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Everything posted by Whane The Whip
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Oh?! And it just so happened that the item I tested was a glass item. Thanks for that headsups, I'm going to test it out later.
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Hello @Ahzzz and thanks for the reply. I daresay, that you would have less venom aimed at you, had you never bothered to reply at all. You said: "I do not submit a mid-research report while I still have not all the answers yet." Correction: You do not submit reports at all. After playing Ylands for 160 hours, 65 hours of which took place over the last 2 weeks, and 20 hours of which you admit to trolling a single server, and the first time you appear on the forums is to defend your grief. And earlier you said: "So i try to point out the things i think myself are wrong, as blocking the spawn point, or with dirt blast the base, or move an player outside of his barrier to kill him." Yes, you think these things are wrong, therefore you spent the last 20 hours exploiting spawn grief. Blocking spawn, griefing spawn, terrain grief to ruin bases and spawns, and to move players outside of a PB are all well documented already, and complained about quite often on the forums. In fact this is one reason why we are getting a better PB in 0.7... due to people that have actually posted issues in the past. One might think that someone such as yourself, gifted in the art of discovering exploits, that you might first check to see what issues are already known issues. But after 160 hours of game play, you somehow did not find time to apprise yourself. Then you said: "I also offered new players to let them out of the prison, if they hand me over their broken protective barrier to see if they are good players or trolls" This is even worse. And whether or not someone hands over their stuff to you has ZERO basis on their status as a troll. It is you that are trolling them by griefing spawn, imprisoning players, and then holding them unless they agree to give up the most important thing they need to protect their builds. Then this: "I am trying to protect myself from disruption by others which i did not trust. That was the original idea." Wrong again. Your original idea was to troll everyone entering that server. The bottom line as stated more than once in this thread, is that you could have easily collaborated with other players on a private MP game. Easier still, you could have simply read the forums. But you chose to troll a public server. And all of your replies only further show intent on your part as you continue to carry on as if you're entitled in some way to dictate to other players whether or not they get to enter a public and official server and whether or not they get to keep their PB. Sorry, no... you are a troll masquerading as a beta tester. You said: "Usual response is just hate and aggression." That is an acceptable response for what you're doing. So is pre-banning you on player servers and for that I'm grateful to have your BI Id.
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Ha! I would love to just be able to use the standard PB in an editor map. Hopefully we will get this when BI goes to work on the editor after 0.7. That being said, there is an option in the editor to set the HP of items, this could be useful for building spawn location. However it doesn't seem to work. When I placed a lantern with an HP of 20 and changed the HP to 15,000 (which is what a ships HP is at), I was still able to destroy the lantern in-game with just a couple of punches. I would love to see a toggle next to HP for "indestructible" and then the only way to remove it would be through the annihilator or the editor. But if they got the custom HP's to work, it could be effectively indestructible, even if annoying to change the HP for every item in a specific area. But I suppose this would still not prevent terrain grief and its far easier to ruin things with that than destroying blocks. Maybe what we need is a "protected area" logic that works like the PB, but a little better to stop theft as well.
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@Ahzzz It is true that you are looking for exploits, but not to report them, but to take advantage of them at the cost of others because your style of game play requires the disruption of other players. You may insist that you are here as a favor to the community, but then again, you only just now created an account to post, and it was not for the benefit of the community, but to excuse your actions. One does not need to troll other players to find exploits, when collaboration is so available.
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Not sure, but Wilson is right there next to it, perhaps there is more to him than meets the eye.
