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Whane The Whip

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Posts posted by Whane The Whip


  1. STOP: Look at the one screenshot below before scrolling down to the 2nd. Do you see it?

     

     

     

     

     

     

     

     

     

    Fu6jewRvSyqjMwM9k_xX2w.png

     

    I bet you didn't see it. Let's take a second look...

     

     

     

     

     

     

     

     

    yTe-KX7vQGO2oYaj2oSOmQ.png

     

    You probably see it now. If not, here is one more shot....

     

     

     

     

     

     

     

    G8HvUGDaRUOeawhqjhayWQ.png

     

    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".

    • Haha 7

  2. 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.

     


  3. Added new bug:
    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.

    Added to MP section:
    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.

    Added new wish:
    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.

    Added editor item:
    I would love to see a trigger option for "remove entity".

    Removed MP issue to "Fixed":
    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.


  4. The current map for TCN will be wiped when version 0.7 is released. According to BI, this will be towards the beginning of February. I will need at least one full day to generate a new 0.7 world and prep it for publishing as a dedicated server.

    A few of the improvements planned for TCN2 include:

    1. New Temperate biome. This should scale back the weather, no more back to back snow storms followed by a rain storm.
    2. Slight changes to the welcome kit that appears in your inventory at start.
    3. TCN2 will include random sites of interest (SOI), it could be as simple as a barrel hidden between a bush and rock, or a more enduring puzzle. SOI's will populate over time offering up treasure to players regardless of how late they join, many SOI's will contain non-craftable items.
    4. Spawn is improved. It's a little better, but nothing that will rob attention from the builds accomplished by players. The spawn location will be placed near to where I think a community could build near each other, but not so close that new users logging in for the first time will be surrounded by builds or on door steps like it currently is. This should help speed up login times.

    The island will still be quite large and I'm experimenting with seeds to find something interesting to generate with 0.7.


  5. 2 hours ago, Jabba6241 said:

    Seems to be no clear answers here .

    Like i mean im the owner of a rented server and additem is a must in games 

    1 is the console command additem comming back? and if so when     and if not  admins should be albe to but creator cube into there inventory in Multiplayer 

    at the moment when u do try this in editor it automatically chnges game to singleplayer 

    I think my reply above has lent to the confusion. I have just edited it (the post above yours) and I'll correct myself here so there is less confusion. I believe what you want to do is possible (because I'm doing it). Given that you're renting a server (I am too) then I'm assuming you are running a DS, like I am.

    1. Exit Ylands
    2. Stop your server
    3. Copy the single file game save to your computer and place it into the SaveGames folder
    4. Start Ylands
    5. Load the Editor and open the game save file that you just saved to the SaveGames folder
    6. In the editor, drop a cube next to your character and save
    7. FTP your new save to your rented host and overwrite the old save (keep a backup, just in case)
    8. Launch your server, enter, and pick up the cube.

    Note: After you place your cube and save the game, you can optionally load the game as a single player game (hit cancel when it asks if you want to publish) and then pick up the cube... then FTP the game save and launch the server. Just in case you are concerned about someone else getting the jump on that cube.

    Note 2: I use the same method above to remove the corpses of dead players every couple of days. If you find that the performance of the server seems to be getting worse, then try that, it helps a lot, plus gets rid of all the bodies which is disruptive to building.


  6. 1 hour ago, Tanker751 said:

    another question, i don't know if it was already answered before... could be possible to make Ylands procedural? (and maybe endless map aswell?)

    I'm not 100% sure about this, but I think setting up a creative map and a map with the editor is procedural, this is because you can set things like the island size, count, and height, and then enter a seed from which a randomly generated world is built.

    In Explore mode though, it seems more like a scenario to me, though I imagine that the islands were individually auto generated for use with the Scenario. With the editor and creative, you can generate up to 5 islands and have one biome, but the Explore map has 16? (I've heard so many different counts, I don't really know) islands I think and it appears to have multiple biomes, but I'm starting to wonder if it's not really just one biome with different island types to give the appearance of other biomes. So if I'm right, and the Explore map is a scenario, then all of those Explore islands are the same for everyone, even though the game is seed based with a procedural generated world, from which the Explore Scenario would have been made.


