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Gristle-4e5a1c0e661b6b1a

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Posts posted by Gristle-4e5a1c0e661b6b1a


  1. 8 hours ago, anna_svecova said:

     

    Hello, Our QA just tried it and it works fine for them, what seems to be the problem exactly?

    Did they try building it in Adventure mode where the sea causes the completed parts to pitch and roll?  Did they put all the resources in at once or piece meal like someone actually playing the game would do it?  I've tried building it twice and it failed to build properly each time.  It did build properly in Creative where it get spawned in complete.


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    On 4/22/2022 at 4:14 AM, JonathanHunt said:

     

    This is ok as i can just go back to my ship to leave my character afk. But when it comes to underwater caves, they're easy to get lost in, just like the island caves back in yland's alpha versions, because i would find a small hole on some tunnels that leads into a large cave room, then after exploring this place i couldn't find the small hole amongst all the pillars along the cave walls, to find my way back outside the caves.

     

    I leave a cookie crumb trail to help me navigate.  Either glowing crystals or rock fence posts with pointy tops pointing towards the exit.


  3. Have had Ylands crash my Steam client several times now.  Symptoms are both Ylands and Steam becoming un-responsive and the Steam window gets an odd grey border, almost like old style Windows window borders.  Is there any logging that I should be providing the next time this happens?

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  4. 11 minutes ago, Aleš Ulm said:

    We are indeed consulting with the other teams... but this might actually be a good time to talk about something that seems to stay hidden from many players.

    Even though Ylands may look like a "simple" game due to its low poly graphics - in some aspects, it can be more demanding than games like DayZ or Arma, even though those support more concurrent players etc. Firstly as opposed to those games everything in Ylands can be interacted with or destroyed (even the terrain itself) - we don't have the "luxury" of working with mostly static (as in "unchangeable") objects placed inside premade maps (and that itself prevents us from using many available optimization techniques). 
    In our MP we need to synchronize things like sudden massive terrain changes or simulated water. There are features that from the outside may seem simple but which are true nightmares and actually are not that common even in larger projects than Ylands - like letting players move freely over ships that are controlled by other players (I'm not talking about being firmly seated in a vehicle someone else drives or flies, which is much easier to implement). And last but certainly not least - we're using a completely different engine. :) 

    We are confident that we will fix and improve everything, but it does take time. After all, let's not forget that this is an Early Access and just as we state on Ylands product page we went to EA exactly to fix and improve performance and MP while getting important feedback from the community. Also, things will speed up as the team grows - FYI the latest addition to our team is a programmer that joined us shortly before Christmas and who will be focusing purely on MP. You can trust us that we want the MP to be great just as much as you players do. :) 

    Thanks Aleš. Just wanted to make sure you had BI resources in your toolbox.

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  5. Bohemia Interactive is the reason I bought Y-Lands. I've been a customer of BI since Operation Flash Point.  They have done many multiplayer titles and undoubtedly have someone on staff who is familiar with how to write network code for a multiplayer game.  I would respectfully ask that you use your relationship with BI to request some consultation with one of their veteran network engineers.  I think this would go a long way to improving your network code.

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