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jchob

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Posts posted by jchob


  1. 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 ?


  2. 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? 


  3. 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


  4. 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. :)


  5. 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. 


  6. Yep, said by Houp I think. 

    In a normal explore mode, if you die, you are re-spawned at the nearest yland (if you're in water) or in the actual yland you died.

    But for generated maps from editor, player will always be re-spawned to the spawn point logic. And that is an issue that should be fixed


  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. 4 hours ago, Ninjato7 said:

    So, I finally build my ship and find a new island. I park it kind of close so I don't have to swim so far. This may have been a mistake as I'm sure the water was shallow. Well, I go into disassembly mode so I can change one thing. Lo and behold, disassembly mode automatically removes virtually everything you built on the ship destroying hours of work. I wish this was clearly stated; it essentially means if you wanted to tweak one thing after leaving assembly mode you have to completely start from scratch. 

    Well if that weren't enough, after I do this my ship won't turn. I don't know if it's because I'm in shallow shoreline water, or if the disassembly mode broke something but my ship will not turn at all. To reiterate, I did not pick up any computer or book, and every help I try to find always mentions that, so I've got something new. My sails work fine but I can't turn, so my ship is essentially useless and I don't want to spend hours building another one. 

    Hopefully someone has a solution. Thanks in advance!

    Hi. Currently, after the update, ships seem to have problems about building. You shouldn't loose all the work. Normally you can disassemble it and add or remove new construction and assemble again, as many times you want...

    But.. 

    Sometimes it gets bugged. It is a bug that players are reporting  About ship not turning, try to log out and login back to the server. 


  10. @ComR

    Yes its a big difference. And as they said "this update will open more doors for future updates" 

    Yes some things are good, others not. You just NEED to understand that gane is still under development. 

    You seem like a boss, always pointing a finger If I do something bad. But if I make something cool, I don't get a congratulation. 

    Stop pointing all the bad, and tell me what good things this update brought. 

    Just have fun. 


  11. 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


  12. 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

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