To my knowledge, the window pane will only automatically resize itself when pointing at a window frame. Otherwise, if you are doing something really custom, You should be able to use the normal keyboard commands for any construction objects in order to resize or rotate a window pane or window frame manually
Posts by zfoxfire
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Arcane,
A map feature is coming but I know no details about it. I was assuming it would look something like the Journey Map mod for Minecraft but I do like your idea better. I don't know what is involved to convert an overview into what looks like a hand-drawn map but it would look amazing I'm sure. Even better, it could be integrated into the the current Journal and maybe brought up on occasion. I feel with a map on-screen all the time, I'm distracted too much by following the map rather than enjoying the game. The map should just be like a utility or accessory in the game that you just reference on occasion. ofcourse, saved waypoints are a must. maybe by marker stones on the map
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Vortac,
And if your not convinced, check out the server tour video! I was originally invited on here too but to be honest, I'm not much of a builder so only sign on to take a peek on all the amazing builds people do. I'm a dwarf by nature. Thats why I'm looking forward to exploring the upcoming dungeons and enjoy living underground.
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Indeed... he did mention wanting to craft a canteen and a bucket at the --beginning-- of episode 2 ;-p
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First, tracks 3 and 10 are reversed in this playlist...
Wow! I just realized those were not track duration times. I'm stupid! *bangs head into wall*. At the time yesterday, I just happen to be reading about the upcoming Sci-Fi channel special Sharknado 4 so obviously I lost a few brain cells in that moment.
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Welcome to episode 3, we have buckets now (never crafts a bucket). Its cool man. I think we all realize that you are still getting caught up on all the changes.
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A console command to retrieve this or adding the seed number to the F3 screen would be nice. I have found myself pestering for seed numbers too often myself.
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On the topic of lances. Naturally the lance (or sword, or axe, or sub-machinegun) would be a weapon held in your hand. I don't see any good reason to link them to the armor you have on your horse. I guess its up to the player to match the look of their armor, horse armor, and weapon.
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Si'nce I'm not really much of a builder on this game, I'm totally looking forward to more survival and I'm welcome to anything where I have to defend my base. All I care is that the options are there to turn it up or down based on personal preference. Just like how we have the option to turn off bears, other hostiles should be changed and maybe frequency of their appearances should be an option as well. That way nobody is really excluded here.
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Arctic,
This is just a discussion. There's no right or wrong, nor any winners or losers. Whatever we discuss, its up to Red to decide what and how to implement and if we don't like what he does then its up to any future mod to change it. I think your statement here is a bit exagurrated: "I wanted some roaming mini-bosses for the main world but people kept throwing tantrums that they're contained to dungeons"
Nobody is throwing tantrums here. We're just repeating what we understand to be the will of Red51 (that sounds religious).
So being the "voice of reason", lets see if I can bridge this gap a bit....
I admit it will be strange if some kind of agressive monster roaming around. Even a agressive thief or raider trying to raid my base and steal my stuff seems out of place for Rising World but my view (and probably Miwarre's too) is likely biased because our opinion of what the Rising World "feel" ought to be is based on its current implementation. I guess that's another drawback of getting involved in early access games is that the entire feel of the game could change completely. Rising World has always been a laid back casual crafting game. It's atmosphere is relaxing. If we had placeholders for mobs (which could have been implemented earlier using the old character models and some additional coding) then we likely wouldnt be having this discussion right now.