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I do too. In fact I like ocean play more than islands. I especially like the ocean during a storm when the waves kick up. And when you go far enough out the waves do seem to increase by a notch (no warning about sailing off into the deep with an editor generated world). I even created a Water World scenario that I'm planning to update sometime after the 0.7 update. The main issue I have with the explore maps used on a DS are the restrictions they place as apposed to what I can do with a world generated by the editor and that the size of an explore map seems to contribute to lag as the world is explored. The save file can get quite large too which has been known to cause issues. [EDIT] One more thing, players can always create their own islands too, RP pirates do this some times because its a good way to hide your base... out in the deep somewhere. Two players on my DS did this too (but then they lost their island, and the main island too). Here is a screenshot they took, keep in mind this is all in survival mode, the only one with a cube is myself. I have not yet been able to find this island: http://steamcommunity.com/sharedfiles/filedetails/?id=1286636972
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I would rather see the PB added to the editor so that it can be included in the inventory of a role, then we can use other logics in MP too, not just roles. The editor is perfect for creating MP maps, it's just missing the PB. There is a long list of things I can do with a MP map using the editor that I can't with the explore map. At the very least, Aleš is aware of this need and agrees that it makes sense to add the PB to the editor as indicated in the post below. [EDIT] The random sites only benefit the first person that finds it, so when it comes to MP, I find them to be a bit unfair rewarding only the person that manages to find them first. However, dynamic sites that can reward everyone that finds it is possible with the editor. Crystals can be resolved in the same way, and they don't have to be in caves (though caves are easy to make with the terrain tool). And the biggest pain for a DS admin running with an explore map, is managing the cleanup of all those islands in order to extend the life of the server. A single large island, or smaller cluster of islands near each other is much easier to manage and requires much less time. For all of this, the editor works. That is why I still prefer a map made with the editor, over an explore map, even without the BP. But hopefully we can get a PB added to the editor, that will afford us lots of options... as well as a diversity of servers for the community, as apposed to nearly every server being an explore map.
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Judging by the number of public servers, I'd venture a guess that none of them are moderated. In the NA region there are 32 official servers. My limited experience with them is that they a trolls paradise. IMO, they would be better off with fewer, but moderated.
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Items in bold are in my opinion, the most critical issues. GENERAL BUGS When destroying a ship, the sails, ladders, anchor switch, and helm control should also destroy. (Currently they float in the air where the ship once was) Sometimes items in inventory will vanish but still occupy the space. So users will see a warning message about there not being enough space, even though there is at least one empty slot. When dropping a miners hat on the ground it will sometimes sink showing just a tiny bit of the upper portion of the hat that is too small to interact with. When placed on blocks, it will pass through the blocks to rest on the terrain below it. EVERYTHING WRONG WITH MULTIPLAYER It takes too long for the server to register that a user has logged off, thus they can be killed long after they have logged off, even behind a BP. Locks for helms are useless outside of a PB, this means any ship can be stolen easily; it only takes a few wacks with a stone hammer against a locked helm to destroy it, then a new helm can be added and the user can run off with the ship. Griefers like to point them away from the island, open the sails, then jump off and swim back to the island letting the ship sail away. Lag gets worse as the server gets older, so any new server has a limited life span, often very short. Unless the server owner spends a lot of time removing trash from the ground that has been left all over the island. Dead bodies from murdered and starving offline players does not help either, esp since they cannot be removed in-game. Junk items should auto despawn after x number of minutes, this includes wood chunks, bark, sticks, unplanted seeds, sap, broken grass, etc... Basically, anything that can be easily regenerated. Limited items such as stones, iron, and clay should not despawn. The size of the save file also seems to contribute to lag, or the size of the file is an indicator of things happening in-game that contribute to lag. Dead bodies cannot be removed if the player never logs in again. So anyone killed within a PB gets to remain a perm structure for the plot owner to stare at. Even the admin remove tool will not get rid of them. Dead bodies are also blamed for excess lag. In short, a corpse should disappear within minutes. Followup: We now know that player data is tied to a player body. So if you delete a corpse using the editor, you delete all player data and when that player returns, s/he has to restart. We need an option to remove a corpse without removing player data AND a choice to remove both the corpse and the data. We need to be able to see the latency to servers when browsing the list of servers. By default, the servers should be ordered according to latency. Currently the default is by game name I think. Ordering the list of servers by the number of players does not seem to work. It's possible that it is ordering by the total number of players that have ever joined the server rather than the current number of players logged in. BUG: In MP, items placed using free-placement-mode on the ship sometimes instantly vanish rather than being placed. BUG: Hitting a bird with a ship results in all kinds of madness, somehow a tiny bird is able to create chaos on a ship. BUG: Maps reset with a relog. This is a non-issue atm because map data gets saved for each user in the game save file and a lot of map data in that file can drastically effect the performance of a DS. Ideally, the issue of map data storage should be addressed