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Dante

Very Important Vintarian
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Posts posted by Dante

  1. I will no longer work on this mod, instead i just finished the first rewrite for MP.
    (I propably still will update it from time to time a take care of compability issues.However, issues that are already in most likely wont be adressed)

    I likely will release a collection of mods instead of implementing everything in one huge thing.

    • Like 1
  2. 19 hours ago, Reina said:

    Hey @Dante! I know you said this about a month and a half ago, but I wanted to bring it up since this was my first time seeing this. If several of us get together to try and test this on a MP server, could we work collaboratively with you to see if there's a way to make it compatible for multiplayer? I know there's a lot of people who really love the concepts in this mod (myself included), but like myself at least, I get lonely when I can't play the game with others as part of a community. I know that this being able to work on multiplayer servers would really brighten a lot of people's days and enrich the VS community 😆

    If we got some really stubborn people together who really want to see this work on multiplayer, is there some way we could help?

    I still plan to convert is to MP with no date set because atm i have absolutely no spare time left.

    My current version works in MP in regard of functionality. You can climb, ride your boat etc. but there are visual bugs because of how i wrote the mod on the client-side, including inventory handling. Inventory management has to be ported over to the server-side. Therefore the issues are:

    1) You cant see the boat a friend is riding until he dismounts

    2) Same with the glider

    3) Animations (dash etc.) only visable for the player performing the move

    ... but at least the server isnt crashed anymore.

  3. Changelog 1.0.8  

    Config:

    • Proper auto-generated config-file 

    Items:

    • Removed unfolded Glider - versions from creative inventory

    Feature (Prerelease) 

    • Boat-Update
    • As test - prerelease only available as "small-boat" via creative inventory
    • Stand still on boat (rudder-side) and press "F" (default - hotkey) to mount your boat
    • You can't wear body armor / a gilder while riding your boat. any other type of clothing / armor can be used
    • Press "C" to throw your anchor and unmount
  4. On 9/11/2021 at 11:48 AM, Omega Haxors said:

    Just a few bugs I noticed while testing. Arrow accuracy seems really inconsistent when you're prone, and when eating/using a bow you tend to use the dodge ability unwillingly.

    image.thumb.png.5f89b0e7270bf7d67c545782c46be12a.png

    The bow projectiles are fired from Y „eye-pos“ not from your eyeheight. Strangely enough changing eye-pos does nothing,so for the moment i cant do anything about it. I might disable the possibility to shoot while prone >:) 

    the other thing is a hotkey issue. i might add changeable hotkeys to it aswell, middlemouse might work better actually but at the same time is occupied by the slide move

  5. 9 hours ago, Omega Haxors said:

    This is by far the best mod I have ever played.
    I really hope it becomes official.

     

    Thanks bro i appreciate it  🍾
     

    On 9/6/2021 at 2:57 PM, Thalius said:

    [...]
    One other question: I thought that with the newest mod release a config file was supposed to be created that allowed for editing stamina levels and burn and a few other things. After loading the mod and starting the game, I am not seeing a config file for this mod in the modConfig file.

     

    17 hours ago, Travis Pluid said:

    Also, the config file doesn't actually seem to work? As I changed it, and it didn't actually do anything.

    EDIT
    I figured out how to actually get it to change. Go to the mod, to src, then Datafields, search for "CMD", then set Sprintstep to False, and Walkstep to True. Then, save it.

     

    While this works, it messes with the commands, just wait until the WE 1.0.8 will have a proper config.json with many more customization options

    pic.png.30b29e94a7065aeff4edb47764552aa8.png

     

    23 hours ago, EreticKB said:

    I'm not very sure, but seems 1.0.6 was faster and not caused fps drop after climbing as 1.0.7 do.

     

    I highly doubt that since 1.0.6 had quite a few conflicting activity states. 1.0.7 resolves that. I went from 60 fps while climbing (conflicting stuff) to a constant 150 (cap).

    pic2.png.f56983ec087467a354b3ea442aff3070.png

    If you however can provide screenshots of spikes during climbing il look into it, VS vanilla has some huge weird lagspikes as it stands

     

  6. 8 minutes ago, Thalius said:

    We have only looked at it on single player. We were in the process of searching for a test server to try it out in multiplayer.

