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Rudy.cz

YLANDS TEAM
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Posts posted by Rudy.cz


  1. 1 hour ago, Spyler.X said:

    Hello
    I have been waiting for this update for weeks and the truth is that I am very disappointed?, ignoring the sweet tooth like the wooden golem, the in-game fixes and other objects and decorations.
    New terrain editing systems leave a lot to be desired, not only do they reduce the chances of creating different types of terrain, but they are much more cumbersome and slow to work with, and the water doesn't seem to be able to adjust properly. Even if we want to smooth the terrain, it is now very difficult to achieve a smooth, stepped surface that fits properly in the water.
    It is also not possible to raise the terrain naturally as before with the flatten tool. The same for the option to lower the terrain that was previously possible with the same tool.
    For ocean terrain it is not possible to edit it yet, is it something that will come back or has it been removed forever?
    So I wonder if Ylands ended up being a game only for mobile phones.
    Sincerely, as a PC player I feel that more and more things are taken from us for the benefit of mobile gaming only.?

    Everything what was possible with old terrain tools is still doable, but there now more control over how it is done, so It can take some time to familiarize with new options.

    As for flatten, try checking the "snap angles" checkbox, which will allow you to use it as you were used to :) And we are not done improving yet, so expect more new tools :)

     

    • Thanks 2

  2. Unfortunately Local game change is not yet supported. In order to make the Game-set to work, all the games in have to be published on Workshop and the transition only work when playing on-line (players will be then sent to existing instance or new instance will be spawned)

    Another feature of game-set is that all the games in one Game-set can share same persistent storage.

    We are currently working on WIKI  update the with explanatory article about this.

    • Thanks 4

  3. I suppose you have added Game Storage to your game and now you are trying to update it on Workshop. How did you create your Bohemia Account? Did you use your Steam account? Because if not, then they don't have to be actually connected and the Workshop thinks you are not the author.

    This is concerning old accounts but can be fixed manually.

    • Thanks 1

  4. On 9/15/2019 at 12:53 AM, Fompster said:

    Hey,

    Here are some things which I think the new UI tools are missing:

    ~ The parent tabs open up each time the editor map is reloaded, it is time consuming and annoying to close them all up or to find where you left off. Could it be made that they remember their states or are all closed by  default
    ~ When right clicking widget which is low down the list, the bottom part of the menu is cut off. I have so many tabs that sometimes closing all of them doesnt help

     

    ~ Can the widget ID be easier to find when using this tile (eg. removing the widgets which come from other UI's when selecting the logic)

     

    Thanks :)

     

    - We have logged these issues and we will see if we can squeeze them in to 0.15

    - Widget ID filtering works when you are scripting inside corresponding UI Layout -> widgets of that layout are put first. However outside of that game logic we cannot ensure this, because of technical limitations ?

     

    On 9/17/2019 at 2:21 AM, Igor Q. said:

    To add to this list..
    Can we make it possible to use numbers to recall Widget ID's?

    Can we make text size easier to modify using a number system and within the script? (and not small, medium, large)

     

    - Actually widget IDs are just numbers so it should work

    - Text sizes are pre-defined and hard-coded in the game, because for each size there is a different font atlas (practically its different font, it just looks same). Having more fonts sizes would increase game memory load. Benefit of predefined sizes is that custom UIs will look more unified, it will scale properly on all resolutions and there will be ensured readability on any device.

     

    5 hours ago, Igor Q. said:

    Another Suggestion:

    Please add an event for "On Close" for custom windows.
    Allow us to disable closing custom windows.
     

     

    - Both already logged as bug :)

     

    • Thanks 1

  5. 13 hours ago, Igor Q. said:

    Hey Rudolf, I also collect vinyls :)

    What artists have you collected vinyls from?

    I'm a huge fan of Solar Fields music

    Well that would make quite a list (Discogs shows over 500 items ? ), because I am not collecting anything particular just music that I stumble upon and like and is "mixable" in to DJ sets. I have listened to some of Solar Fields, and it very good ambient / chill out, I like it :)

    • Like 1

  6. On 5/25/2019 at 1:20 PM, Fompster_P1 said:

    It seems to be everything on the "on pick" event although the exact same script works for the collect

     

    On a related note, I have been trying to teleport players when they touch the water with the "on swim start" event listener but instead it breaks the swimming feature and I think it is also related to the wrong positioning. You can see on the map what I've been trying to do.

    WATER_TEST.yland_2.zip

    Could you please start a new thread in "Editor technical issues" subforum, so that we can add it to issue tracker as separate entry. Thank you :)


  7. On 4/22/2019 at 6:57 PM, Oliver Hope said:

    When using the on pick event and getting the position propertes from the target entity it returns seemingly random values not related to where the entity was.

    In this particular instance:

    An event listener listening to a player picking up entities in an label.

    Add label ( spawn entity( get type (target object) , get pos(target object), get orintation ( target object)));

    so that any entity in the label that was picked up was replaced and given the label.

     

    I believe the type and orintation were correct but i can only be 100% sure about the position being wrong it was so wrong that the entity it spawned was nowhere in sight 

    If you need the files then ask @Fompster_P1 

    The issue here is that "target object" in this case returns the picked object when already in inventory. We will adress this issue in 0.13 by separating this event in two:

    • On Pick Start -> event when item is being picked but not yet moved to inventory -> target object = object on ground 
    • On Pick End -> event when item is picked and put in inventory -> target object = item added to inventory (new item or increased stack)

    Current "On Pick" event will be renamed to "On Pick End", so for people not concerned with this issue nothing will change

    • Like 1
    • Thanks 1

  8. Most of the items can be welded, if they are set as "unpickable". There are few instances (plants, trees, signs, containers) which cannot be welded due technical limitations - they are ether animated or have some kind of interaction.

    In next update it will be possible to turn off collisions for welded items, you can then add impassable barrier to create custom collider.

    • Like 1
    • Thanks 2

  9. So we have fixed "Equip" behavior - it will work in same manner as equip button in inventory  -> item is added to 0 slot and this slot is set as active. Later we will add instructions allowing to lock slots, so then you will be able to control what is player actually wielding.

    • Thanks 2

  10. Try to change SessionDatatype to ""YlandFile" "

    - "YlandFile" - Path to a savegame to host. Absolute or relative to the config file.
    - "GameFile" - Path to a game (scenario) file from which a fresh savegame will be created and hosted. Path can be absolute or relative to the config file.
    - "TemplateFile" - Path to a template file from which a fresh savegame will be created and hosted. Path can be absolute or relative to the config file.
    - "BuiltIn" - Identifier of a built-in game type from which a fresh savegame will be created and hosted. "Explore" or "Creative"

    I would request Dedicated Server documentation to be updated 

     

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