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WijkagentAdrie

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Everything posted by WijkagentAdrie

  1. WijkagentAdrie

    Adrie's server

    Hey everyone! So far (nearly) everyone has been enjoying the server! To keep things a little bit more protected the server will be passworded again, see the first post on how to get the password. Please don't share it, let others find it themselves as well to keep the server safe Adrie
  2. WijkagentAdrie

    Adrie's server

    And we're back on! The new server is very stable so far! Judge Dredd is my first new admin as well I've also updated a picture of the new pvp island in the first post. The idea is to keep everything as vanilla/survival as possible. Enjoy everyone! Adrie
  3. WijkagentAdrie

    0.5: Rainy Roads (01/09/2017)

    For some reason my server won't load anymore, I even reinstalled the entire game. The error I get after clicking the "play" button when trying to start the game normally is: Failed to load PlayerSettings (internal index #0). Most likely data file is corrupted, or built with mismatching editor and platform support versions. When loading the server, I get the server menu but when trying to host the same error appears. Anyone got any solutions? Edit: Is it just some files missing which I could copy from my own PC to my server? If so, which are missing? Edit 2: Fully deleting everything Ylands related and reinstalling to a different location has made it work! I'll keep this post+log here so others can find out how to fix it output_log.txt
  4. WijkagentAdrie

    0.5: Rainy Roads (01/09/2017)

    Thanks! Part of this was due to the intuitive building/driving system, it's really that simple to just jump into the game and get started. Car's also follow the same principles as stoves/furnaces and Energy streams.
  5. WijkagentAdrie

    0.5: Rainy Roads (01/09/2017)

    Some feedback on the cars: Physics: Physics wise the cars are absolutely brilliant, definitely worth the wait! The small car chassis feels really balanced, however I feel that the large chassis could use some tweaks. The large chassis with a single engine is really slow which isn't that bad per se, but the amount of torque it has makes it rather impractical, since even the slightest hills make it struggle. Also, the normal (S button) brakes on the larger chassis with 1 engine are underpowered. It has happened a few times where I went downhill, couldn't brake, went into an obstacle and then didn't have enough power to reverse uphill. I believe since they are more "trucklike" the speed should definitely be slower than the small cars, but they should have some more torque. Also, when running out of fuel the brakes start to act weird, locking up all wheels but driving continues as normal. Sounds wise, I think the front wheels should make noise as well when they are understeering. One thing that happens sometimes on the race map is that the front of the car digs in under the bridge, maybe make small invisible wheels on the front of the chassis? Chassis dimensions: I do have the feeling that the large chassis rides a little bit "high". Either the wheels could be bigger and wider (with the chassis being at the same height from the ground) or the chassis a little bit lower to the ground. Also, wouldn't it be nicer to have the wheels on both chassis placed a liiiittle bit inward so if you make fenders they fit right under the fenders? Cool wheels on both cars by the way, they really fit each chassis great! Engines: Engine balancing is nice, when I tested at Gamescom the Ylandium engine was nearly twice as powerful. I'm happy that they are now equal, since it's a nice tradeoff of building costs vs running costs. One thing that I would like to see is a difference in torque/speed: maybe make the Ylandium engine better at climbing, but giving the coal engine a higher top speed? Block requests: The current amount of car parts are already brilliant! Although I feel that we could do with a few additional parts to get more creative than the standard Front side - engine - seat - trunk cars. It would be nice to have separate head and tail lights and sloped windows for example. Also a "center" seat would be nice, to fit in between another passenger seat and a driver seat so we can sit 3 abreast Feature reqeust: I would love to see trailers/carts we can attach so we can have carts for very specific purposes, such as a mobile lighting system, or a mobile furnace on a trailer Here's my first car, the Praga V3S, an all time Arma2/DayZ favorite I've made a post elsewhere with a download link and more screenshots! I'm working on a Praga S5T now, which will run on coal instead of Ylandium Overall a very very very good job! Adrie
  6. WijkagentAdrie

    Issues found in translations

    I'm currently running dutch. What's the easiest way to report any mistakes? As I will probably encounter more the more I play Adrie
  7. WijkagentAdrie

