Recent Posts

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51
General Discussion / Re: Dev Q&A October 27th 2024
« Last post by Damola on January 03, 2025, 05:41:49 pm »
Thanks, Gonger!
52
General Discussion / Re: Lore Behind your pet name
« Last post by Damola on January 03, 2025, 05:40:41 pm »
While I came up with nice names for Damola's familiars I did not think of a lore behind them.

The names just sounded nice, there was no other criteria for them other than to fit the gender I imagined for each familiar.
53
General Discussion / Re: Plants, thru the dome
« Last post by Damola on January 03, 2025, 05:38:09 pm »
Yeah, one issue is that Yliakum in PSUnreal is just so much bigger than in Crystalspace based PlaneShift.

Often patches of harvest-able plants are quite tiny. Just a small spot where they are all growing a bit crowded even. Maybe spread out some of the locations a bit more so it becomes more difficult to run past a location without noticing it?

Also more spots in general would be great.

Plants may not grow in the same space all the time. But implementing some variation over time could be challenging.

As for concrete location would need to run around quite a bit and log positions to that I can provide accurate information.
54
PlaneShift News and Rules / Re: PlaneShift Unreal Release 0.7.46
« Last post by Damola on January 03, 2025, 05:13:29 pm »
Thank you a ton for the new update, Talad!  \\o//

I truly appreciate the new locomotion system which fixes those various annoying issues we had with 0.7.45!

Have a Happy and Peaceful New Year Talad and everyone else!

I like the new harvesting animation!  :)

Regarding "Changed all Guildhouses to have ground as real mesh (may fix the fall through on login?)": Unfortunately does not appear to be fixed there on Linux. So I need to guide Damola through DR once again as unfortunately "/unstick" does not work in this case: "Moving back to valid position in sector (null) sector…". I find that "null" suspicious. Will "park" here outside of buildings for now, when I log out.

As an interesting observation: Once I type "/die", Damola briefly appears at the right location within the guild house before being teleported to DR.
55
PlaneShift News and Rules / PlaneShift Unreal Release 0.7.46 and 0.7.47
« Last post by Talad on January 03, 2025, 03:31:09 pm »


Happy New Year to all of you! Here is a new PlaneShift release to start 2025 with a smile!

This release cannot be updated through the PSLauncher, so you have to download it from our Download page.

Here is the list of changes for 0.7.46:

This release focuses on three main areas: Fishing, Locomotion system update, Enhanced Input migration.

Fishing minigame
- The old fishing system was very simple you just had to click on a location and then wait to get a random fish. The new system introduces a completely new mini game for fishing, which involves 25+ fishes, 20+ fishing locations including rivers and lakes, and new baits. The baits can be crafted using harvested resources like flowers or animal parts, and can provide a boost to the rarity of the fishes you find. This is really the first version of this mini game, which needs to be tested, balanced and tweaked based on your inputs.
- When you have the fishing rod equipped the targeting system works differently because the game needs to detect the water bodies like rivers and lakes. So be sure to have your fishing rod kept only when you want to activate the fishing mini game and remove it when you are just walking around for other purposes.
- Fixed the existing and added new fishing animations
- Allowed to inspect window to visualize the fishes
- For simplicity we do not allow inventory movements while fishing
To start fishing equip your rod and right-click on a river or lake water

System updates
Sometimes you realize that certain components are old and have never been upgraded to follow the core Unreal Engine updates. This was the case for our locomotion system (ALS) and for the keyboard and mouse inputs. Both were still using the Unreal 4 versions. It was time to do an upgrade even if the effort required was significant. The good news is 0.7.46 upgrades both those systems.

Locomotion system:
- With Unreal Engine 5.4 we started to experience significant movement glitches, like the "character going to the ground" bug or the "long legs" bug. While we did not test this extensively the upgrade hopefully fixed these problems.
- The plugin has been updated and is now using the latest systems in a Unreal Engine 5.4. As a player, you don't really get new features but at least we got rid of the bugs

Enhanced Input:
- Also in this case the player does not have a direct benefit from the upgrade of enhanced input system, but it makes our game more up to date to the latest standards and more compatible with the real engine ecosystem. The new system simplifies the usage of different keys in different contexts. For example inside a fishing mini game you use certain keys while outside of the mini game use the same keys for moving.

