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V-Alfred

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Everything posted by V-Alfred

  1. V-Alfred

    0.7: Cheerful Characters (14/02/2018)

    I love it! Thank you guys, Ylands Team welldone!
  2. V-Alfred

    Workshop ?

    sometimes the creations won't show up, especially when you look at the profile. Just keep refresh the page.
  3. V-Alfred

    Velocifer's Workshop

    Hello Ylanders! Here is new update for Traditional Japanese House: Remake all of the doors and windows mechanism (to simplify the game logics) Added lever for additional functions Smoother sliding animation Added user manual (on top of table in main room) I think, I should change this house name to "House of Scripts". I'm not sure if you already know the secret. There is hidden room in this house, I put hint somewhere inside. PS please let me know if something isn't right. There are lots of game logic in this composition, but don't worry if you're in play mode with it, the script won't show up. CAUTION: Don't place this composition in your explore save game for now (until the hotfix come 'Cheerful Character'), it might corrupt your save file. If you want to take a look, place it in your 'new' scenario. This house is pretty heavy performance, since the script always standby on the background. Here some picture of it:
  4. V-Alfred

    [SUGGESTION] sk.Ylands

    A bit confused about the title, but now I know... Skylands.. yep thats great idea. But I don't want push that too hard for now, because with new update comes, that might mean new "bug fixing" schedules. And we still have some old bugs/problems that doesn't fixed yet, so lets see in the future. I hope for the best!
  5. V-Alfred

    MischTO, any stuff.

    nice great detail! even the "log cross join", welldone dude.
  6. V-Alfred

    I got bird flu.

    @Maqqea I know right.. the ingredients and flying + wind mechanic already ingame..
  7. V-Alfred

    Sneak Peek #47

    @Quadnick you should post that triangle blocks suggestion in Suggestion Sub-Forum, I'm totally agree for that also please applied to the roof blocks..
  8. Awesome, atleast it's not hardware malfunction. Then something strange there.. You won't run out of RAM (your RAM is 16GB) if only OS and Ylands running, and if your RAM is healthy. My machine has only 6GB of RAM, I often sailing between many ylands (My quality setting is always at High for far draw distance) and this problem never happened to me. What's your Nvidia gpu driver version btw? The latest version I knew is 390.77
  9. V-Alfred

    I got bird flu.

    Actually I think your case is an epic future flying ship! I could imagine it in my mind, that would be really epic.. just like this picture from Granblue Fantasy probably the ship will falling down after extensive physic processing and you can operate the helm again, if that really caused by the birds.
  10. Oh man thats scary color.. Here what I think is happening, If this not happening at the start of the game it could cause like @Energritz_ mentioned, could be overheat graphic card(in laptop is only a chip, but you know what I mean) that could lead to artefact if you keep continues. What happen when it occurs then quit the game and back to desktop? If it still happening then 75% it related to the hardware, could be the monitor too, that leads to my other question bellow. Is it happening when you only browsing(not doing heavy stuff like gaming etc)? Bear in mind that you need to troubleshoot one by one in order to know what causing this problem.
  11. V-Alfred

    Steamer Tug Boat

    Yeah I understand what you mean, and yeah it can turn to rapid race.. Which little bit what am I afraid of.
  12. V-Alfred

    Steamer Tug Boat

    yes, I love autodidact/self-taught, it can lead to discoveries.. I actually won't tell anyone if they didn't mention it. #grimface I'm just kidding.. great idea for mast plank! Assassin Creed style man..
  13. V-Alfred

    Steamer Tug Boat

    Btw I was update my last post above. Yeah the best thing to do is set it directly after you place it. So you won't feel that much works
  14. V-Alfred

    Steamer Tug Boat

    Yes that's great. But there is a thing I need to tell you.. Sadly, You can't set unpickable for couple or more things at once.. So you need to double click on it one by one.. *update* if you see in my furnished Acquilla, there is custom mast walkways with planks. That planks I set it to unpickable, so players won't accidentally pick up those things.
  15. V-Alfred

    Steamer Tug Boat

    yes I am.. but I'm not sure for weapons/tools, but other materials can be hardened and unpickable in Editor.
  16. V-Alfred

    Ship using old save file

    Sounds like it @Energritz_, could it be caused by Steam sync? I don't really know if that would be the case, but when you don't properly quit the game, the Steam always do sync on my machine.
  17. V-Alfred

    Steamer Tug Boat

    I'm not sure why you say that.. Did you try to double click the object you want to be hardened? there is Pickable option there.
  18. V-Alfred

    Steamer Tug Boat

    Glad that I can inspire someone. There are endless possibility, not including the mods that will come in the future. Even in limited state like now, we have lot of possibility, especially on land structure. Did you touch the game logic yet? "It's where the true power of Editor come from"
  19. V-Alfred

