: 0.755149 ms
    command line arguments: C:\Program Files\Ylands\Game\Ylands.exe -launcherToken
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Active controller: CControllerKeyboard

     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Setting up 2 worker threads for Enlighten.
      Thread -> id: 17c0 -> priority: 1 
      Thread -> id: 150c -> priority: 1 
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    [drm] 2.671765 GameLoginReply: owned=True remaining=-2.663488s
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Local Asset Depot Manifest Path = C:\Users\drew\AppData\Local/YlandsLauncher/depot/manifest.dat
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    AssetManager: ForceLocalResources: False
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Download path = C:\Users\drew\AppData\Local\YlandsLauncher\Downloaded\DepotDownload
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    AssetManager Offline repo: C:\Users\drew\AppData\Local\YlandsLauncher\Downloaded\DepotDownload
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Preload took 44.4700335s
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Unloading 6 Unused Serialized files (Serialized files now loaded: 558)
    UnloadTime: 38.083809 ms
    EnteredStarter
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\Mono.Security.dll (this message is harmless)
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\System.Configuration.dll (this message is harmless)
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\Accessibility.dll (this message is harmless)
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\Mono.WebBrowser.dll (this message is harmless)
    Platform assembly: C:\Program Files\Ylands\Game\Ylands_Data\Managed\Mono.Posix.dll (this message is harmless)
    Started game on: hour=10 min=22 sec=17 day=15 month=7 year=2017
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    loaded stored svn branch info :
    PROD
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Ylands Version: 0.24.34323-PROD
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    System spec: os=Windows 10  (10.0.0) 64bit cpu=Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz mem=8148 gpu=NVIDIA GeForce GTX 1070 gpuVendor=NVIDIA gpuMem=8085
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)


    Unloading 12139 unused Assets to reduce memory usage. Loaded Objects now: 61478.
    Total: 68.515015 ms (FindLiveObjects: 3.125110 ms CreateObjectMapping: 6.132646 ms MarkObjects: 43.485729 ms  DeleteObjects: 15.761872 ms)

    Unloading 3 Unused Serialized files (Serialized files now loaded: 558)

    Unloading 9 unused Assets to reduce memory usage. Loaded Objects now: 61538.
    Total: 39.224346 ms (FindLiveObjects: 2.693434 ms CreateObjectMapping: 3.744509 ms MarkObjects: 32.674221 ms  DeleteObjects: 0.111611 ms)

    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    No initial selection set for panel New Continue Menu Panel (UnityEngine.GameObject)
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Physical socket bound to [EndPoint 0.0.0.0:61379 | 61379]
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Fallback handler could not load library C:/Program Files/Ylands/Game/Ylands_Data/Mono/libc
    Fallback handler could not load library C:/Program Files/Ylands/Game/Ylands_Data/Mono/.\libc
    Fallback handler could not load library C:/Program Files/Ylands/Game/Ylands_Data/Mono/libc
    [net] started as server
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    [net] scene load begin Ylands
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    The referenced script on this Behaviour (Game Object 'Segment Particle Ray Manager') is missing!
     
    (Filename:  Line: 1754)

    Unloading 6 Unused Serialized files (Serialized files now loaded: 558)
    UnloadTime: 11.865140 ms
    EnteredYlands
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    missing bundle: path='Audio/Public/SFX/Objects/Harvest/Dirt' name='Resources_Audio_Public_SFX_Objects_Harvest_Dirt'
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Fallback handler could not load library C:/Program Files/Ylands/Game/Ylands_Data/Mono/libc
    Fallback handler could not load library C:/Program Files/Ylands/Game/Ylands_Data/Mono/.\libc
    Fallback handler could not load library C:/Program Files/Ylands/Game/Ylands_Data/Mono/libc

    Unloading 4330 unused Assets to reduce memory usage. Loaded Objects now: 76549.
    Total: 158.316528 ms (FindLiveObjects: 3.634034 ms CreateObjectMapping: 5.986671 ms MarkObjects: 133.516693 ms  DeleteObjects: 15.178541 ms)

    New Yland Session role=[Master] name=Explore seed=6NJ8Z edit=0
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    ORIGIN PATH COUNT 45, NEW PATH COUNT 15 
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    Created 50 of AnimalState
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    GfxDevice: creating device client; threaded=1
    Saving game config
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Created 100 of AnimalState
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)


  3. So after more time with the game i will list in order some suggested things.... 

    1) All stations to be able to be rearranged by clicking on the item instead of hitting it and destroying it... This will help the player to easily rearrange there home and rearrange items. 

    2) Stacking at a higher count for more inventory space. Stone/stone chuncks, etc only stack to 20, along with many other important items. I would like to see at least 50 to stack these items to start with... As inventory space is always filled up quickly. Maybe add a backpack of sorts for the items to stack higher. This does get frustrating with having to always empty my inventory while gathering items. So more balance is needed and think that most items should stack higher. 

    3) Labels for chests etc. I want to easily label my food, ingots, stone/stone chuncks, first aide, etc. I would like to either have a chest that is already labeled or be able to easily label a chest so that i can my items in a more conventional way. As of know i can label a chest by putting letters on the front of the chest ( see photo) however you interact with the letters when trying to open the chest. 