before stabilizing the map in MP game. BUG: Ships can sometimes be turned on their side by jumping down on them from a fair distance. This seems related to the seagull bug - essentially, if something hits the ship hard enough, it can be pushed into a position that renders it useless. I don't know if this is an editor issue or a DS issue. If I create a trigger in the editor to display a message, it works fine in single player. But when I pull that map into a DS, that message will no longer appear. Other triggers will work, for example: spawn entity. THE EDITOR Key mapping in the editor should be 100% independent from keymapping in the game. With my custom key mapping I use my mouse buttons for movement but this interferes with the editor so I have to constantly change key mapping when going back and forth between the editor and testing the map in-game. There is an editor section of the keymap, but it alone should be used when in the editor, instead it *and* the other controls are used. In the editor, add the ability to include the broken protection barrier to a player inventory. (This is very important for creating custom MP players) BUG: In the editor, there is an option to edit the HP of items placed in the world. However this does not seem to function in-game. No matter what value I enter for HP, the default HP is registered in-game. You can test this on the lantern which can be broken with just a few bare hands hits, even if you give it 15000 HP which is the same HP as a ship, it will still break right away. I would love to see a trigger option for "remove entity". MY WISH LIST An option to exit a game without saving progress (this can help alot if a bug is encountered during a play session). Custom key mapping should be 100% reflected in the displayed tool tips. So if the tool tip normally showed left click but custom key mapping is left-shift, then the tool tip would correct to show left-shift too. Edit: This seems to work as expected for keys, but it does not work when customizing the mouse. Pots don't work as expected. I should be able to plant a seed *in* the pot. Currently, planted seeds touch a pot but are not *connected* to it mechanically. You can see this if you try to plant a seed on a pot that is on a boat, the boat and the pot will move, but the planted seed will remain there floating. I Would like to see an option to "pin" tool bar items in the top row of my inventory so that my tool bar items are not scattered around my inventory. Please add borderless window option (forever requested, in any game ever made). I'd like to see an option to disable the incredibly annoying screen flashing when freezing. Edit: This has been addressed by the devs, looks like they are planning for a fix I would like to see the water level even out to a default level when editing the stuff below the surface. Any removal of dirt or sand changes the water level locally. If I swim out 30 feet from shore, drop a couple of dirt, then dig the same dirt, there is now a large perimeter around that spot in which you can see that the water level is lower than the rest. In most cases there are multiple layers of water. This makes it difficult to build oceanic bases unless those base builders are okay with things looking odd or make it a point to never remove dirt or sand from the ocean. But in most sandbox games, players want their areas to look nice and the option to dig anywhere. I would like to see two additional support forums on the community site, one for servers and one for editors. Editors can work together to help troubleshoot editor issues and ask/answer questions. The server section can be used for the owners of servers to promote and discuss their public and private servers. The workshop site should allow for textual content by the author when posting a scenario and commenting by scenario subscribers. Some scenarios might need a guide but there is no room for text beyond a tiny 250 character description. Feedback would be nice too, especially for improving the scenario. Rating the scenario is nice but it doesn't offer insight on how to improve it and for this subscribers should be able to comment. I wish we had the option to map our keyboard for emotes. The radial is nice for controllers, but I should be able to map a key to my keyboard too for a one-press function. It takes way too long to pull up the radial and select an emote. Some new commands for DS admins: /setborder to set a limit on how far players and objects like ships can pass - can help with performance issues. /removeall <item> to quickly remove every type of a discarded (not placed) items, like debri from mining and tree chopping. /removeallhere <item> same as the former but removes all of an item currently loaded within a preset distance from admin. FIXED: OPC Starvation. (OPC = offline player character) Issue with players hiding behind fluid names to grief servers. This was fixed by adding the ability to ban a user by Bohemia ID. Ladder teleports users to other random locations. Within a BP, accidentally using a hammer on a container will cause all items in the container to vanish. Items in the container should return to player inventory or drop to the ground. I'm repealing this suggestion because it's the only way to get rid of stuff en-masse. For example, if you have a stack of 1000 sand in your inventory, have fun clicking 1000 times to destroy it, or place it in a basket protected by an orb and then hit it with a hammer. Forced new character when old character is still alive and well. WISH: I wish the helm and anchor switch could be *centered* on ships. - I'm repealing this because this is already possible by going into first person to use absolute positioning. Limited resources are fine for single player, but in MP, anyone that has not joined a new server early on, will not get clay or cloth unless at the mercy of other players. This is not "fixed" but I removed it from the list because I'm convinced that the Explore map was not designed for MP and this issue can be resolved with a custom world made with the editor. Boats cannot be protected with a lock. Finally fixed! Yay! The Protective Barrier (PB) does not prevent editing the land, thus any base can be griefed. A nice looking base that took hours or days to create, can be ruined in a matter of minutes. If the base is on water, or on a shore, the water can also be glitched by simply digging in the water. Fixed in 0.7. In the editor, add an option next to the "pickable" option for "can't be destroyed". This means lanterns can be protected too (An issue with glass items in 0.63). Added in 0.7.