    Steamer Tug Boat

    well done sir! it looks just like tug boat irl, really awesome detail.. #musttooktimetoplacethoseonebyone
  20. TL;DR, I have suggestion about auto input variable "Offset" based on where you place the object according to selected primary object/entity. It could work like "entity picker" but instead of selecting object, you could move it and system automatically calculate the coordinate. I know it might be difficult to implement because you need to have system that calculate the coordinate distance between entity you want to select as a base(primary object/entity) and entity you want logic to do something. To make it little bit clear here is picture: Also what are these "Local coordinate" and "move parent" used for? For anyone who know it's function, please let me know.. Note: Primary Object/entity - is an entity that you set as a pointer to move or rotate other entity based on it. FYI I've been playing with Editor for a month and now I'm at game logic stage, still learning lots of stuff about it. I'm getting pretty annoyed when manipulate variables on entity offset coordinates because it's confusing which coordinate block should I set to get it to the position I wanted based on primary object/entity. I know you can copy/paste absolute coordinate. Absolute coordinate is working fine and I don't have trouble with it. As it's call "absolute" means that it will always on exact coordinate even when you change the map, e.g. if you have compositions that have moving/rotate logic that set to "Absolute" coordinate, that composition will always set to exact coordinate you set. If you change map and apply that same composition, then the logic will kinda act weird, because the logic will always act like what you set in "Absolute" coordinate. To handle this problem the devs already implement several options for example "Entity Offset", this setting is used for more flexible coordinate. It act like selected object will always move/rotate based on another object (primary object). "Entity Offset" is useful when you want to use that logic and objects in many places and maps for example, because as long as selected object and primary object is placed together it will works as much as you want. I know that currently game logics isn't common playground for many people, but it's the true power of Editor and it's where the magics come from.. I realized that I have been posting plenty of suggestions lately (3 pure suggestions so far, not that much right? ), I just want to share my ideas to make Ylands better in all aspect since it's still under development. My idea sometime sounds silly (like chickens) and sometime important for the game (I think.. like Zoning). So bear in mind, that's only what in my head..
  21. V-Alfred

    Velocifer's Workshop

    Thanks @MischTO , I'm glad if it did.
  22. V-Alfred

    Velocifer's Workshop

    Traditional Japanese House CAUTION: Don't place this composition in your explore save game for now (until the hotfix come 'Cheerful Character'), it might corrupt your save file. If you want to take a look, place it in your 'new' scenario. This house is pretty heavy performance, since the script always standby on the background. Hello Ylanders! "Velocifer's Research and Development Department" have something new to show you guys the magic of visual scripting "a.k.a game logics" in standalone composition (not scenario), lets check it out! *Pretend as a broker* Hello there! So what you think about this classy house? You might think "Where is the doors?!", oh hey now... This is Traditional Japanese House, sliding doors is the beauty of it! Why don't you come take a look what it feels like inside.. For now it's pretty much empty, because we just done the renovation 5 hours ago , but you don't need our furniture right? You have your own taste for it, I'm sure your creativity will lead you the way! Here is the link to the workshop Traditional Japanese House. PS Please let me know if something isn't right. Thanks. Known issue: the doors might get stuck when you leave it too fast. some rotation object might don't work properly. It somehow depends when you rotate the entire house. " There is hidden room somewhere, it will give you power that you need, but first you need to solve the simple puzzle. Here is the hint, 'You should be leaded only with the light, and if only you're the true pathfinder. Somebody will always come to you if you do something wrong..' "
  23. wait a sec, I'm a bit confused. Is there someone establish a public camp on the hill? Not you? Really? Oh dudette.. I hope so, co-operation is a way to get endless real fun and friends.
  24. So I got this idea base on my experience (when playing MP and making custom map) and also heard people that got similar problem. We need something (bubble zone e.g. like "Trigger Zone") that won't allow players to build anything inside that zone, and I wish with that zone we can also disable any damage to anything and anyone. So we can make like "non-combat zone" to protect anything who or which is inside that zone. With this zone, we can minimize griefer actions (e.g. spawn camping, spawn blocking, placing protective barrier that shouldn't be placed there) and also to protect specific random structure from exploitation at the start of the server/game. Basically this zone can be placed with Editor that works pretty similar like Trigger zone, but has several options (permission to build, non-combat, etc.). If you agree, please vote this thread so the devs will take a note and start thinking about this zoning. and if you have another similar suggestion, feel free to post in this thread and let us vote it too!
  25. They did nail some of my point after I post this thread, but sure that's not enough. Make things indestructible is good but there's no point if that thing can be modified by players and make something out of it. Let me give you example, there are random building just call it "Tower of Mordor" that I set indestructible, if player still can place/build things around it and set up base on it/nearby that structure, that's means that player building will get some advantage over my "Tower of Mordor" which other player won't get if they put PB on it. That's why we need zoning that won't allow player to build/place anything and deal any damage to anything inside that zone. That zone also useful for example to create "Trading Zone with NPC or between players". That's just my personal suggestion. If you agree, please vote this thread up there beside my profile picture, so the devs will notice it and start thinking about it. Thanks
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