Other Additions and Fixes
Added a new harvest animation to differentiate from mining
Fixes to guildhouses to allow drop of items on floor
Fixed some rotated bows

Added new Xiosia candles and festive hats
Increased size of Amdeneir guildhouse and added high res textures
Added new icons for chests, added few more small pouches to purchase
Improved collision on some large stalactites
Fixed magic shop books
Better names when right click on world item containers
Upgraded some shelves

Fixed crash on delayed spell casting when creature already dead
Fixed crash in dungeon generation when riddle is present
Fixed crash on global message when char already disconnected

Fixed GM attributes to have proper defaults, to avoid players randomly being not attackable
Fixed bug on containers to avoid missing items and server crashes
Fixed crash in NPC movement
Changed all Guildhouses to have ground as real mesh (may fix the fall through on login?)
Added new achievements for Knowledge category
Updated old books textures
Made HP and scale persistent for items dropped into the world
Fixed crash on tribes
Made Prospect plants and minerals abilities functional
Fixed bug in achievement showing "achieved" when only partially achieved
Fixed potential crash in psSaveCharEvent

All the bugs are tracked on our Flyspray, where you can register and add your findings.
If you want to support us, become a Patreon. Find other players in our Discord to get access.
56
General Discussion / Re: Dryken Plane, again...
« Last post by gonger on December 25, 2024, 11:26:03 pm »
Hello again...

I tested the Plane again with two different new characters, and for me it is doable now, even for a newbie.
There is still room for further improvements, like better use of colours for shards and their corresponding barrier, or saving progress in case of crashing or quitting, but it is definitely doable.
It still remains a very strange entry point, since nothing else in the game is similar to the Plane.

@Talad, once the pushup problem is fixed (and latest news were very encouraging!), it is worth taking up more PR work again. I saw your comments on Discord, but wanted to write something here.
(I am also making progress in that strange RL Quest "Early Retirement", biggest barrier is of bureaucratic nature, you all know the game... I hope to be done with this in April or May, maybe even earlier, and will then have much more time and energy for the PR projects I once posted about:
https://www.hydlaaplaza.com/PlaneShift/smf/index.php?topic=43697.msg484768#msg484768).
All kind of help with PR work is most welcome.

Let's get things moving in 2025!

Travel safely,

Gonger
57
General Discussion / Re: Plants, thru the dome
« Last post by mohonin on December 21, 2024, 02:04:01 pm »
For area or spot for placing the plant/plantparts, along with the type of area like near waterside or hills, what we need is a major Landmark, so that its position can be given to anyone by just describing the location.
58
General Discussion / Plants, thru the dome
« Last post by gnomebuddy on December 14, 2024, 08:06:04 pm »
Hi All I'm trying to help in getting plants added and placed thru the Dome, some of the things I'm looking at would be
what areas would be best suited for what plants  (wet lands. high elevations, etc.)
in consideration of the level of the player what should easier, and how to consider how far off the beaten path we should consider for more challenging flora.
and how many spots should be available in a given area?

so I'm seeking input to help find the best balance for the game and any input or suggestions would be of great help?


Thanx in advance
59
General Discussion / Re: Lore Behind your pet name
« Last post by gonger on December 05, 2024, 11:54:55 pm »
Sorry to have to break it to you, but you are not using standard transcription for that name:
https://en.wikipedia.org/wiki/Garuda
I chose Raie for my drifter (French for Stingray), and NoName for my rivnak - they look a lot like horses, but somehow I could not insert a SPACE... For my groffel I am still waiting for inspiration!
60
General Discussion / Lore Behind your pet name
« Last post by mohonin on November 30, 2024, 11:33:39 pm »
 From the world i came from, we had a God who used to travel on a flying creature, Eagle sort of thing. This flying creature we call Garrurda, hence my Drifter pet name is 'Garrurda'. And there was a horse like creature used to travel, pull carts, kind of what Rivnaks can do, we called it 'Ashwa' in ancient language, so after this creature i named my Rivnak 'Ashwa'.
Hope to hear from you all about your petnames. This will be an interesting post to post and read about others pet names. Thank you.
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