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Everything posted by Broccoli Clock
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I am building a little web app, at this point just a proof of concept and unlikely to go public, but I plan using the images that are in game for certain things. The example here is the pear, but it could be any item. The wiki does have a lot of images, but their sizes are inconsistent, take for example the difference between a red apple (400x400) and some red meat (100x100). I have checked the assets folder and can find textures but not a static image. Is it just the case that when shown in your inventory it's rendering it in real time? Thanks in advance.
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The Aged Owl treasure chest should show its contents...
Broccoli Clock posted a topic in Suggestions
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Yeah, Lovecraft was a pretty f*cking hateful person. Even for the time, he went the extra mile. It's why I know of his work but have read very little of it.
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There is a thread on here covering the mod... Personally I like the idea of character progression, but I would much prefer it was within vanilla, as I don't think they would be so OP (imo). I'm sure it can be tweaked, but the buffs such as the ability to do extra high jumps or have constant light underground just doesn't seem right.
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Yeah, you'd be surprised. imo.. it's OK, but to claim "everyone thought it was awful" is a bit off. Either way, whether you liked it or not (heh.. and it seems not!) doesn't really matter. I mentioned the two titles as examples of where dynamic music is used, both being situational, but with 7 Days' music being prominent, and the switch in music being played is noticeable. whereas DayZ is the very definition of "less is more".
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From looking at the message, and how it came about, the first suggestion would be to do a complete uninstall, grab the recent exe from the client area on this site, and re-install. I know that's not the most exciting reply, you might find someone who has suffered similar in this subforum.. https://www.vintagestory.at/forums/forum/15-vintarian-support/
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Yeah, I had figured as much, but didn't spend time looking into it. I might include it in my next world, but seriously nerfed in terms of items.
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Do you mean it has a current? Hard to tell from a still image. If so, your answer is a Bucket. (wooden boards and twine). VS is slightly odd with it's water blocks in that placing them counts as a permanent water source (unlike the "other block game"). If there is a "flow" in a square, then facing it with a full bucket of water and pressing [ctrl] and [right click] it should place a full water block in that location and remove the "flow". Repeat as necessary.
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I watched that video too, here's a link for people if they want to, and trust me he's hardly scraped the surface! My recommendation is to still go in blind, but for the love of God, do the tutorial/first steps guide. Boffy didn't and they spent the first hour getting nowhere, the next hour figuring out shit that was in the first steps guide.
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There is a mod for firearms, but remember the lore... this game is set in the ~13th century and muskets weren't invented for another 3 centuries at least. You did have cannons as it's about this time that they were invented in China.
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v1.20.12: Purely stable performance, 1.21 update notice
Broccoli Clock replied to Tyron's topic in News
Always nice seeing bugs you reported being worked on. While it wasn't a big deal, it shows reporting to github works. For those wondering, the video in the spoiler is how the bug manifested itself: Thanks @Tyron and to the rest of the dev team. -
I agree, but I would recognise the meta (of an approaching storm), the problem you have is for people who don't/won't and need that "head's up". I've mentioned 7 Days to Die before on this forum, and there are similarities in that during an event (VS: temporal storm, 7 Days: blood-moon horde) both games act like tower defence. 7 Days more so because their mobs can actively damage structures, with VS it's more about hiding (or farming the mobs). The reason I mention 7 Days is that it has 2 different ways of informing you that this night is the blood moon. One of them is when you look at the time/day you are on, it's red after 08:00. You can disable this. The other is when it comes to 18:00, the sky turns red and there is thunder and lightning. The default blood moon trigger time is 22:00, giving you either 14 hours or 4 hours (in game time) warning to get to your base/safe location. To summarise, I agree with your point, and I think it's best resolved by allowing you to disable either of the messages, and from there you either "raw-dog it" by having no warnings, or as you suggested (and in a similar way to 7 Days) having environmental cues.
