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Dacy

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Everything posted by Dacy

  1. Do you want comments, and where would you want those sent, if so? To what global or email or in the guestbook of the directory...?
  2. I think there is, perhaps, a human tendency to feel like one's own experience is similar to others'. Etched, those kinds of speeds are something you and I might be comfortable with, but I suspect that you are going to see fast editing speed from people with not only fast keyboarding skills, but those who are also comfortable with the editor and use it frequently. Which would mean, even some very experienced editors won't be so fast. Clearly Elfis is not someone who is comfortable with the editor; they do not trust the editor at all, so how could they be comfortable with it? (Not referring to skill, merely trust, here. I trust the editor to do what I want it to do 95% of the time; for the other 5%, when it does something I don't want it to do, I can immediately correct it, and it rarely even slows me down much; this, I'm realizing, is a luxury that affords me a great deal of speed, but it comes from a great deal of editing time, and from learning many ins and outs regarding the editor.) Telling people how much faster you are doesn't help them become faster, it only makes them feel discouraged. 😞 Let's think about how we can communicate hope for improvement and accept the truths of where people are now with their editing? I know I myself need to work on this. And Elfis, I'm sorry the editor has given you such problems! I hope that, with some experience, it gets easier, faster, and less problematic. Fast placement speeds are not going to apply to every base, even for a fast editor. In a high count base, there will be longer placement times per item, and a higher chance for the editor to pull a fast switch when you're placing the item. Things I've found that help there are 1.) if you are doing several moves with an item, such as turning it with clicks, then rotating it at an angle, then moving it across the floor to position it, and it does something wonky, try doing those things in separate moves. Place and rotate. Angle it. Move it. Takes a little longer, but not as long as repeating everything you did several times because the memory processing won't let it let you finish the placement. Also, on that final placement, get it in position and pause before clicking to release, because it's basically lagging here. The program rewrites the entire base every time you move one piece, so the bigger the base, the more it has to do with each move. The interaction between the system requirements and your computer system and your internet and even what base it is all work together to determine how easy and fast it is to place things. Elfis, could I come into your base and place the water where you want it, and place some markers next to the NPCs and in a few other places so I can better see what is moving where, and how much? And do you have any other bases where you've seen this? Some bases, as I mentioned above, actually do seem to be more difficult to work in than others, and I'm curious if you've seen this in other builds. If the problem shows itself again, I'll report it, and maybe take a demorecord so they can see what's going on.
  3. No, as in, the empowerment buffs are not retrieved items, they are created in the base, so they are not kept in storage. It's just the things you put in and then later take out that are part of the base code.
  4. That's a lot of checking; I just watch the item window. Also, angling your camera down so you are focusing on fewer items when building is very helpful. Not only do you not grab so many things accidentally, but if you do and you're not in the habit of holding on to control as you work (that's me, I hold control most of the time), items won't scoot across the base if you DO accidentally grab them. The editor can swap out items sometimes after you've selected and positioned them as you place them, but this has happened to me only when the base is very full of items. So, you carefully did not move it, but you did not answer whether or not you'd re-positioned it and seen it repeat the sinking or not.
  5. The grid thing should only change the height of the water if they had the water selected and changed the grid. But ohhh...that's a BIG item. I bet it's easy to grab accidentally. Have you edited the base since placing the water before you noticed changes? In other words, did you edit, but didn't think you touched the water, but then saw that the water level had dropped?