  7. On 1/22/2018 at 10:57 PM, Magistus71 said:

    I can for sure say that in my game I had two horses fenced in, and now I have a third that was not there previously.

    Yes, from what I understand, if there are two animals of the same type near enough to each other, they will reproduce on their own. I've been thinking about testing the conditions on a DS to see if it could be a solution to players killing off all the animals on an island. In order for it to work though, I would need to be able to protect the mating pair and yet have the offspring spawn outside of their captivity.


  8. On 1/22/2018 at 10:20 PM, handofthesly said:

    That is so weird! I’m going to have to check now because I thought the plants also moved all of the time

    The odd part is that now I'm very aware of any items that are animated. I was running through a field of corn yesterday just to observe the movement.


  9. On 1/5/2018 at 5:30 AM, Ane said:

    The sad truth is that with pretty much every MP game there are some players who are experiencing this behavior because it may be caused by anything from an antivirus or firewall setting, their network topology or it can be related to their provider

    It hard to accept that when the issue is intermittent. I've connected to my DS daily for the last 9 days, tonight I'm experiencing the error of this topic. I can see that others are logged in. I was logged in just an hour ago, suddenly I'm met with this message. My AV and my Firewall has not changed, and my ISP is the same. So, why now? If this had been an issue since the beginning then it would be easier to accept an error in my setup, but that is not the case.

    On the steam forum this was posted: > "Steam networking will be able to establish connection without issues, but sometimes firewall or specific configuration of network environment of the client or server may affect it."

    Again, this can be the issue for some, but this cannot be the reason for all because some of us have lots of Steam games. I do not experience this issue with any other game, including other early access games. So again it's hard for me to accept that it's a steam issue, when I'm only experiencing this with Ylands. Just to be sure, I just now logged into two other Early access games, no problem at all. If there was ever a time prior to Ylands that I saw "host unreachable" for any Steam game I own, I don't recall it. And again, nothing has changed on my system, my firewall and configuration is the same all week, and tonight I'm getting this error.

    On 1/5/2018 at 5:30 AM, Ane said:

    ...as much as we would love for everyone to be able to play Ylands, these issues are something we can do nothing about.

    That being said we are still looking into this to make sure that there's absolutely nothing on our side which could be a reason for this... 

    Not to be argumentative, but those two statements in bold seem to conflict, that tells me that at the very least, it might be too early to entertain absolutes with regard to any issues, especially during early access. 

    [EDIT] I can join other servers, not mine. I can join other servers that use the same host that I'm using, yet I'm still getting the error for mine, even though I could join it earlier today (and all week). It seems there is an issue with some game sessions, and not others... that would bring the issue back to the Ylands.


  10. The plants and trees are animated again. Not sure what happened there. Since the motion stopped on both my server and my test world, I assumed it had been disabled. In hindsight I'm now wondering if they don't move at all if there is no wind, I always thought there was at least a little wind though. But this would mean that there was no wind on two different game saves... at the same time. 


  11. 1 hour ago, Silwercastle said:

    Ok, it looks like my game does not create a .ycp (packed for sharing) file when I click for it to do so.

    I after that failed thought I misunderstood and tried to zip a save file, which clearly is not correct. (My save file size is 35meg)

    And you checked the "share" folder for the .ycp right? Not the "SaveGames" folder...?


  12. THE CROW'S NEST (TCN) (Down while updating to 0.7)
    More Information available on the TCN Website

    The Crow's Nest is a public Ylands dedicated server (DS) hosted in Los Angeles California. TCN began as a private test server for providing feedback and went public on Sunday Jan 15th. I'm attentive to the server and do all that I can to keep lag and issues to a minimum, but this is still early access so you can definitely expect bugs and performance/optimization issues.