     

    Truth is i never tested it on a MP Server since i wrote it with SP in mind. Most parts might work just fine when installed server and client side.
    There are a few things that might need to be altered. If you provide me with some data / problem reports i might be able to rewrite the parts that need to be altered for MP.

    • Cookie time 2
  7. Changelog 1.0.7

     = Performance update =

    Changes:

    • Major performance boost by refactoring the entire code
    • Added a config.cs file to change :
      • maximum stamina
      • stamina costs
      • auto-step behavior (you can still change it ingame with the commands per session)

    Bugfixes:

    • Fixed a bug that caused framedrops while climbing for a certain time

     

    4 hours ago, Omega Haxors said:

    Holy shit, someone made it a real thing.

    You are Mr. Awesome.

    Thanks mate, hope you enjoy it

    • Like 1
  8. On 9/1/2021 at 3:57 AM, Travis Pluid said:

    Is there a way to change the default setting of the Autostep? I like to have it on Walk and Run mode, but it seems every time I load up my world, it defaults back to Sprint.

    No config file yet since i dont know how to do it yet 🙉 Will be added in a future update for sure

    On 9/1/2021 at 3:04 PM, EreticKB said:

    Also, we really need autostep for crawling, so we can crawl into 1 meter from floor crevices like in real life.

    Propably won't add this since it messed with the sneak behavior which prevents falling down from an edge while sneaking.
    Crawling depends on holding sneak to move so it would require some serious changes that arent worth it considering the very small use-case 

  9. On 9/1/2021 at 7:15 PM, EreticKB said:

    Found a bug. Then you climb it counts as falling and if you climb too high you get damage in the end.

     

    On 9/2/2021 at 6:37 AM, Travis Pluid said:

    Yeah, I've had this happen too- I thought the reason for it might be a clip into the thing you're climbing thing.

    Thanks for reporting. This was a really annoying bug. Will release v 1.0.6 today with fixes for all reported bugs as follows :

     

    Changelog 1.0.6

    Changes (sounds):

    - Changed glider-sounds when flying (wind sound) based on feedback and many requests 
    - New sound-feedback when changing direction while gliding
    - New sounds when opening and closing the glider
    - Player now plays an "out of breath" sound when the stamina bar is completely drained
    - Player now plays a sound when regenerating stamina

    Changes (balance):

    - Chargejump no longer uses stamina
    - Increased stamina regen-delay
    - Reduced stamina regen-rate

    Changes (crafting):

    - Updated glider crafting parts (models)
    - Crafting a glider is now more expensive to reflect its benefits 

    Changes (hotkeys):

    - New hotkey : Press "F" to let go when climbing

    Bugfixes:

    - Fixed very annoying bug causing the player to get falldamage when climbing a certain height
    - Fixed bug causing sound stutter when climbing down a ladder / beeing on the ladder edge

     

    Thanks to Lyte, EreticKB and Travis Pluid for reporting the bugs

     

    • Like 1
  10. On 8/29/2021 at 7:02 PM, Lyte said:

    Hello, would it be possible to make Climbing only possible with adding a "While (Button) is Held, Perform Action "  feature?  there are times when ladders conflict with the Mod when trying to descend.  This mostly happens if the ladder isn't touching the ground.  The sound that plays when you start climbing Walls starts to play rapidly and the stamina drains quickly.  I tried to equip something in my hands in order to drop down (since there isn't a "Let Go" Button) and it doesn't let me drop.  Also , there are times when I will randomly grab onto walls without the Jump+Crouch being pressed.  A "While Pressed" option and "Let Go" option would help greatly.  Thank you ^_^

     

    Thanks for reporting. Ill look into the ladder glitch. A let-go button seems to be a good idea i will add it into the next build

    EDIT: Fixed the soundbug and added "F" as "Let-go" Hotkey (same as using Glider). Will be in v1.0.6

    23 hours ago, Jan Hošek said:

    YES YES I can finally play! Thank you! Now just to get the time to actually play... Would it be possible to add some sort of stamina training? You could add it to XLib.

     

    I will eventually add XLib functionality but for the next build ill focus on adding certain items to manage stamina drain. I'm thinking of climbing-boots / climbing pick / running boots, just to name brainstorm examples

  11. On 8/24/2021 at 12:01 AM, l33tmaan said:

    Is dash-jumping supposed to be so ridiculous? I can seriously leap across the landscape this way. It's cool and I like it, I'm just wondering how intentional it is.