  6. What an incredible idea! Wow, the mind boggles. And I know people would be storing and sharing things like crazy...which, I don't know how much memory and such that would take up vs. what demands are like already, but each builder would undoubtedly store things they made; prolific builders could create a LOT to store, and if they put limits on that, then I'd foresee a lot of builder altitis. Sadly, I don't think that's possible. Memory resources alone could make that untenable, but I do know that while the process of saving items can be fast and simple (demorecord can save a whole base), the process of converting that back into an actual item (in this case a base), is manpower intensive and apparently not at all simple, at this point in time. I mean, if they could give us that, then we could make basic bases that people could start with, instead of having frustrated players who either don't understand how to edit, or don't have the time to build, but would still like to have a base. I know there's at least one Dev who would like to see this happen, along with being able to choose a pose instead of having a selection of NPCs, however I have no idea as to whether or not it's ever going to be possible, or if they are even working on it. Yeah, I replied to someone else wishing the storage could get a revamp in appearance and size, but I do not think they will touch the storage in this way. They'd like to be able to take the storage out of the base code; currently it's entwined, and that makes it problematic and touchy, which is why undo doesn't work on storage items. Bad things happen when the storage gets messed with. So I have no idea what, if any, changes can or will be made to storage. But the problems have been noted, and I know they'll change it if they can. 🙂
  7. Wow, I admit, I have no idea what's going on. Have you re positioned anything, and if you have, is it still doing the same thing, slowly getting lower? If you haven't re positioned the water, try that, but this is very very odd.
  8. I love seeing all of the participation! I do hope that those of you sharing your thoughts on what you've seen are also sending these comments to the builders, as some people do not visit the forums particularly or at all (which admittedly does make it hard to get the word out for things like this!), but part of the idea of the showcase is to let builders know that their work was seen and appreciated. 🙂
  9. Ha, I was about to talk you through making an entry when I saw who it was, lol. Now I'm tracking with you. So, I'd start with the first thing that comes to mind when you think of that base. Then, if that wasn't the thing you liked the most, do that next, what you liked most about it, if you can pick out one or two things. Give your general impression, and maybe something you thought was really well done. That base IS huge and a bit overwhelming at times. 🙂
  10. Sorry, that won't be possible, but those defense items are target-able while you have the pvp flag on, if that helps. 🙂 Raiding became impossible when they gave us the massive flexibility we have in creating things wherever we want, and it never worked great from the start.
  11. An array of tech or sci-fi bases are open for you to see! It is appreciated if you can send your comments about the base to the builder; there will either be a sign in the base which tells you the preferred way to send a comment, or, use the global in the list. We'd LOVE it if you'd visit these bases! Easter Bunny and I have made a "Base Tour Hub" on each shard, for this and future showcases, where you will see a list of the bases on that shard, which ones are a WIP (work in progress), and which ones are best viewed with the ability to fly. There will be a macro listed that you can make to hop to each of the bases from inside of a base, so you don't have to leave and reenter each time. There will also be a macro listed for the hub base, so you can pop back to it and get the next code, if that is how you want to do that. (This is an example of ONE of the hubs; there is a hub for each server). Here are the bases that have the lists posted: (hubs where you will find macros and bases list is in header). This showcase will last for 2 weeks, until April 28th. Everlasting: TOUR-33691 Excelsior: TOUR-30788 Reunion: TOUR-9105 Torchbearer: TOUR-14480 BEYOND-32772 TSN-159 CYBERPUNK-14407 MARSBASE-3909 EDGE-33106 CRASH-15210 HOPE-14269 HOPE-15001 LIGHT-14474 ASTRAL-16800 HALLOFMEANWHILE-33491 KLAATU-14298 ONES-5030 TNG-25980 MAYHEM-19149 OAA-19403 COUNCIL-14532 COSMIC-770 COSMIC-8540 0-2401 SGL-28076 MOBO-22827 WANDERINGSTARS-30426 UPLINK-20164 CORPS-8904 by @Doctor Radon (It's helpful to have fly for this base) STARRFORCE-13203 HOP-9999 FFLEGENDS-2882 FEELTHEFUSION-119 FUSLABS-3309 CLONES-10732 PLATINUMS-11229 TTL-13910 Unfortunately, there were no bases submitted from Indomitable, and only one from Reunion, so the hub for that one on Reunion is not really necessary. Because the hub is not helping to make the tour easier, I included the global and the fact that it's helpful to have a way to fly for the Reunion base. Please visit all the bases! It's simple to transfer a character, or copy a favorite costume and roll a tourist character. Just be sure they have the money for a jet pack if they're a level 1. We will have more showcases in the near future!