    4) A tool to remove stone blocks, and other forms of walls etc for rearranging rooms etc, when a stone block etc has settled after 2 minutes. 

    5) A description for each item when we scroll over it. As of now i have some sort of potion, weapon, or other item and there is no description as to what this item is utilized for. So a small description of what you are looking at when you click on a specific item. 

    Ylands_4x_170709_122645.png

    • Upvote 1

  4. 1 hour ago, Myrik Greene said:

    Just a side note related to this: we plan to have various cosmetic items to be possible to obtain via playing the game (many of them only through playing) and we also plan to allow trading of some types of cosmetic items (but not avatars for example) between players. So there will be other options how to get them other than paying: play to get a rare item, trade it with others that may have purchased items you are interested at but not willing to spend money for it.

    Something like a centralized point of interest on the Yland in each persons game world would be an interesting idea for the coyns and the trading system you just mentioned. With the trading system it adds another layer for the player to decide if they want to trade a rare item, etc with someone, perhaps purchase coyns, or see an  item they want to purchase. The store could be the hub where all this takes place as a point of interest on the map instead of going to lets say the main menu. 

    Being on the island i think would give it more of a flavor, and have many options for players such as a trading system, describing in detail what the weapons, items are with some sort of 3D view of each item. The store could work for instance that I place an item for trading and can scroll through what items i like or want and decide on my own what i want to trade or purchase, or it could also have a layer like an auction? The store could be a small log cabin filled with different rooms for weapon stands, armor stands, decals, and/or paintings that are already placed on the wall and have the player be able to interact with the weapons, items and see a description of each item. For example a rare item would have a little description, its durability, with skills attached to it, something that tells the player, mmmm I really like weapon, let me coyn this item. Don't use the word "purchase"

    The rare item such as a sword can have a flaming or shocking attachment to it, in which the regular weapon doesn't. It can have stats also attached to it..

    In my opinion if its just a menu with coyns purchasable, weapon and armor skins it would hurt marketing a lot i think. I think it needs to jazzed up and something that has some layers of interaction to it, and this store can be a total hub for players even to go too... Even if the store cant be on the Yland as a point of interest, maybe have it as a place to teleport to from ingame or the main menu. But i dont think having just a click this button for weapons, items, coyns on the main menu would work, this would be harmful i think to marketing. It needs to something interactive and futuristic than just a main menu screen. 

    Regardless of the stages and implementation just be very wary of how it will be received by some gamers that just see coyns, omg this is pay2win i told you.

    I would love to talk about engines and the next update now... But this is a topic that is greatly needed for feedback and discussion. 


  5. I wouldnt in my opinion use gamescon for such a topic this early in the process and not for at least a year or so, and/or even mention it. 

    I think this will definitely harm the game an it's marketing if this is something in the early stages being considered before Steam EA. 

    Go with what got you here to this point, a great world, with tons of content, a family friendly atmosphere, amazing soundtrack and community. The utilization of the items in the world to craft what you want is the best and most amazing part of the game, even if the coyns or micro items are different skins, paintings, weapons and armors the vultures (gaming commuinity) will destroy this idea and feel its a pay2win game..... And i can only imagine the negative reviews on steam if this is something that is implemented too soon. 

    Edit: If you are only able to find coyns in the world exploring during the early months of EA on steam, and me being an explorer can buy with coyns the aforementioned items then that would be a better idea in my opinion, as this would include sort of an economy to the game. Then after a while the second phase can be implemented, but not at first with what is being floated about.  

    I am definitely put off by this topic at this stage in the games existence... 

    I am a single player, explorer and even though I wouldn't purchase microtransactions i believe you have to be very delicate with mentioning it and or implementing it. Maybe after the release in a couple years. If funding is an issue maybe setting up a donation button or have a twitch stream weekly where you can have subscribers, patron etc... Even if funding isn't an issue, is tread lightly on the micro and utilize games on to showcase the exploring, building and beautiful things that can be accomplished with the editor... 

    My two cents in gaming for 35 years.... 

    • Upvote 1

  6. Yeah besides the pristine, broken while hovering over the item, perhaps while my shovel, etc is in my hot bar there can be a visual bar under the items in the hotbar that shows the amount of durability left.

    This could be useful for when an item is about to be broken the player can craft a new one, can break it, and a nice visual of amount ifvdurabikity we have...

    Also while hovering over items in world there could be a bar showing how much health is left, as destroying items at this point is tough an tedious..  A weapon that breaks stone wall blocks, other home items much faster is needed... 

     

    • Upvote 1

  7. So to update after playing over 25 plus hours so far, and not even starting on a ship yet because gathering is a lot of fun and building a home and farming is just too much fun....?

    I think for myself one of the issues is the inventory in the amount if stone and other items only stacking to 20. As I gather my many resources I am always using up space quickly with the amount of space some items stack. So for instance I love how iron,etc is stacked to 100, seems like a good amount to stack....

    Also maybe haven't found out yet, I see there are letters etc in game but haven't tried yet, but need some labeling for chests, baskets etc. So for example if I have a chest of ingot etc I would like to place above the chest or on the chest "iron ingots" and same for food in a container, etc. Would love a fridge to craft also...

    So hopefully stacking and labeling is on the list to do? 

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