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321BoltsOfLightning

Vintarian
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Posts posted by 321BoltsOfLightning

  1. @Hells Razer and @Anthony frailey: I actually really like how the falx wind-up works right now for PvE specifically, when combined with shields it actually makes combat fun and feel impactful instead of just slap-stick. Instead of just clicking and holding I actually have to time, wind-up, and lunge at drifters. It definitely needs more tweaking and changes, but it's waay more fun than before with the slap-stick longblade. Once they figure out a more complete solution they'll make the adjustments to knives, axes, clubs etc. but for now I imagine those just haven't been touched because it was just an experimental work-in-progress solution to help improve one of the weakest areas of the game (and it really worked, imo). I don't think they need to do something as extensive as this post suggests necessarily, but I like thinking about it at least.

    I don't think the longblade to falx changes had anything to do with PvP in general, it was implemented because the slap-stick sword just felt very bad. The flavor of the falx is also quite cool, and falxes irl are awesome. The old longblade I didn't like the look of much at all, so it's quite the improvement for me.

    I do look forward to what else they decide to do for combat in the future (maybe something as simple as a right-click thing for falxes and other weapons would help things, more weapon and enemy variety would be cool too once they get around to it).

    • Like 1
  2. clicking leather in the handbook seems to consistently crash (at least, it did twice so far). Here's the crash log that popped up each time:

    Quote

    Running on 64 bit Windows with 32 GB RAM
    Game Version: v1.17.0-pre.1 (Unstable)
    Loaded Mods: game@1.17.0-pre.1, creative@1.17.0-pre.1, survival@1.17.0-pre.1
    6/15/2022 12:13:59 PM: Critical error occurred
    System.ArgumentNullException: Value cannot be null.
    Parameter name: Unable to find a texture for texture code 'handle' in item game:shield-woodmetalleather. Giving up. Sorry.
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta)
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta)
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta)
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta)
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta)
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String type, AssetLocation name, CompositeShape compositeShape, MeshData& modeldata, ITexPositionSource texSource, Int32 generalGlowLevel, Byte climateColorMapIndex, Byte seasonColorMapIndex, Nullable`1 quantityElements, String[] selectiveElements)
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateItem(Item item, MeshData& modeldata, ITexPositionSource texSource)
       at Vintagestory.GameContent.ItemShield.GenMesh(ItemStack itemstack)
       at Vintagestory.GameContent.ItemShield.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
       at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt)
       at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Boolean shading, Boolean origRotate, Boolean showStackSize)
       at Vintagestory.API.Client.SlideshowItemstackTextComponent.RenderInteractiveElements(Single deltaTime, Double renderX, Double renderY)
       at Vintagestory.API.Client.GuiElementRichtext.RenderInteractiveElements(Single deltaTime)
       at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime)
       at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime)
       at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
       at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt)
       at Vintagestory.Client.ScreenManager.Render(Single dt)
       at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt)
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
       at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
       at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start)
    -------------------------------

    Event Log entries containing Vintagestory.exe, the latest 3
    ==================================
    { TimeGenerated = 6/14/2022 12:11:25 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1715359538913174117, type 5
    Event Name: RADAR_PRE_LEAK_64
    Response: Not available
    Cab Id: 0

    Problem signature:
    P1: Vintagestory.exe
    P2: 1.16.4.0
    P3: 10.0.19044.2.0.0
    P4:
    P5:
    P6:
    P7:
    P8:
    P9:
    P10:

    Attached files:
    \\?\C:\Users\THEGFA~1\AppData\Local\Temp\RDR5618.tmp\empty.txt
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5629.tmp.WERInternalMetadata.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER562A.tmp.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER563C.tmp.csv
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER565C.tmp.txt

    These files may be available here:


    Analysis symbol:
    Rechecking for solution: 0
    Report Id: 484001e2-92e0-4558-a314-7bed30cd453e
    Report Status: 268435456
    Hashed bucket: 2de2e32f95852db547ce2e698aff6265
    Cab Guid: 0 }

     

  3. Y'know, I voted for the combat update with the lovecraft update being my second choice, but I think you've convinced me. If the homesteading update adds more wildlife then it'll add more reasons for combat, and same thing with any monsters/constructs in the lovecraftian update. Either way, I'm also looking forward to all the other aspects of homesteading that might be added, honestly. It's already a surprisingly fun part of the game, but I'm excited to see what else can be done with it!

  4. It's time to keep this old thread alive!

    I like what I've seen mentioned a few times here and on discord with slightly random spawn points, here's how I imagine it (of course it'd all be an option since not everyone would enjoy this perhaps):

    -- Death puts you somewhere random, could be close or very far from your previous stuff. Probably would be a good idea to have a max distance from your set-spawn point or the last house visited/bed slept in or something idk, but it'd still be potentially pretty far away.

    -- Your items don't despawn (maybe food rots but idk), but your mini-map is reset so you have no idea how far you are / where your old house is. You have to explore to find it!

    -- Once you find your dead body/grave/whatever you get back all your items and old waypoints/mini-map exploration, you found your "old map"!

    The reason I think this could be fun for some people is that it makes death scary as it is a setback, however it isn't a permanent one. If you like to explore a lot, you might even recognize where you spawned, making it much easier to find your way home! Also, I just like the idea of "restarting" temporarily with low-tier equipment while looking for your old base. It kinda puts the whole survival aspect back into play when your farms/armor/tools are out there somewhere, but you don't know how to get back (yet). 

    One potential problem with this however is spawning in bad locations (desert), but that's only a problem if there's no inherent way to survive in most biomes. Another problem is large servers would probably want this turned off/edited in some way, since it'd eat up all the flint/obsidian within a large radius of towns and make it harder to survive at low-tier for lack of resources.

    The "dark souls" style respawning (no time-limit, but dying again makes your old grave/stuff despawn if you didn't get it back before then) is also a fun idea, if they were both optional some people could combine them and it'd make it pretty tense and fun to try to survive in a new location without dying. Just my 2 cents, could be a fun mod idea even if it's not in vanilla.

  5. After reading and thinking about it for a while, I think this could be a really solid way to do the combat. Drifters could be really fun to fight with this. Multiple playstyles and skill based, without being too complicated (though it did take me a while to understand it just from this post, I think it'll be easier to understand for people if they're actually playing or even watching). Throw in some neat rewards (that aren't required but still useful) as AngryRob said and it'd be great!

    One question though, is how would non-humanoids interact with this system? Wolves and sheep, for example. Right now they just sort of charge at you, and I can't really think of any other way for them to attack (besides maybe hooves). It probably shouldn't be a directional attack (unless a way to add the other directions is found), it could be fine to have it just be non-directional so you can't attack block it, but can still dodge/block/parry.

    Thanks for the post, hope something like this makes it into the game at some point, it'd be so fun if done well!

  6. Just made an account to offer my 2 cents (the game looks pretty interesting so far! I might have to try it out). Falling blocks and using support seems like it could (potentially) be really cool, though TFC's version of it could definitely be better. 

    This seems like it'd be a great project for modding, though it'd be awesome if it was implemented in the game. I'm not a terribly experienced programmer yet, but I do find this kind of thing fun so I might look into it if I decide to get the game and I also end up liking it.

    I think a good, (though perhaps idealistic) way to do support and blocks falling is to make every block have a "support" value for how well they can support things. I don't know how plausible that'd be, I have a rough idea of how it could maybe be implemented but I have no idea how to make sure it doesn't eat up too much performance or if it's even possible with how the game is set up. Maybe with some tinkering it can be done in a realistic and fun way though!

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