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A list of ongoing suggestions & Bugs
Whane The Whip replied to Whane The Whip's question in Suggestions & Feedback
Additional information has led to editing two of the MP issues, edits are in color: Dead bodies cannot be removed if the player never logs in again. So anyone killed within a PB gets to remain a perm structure for the plot owner to stare at. Even the admin remove tool will not get rid of them. Dead bodies are also blamed for excess lag. In short, a corpse should disappear within minutes. Followup: We now know that player data is tied to a player body. So if you delete a corpse using the editor, you delete all player data and when that player returns, s/he has to restart. We need an option to remove a corpse without removing player data AND a choice to remove both the corpse and the data. BUG: Maps reset with a relog. This is a non-issue atm because map data gets saved for each user in the game save file and a lot of map data in that file can drastically effect the performance of a DS. Ideally, the issue of map data storage should be addressed before stabilizing the map in MP game. -
I've been trying to login to my DS and keep getting stuck at 100%. I just brought up Ylands to try again and after looking at the server list I noted this: How does that happen? Also, when I came back to this post for a quick edit, for some unknown reason the forum had decided that I uploaded images to the post when I had not (the above image is a hot link) I have no idea what that is or how it showed up. How does that happen?
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This is the step by step: 1. I posted the comment you see in the first post about the issue of 9/8 2. I decided to make a minor edit so I clicked the edit link 3. On the edit page, I noticed that there were two images appearing as uploaded to the post I was editing. I was confused and thought that maybe someone else was posting those images (for whatever reason) so I ignored it, made my edit, then saved. 4. Then I saw that the images that appeared as uploaded while editing, were now in my post. 5. I edited the post again to remove the images. Those images are not on my PC and have never been on my PC. Until that edit, I've never seen those images. Still not sure what they are, some guy from India and some religious objects?
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Suggestion - Mark Explore Games That Used a Cube
Whane The Whip replied to davepopp1's question in Suggestions & Feedback
Summary: Copying other people is okay. Summary: Copying other people is not okay. While it's true that I expect some things to remain the same within a genre (or else it's hard to define the game as fitting within a genre), I also like diversity within the genre. Without diversity there would be no reason for me to play a new game, if they just all copied each other to do what "many other games" do. This is most certainly on topic because the topic isn't one dimensional. One does not have to be "guilty" in order to disagree. Your points might be easier to accept if they were not sprinkled with personal appeals and I have good reason to doubt your empathic abilities. Good point, I accept this. However, making claims about others cheating, is still toothless unless there is proof. Without proof, it's just a youtube witchhunt and I still fail to see the point of that. As stated in my reply, I'm not apposed to some type of indicator. Personally I don't care, but if others do then I have no reason to be against it, you having a mark does not harm me in any way. And in both cases I'm fine without trying to control what people do for their youtube play-thru's. What I'm not okay with is removing the ability to play a survival game that was generated with the editor because a world generated with the editor and then moved to a DS offers FAR MORE options for those playing on the server, as in quests and mini-games, triggers, spawn and respawn choices, teleportation, Q&A sessions (though I don't think this is currently working within a DS) as well as other logics, the size and number of islands, the biome, the length of the day/night cycle, the ability to include player welcome kits and letters, the ability to decide what happens when a player when s/he dies and a bunch of other stuff that I'm still learning. Without an editor to customize my DS, then my DS would just be a copy of the Explore map. And there are restrictions, once the DS launches, I can no longer place logics, so I have to be certain of the world condition before I use it as a DS. Want a "mark" because someone thinks youtubers are considered guilty unless they can prove otherwise? I don't have a personal issue with that because it does not effect me, though I can't speak for the youtubers that are being accused. But take away using the editor to create a custom map that others play in survival so that every DS game can be a copy of each other? No thanks. And on my DS I always wear the cube, not because I want to "cheat" but because it gives me some advantage when administrating my DS, such as clean up, replenishment of ore, maintenance, and dealing with grief... all of which is 85% of my time on the server anyway, and I like it. Out of curiosity, do you have Ylands videos? -