  12. Flintlock, this is probably a good one for the category "LIfe-Like" which will be reality based; this is for tech focused or sci-fi focused bases, like something that's alien, or futuristic, or entirely tech. 🙂 I know I told you this in Discord, and you acknowledged it, but I wanted to be transparent as to why it won't be listed in this particular showcase.
  13. I need the following people to please list the following bases on the directory, and also I need everyone who has not yet done so, to let me know if they will want feedback, and if they want feedback and/or critique from the CRs. Here is the link to the directory: http://tinyurl.com/mr4dvhyn @Snarky please list MAYHEM (and I do not have your in game global) @Battle-Angel please list HOPE-15001, LIGHT-14474, and ASTRAL-16800 @Dr. Rogue, I don't seem to have your forum name, but you need to list HALLOFMEANWHILE-33491 @Crystal Dragon, you never listed your base, or told me what to list. @Triumphant, please register CORPS in the base directory
  14. Submission for @Dr. Rogue: HALLOFMEANWHILE-33491 on Everlasting
  15. There's a ton to see in this one! I really love your custom air-hockey and ping-pong tables on the reck deck! I'm also impressed with how you are able to put your zone teleporters so close together without getting the anchors to cross-pollinate. I've never been able to figure out how to prevent that, so I tend to space my teleporters relatively far apart. Looks like you also have plenty of room for expansion. Several decks looked like they had access points for crew quarters or some such. Will be cool to see what you do with these! Thanks, I like the tables, too. I have never had a problem with "cross pollination" (lol, good word); I fill each teleporter before moving to the next, I place the teleport beacons very close to the teleporter; touching if possible. If teleporter is going to have fewer than 10 beacons, yes, you sometimes still get migration if you leave slots open, so I fill with extra teleporters until after the next nearest is placed. But, I did not have to do that with the turbo lift teleporters, and the ones on the deck are fairly close. I consistently place my teleporters close together, so I would say this technique should work for anyone; the times I have come into bases to correct drifting beacons, the beacons were not very close to the teleporter, so they went looking. I have not often had to fill a teleporter to keep it from exploring other options. All three of the inside the base levels have crew quarters lining the halls; I asked the owner if he wanted me to open any and do the insides, but he did not. The build is finished as is (although the owner is mostly not there, so it sits), but yes, there's room for expansion if the owner desired. Did you notice in the captain's quarters and ready room, that the starfields were fake? Thanks for touring! 🙂
  16. @Crystal Dragon, you don't need to guide anyone through the base; you can simply post the code and shard and your in game global here, or message me on Discord and I will post it for you. 🙂 Of course, you should also please make sure the listing in the directory for any and all bases, but especially this one, is up to date.
  17. Submission for @S o l a r i s 0-2401 N X S Excelsior Hidden areas; flight capability is suggested.
  18. Submission for @Caddaric: COSMIC-770 COSMIC COUNCIL Excelsior COSMIC-8540 COSMIC COUNCIL REVENANT Excelsior
  19. I think it's more likely that the storage system would get redesigned, because I know they don't like it as it stands, but I also know it's a very tricky and difficult thing to change. So I'm not holding my breath in anticipation, because I have no idea if it ever will be redone. I just know that's the sentiment. But fortunately, it's very possible to hide all of the services, including storage, so at least we have that for now. Probably the reason so many people use the interdimensional shard is because it's small and silent, so we actually already do have a small teleporter. 🙂 But I'm sure it would be nice to have one that's similar in Arcane.
