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Ane

YLANDS TEAM
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Everything posted by Ane

  1. I'd say this is more for @Houp
  2. Ane

    Dev Diary #77

    Hey there fellow ylanders, You probably remember that a couple of weeks back we presented one of the new fancy features coming in 0.13 - the friends list. And what's the use of having friends if you can't actually communicate with them? That's why in this update we're also expanding the in-game chat. Marci already nicely summarized why we're focusing on the social aspects of Ylands and why we're adding these features to the game. So today let's talk specifically about what the new in-game chat will bring! Did someone say... work in progress? The chat will actually be present not only in-game, but also in the main menu and in the Editor. There will be 3 different channels: Whisper (for private communication), Game (for the current game session) and Clan (connected with the friends list), plus All, that will work as a filter, showing messages from all channels. There will be a list of commands for you to use - /s (say, for people who are close to the player, /w (whisper, for private communication), /c (clan), /all etc., and each channel messages will have their own specific color, so that you don't mix them up. Also, bear in mind that no matter how hard you try, you won't actually be able to send messages to offline players! And don't worry about missing any message, as there will be a visible chat icon for you to easily see your unread messages (from Whisper and Clan channels), and a notification button that will let you know you have new messages (in the main menu and Editor)! This should cover the basics of the new chat! What do you think? Have a great weekend, ylanders, and stay classy! -------------------------------------- Now let's take a look at the questions you had last week! Do you guys still use Photon Unity Networking or did you switch to something custom in 0.12? We started with Bolt (which got later acquired by Photon), now we're using code that our programmers wrote. Can barriers be made to show who they belong to? Yes, there is a plan to show whose barrier you've just entered. Another game I play has an ingame mailbox. Inside there are game functions, but you can also "email" other users and also attach items. So you can give gifts, building supplies, etc. Could something like this be implemented? This would definitely be a nice feature to have. It is not currently planned, but we will discuss that. With AI path finding, will this mean we can finally give "teams" or "labels" to entities so they can either be hostile or friendly to other entities? That is our goal. The ability to set up entities this way will come at a later update than 0.13, though. I had a question regarding compositions and protective barriers. Will the random structures, such as ruined (brick wall) wall with cannons the lighthouse and others be added to default compositions in the editor? The same question also applies to player protective barriers. I see no way to currently add protective barriers via the editor nor methods to craft them, will this change? The random structures won't be available this way because doing so would take away the element of surprise . Letting players use the protective barrier in the Editor is something we've been discussing quite often in the past weeks, and it will definitely happen. Will it ever be possible to place (and use) a barrier on a ship (and still be able to sail)? Not at this point. This is yet another thing that we're discussing. Why is it impossible to properly repair default structures? Nothing ever seems to line up correctly. We are aware of this. In 0.13 we are making some changes to how terrains are generated. Once this is done, we'll look into this - it's related.
  3. We'll take a look at your file and let you know!
  4. Ane