Issue building an unusual house
Whane The Whip replied to Migelthesloth's topic in General Discussion
Interesting. I wonder if adding a few single block windows to the roof that extends through the dirt would do anything. I have no experience with it though, just guessing. Fun concept for a build though. -
Suggestion - Mark Explore Games That Used a Cube
Whane The Whip replied to davepopp1's question in Suggestions & Feedback
I don't understand the point. Creative is a choice when playing Ylands. Since it's a choice available to everyone, it's not cheating. Cheating is when one has an advantage over others that is not available to others. Why not afford other players the choice to play in creative if they choose to. When looking at art, who says to the artist: "Your art doesn't count because you used a different brush". And in this case, one brush choice over another just saves time. Look at all of the ships in the workshop... there's some very nice work in there, some were built in creative, some in explore, but that does not distract from any artistic quality that I see. [EDIT] If you want something to display as proof that you built everything without a cube, that's cool, I don't see anything wrong with a mark, of sorts. But if someone is making accusations, without proof, then it's toothless, and disregarding of the work done. -
How many are there? 4? Soil box Herb bag Potion container Seed box Am I missing any?
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The Crow's Nest: [Public Server] [US West Coast] [Dedicated]
Whane The Whip replied to Whane The Whip's topic in General Discussion
Due to a very strange bug that cleared all data from the save game file down to 0kb, the server was not accessible for at least the better part of the morning. Sadly, the automated backups that were supposed to occur every 4 hours seems to have failed 3 days ago (I just now noticed). The result is an 18 hour rollback from a manual save I made yesterday. Let me know what you lost and I will see what I can do in-game, but builds I wont be able to help much with, other than replace the mats, or the base components. -
Are you playing an Exploration map? As far as I know, this is by design and though a respawn option is on a lot of wish lists, I don't think it's regarded as an issue/bug. Death in Explore carries with it a penalty, and currently that penalty is perma-death meaning you lose your items and have to restart. However, it's not that bad imo because anything you've built will remain in the world and if you can find where you died, then you can pick up the items you had in your inventory since they spill out on the ground when you die. If you're seen a choice to respawn in the past, it was because whoever created the custom scenario, included a respawn choice.
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Sugestion: Set day/night in editor
Whane The Whip replied to Maqqea's question in Suggestions & Feedback
Yeah I have encountered this too. The last time I shut down my DS to do some edits in the editor, it happened to be night and I didn't even think about it until I opened the editor. Then I went and ran a single player instance of the game just to wait for it to be light outside. Perhaps rather than let us change the actual in-game time, there could be a toggle for light so that regardless of what time it is, we can see well enough to perform edits. -
The Crow's Nest: [Public Server] [US West Coast] [Dedicated]
Whane The Whip replied to Whane The Whip's topic in General Discussion
TCN2 expected Saturday Feb 3rd. Count on 24 - 48 hours of down time. With the announcement of 0.7 being released on Friday Feb 2nd, the earliest you can expect TCN2 to be up is later in the day/evening on Saturday Feb 3rd. That could get extended to Sunday depending on whether or not I encounter any issues while setting up the new world. I'm planning on extras but if they become too troublesome, then I'll ditch them. Did you rejoin the server and have to start over? That's my fault. I've been shutting down the server to remove corpses as they always seem to get in the way of builds and I think they contribute to lag too. What I didn't realize is that if I deleted corpse, it also deleted player data. So if you died while offline, and I removed your corpse, when you logged in again you would not see a "respawn" option, instead you would see the new character screen. In the future I will be more selective about the corpses I delete. If I see you dead in the middle of no where and only wearing grass clothes (or no clothes), I will probably delete. If I see you with other clothes, or armor, or at a base or camp that I think belongs to you, then I will relocate your corpse instead of deleting it. Likewise, I might move you if you're alive too, if you decided to plop down in the middle of someones base before logging out. Same rules above will apply, I will either delete or relocate your corpse. So if you log back in and find yourself in a mass grave, then that's a good thing, because you will still have your inventory and won't have to start over. If I know you as a regular, then I will not delete or move you regardless of where you logged out, unless you are dead, and then I will just move you. -