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- temporal storms
- immersion
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Two games that I play regularly (7 Days to Die and DayZ) both have dynamic music systems, and both have been praised for their in game music. However they both do it differently. With 7 Days (7 Days to Die OST) the amount of music played is based on the frequency % you give it, I think the default is set to somewhere between 60 and 80%. Which specific music track is played is based on what the game thinks you are doing. There are effectively 3 different "action categories" (exploration, suspense, combat) with exploration having the most number of tunes, and music for things like the blood moon (this games tower defence bit), or talking to traders, being the same every time. You are relying on the game switching these tracks, and making the right guess as to what it is you are doing, and sometimes that can be a bit jarring. It works in general though. With DayZ it's more a generic ambience experience, based on time and location. Music will continue during combat, and there is no specific combat music. YouTuber WOBO did a much better job than I would of explaining which music is chosen and why - WOBO - DayZ Ambient Music Showcase .. with the full OST (including tracks not included in the current release) being here.. DayZ OST Although I don't listen to music in game, I do like the DayZ soundtrack (very lo-fi) and would happily listen to it when doing something else. Both systems are dynamic though, with 7 Days inserting itself into your game, meanwhile DayZ trying to be dynamic but totally low key with it.
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balance Make Drifters only throw rocks at long-range
Broccoli Clock replied to Warentan's topic in Suggestions
Thanks for the reply, but I wasn't being entirely serious.. -
* shakes fist * Zach Barth is an evil person!
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balance Make Drifters only throw rocks at long-range
Broccoli Clock replied to Warentan's topic in Suggestions
The question is, where do they get the rocks, they are never seen bending down and picking them up, which suggests... -
Personally I'm all for a sleep mechanic, and.. although this will bring ire from some.. I wouldn't be against VS implementing a mechanism where you are rewarded for sleep. Just a passive buff, nothing more, and certainly not forced (yes, there are mods that can do that, but I'm talking very basic). After all, if we manage our food then we get a HP buff. I don't always sleep, I don't RP it so that I have to, and I've spent multiple nights either chiselling or cooking in batch, but there are times - especially in the winter when the daylight is short - when I've wanted to go exploring and it's dark. I see no issue with sleeping to pass time, no matter if it's inefficient - it's not like there is a time limit to the game. I like the cottage core nature of it too, just like I enjoy bubbling cooking pots I also enjoy a cozy decorated bedroom where I can fall into bed. All that is personal preference of course, people should play the way they want, I'm not gatekeeping here. However the main reason for this post is that I notice nobody is mentioning the beds. In my playthroughs I will tend to have a range of beds, (hay, wooden, aged - 7.5, 8.5 and 9.5 hours respectively) and will swap them out dependent on how long I want to sleep (normally depends on the season). I don't like the idea of a "wake at dawn" as to me it sort of goes against the "you blend into the world, you don't control it" vibe.
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Don't get me wrong, I love music, and I love gaming, I just don't love music while gaming. It's like having someone speaking in your ear while you're doing something else. IMO, it's not immersive, it's distracting, irrespective of the music. Now... you mentioned old game tunes, so I can't let the opportunity to go past without mentioning 6580/8580 (C64) chip tunes, and their remixes.
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The sling is locked behind a class, which seems daft. I understand restricting things like the recurve bow as that would seem like something that you would learn how to make, but a sling? It's a piece of cloth, it should not be class locked.
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Vintage Story download flagged by Microsoft Defender?
Broccoli Clock replied to Cuddla's topic in Discussion
If the install had a Digital Signature, then this wouldn't happen. To get one you pay MS. One other option is if a download is so popular, defender will stop flagging it as a risk. -
No, is my personal opinion. One of the reasons I find "the other block game" so utterly tedious is you just need to run in one direction for a while and you'll encounter a village. Once you encounter a village you will have a bed, lots of food and likely a ton of other loot. That's it, you've effectively completed "the other block game". The above reason is also why I don't play with the better ruins mod, although I would love to if it didn't spawn tons of loot in them.
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I am old school, I want to hear the environment around me not music. There is not a single game I have played in the last 2 decades or so where I've had music on in the game. That's irrespective whether that music is a chef's kiss or a chef's arse, it all gets turned off immediately upon installing.