    Adrie's Shipyard

    I know it's not a ship, but here's my next vehicle: It's a Praga V3S, which I'm sure many have driven in Arma2 or DayZ Standalone It runs a single Ylandium Engine and therefor is a little underpowered, but on the flipside you can recharge them for free and it won't cause any pollution! Here's a look at the interior! Hidden under the floor is a small heater to keep you warm in case you take it to the polar regions! Plenty of space in the back! I've already designed multiple "addons" to put on the back such as a camper attachment and a passenger cabin. Here's the switch for the heater, the light switch is on the other side. Currently the lights are non functioning bulbs, because the table lamps are bugged. When they are fixed I will place the table lamps as front lights which can be switched on with the lever. In this screenshot you can see how it should look like in the editor. https://ylands.net/asset/78 Here's the workshop link for it, have fun with it and let me know what you think Adrie
  8. WijkagentAdrie

    0.5: Rainy Roads (01/09/2017)

    I went into the editor, clicked "play", switched on mouse invert in the menu, went back out of the menu, back into the menu, switch mouse invert off. This fixed it for me!
  9. WijkagentAdrie

    RESOLVED [YLD-4383] Problems with table lamp

    Has anyone been able to fix this yet? I'm trying to build the smaller model on one of my cars at the moment, but because when placing it tries to place the larger one, I can't fit it on the front of my car.
  10. When placing a bamboo chest in the editor the chest starts to make weird noises, it sounds like a very strong wind. After about 15 seconds the sounds stop. Deleting the chest before the end of the sound, the sound still continues to play. I've tried different chests, rotations, ways of placing, but it only happens with the bamboo chest. Attached is my output log as usual! Edit: When testing the map, the same sound starts to play when I open the chests. Adrie output_log.txt
  11. My friend and I were playing multiplayer (non dedicated) and we encountered a weird glitch/bug. When he tried to harvest wood from a tree, I would get the sound effect as well plus the message "Inventory full", while neither our inventories were actually full. I didn't receive any sticks/wood from it. Adrie
  12. WijkagentAdrie

    RESOLVED [YLD-6647] Multiplayer inventory linking

    Here you go! Do you also need the server monitor one as this is MP? We weren't using dedicated server. output_log.txt
  13. WijkagentAdrie

    Dev Diary #16

    So we can't build outside the basic chassis boxes? (12x6 and 16x8?) Guess I'm gonna have to revise my car body then Also, how does it work with blocks that are for example 1x1x2, which are only half within the box? Adrie
  14. WijkagentAdrie

    Dev Diary #16

    Awesome, I was hoping for an energy redo! One of my suggestions is to drop the splitter, as there are certain lamps/lights already that don't require them. It would make more sense to have the node as an input and output so energy systems are less bulky.
  15. WijkagentAdrie

    Dev Diary #16

    Yeah that last one with the switch is a good one, I see that most engines have 2 outputs, maybe put toggle buttons on keyboard 1 and 2? And for the generator I actually meant using an ylandium engine, but the way you say it is also a way to get infinite power. It's gonna be a little bit too big to put on a car but on ships this would be feasible. Which makes me wonder if we should have normal ylandium generators in survival mode since it's quite OP, having an infinite energy source. Adrie
  16. WijkagentAdrie

    Dev Diary #16

    Sweet! I'm still trying to find a perpetuum mobile, so in that case: how is power consumption influenced by having heaters/ylandium chargers/lights powered by engines? Could I use an engine on my boat to power a generator, that will charge batteries that will run the engine and so on? Also, can we use coal engines in our bases/houses to power our light network as generators? And last but not least, can we get a switch that is just a little bit smaller/more compact? So we can have a switch on the car to turn lights/heaters on/off Thanks for answering! Adrie
  17. WijkagentAdrie

    Dev Diary #16

    Some more cars questions actually! Can Ylandium engines be powered by Ylandium generators, creating cars that can go anywhere without refueling? Also, is it possible to place small (or large) heaters in our cars so we can drive around the arctic areas? Adrie
  18. WijkagentAdrie

    Dev Diary #16

    I can confirm the cars are gonna be good! I couldn't wait so I've been working on a car body already Adrie
  19. WijkagentAdrie

    RESOLVED Sailing backwards

    When sailing, sailing backwards is actually a lot faster than sailing forwards for nearly all wind directions which makes little sense. We only used small boats. The speed difference is quite big as well! Adrie
  20. WijkagentAdrie

    Paint blocks

    Hello, I'd like to see options ingame to paint existing blocks such as wood/stone/iron by using the paint kits already ingame, maybe also add in the possibility to mix paints (either mix before painting or painting in multiple layers/times). It would also be nice to have some kind of paint remover. Especially with cars coming it would be nice to be able to paint our cars in beautiful colors and race inspired color schemes! Adrie
  21. WijkagentAdrie

