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jchob

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Posts posted by jchob


  1. 12 hours ago, AnsirTQ said:

    It worked!  Thank you for your help.  I booted the game up for the first time in a while and this must have been a change included in an update since I last played.

    Yes, it was part of an update few months ago. Also, if you are going to make car using the chassis, you have to make the same, place a driver seat and go to it and hold E to enter/exit build mode. 


  2. 54 minutes ago, Miguel Preguisa said:

    Not at all. I'm from Czechia. But my nickname is really from Brazil :) I was there on a family vacation few years back. 

     

     

    I don't know what this flag is doing here or how to get rid of it :D ??

    Oh, cool. I'm portuguese and for few seconds I thought you were too ?


  3. On 8/2/2019 at 12:38 PM, Miguel Preguisa said:

     

    I would gladly take the name of Slothasaurus upon myself! Even though I may have a little sloth obsession... 

    By the way, my In-game name is "MiguelPreguisa" and preguisa may mean sloth in the Portuguese :P

    Miguel, are you portuguese/brasilian? 


  4. Welcome @Adam Snellgrove. :)

    You don't even imagine where you are getting into.. hehehe just kidding with you. 

    Nice to hear you will be active and listen to the community. 

    You look like me staring at editor scripting, I feel your pain ?

    Also, looking forward for those "how to" videos. 

    See you around


  5. I actually I have a "portable" chest. A special coin in inventory, that when is placed at ground, it spawns the chest. You can remove or add items to it. When you close it, the chest is despawned and items are saved. Then, use the coin wherever you want. :)


  6. When you talk about aspects of Exploring and mechanics that plays role in custom maps, are you saying you are going to add the random buildings and make us able to take blueprints in custom explore maps generated via Editor? That would be awesome. 


  7. Seems nice. Having new buttons in a UI pabel to perform actions seems more cool than using dialogue. Actually, I don't like the dialogue logic look, I think it was better before the GUI changed in 0.12 I think? 

    Anyway, as mentioned, can we have a look at image library? It will contain all the items icons and such? 

    Thanks ?


  8. The birdies in sky are not always visible and I really believe it changes with game hour. So your best is at morning start to walk around the yland and look sky for birdies. With a map is easier to see where they are going and map will register where you go (make sure you place the map in a hot ar slot. So, try to have your ships ready (make sure you have food, warm clothes with you) for when you spot a bird. 

    Have fun


  9. 6 hours ago, Wikkir said:

    I have tried everything I can think of, yet this issue persists. Know of any fix?

    unknown.png.97bcf9f2d624540c6433e2d04239a460.png

    output_log.txt

    output_log_clean.txt

     

    35 minutes ago, Indian Chief said:

    I got the same issue, I haven't been able to get online for a while, and I wanted to check out the new update.

    output_log.txt

    output_log_clean.txt

    Was also wondering if custom Blueprints that freeze and shut down the game have been looked at?

    It mainly happens in multiplayer but also in single player 95% of the time, only once in a blue moon do I get lucky and have them load

    Thanks Devs

    Well, I know that servers that are not Bohemia Interactive seems to be NOT WORKING


  10. 5 minutes ago, Houp said:

    Hi, using time triggers with a small time delay is not the only problem. Probably bigger issue is discribed in http://zerosalife.github.io/blog/2014/08/02/static-and-dynamic-colliders-in-unity/ . Anything what is not animal, player or vehicle is considered as static object. It means that Unity (development environment we use) can precount many things so collision detection is quick (deciding what you hit, walking on the terrain/floor, checking what impact will have explosion). It has a catch. When you move "static" object then it has to precount everything from the scratch and that is the problem.

    In 0.13 you will be able to mark anything as "animated"(dynamic). Even if you do not want to use our animators/new scripting tiles for your moving objects you can benefit from marking them as "animated".

    If devs are adding that "feature" I guess it's for game benefits. Aah, dealing with Unity colliders can be a pain. Maybe I'm one of the few who understands devs and players position. I know how game development can be hard, but I also know how players feel ?

    Let's wait and see what comes up, eheh

    We are still waiting for the "early next week update" ?

    Thanks


  11. Basically in programming, every movement of an object, depends on delta time. This means, "something in background" is checking everything  every second. For example, in a game there is a "event handler", that is always listening if a player presses any button to move. That event is linked to another "listener" that calculates the movement (check its position and place it + vector_3 every second.

    Maybe this sounds confusing, but it's like how ylands handle it. It sure needs more improvement, tho

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