    TCN is not a default Explore world, it is a custom map generated through the editor. TCN1 (the current map) consists of two islands that are side by side, and much larger than the standard Explore islands. Most of the active players have grouped together near spawn. Since this is a generated world using the editor, the protective barriers (PB or "orb") are not included, this is due to the fact that the PB's are not available in the editor. I'm hopeful that the PB will eventually become available in the editor, but there are benefits to using a custom map that outweigh the orb, and the orb is not currently protecting as well as it could anyway. Here are a few key features of TCN:

    ► Features:

    • Keep items on death. When you die, be sure to choose the "respawn" option. Your personal inventory is the most secure container you have. Craft the additional inventory containers as soon as you can to get the most out of this feature and to expand your inventory capacity.
    • Welcome kit included in your inventory when you start. This includes clay, iron ore, and a seedbox packed with seeds. There's no need to worry about someone depleting the island of key materials, and no one can take your items through PvP.
    • Automated daily restarts at 4:15am and 4:15pm to help keep the lag beast away.
    • Automated backups every 4 hours.
    • Corpse removal every few(ish) 2 days. Note: Server down time during removal.

    ► Rules:

    Regardless of the rules below, if I conclude that you're just here to disrupt other players, then I will ban you for however long I think is appropriate. If I want to talk to you, then that is me giving you a chance to explain your position, and give my position as well, so don't avoid that conversation. Ideally, I prefer for the list of rules to be as small as possible, so this is what we have at the moment:

    1. PvP is permitted except for OPC (offline player character) killing and AFK killing. If you go AFK, please sit down on the ground (F4) or in a chair. Anyone logged in but sitting on the ground is assumed to be AFK, even if they are chatting (it's hardly fair to start a fight with someone sitting down).
    2. Don't destroy/place blocks on bases that don't belong to you without permission. (Exceptions: gifts, team builds, and open community builds).
    3. Don't grief the terrain on or near other player bases. You'll get no warnings with this one. Every player knows this rule because it is included in the letter you get in your welcome kit and anyone doing this knows exactly what they're doing. Do it once, you're banned.
    4. No exploits, cheats, or hacks. I realize their are some soft exploits, like infinite iron, but I'm primarily against exploits that disrupt other players or the server. If you're not sure whether or not something is allowable, just ask an admin.
    5. Keep things civil. No hateful or racial slurs, or personal insults.
    6. When in doubt, treat others as you would have them treat you.

    If you've been banned, you can request an appeal by sending me a PM here on the Ylands forum, or here.

    ► Server Wipes:

    Unscheduled server wipes will only occur if and when extreme performance related circumstances require it. Whenever their is a scheduled or unscheduled server wipe, a copy of the DS save file will be made available for anyone that wants to keep a copy of their work or copy their builds as a composition. The first scheduled server wipe is planned for the release of Ylands 0.7.

    ► Roll Backs:

    Any roll backs (due to correcting various issues) are usually only a few minutes back. In a worse case scenario, a roll back could be as far back as 4 hours (unless the issue was older and we didn't catch it sooner). Though automatic backups happen every 4 hours, I also I perform backups before performing any maintenance or testing server content.

    ► Known Issues:

    There is intermittent character freezing in which you cannot move your character for several seconds. This seems to happen when someone logs in, or has a failed login attempt. This was supposed to be fixed for the 0.63 release and at first it seemed fixed but for whatever reason, it is back.

     

    • Like 4

  13. I've been doing some tests on what items cause the most lag. I generated an island in the editor, cleared every item, then I would place 5000 items of a type. I decided to revisit grass today because it seemed to be one of the items that caused more lag than others. I was convinced it was because it had motion, it would move with the wind, and it would also move when you ran through it. However, after loading up my "5000 grass" world, it's no longer animated and there is a huge different in the amount of frames that has saved.

    So, did the grass get changed?

    [EDIT] In fact no plants are moving now. Are they all static now? I just double checked my settings, dynamic flora is still turned on.


