Posts by Graysilk13

The next update will be available on Wednesday, December 18, in the early evening (GMT+1).

This update will not yet replace the Java version, instead it is the actual content update. We'll provide more information about the transition together with the update.

    @Minotorious the festival on your server sounds great.
    I have missed building events, we builders did them in Landmark for the Holidays, Halloween, Christmas, Fall.


    I'm glad to see that you're doing them, and I will be there on the 25th to see all the sights.
    It's a great way to keep the community stretching their imaginations and interacting.


    I think building competitions keep communities interested. Hard to get bored when you see such interesting ways of doing other things. Ideas keep building on each other through interaction.

    I always try relogging for any glitch.
    Sorry, but no others saw it. However, If it can be screen shot, I thought that there was a good sign that it existed.


    My server restricts all plug-ins so the area clear command dosn't exist for us at this time.


    What did fix it was, as you said, destroy a couple of blocks around the area and replace them.


    What I meant by the area command clear is based on full voxel play in the first bulding game on line, Landmarkthegame. Every builder had control of the voxels. Build a reactor in game and you could shape the voxel, from a normal block to a permanent large block, puffy block, tiny block, thin stretched out block. These could be templated and stored in your library as a permanent shape to build with. It was not the same as scaling a block.


    This procedure did cause a distortion in your building space at times, and this gave some very interesting glitches. The devs said that to permanently cure this you needed to fill the space full of clean blocks, and then clear it out with an area clear. This cleaned the space and stopped the glitches.

    I have a small stockpile of ores for armor: mithiril and such.
    And some pelts put aside for armor.


    I'm working on building a stockpile of cloth: I hope we can make robes and I wonder if we will need thread too.
    As far as bows: I wonder if different woods will make different levels of bows. Like to see that. And arrows, hope we can make our own and that they can be different levels also.


    Hoping for cloaks, very much a part of a fantasy Medieval sort of build. Also want 'old' style silverware, pots and pans, spits for fireplaces for hanging cauldrons. And rope: in coils and in semi-loops for building hamocks and nets and ship ropes. So much to build. And anticipate.


    I love the weather system here. RW has a very advanced system in place. I think the constant rain in some areas is because it needs to be tested to be sure its working 'as expected'.

    Not quite Minotorious.


    This is not simply a visual glitch. Logging does nothing. It is a problem with the voxels interacting with each other. and often occurs when several diff. materials interact: such as stone, wood, fire and metal. Particularly if you are using any sort of stretched voxels. The only ones of those we have currently here, seems to be the 1/3 blocks. Note that you need to set these on squares using the grid because of the distortion of the voxel faces and attraction to closest.


    I've seen these fire voxel glitches on Landmarkthegame, that were similar.
    I sent in an interesting visual display of planks and boards, here on this forum, last year when building a log cabin. The logs did a lovey job interaction with the planks.


    The way to disperse these glitches was to destroy a few of the voxels in the area, then do an area clear. This allowed you to realign the voxel sides so that they usually did not glitch, and you could rebuild. We dont have the ablity to area clear here, yet.

    @red51
    I was finishing the end of my hall running under and thru my wall. There are iron mount wall torches on each side of the entry way, both inside and outside.
    The first two screen shots are of the entrances just before I hung the metal door. All torches appear to be normal. Until I hung the door-I think.


    rising-world.net/attachment/14960/


    The text on the screen shots label what is being shown, as clearly as I can show them.

    The trolls are dangerous when they get into full voice.


    They have attacked games until they drive people away because of the comments that the game is not finished, not very good, nothing to do on it, etc...all the while not having enough sense to READ what they are buying into...Alpha. A game that is a work in progress.


    An excellent voxle based building game name Landmark the Game, was attacked this way. It sundowned six months after launch. There were other problems true, but the Trolls added to them badly, perhaps without the contstant harrasment things may have gone differently.


    These trolls want attention, they want immediate satisfaction of a game they play, to be finished RIGHT NOW. When they don't get it, they have a tantrum, by spreading discontent all over the media.


    The old ways, of screening players before they were allowed into the alphas, and having to sign a non disclosure agreement, and being over 18: made a real difference to gaming at the beginning of the online games in the 90's. No news was released except by the Developers themselves, and no one played that didn't understand what an alpha was all about.


    I'd not mind too much, if gaming went back to that. Kids today don't understand that it can take 3-5 years to design a really good multiplayer online game: and more 'kids' are online every day.

    I've set these boards of materials up on my claim sites so that I have a full materials visual on hand.
    This makes comparing materials, to see how well they match, a lot easier.


    If on full creative mode, the boards are interactive. Pick up a block, place it in hot key area and copy it back into the board again. In full creative, the one block will continue to copy itself. (at least until this feature is stopped).


