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Everything posted by Dacy
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Ah, I was going to report the Katana invisibility bug, but I see it's here. One note to that: it IS visible during animation, just not when it's just being held after the animation is finished. -Dacy
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Yay! Yeah, that happened to me while working on a video, I had this placement in the wall glitch, then when I came back to record how I approached it, poof, was gone. Glad it resolved! -Dacy
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Then it’s just a wonky segment of wall. Sometimes you can get around that with the extended floor trick, sometimes it will reset itself after you’ve logged out at some point, sometimes you just have to adjust and work around it, either by moving all the items so that one fits, or by adjusting how far into the wall you place it. Sometimes you can get around some of the wonkiness by changing your view to from behind the wall, a technique I demonstrated in my video on dealing with editor quirks. I’m also quite willing to see if I can get it placed for you. -Dacy
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I’ve never experienced a problem with the storage not wanting to overlap, but I have experienced glitchy sections of wall. Try adding a floor surface that extends out past the wall (just to place your item, then you can remove) and see if that helps. Oh, and, this wouldn’t by chance be at a door junction? The editor does not like putting things in walls too close to a junction. I hope you get it to do what you want! -Dacy
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Ah! Been so long since I cruised by! The holidays were, um, well..."busy" isn't an adequate word. Suffice it to say, I have not had a lot of time to peruse, much less answer, on the forums. I'm looking forward to the next installment of whatever size, QB. 🙂 You, too, iynx! -Dacy
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The MacGyver Manual, or "You used X to make Y?!?"
Dacy replied to Raevyn_Darke's topic in Base Construction
Love it!! -Dacy -
Can you merge many separate base rooms into one huge room?
Dacy replied to Heliopause's topic in Base Construction
No, you sadly cannot change anything about the rooms you start with other than their position , rotation, and whether or not the space in the room is filled in part or totally. For whatever reason, too, doorways no longer get the same look of fill as the rest of the base when you are building above, either, so if you have doorways, there will be gaps. This is one reason I suggest building over one big room; you can always build smaller, but you can't build between rooms with anything other than a huge piece that's anchored in a room, and you can't change the room size and still keep what's inside. -Dacy -
Thank you. I do realize that fixing the code as it stands is pretty impossible, yes, it would have to be completely redone. But. Surely the editor items could be reorganized, if nothing else! And since we have tintable items like the alphabet letters, it stands to reason that we could also have shapes and things like walls that are tintable and made in different sizes. If we were able to tint the grass, it could look like sand. Or maybe even snow. These seem to be things that could be accomplished, given what we already have. -Dacy
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I know this is probably low on the priority list, but is there any chance the base editor could be redone? If not, is there any possibility that it could be at least reorganized? The problems it has are too many to list, but I know that at the bottom of it all is rotten original programming. Slapping little fixes on it is more likely to break it than help anything. Currently, it's using text fields for numerical values. This results in rounding errors which shift objects out of place/alignment. In fact, the math is so wonky on this editor that setting the grid to 1/4, which should be a constant value, is in fact likely to be slightly different each time you log in and edit, resulting in things not aligning when they were done in two different sessions. Many items were added, which is great, but the interface is now full of items that aren't grouped well, making things difficult to find. At the least, it would be wonderful to reorganize how these items are categorized. If the editor were to be redone, I would suggest adding some basic shapes that you could color. A size slider would be awesome. Making several objects that you've used to make something be grouped together so they are regarded and can be moved as one object would be phenomenal. I heard that texture mapping was something someone was trying to do at one point. I don't know how far that went, but we are missing so many basic items you would think would be the first things any base editor would be able to offer: a fair variety of floors, in various shapes and sizes; ground, such as grass, sand, snow, dirt, in various shapes and sizes, walls, maybe a basic tintable wall with no trim to mess up your lines when you're making stairways. Stairway landings. Trim. Windows that are already in a wall section that blends with other wall sections, preferably the tintable wall segments. Curtains. Doors. Door frames. The list of things people want is fairly endless, I know, but honestly, items we can color and put together to make things we imagine (tintable shapes in various sizes) shouldn't be that hard to add, seeing as we have alphabet letters and other things we can tint, and that would be the fastest way to make life easier for base builders. Overall, I appreciate the freedom this game has given to base builders, and the creativity people show with what we've already got is phenomenal, but there are also so many people who struggle with the bugs in the editor, the difficulty of finding things, the awkwardness and frustration of trying to find something that works to make that thing you're imagining or you saw in the game, or something that seems like it should be easy and common, but isn't in the editor. It would be so fantastic if the thing could be redone partially or completely. Thanks for all you do! -Dacy
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The building and street construction is very possible. However, we are unable to animate anything in the base, although a few objects have inherent motions. Cars are not one of these, nor are NPCs. Everything else is possible, but the door either has to be permanently open or you use a teleporter to get through it. -Dacy
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Did a stained glass window of sorts for the castle I'm working on. I think it turned out well! The overall view with the chandelier is fairly impressive, I think. I just wish the white walls had a better rendering distance! -Dacy
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It’s not a glitch, it’s the easiest way to get above or below the base confines so you can work. You remove the ceiling segments in a section, room, or whole base, and set the style to “open sky”, and then you can fly out while in edit mode, and this means via anything that lets you fly. You might want to check out my video series on base building, I explain the ins and outs and hows of building. -Dacy
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The MacGyver Manual, or "You used X to make Y?!?"