Thanks for the sneak peak and for announcing the date. ...and a lot of freezing on a DS at other times too, with few indications why. It does appear that the 0.6.3 fixed freezing of the DS when someone logs in is still persisting to some degree. It also looks like there is some freezing going on when an attempted/failed login occurs. Freezing happens a lot on DS servers and since 0.6.3 it seems that there has been a overall decrease in performance, just watching a unmanned boat in the water struggle to move with the motion of waves is one indicator. Since 0.6.3, my DS has been running without a reset. Is this bad? What are the issues that arise as a result of running the same save state of a DS after a patch? Performance issues? One thing that I have noticed, is that after 11 days of the server running, the time needed to login has increased and tends to get stuck at 100% during the final "recalling buildings" prompting a second attempt to login which then just causes more freezing for the others. The freezing did seem to end when I launched the DS, but it seems to be back again. I've not really noticed anything beyond the usual performance issues after a patch. I didn't see anything in the DS Beta Guide v4 about it. Maybe this is common knowledge to reset the server after a patch or just a precaution? Are there any drawbacks using a world originally generated with a previous version of Ylands but used with the current version? Speaking of horses... did they ever get fixed? They are KOS on my DS due to bugs associated with them like the container bug. Just yesterday someone managed to find and tame one and was spamming to mount it, and it was invisible. What about corpse removal? We need a system that enables us to choose between remove corpse and player data, or just remove corpse because I've noticed that when I shut down the server to remove player corpses in the editor, if forces the player to a new character if s/he happens to login in again. This is a problem on my DS because users don't have item drops on death, but they will lose their items if I remove their corpse because they wont get a "respawn" option - so either player data is tied to that corpse, or the game wont trigger a "respawn" option if the corpse has been removed (or both).
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My first Arcade game was space invaders My first hand held video game was football, but I didn't care for it much and I ended up getting as gifts, a hand held space invaders and Merlin. My first console game was Tank for the Atari My first computer game was a text adventure game called the hitch hikers guide to the galaxy. Later on it was Montezuma's Revenge that kept me up late. My friend had the N64, I had the Adam Computer System with built in Coleco console system, it was a console and computer in one. Space Invaders: Football (image is remake - I think): Merlin: Tank: Hitchhikers Guide to the Galaxy: Montezuma's Revenge: Adam Computer System:
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RESOLVED [YLD-8556] Minor bug with the Miners hat
Whane The Whip posted a question in Bugs & Technical Issues
When dropping a miners hat on the ground it will sometimes sink showing just a tiny bit of the upper portion of the hat that is too small to interact with. When placed on blocks, it will pass through the blocks to rest on the terrain below it. For example, if you drop it on a roof, it will fall through the roof, objects inside, and the floor. I have not yet been able to find a way to reproduce this effect on the ground, but when placed on blocks like stone panels, roof blocks, logs, etc... it happens consistently. -
STOP: Look at the one screenshot below before scrolling down to the 2nd. Do you see it? I bet you didn't see it. Let's take a second look... You probably see it now. If not, here is one more shot.... Somehow this guy got stuck to my hull, the boat is in motion and that corpse is getting dragged with it. Backstory: This is on my DS. I just brought the server back up after pulling it into the editor to remove dead bodies. I decided to drop my Catamaran in too. One minute after I take the Cat for a spin, some random guy starts popping up behind me trying to board. I pull the sails back to stop so he can get onboard... but now I don't see him, "wonder where he went"... "maybe he got hit by the host unreachable bug". Oh well, I decide to sail around the island, half way around the island I notice him stuck to my hull "oh that's where he went".
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I'm not discouraged by it. Out of 141 unique visitors to my DS, 5 have been banned, I banned 4, another admin has banned 1. 5/141 isn't that bad imo.