  20. I'd like the grouping, copy/paste, or "apply style" (which basically means, do to this piece what I did to that piece, which I know already exists in some form in the editor because it's possible to do it with attachment), and the ability to search for an object and have it highlight or better yet, take you to the object. Also, better organization in the catalog. I am working with a couple of others to do a catalog that you can search by things like shape, size, color, ability to tint, collision, etc., so hopefully we can get that together, but that's a fair amount of work (will take time), and won't be in the actual editor, it will have to be a reference outside of the editor. Maybe we can get a more organized editor at some point. I'd like the editor to show you not only what item you have selected, but what values are in anglesnap and grid. I'd like to be able to manipulate an item I've selected without having to find the grab point. I mean, I can click to rotate it, but I want to be able to lift and turn it more precisely without having to grab it. And yes, it would be nice to be able to "turn off" the ability to grab an item, which would for all intents, lock it into place until you enabled editing again. That would prevent accidental grabs, which I know is the bane of many players. A couple of tips/tricks you may or may not be aware of: hit <esc> to release an item, rather than having to undo it (which won't work if you grabbed storage, anyway). Hold shift to grab the item behind another item. Hold control to target the base instead of items. Item position is determined by the nexus location of the camera view, the mouse pointer, and the nearest surface with the item's attachment orientation. To prevent things from sailing across the base, work with your camera pointed down more than aimed into the distance. Hold control to keep items from changing height. When items move here then there when you are dragging them, likely there are different things that register as floors in the editor underneath that item, and it's finding different location triangulations because the height and placement of its attachment surface keeps changing. To prevent, have an editing surface tile at the level you are working, or close to it. If you find yourself teleporting down to the floor or across the base (camera angle determines where you go), use the command /unbind leftdoubleclick. You will have to renew this each time you enter the editor if you want to use that again. If your leftdoubleclick is not disabled, you can double click in a room of the base, and the editor will teleport you to that spot. That only works on floor spaces, not on a filled in section on the top of it. Filling in the entry room will stop you from being yoinked there when you first enter editing, but you will still end editing as close to the entry room as the editor can get you. When trying to get items placed either very close to a base wall (some items get stubborn and don't want to place too near the walls) or even just outside of it, if you are in a base room that's smaller than the very largest 24x24 room and not on the very edge of the plot (with no space to move to), then you can try this technique: add a temporary room on the side where you wish to place the item. Put a doorway between the temporary room and the room you want to work in. Place the item, making sure the grab point is not farther away from the room than mid-line in the doorway between the two rooms. Now you can delete the temporary room and see if the item stays. It should stay as long as it's on the half of the doorway that belonged to the room you wanted to place the item in or near. If it didn't stay, hit undo (ctrl/z) and try placing the item again. More tips as I think of them. 🙂
  21. YES!!!!! Usually you can stop doing this by typing /unbind leftdoubleclick. Most don't know that you can double click on the floor of where you want to go in a base and it will teleport you there when in edit mode; this gets rid of that, and usually, the flying across the base that goes with it.
  22. You will always return to the entrance room or near to it, if it is filled, when leaving the editor. If you made a bigger room outside of the entry room, open your map and you should see it. If you have doubt that the editor did indeed place the larger plot, go back into editing mode to check, there's no real workaround there, but I've never had it fail that task. The system will put messages up that the whole sg can see as to what you are doing, though, so that is one way to check, especially as the build gets bigger and memory issues and lag sometimes mean a move didn't "take", if working in one large room, so that feedback is there to confirm, yes, you bought that next piece, which means it's placed somewhere. Now, that will only record "buying" and "selling" items, not moving them.
  23. It's the interface we all have to use to build our bases. How is that working for you? I know there are lots of suggestions out there (we did a poll), but here's a place to also note frustrations and perhaps find options that will help. Some may not love the editor...maybe all of us don't love it! But we do love what it can do. Here is also a great place to note any tricks you've discovered that let you do things you didn't think you could do. I will ask that this topic be pinned if there is a lot of interest in keeping it easy to find. If not a lot of people need it, it'll slowly drift away...
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