    Multiplayer issues

    Maybe try sending it to me via PM?
  5. Ane

    ship rain

    English, please?
  6. Hello! Can you please send us the following files? output_log and output_log_clean, you can find them in the directory \Program Files(86)\Steam\steamapps\common\Ylands\Ylands_Data Thanks and sorry for the issues you're having.
  7. Hey! Thanks for your interest, but we're no longer doing community translations for Ylands, at least for now
  8. Dear Ylanders, Because we want to make easier the life of those of you translating Ylands, we are releasing a feature that should allow you to see in real time the progress of your translation. This way you can check in the game right away if the word you translated fits the in-game context or if the term you are using is too long for it to fit, for example. This is available as of today's update (09/03/2016). So what do I need to do to see my text in the game right away? 1 - Go to the Ylands project in Crowdin, select your language and click on the 3 dots next to the file you want to check 2 - Click on "Download Translations" 3 - Copy the file(s) you just downloaded (Base.nl.csv for the Dutch version, for example) and put them in Steam\userdata\<steam_id>\298610\local\Localization (if the Localization folder does not exist, create it) Now the game should load your file(s) instead of the original ones. 4 - First of all, add the "--translator" parameter in the launcher - right click on the Ylands shortcut and open Properties and add the parameter in the field "Target" (without deleting what's already written there). If you're running the game on Steam, go to your Steam library, right click on Ylands, open Properties, click SET LAUNCH OPTIONS button, enter '-translator' (without quotes). In order to see the Russian texts, you need to add the "-testrussian" parameter. 5 - If everything went well, the next time you launch the game you will see a message letting you know that your texts are being used 6 - If you switch the language to yours (Dutch in this case), you can see the progress that has been made so far Let's say you wanted to check the word "Hoofdinstellingen" and you are not happy about how it fits. 7 - You go back to the file (Base.nl.csv in this case), you change the word to EENHOORN (or whatever word you want to use), and if you exit/relaunch the game (after saving the file) you will see the change there Take into account that for the changes to really apply to the game (and be loaded with the original files) you will have to make those changes in Crowdin. Note: the files need to be deleted/re-exported after the game is updated with the new version. Let me know if there's something unclear or if you have any doubts! Ane
  9. Ane

    A helpful building guide.

    I'm guessing the house was part of a random encounter? If so, you cannot modify it.
  10. Ane

    Dev Diary #76

    Hey there, fellow ylanders! In this Dev Diary we're going to discuss one issue that has been with us for a long time - and which we're finally getting rid of. I'm talking about pathfinding. We are all more than familiar with moments where animals can't get to the player, get stuck in the scene, and more. While implementing a nicely working pathfinding in games that have static terrain (in other words, one that can't be modified) or that are made out of uniform blocks is quite easy, with worlds that can dynamically change, this is a non-trivial problem. It took us quite long to get it right, but I'm very excited to let you know that the new pathfinding system will be present in the update 0.13. We will also do some adjustments to how caves and terrains are generated so that everything works as it should, and in return we will get encounters with animals both on the surface and underground. Now you may be thinking - "well, so animals will be moving around in a better way... and that's it?", but wait, there's MUCH MORE to this. The calm before the storm, by bb cakes_P1. For a loooooong time we had plans to improve the gameplay to be more exciting, engaging, rewarding. Our hands were tied because there's not really much you can do when hostile entities can't get where you need them. Having a nicely working pathfinding opens the door to... proper AI. Yes, the pathfinding in 0.13 will be followed by an improved AI, which we believe will be a true game-changer. With a reliable pathfinding system in place, we have already started working on a new AI system that will benefit not only Explore, but also many games that creators will make. With the ability to make units patrol, guard places, set up how aggressive they are and so on, a whole new gaming experience opens. All this (hopefully released as a part of update 0.14) will be based on the new pathfinding introduced in 0.13, so as you see, it's actually a very big and important step forward. And speaking of updates - we've learnt our lesson on telling release dates, but I can assure you that for 0.13 you will have to wait much, much less than with 0.12. And that's it for now. Have a great weekend, ylanders, and stay classy! ----------------------------------- Now it's time to catch up on your questions! I love the logic template that we have available. However to improve performance issues, can we have the ability to despawn/remove logics generated from templates? That is some good feedback - I'll pass it to our programmers! Additionally, when will we get the option to have manual cinematic cameras? It would he helpful for a game that is fixed to a region and I want to provide a specific perspective. Yes! Actually we're already working on something that is a prerequisite for this. Are there any plans for more feminine clothing options like dresses and high heels? High heels are not currently planned. We are currently doing some tests with more feminine clothing, but the main problem are skirts. Since there is no cloth simulation present, especially skirts are a problem with a lot of character animations. Could glass blocks be a thing? In all the shapes and sizes we have in other blocks? We would like to have them as well, but right now there are some performance issues related to them, so they are not supported. Regarding the friend list, will we also have the option to not appear online? That is a good point. Probably not when it comes out, but definitely in a later update. Will we be able to use our (perfectly adequate) Steam friends list? No. This friend list is not connected with the Steam friends list in any way (we need it to work on much more than just the PC platform). Will we be able to view other peoples' friendlists? No, this is not currently planned. Is the "friendship" going to be approved from both sides (like Facebook) or one sided (follow on a non-secured Instagram account)? You will be able to offer a friendship to anyone. They may decide to accept or deny. If you get harrassed by anyone this way, you can always block them. Is there any plan/possibility for the chat to include voice? Not at this point. How about global and local/yland chat channel? There will be several chat channels to use - I think you will find them to your liking With all this social stuff gearing up, is there plans for Official Explore servers coming back to use said friends with? With separate PVP and PVE servers? Will we be able to have many clans or sub clans? Yes. While we still don't have any ETA, we would definitely like to run some official Explore servers. Do you have plans for 16, 24, 48 player servers? We do have plans to support more players than the current maximum, but the exact number will depend on the type of game, it won't be a single number available everywhere. Do you guys plan on making sea voyages more dangerous? Maybe pirates or sea monsters? Yes, we would really like to do that. Any news on new costumes? (I still want a demon costume) We will be bringing many more costumes in the future (demon could definitely be one of them - we would even like players to vote on those ). Does Ylands plan to ever implement 3D model imports? Once Ylands 1.0 is released, we would like to address the topic of modding in general - we will have more info at that point. How about lightning being dangerous if caught outside on a high area? We really love how the lighting works in Zelda and would like to have something like this, but it is not planned at this moment. Is there an estimated time for when the water terrain tool will come back? We want to add better water simulation after version 1.0 is released, but are also discussing releasing some basic Editor tool that would allow simple addition/removal of water in specified areas before that. I have the idea that I've read somewhere about this friend list coming along with the possibility to share our protection barrier with friends? Anything about it? Yes, that is still planned. First we'll release the friends list and then we'll keep adding more cool features on top of it. Will there be an easier way to collaborate with other people on the Editor - maybe even being able to do real time building in the Editor? This is something we are discussing quite often. It is not something we plan before 1.0 but we would at least like to discuss with you what the possibilities and priorities are in this regard before that.
  11. Ane