  14. 8 hours ago, Aleš Ulm said:

    * NPCs / quest-givers in the existing games: no, you'll have to create a new game, but we want to at least give you an option to put a vendor into your game through the Editor

    What about the protective barrier (orb)? I'd like to be able to place it in player inventory through roles for my editor generated DS game. The best way to create a world for DS is through the editor, but it does not have an orb, or a broken orb.


  15. 44 minutes ago, Silwercastle said:

    Sorry, would you mind helping me again. Nothing happens after a click on pack for sharing or do I have to wait an hour for it to said it is done ?

    Do you mean when you save your game in the editor using the "pack for sharing" option? All this does is prepare a save file for sharing through Ylands.net. You still have to go to Ylands.net and upload the file. Or am I misunderstanding your question?

    Keep in mind the file formats:

    <name-of-game>.ylandsgame = saved game
    <name-of-game>.yland = saved scenario
    <name-of-game>.ycp = packed for sharing

    So you will have several folders in your Ylands folder, each one for these types of files:

    c-ZkJwJATLK3FwaT2kvL5Q.png

    So the file that gets uploaded to the workshop is a .ycp file and as far as I know, you should not archive it into a .zip etc... My game saves are usually 20mb or less but I think shared games (as in the .ycp) are smaller, probably compressed, I'm guessing that ycp stands for ylands compressed pack. You said yours was too large?


  16. 5 hours ago, Velocifer said:

    Can you pick one and then tell us why is it become your favorite?

    If I had to pick just one, I suppose it would be Asheron's Call. It was an MMO, in fact one of the first 3 graphical MMO's that shared the limelight with UO and EQ BackInTheDay™ (though Meridian was first I believe). The world of AC (called Dereth) was huge (500 square miles) and seamless (no loading zones) which was a big deal. Today lots of games claim to have large worlds but in fact can be traversed on foot in 15 minutes. AC was also the first game I played that had housing, though it didn't come until an update. AC is def old school but the funny part is that it did lots of things that developers these days claim is too hard or too intensive for servers, and they did this back in 1999. AC shut down one year ago this month and I played it off and on for years. Many subsequent MMO's have been influenced to some degree by AC. AC is the standard by which I judge all MMO's, and most of them fall short which is sad because one might think, nearly 20 years later, that MMO's would be better.

    • Like 1

  17. 16 hours ago, Energritz_ said:

    Im using DS and do daily editor edits for corpses and works just fine..

    It just so happens I found a way last night. The world map I'm using on my DS was generated in the pre 0.63 update and this might have something to do with it, perhaps it is not 100% compatible because when I pull the DS save into my games save folder for editing, it does not appear in my list of game saves within the editor.

    However (and for anyone else that has this problem). If you first launch the DS in single player or as a game hosted MP game instead of DS, then play for a couple of minutes, then exit and save... THEN it will appear as a game save in the editor and dead bodies can be removed. Note that game logics wont appear within the map and access to logics is locked out, but previous game logics such as spawn point and role will remain tied to the save state.

    This is the process I have to go through when renting a host, this may be different if you are hosting your DS on your own PC. That said, this isn't exactly convienant. I would still like to see corpse despawn on their own within x number of minutes, or be subject by removal with an annihilator. It would be nice if a shove worked too so that others on the server, could just use a shovel on a body to get rid of it.


  18. 3 minutes ago, Silwercastle said:

    Ok , so I must go into editor and package the game as well then ?

    Yes, you will see an option under the save menu iir.

    [EDIT] Unless you're sharing a composition, and then I believe you just click (or right click) the composition for the option. I can't login to double check atm.


  19. 10 minutes ago, Silwercastle said:

    How do I submit a map/building to the workshop is I want to make it available for people to have a look at ?

    Login to Ylands.net > click "My Creations" in the right side panel (https://ylands.net/profile) and then click the "Add Creation" button in the side bar. Follow the prompts.

    This assumes that you've already packaged a game save or scenario or composition within the game.

    • Thanks 1
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