    When i did the dash mechanic really early on creating the mod i did not yet know how to use the input vector so i used the actual movement. I still find it quite entertaining so i never changed it.

    I might in the future change the delay of stam. - recovery or lower the recovery rate. Or change the movement boost all together.

     

  12. 18 hours ago, EreticKB said:

    Hi, can you fix using stamina for crouching? It's really annoying then after 3 shift-click interactions i out of stamina without any reasonable reason.

    True, i realised when actually playing in a new world the first time for quite some time.

    I will remove stamina cost from the powerjump since its not spammable anyway

    5 hours ago, Lyte said:

    Sorry for the confusion, I meant the Glider Backpack from our character after we put it on.  As it currently stands, after you use it, it becomes a permanent fixture on my Character.

    Weird bug you should be able to unequip like any armor.

    Do you habe a screenshot of the issue ? What version do you use ?

  13. Changelog 1.0.5

    Bugfixes:

    • Fixed animation bug when landing in water

    Balance:

    • Reduced Lift-forces to bring it more in line of a glider
    • Reduced stamina-cost when leaning into the wind ("spacebar")
    • Reduced altitude gain when Lift > Gravity

    Animation:

    • Added minimum playtime for some glider-animations to reduce stuttering animations
    • Some animations now do not play during "take-off"
    • Added particles when gliding close over water

    Models:

    • New Glider-Models
    • Introduced conditional Models (folded / unfolded)

    Commands:

    New commands to change the auto-step behavior:

    • /sprint-step
    • /walk-step
    • /no-step

     

  14. 11 hours ago, DDoip said:

    Absolutely love the mod!
    Only one problem I'm experiencing with it: after about fifteen or so minutes or so after using any movement from the mod my framerate steadily tanks until I close the game. Turning the mod off and the game runs without a hitch.

    vs version 1.15.3

    mod version: 1.0.3

    I did a playtest for about 2hours and did not encounter this. Do you have any logs / information what could cause this ?

  15. 18 hours ago, EreticKB said:

    Looks good, but m.b. change balance from "Fancy Slowfall" to more aerial?

    First: gliding not comsume stamina (m.b. even restore with slower speed).

    Second: You consume stamina for different manoeuvres: uplift (change speed for altitude, with risk to lost all your speed and fall hard, also used as airbrake), downlift (change altitude for speed) and turning.

    Third: Bigger basic lift power and, therefore, slower descend.


    Thanks for your thoughts / feedback ! 🤗

    • It now already considers for lift calculation 😄:
       
      windspeed
      temperature
      surface of the glider
      and shape (drag)


       
    • About the other ideas:
       
    • airbrake / climb-altitude (for speed & stamina) is integrated already ("space")
    • a downlift is built in naturally since you lose lift by going slower ("S")
    • you change speed with your movment vector "asdw-keys"
    • You can fly and therefore gain altitude if your lift-force is bigger than gravity (0.6 FG
    • Gliding at full windspeed (1.5) results in lift of about 0.5 F_L
    • To actually fly you would have to :
       
    • increase the glider surface or
    • increase max speed
    • => F_L > F_G

    Drag atm only is a factor when leaning into the wind to gain fast lift

    Note:

    • Final version will include an ancient non craftable, very rare "propulsion" module for the highest tier glider
    • Different gliders will have different stamina consumption-values / wingsurfaces 


    I most likely will release a 1.0.4 Pre1 version today/tomorrow for testing / feedback 🙃

  16. 11 hours ago, Cryptis Midnight said:

    ok I can confirm that this is at least several things now. That this issue was a bug in 1.0.2 and not there in 1.0.3.  It was still there even after I deleted AppData and it was the only mod installed.  It didn't generate any errors in the logs. Even though 1.0.3 fixed the issue and I should have checked that first, I thought I should share this with you.   If you would like the logs, DM me I will gladly send them. 

    For some reason it is bugged in my testworld. In all other worlds i created it works fine

    Very weird indeed

  17. 30 minutes ago, Cryptis Midnight said:

    Just wondering if you noticed in your videos or if you are aware of the temporal gear being bugged,  I have tested this multiple times and as soon as I enable your mod it disables the gear and has either locked it at full or empty.

    I did not yet know of this. My gear seems to still rotate but ill look into it.

    Wouldnt know what could possibly cause that behavior though

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