    Dev Diary #15

    I'm surprised to hear you guys went back every day, did you guys do shifts/had a roster or did the same people go back every day? Again I really hope you guys enjoyed it! One more bit of feedback for cars: when jumping the obstacles around the fun fair the wheels looked a little bit jittery/jumpy, I think giving the cars a little higher unsprung weight will cancel this out. Maybe you guys already fixed this in the later revision though Adrie
  22. WijkagentAdrie

    stone blocks

    Currently all blocks become solid 2 minutes after placing them. I usually use potato grenades to destroy any blocks which are placed wrong. Be aware that they do cause a little bit of collateral damage, but they are the least powerful grenades. The reason it's like this is to prevent griefing in multiplayer but I've heard this mechanic is gonna change to something more friendly. Edit: do not use this technique on ships as you will damage your ship's hull, which can't be repaired as of now. Adrie
  23. WijkagentAdrie

    Dev Diary #15

    You're more than welcome! The cars really feel super awesome/amazing, having a car ingame is definitely a big goal I think. The amount of different car parts (seats, front/backsides) is absolutely amaaazing, also the chassis that has been shown is 4x12 (6 with wheels), but there is also a 6x14 or 6x16 I believe, 8 wide with wheels. I forgot to check for other parts. I even went back to the Ylands booth a second time because I wanted some more time to check things but I still forgot something hmm. Maybe @A3_Melle could have a look? Or @Aleš Ulm or any of the devs could give us a nice spoiler? I'm specifically interested whether there are 1x1x1 size front/rear lights which we can place all over the car instead of only use the fixed ones with the grill. If not I've got a few idea's which I can show. Also it would be nice to have 8x4 or 10x5 doors so we can park our cars inside Adrie
  24. WijkagentAdrie

    Dev Diary #15

    I also forgot to say I've had a very brief look at the new weather, which looked very impressive! Hats off for the massive difference in feeling it gives. I haven't checked for waves during storms, nor how they affect ships or whether we can actually be dry indoors during rain/snow. Adrie
  25. WijkagentAdrie

    Dev Diary #15

    Hey everyone! I'm back from my trip to Gamescom 2017 in Cologne! Last year my friends and I went on Friday/Saturday which was really busy, yet Wednesday this year seemed less busy First of all thanks to the Ylands team for taking care of me and my friends! We went home with some very nice merchandise, thanks a lot! But even more amazing was finally seeing the team and having a chat with you guys! I felt really appreciated and I hope I gave you guys the same feeling, I'm really happy with where Ylands is going. That being said, let's discuss the cars that I got to test! Car physics are very very very nice, I'm glad the team has delayed the update to make sure it's perfect. When driving a car you can feel the weight/physics behind it, the springs are quite flexible and soft. They take bumps well but if you make them too big it will get tricky. When cornering too fast you start to understeer, yet when tapping the handbrake or trying to drift it will oversteer in a controllable way. Cars will try to upright themselves, also you can climb some serious hills with them and not get stuck. Besides feeling quite "realistic like" the usability is absolutely huge. You don't need perfect roads or anything to use them. The only place where I felt physics reality and usability were conflicting is when jumping over objects such as fences, where usability has won. In reality the car would've gone out of control and flipped dozens of times (which it did sometimes as well ) Cars are very quick around islands with 2 steam engines (at the moment 2 steam engines or 1 ylandium engine give maximum power/speed), with 1 engine they still felt very usable. Although I would say that more power/speed is nice, the double fuel consumption is quite high. The engines use a rather large amount of fuel anyway, although I have been driving around like a maniac I think making hybrid (Ylandium+coal) cars would be nice, since in case you run out of Energy you can always go back to coal which is quite common to find. Are there any flaws to cars? I've tried to be mean and "break" the game which I partly succeeded in. Cars on ships didn't quite work well, and some sloped blocks have square collision models which made driving on them look funny, yet they would still drive onto them. Also the /unstuck when the car went into the water wasn't 100% reliable yet. On the other hand, I've been told that an improved car update which fixes a few of these problems was gonna be there tomorrow so to the people that are still to go to Gamescom, your experience will probably be even better! Like Ales already said, this isn't 100% what the update is gonna be like but it's already very awesome. @Hurricane43 I've snapped a quick video of me driving a car on the fun fair horse track. If the devs want me to take it down I will do this, just give me a nudge or manually delete the link from this message, the YT video is on private. @Aleš Ulm Thanks for the great hospitality! I'm sure I'll see my pictures appear somewhere If there's anything I can help you guys with just drop me a message. I hope you all (devs and visitors that are still to go) enjoy the rest of Gamescom! If anyone has got any questions feel free to drop them, I will answer as much as I can. Adrie
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