Dacy replied to Raevyn_Darke's topic in Base Construction
The main problem is, we have no shapes at all that dovetail like a roof side needs to. Nothing really triangular or trapezoidal...except the roofs already part of a building. One thing I noticed about the top building: the roofline really isn't much different than ours. The same basic look could be achieved by putting on a raised snub triangle on the corner, so the line of the roof goes up at the end. It would have to be the corner of something solid and square, or made to look like that, preferably with rounded edges, not super sharp edges. The rest of the apparent bow to the roof comes from what's under it, and how those materials are positioned relative to the roofline. You'll have to try to smoothly blend same type materials to form the lines of the trapezoid, which means you're going to have a real problem with flicker. Slight angles as they intersect will help with that. And that's about all I've got at this point. If I stumble across something that makes a better roof, I'll tell you. Myself, I had to cobble together some things to make a tech style roof of a castle turret; I've been thru all the materials (except didn't really look at the stone), and there's not much that will make a good roof that can be blended to make a four sided rooftop. (here's a shot of the roofs I put together) -Dacy -
If your med stuff isn't working, have you looked to see if it is powered? Medical items, even the inspiration dispensers, require power/control. -Dacy
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The MacGyver Manual, or "You used X to make Y?!?"
Dacy replied to Raevyn_Darke's topic in Base Construction
How big of a pagoda roof were you wanting to build, @ShardWarrior? -Dacy -
The MacGyver Manual, or "You used X to make Y?!?"
Dacy replied to Raevyn_Darke's topic in Base Construction
Wow, no, @ShardWarrior, I have no idea...they need more curved and triangular objects, that's for darn sure. Good luck... -Dacy -
Experiencing Lag While Working on Bases with High Item Counts
Dacy replied to GrapeKat's topic in Base Construction
Great advice on the visscale! Yeah, I experience the mapserve for a couple of seconds when I access storage the first time and when I enter edit mode, no matter the size base. That just seems to be what it does now. It doesn’t seem to be a dangerous mapserve, one that loses things or actually disconnects you; might be interesting to measure the time and see if it’s longer for larger bases, because that could be an indication that it reaches the point of disconnect danger in very large bases. I have yet to experience actually losing materials on homecoming, or getting mapserved to disconnect simply by accessing storage. Knowing how the base storage is handled by the game, tho, means that that could be a danger at some point, but that might also depend on the actual server. -Dacy -
Experiencing Lag While Working on Bases with High Item Counts
Dacy replied to GrapeKat's topic in Base Construction
Your computer CPU and memory will have a great deal to do with this. Note: fx items may only count as one item, but they take up much more memory proportionately. If you are using a large number of fx, or really, any, I'd save installation of the fx until you are done with everything else. However, side note: if you have problems editing with memory slowdown and general bogginess, people have a much greater chance of problems if you have anything in storage in the base. Items in storage are treated as base items, and each time they are added or removed, the entire base is rewritten. Memory problems and lag abound with this design, and items can be lost, people can be mapserved in the middle of moving items, etc. The higher the memory usage for a base, the greater the risk of memory related problems. If this is a base that is supposed to be functional, I'd suggest a lower item count, or a separate base for storage. -Dacy -
Cool. Some thoughts on the answers: -Dacy
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You'll get there! Some questions in my mind, maybe they'll help spur something, maybe I'm just putting these out there: Does Marilyn know or think she has any special abilities, or would she say she's ordinary, because that's ordinary to her? Annabel made a lot of assumptions when she saw Marilyn. At what point might she start asking questions, because she was clearly so excited about where Marilyn is from? Or, what would need to happen to spur questions? Is Marilyn the least little bit curious about Annabel? Like, why does she think she is a vampire, or why does she love vampires so much? I know I'm curious! So far, there seem to have been quite a few supernatural occurrences around these girls...or perhaps just around Marilyn? If so, is she used to that? If not, why now? This school, why are they there? Apparently they are not college age, so it must be a boarding school. Why this school? Or, if it's not the school, most kids don't go to boarding school, how is it these two wound up there? Is the school special in some way? I can think of three main ways that characters are developed or their important qualities are revealed: through personal glimpses of thoughts, memories, desires, or reactions; through interactions with other characters, and through reactions in situations. I hope this helps a little! 🙂 Happy writing! -Dacy
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QB: woo! Nice!! Now hurry and write more, I can’t stand the suspense! 😁 @iynx, wow. You have a fascinating way of revealing your character. Very evocative, I find myself being drawn in and wondering so much about this character! -Dacy
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Okay, so, I needed a larger chandelier for a castle entry hall. Very happy with the result (It's hard to find round things that can serve as a base for something like this. Finally found the perfect thing for this particularly sized thing! Can you tell what it is?) Again, the sparkling effects make this much prettier in person. 🙂 -Dacy
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Your mastery of lighting and shading is amazing. So good! -Dacy
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AWESOMELY AMAZING!!!! @Giovanni Valia, you should include a base code tag; heck, you should set up a tour! This whole base is *fantastic*, pictures do not begin to do it justice, and it’s incredibly complex. Bravo! -Dacy