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Everything posted by NastyFlytrap
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Can i start a petition to move hallowcraft.ogg to combat music?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Yea mine too but because i keep assuming that its combat music and thinking im about to be ganked -
For people in the future, now you put them into the crafting grid to make them open crates. A very dumb and inelegant solution for a game thats so interactive. I should just be able to make them open in the real world. We should be making as few things crafting grid actions as possible.
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I am a potemkin main and i eat glue for every meal.
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I hate that the ground is covered by these pseudo leaf piles everywhere, and i think it looks dumb. How can i mod that out of the game? Speaking of which, since we're on the topic of foliage, trees. Are the trees in this game affected by dwarfism or what? Why are their leaves so close to the ground that they are literally touching it? The layer where the trees' crown of leaves begins should be atleast 2-5 meters off the ground. How do i make the trees taller?
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I really like the track, but it sounds like the kinda music you'd hear when you're fighting the first few temporal storms, *not* when you're just walking about. It creates a really strong sense of being in an arena where i need to fight to the death, with the tribal drums and everything, and everytime it randomly comes up i get the urge to square up before i remember that im not actually in danger, the game's just playing tricks on me. Really good track though, must say, just not used properly. Its combat music, not exploration music.
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Anything you can implement from this video?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Huh. Right. I did not consider the security implications. In my mind it was just turning off the guard rails, and taking the kiddy wheels off and doing things manually, like memory management, garbage collection, and stuff like that. I didnt know it outright allowed cheat engine-like memory editing of others things, and such. In that case, big yikes. -
Anything you can implement from this video?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
Admittedly it does look like it, the textures are probably ripped and being used as dev textures -
Anything you can implement from this video?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
That video uses a custom 'game' (more like an extremely impressive tech demo, really), and it runs in unity, and therefore C#, and there's some built-in safety limit disabling using burst, or whatever it was called. I understand that people may not have time to watch or read an entire thing, but this is an egregious example of 'only reading the title'/'only looking at the thumbnail'. The video explicitly addresses this. -
Anything you can implement from this video?
NastyFlytrap replied to NastyFlytrap's topic in Suggestions
This is kind of why i suggested it because even if only 30% of this is viable to implement in VS, thats still a win! These are great things he's showcasing here and would be a shame to not be 'inspired' by some of them -
I know the entire thing is cancer to watch, and im not a programmer so i dont actually know what he's talking about, but the comments are acting like this is a genius thing, and i do like the sound of 'chunk based rendering that lets the height to be effectively infinite' so im suggesting it here. Also, insane performance is always welcome. Obviously, this'd require extreme rewrites of how the game functions, but, based on what i've seen of the dev team, they seem to want the best for the game, and if these things are as good as the comments make them seem, i think it'd worth the huge hassle.
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Vintage Story is not worth the Time or Money.
NastyFlytrap replied to Sabrium48's topic in Discussion
For me its mostly creature mods, to make the world livelier -
It is pretty normal, hence why the post exists
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As an idea it sounds cool as hell, hearing other players' voice naturally, from far away or nearby with a sound engine that can semi-accurately replicate the effect of a far away sound source, it sounds really cool! Plus, it'd add a reason to have an eldritch walkie talkie in the game that classes like the clockmaker could tinker with. I know it wouldnt be a clock, but its a small mechanical tool like a clock, the skills should transfer from clock running on eldritch gears to walkie talkie running on eldritch gears...
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In this post i asked Herb if he or anyone he knew could help edit my savefile, and the comment is not there so im going to assume you deleted it without telling me. That wasnt very nice of you. I have no idea what rule i broke with it and i am not going to know now. At this point im starting to gaslight myself that i never made the comment in the first place and i was just dreaming it and thats not fun.
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You've just described the creative process of creating a new mob. If that makes it a reskin to you, i dont know what wouldnt.
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I just wish there was more variety in the hostile encounters i was having + make them respawn slower
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Also, i tried figuring out which eye of mine is dominant and apparently neither of them are I suppose that explains why i could never figure out if i wanted to hold my bow with the left or right hand, and therefore i just learned how to do it with both
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Well, i guess i learned something today
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Yea, i messed up my explanation thats for sure, but basically, if you're holding the bow with your right hand l ike in the game the top half of the bow should lean towards the right, not the left. The way they are holding it right now is very awkward and clumsy
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If the character we're playing as is right handed then the top of the bow should be tilted towards the hand they are holding it with, not in the opposite direction. Basically, if you're left handed, you're holding the bow with your left hand, tilting its top to the left, the arm you're holding it with, and you pull the tendon with your right hand If you're right handed, you hold the bow with your right hand, tilt the top of the bow to the right 'thereby letting it rest on your arm', and you pull the tendon with your left hand Source: I practiced archery for some years I'd expect the character to hold the bow properly in an uncompromising hardcore survival game Also, pls gib option to make character left handed after you fixed the animation
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Yea, there are too many of them. Not sure why. If the devs want the environment to be hostile, then, fine, i guess, but running away from a bear or a wolf to run directly into another bear or a wolf gets old quick.