I think the decision to keep most agressive "monsters" limited to dungeons is a smart move by Red in order to maintain the feel of the game for the most part. However, it certainly wouldnt hurt to have an option (I'm all about flexibility in games) to turn on all the nasties roaming the overworld and out to get you
What might be a better idea is to have monsters above ground but only in areas where dungeons are. Basically give them their own territory. It doesnt make sense how in other games like Minecraft that these skeletons and creepers go out of their way to get you. If you're literally the only food source for them then the whole species would go extinct!. Same with whatever upcoming monsters in the dungeons, orcs for example I'm assuming. The orcs have their own land and wont go out of their way to bother you as long as you are far enough away from their territory. This would probably work better than my idea of a "dungeon detector" tool I suggested recently.. If you stumble upon a region with orcs roaming on the surface then you better start exploring the caves nearby if you want to find a dungeon
The thief or raider is different from the orc tribe. A thief is only wanting to get something of value that you have. They arent "monsters" that are going to come out to get you in hoards like in 7D2D or pretty much any other "us vs. them" game. So even if a monster was roaming around and attacked you, it would probably be something rare. I'd be open to the idea of a wandering monster getting aggressive but there has to be reasons for why he would be doing so. Perhaps he wandered from his tribe and got lost. Maybe he is an outcast. Maybe he is hungry and wants to eat you. Whatever the reason is, its going to probably be a rare occurrence. So if Red does decide to implement monsters and raiders in this fashion then I'd be ok with it. If raiders operate out of an established base then it would be smart not to build far away from them and not to highlight your house in torches or build your house underground with a hidden entrance.
We have options to turn on or off every animal in the game. The current implementation seems rather pointless. I'd like to see this consolidated a bit. We should be able to turn on/off peaceful NPCs, agressive animal NPCs, monsters, and agressive human NPS (angry lumberjack, raiders, thieves).
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Miwarre,
Apparently a cross bow is planned already. Not sure when but I've seen a game model for it already. I look forward to that because as you said, short-range weapons against a large predatorial animal are pretty futile. We need ranged weapons for sure.I'm pretty sure Red's intention with bosses and monsters is to keep them confined to dungeons and Hell. The wandering thief NPC would probably be the only one to watch out for, if I'm undestanding his intentions correctly. I guess we will know for sure in a month or two
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Here is my suggestion for Hell music or something inspired by it atleast. I can picture tunneling into that glowing stone or falling into the chasm as this plays. Then, starting at 1:26 is probably the earliest example I can think of regarding "soundscapes" which pre-dates Steve Roach's earliest works by atleast a decade. Makes me wonder if he was inspired by this. It makes for good hell ambience
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That, and the odd wood cracking & such, yet those I can tolerate. The piano-synth not so much.
There are a few echoes of sound effects that are still playing when they arent supposed to when the sound effects are turned down. I made a list in another post so Waveshapr could work them out.
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Holy f*** those dungeons are going to give me the nightmares with that kind of music! Very effective ;-p
And ok, so back to my original criticism now that we have a playlist sorted out, like. First, tracks 3 and 10 are reversed in this playlist unless something else is changing. But its the same piece that ArcticKitsu complained about. The shorter of the two ( "Glistering Rays" or "Icy Breeze") seems a bit out of place. I know the affect you're trying to go for so maybe it just needs some tweaking. Maybe it's the initial note that is sustained a bit long and rather loud. That's about as much concrete criticism I can give for it.
"Field of Snow in Sight"... Thats the one remixed recently that sounds incredible!
And these demos must be for unreleased versions of the music. Something about them stand out about them as different or maybe because they are originals, not processed by fmod. Very high quality indeed.
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I wonder if deer are planned. Would look nice in some sort of redwood biome.
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Ahh, another suggestion for wild boar. I am totally behind this. We are supposed to be getting a bow and arrow soon. I guess it might be bundled with other primitive tools whch I suppose might be bundled with the character update which will include lots of other tools, weapons, and armor
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There is supposed to be some kind of findbase commannd that searches your world for high concentrations of objects in each chunk. Check the notes for the release this week. It was just added.
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Human NPCs are coming with the character updates. Some will be hostile always and others only when approached. Some are merchants or thieves. Wolves have been discussed but I dont know what the plans are for that. Id love to see wolf packs in the winter biome. I'd totally be up for wild boars
Monsters i think will be restricted to dungeons and hell.
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This assumes RW world is located on Earth, which is surely possible, but not necessarily true...Ok ok, so we're in the Andromena galaxy and the Milky Way galaxy is just another messier object in the sky.
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Ok ok.. i need to get off my ass and do it then. I administer many linux boxes for a living. I should know how to write a basic init script