    0.12: Smooth Sailing (15/04/2019)

    Update: 02/05/2019 Version: 0.12.2.69650 [YLD-16397] Camera is inverted while controlling ships, cars, boats and horses [YLD-16295] Crash to desktop when mining drill is selected in inventory [YLD-16371] If you escape in a password protected game in the MP lobby, you cannot join any game [YLD-16284] [Forum] Cannot deconstruct things in Barrier [YLD-16321] [Multiplayer] Clients are stuck on "Recalling buildings 100%" if they reconnect after wearing a skin of an item [YLD-16198] [Steam Forum] Invert mouse not working [YLD-16418] [Visual Scripting] Editing parameter name problem [YLD-16294] [Visual Scripting] Rotation of impassable barrier stops other scripts
  12. Well, try to gather the logs if it ever happens again Thanks for reporting!
  13. It's not out yet I'll let you know as soon as I know more.
  14. Ane

    Multiplayer issues

    Can you please also send us the .ybp blueprint file you're having issues with? It should be stored in the Blueprints folder next to the savegames (so something like C:\Program Files (x86)\Steam\userdata\841649436\298610\remote\Blueprints)
  15. Ane

    DEV ANSWER Boats (Stuck)

    Whoa, way to bring a topic back to life again...
  16. We managed to spot and fix the issue (on our end), I'll let you know about next steps!
  17. Could it be that you both initiated the sleep at the same time?
  18. We're unable to reproduce this issue - any further info you can provide?
  19. Sharks now have new victims to chase! ??
  20. You can send me a private message if you wish
  21. Ok, gotcha! We haven't been able to reproduce it, that's why I asked for the save game file, so that we can test it in your map
  22. Ane

    Sea things in the air

    They're coming!
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