    Here are the screen shots as required. Note: that the boards use signs to identify the mat's I.D. numbers. The signs do not copy when you set the blueprints down, so you must fill them in yourself. Here is the text of the mat's and their I.D.s for you to fill in on the boards.


    STONE
    #21-32 STONE
    #33-35 SAND STONE
    #37-48 COBBLESTONE
    #49-52 LOAM
    #53-60 MARBLE BLOCKS


    WOOD
    #61-71 LOGS
    #61-71 BLOCKS/PLANKS/BEAM
    #72-80 WOOD PLANKS
    #81-83 STONE TILES
    #84-93 LOGS
    #84-93 BLOCKS/PLANKS/BEAM
    #94-100 WOOD BLOCK


    COBBLESTONES/BRICKS
    #101-112 COBBLESTONES
    #113-121 STONE BRICKS


    CONC./ASPHALT
    #122 -124 ASPHALT
    #125-130 CONCRETE
    #131-136 CONC. PLANKS
    #137-140 REINFORCED CONC.


    PLASTER/TILE/MARBLE
    #141-148 PLASTER-BEIGES
    #149-158 TILE
    #159-170 MARBLE TILE


    METAL
    #171-174 COPPER
    #175-184 METAL
    #185-193 METAL PLATE
    #194-198 RECYCLED METAL


    PLASTER/ORNATE TILE/NATURE
    #199-204 PLASTER
    #205-212 ORNAMENTAL TILE
    #213-218 NATURE



    Working with stone blocks and wooden beams, building a small cabin.
    I've included back and front and different angles of the graphic glitches.
    Note that these views are showing at different stages of the building phases, but the glicth view never changed and are still there at finish of that build.


    I'm working with an Alien water cooled/ i7 /win10/ Nvidea 970 gtx /20 Gram


    My walled city and castle keep are on the upper level of this site. This cottage is the first building that will sit around the lake. The village fishing dock is here.


    Front view Side View back view Inner Roof structure



    Interior-loft upper right corner. front door. Dock viewed from front door Overhead view of Cottage & lake from Castle keep



    Graysilk/Serenity

    Beautiful work. As stated about not trusting backups....have you blue printed your build.


    I've been working on a large build myself, and I blue print each part as I finish it. I will not be able to get it in one blueprint, but the pieces can be reassembled if worse comes to worse.


    I check the blue prints by setting them down on my single server just to be sure they are complete.

    de similar boards to these in the first building game I played, they are useful in building layout.
    The purpose of the boards is to allow you to set all of your building materials out in work area, where you can view them side by side.
    Seeing all mat's at one time allows you to compare colors and textures and decide i.e.: what wood grain blends well with what stone, tile, plaster, metal and the rest.


    If you are on a Survival server, the boards will allow you to work with the boards by the comparison method only.


    If on a Creative server: you can interact with a Builder Board, by picking a block of material and using your sledgehammer to minimize that block. Pick up the block and place in your inventory hot slots #1-5. That one block will now continuously supply you with as many blocks as you need to construct with. Don't forget to replace that block that you picked, back into the builders board for future use.


    Note that the wood material, at this time, can not be hammered and recovered as the stone can. But, I think Red said that we will be able to do that after updates.


    Here are the screen shots of the Builder Blocks: you can set up any configuration you like









    Overhead screen shot of all of the builder boards:

    Thank you Moonwillow and diegomarino.


    ArticuKitsu thank you. Here is the construction plan I followed for this cabin.


    If you hold a plank in your hand and type F1 key, it will pull up a building menu. This is the Extended Construction System building menu.


    I printed this menu from my screen, so that I could have it permanently in front of me while I worked on it.


    Then I practiced those commands until I understood them. It is very hard to explain them to someone. But practicing them yourself is only way to learn them I think.


    Using the grid for measuring the spaces as you place the planks (G) is a good way to start putting things where you want them.


    And have a very large supply of wood because you will use so much wood trying to get the planks and logs the width you want them to be.


    I worked with planks of different sizes and beams.


    I laid out the foundation. Then built the inside and outside walls at the same time. I built the wall of logs and placed white plaster against the inner wall at same time. This helped me keep my walls level all the way around.


    I left spaces for the windows as I built the walls. I finished them off with trim and glass after roof on.


    For the roof I put a piece of lumber in the center of opposite ends of top of walls. Then I put angled piece of lumber from the top of the center piece down to, and overhanging the edge of the wall on each side. I repeated this on the other end.
    This gave me a triangle shaped frame standing on top of each end wall of the cabin. I connected the top centers of the triangle with a long plank. This gave me a roof shaped outline.
    Then I filled in the roof with angled planks: this was not hard as I used the 'continuous command' so that planks stayed at same width and angle. Both sides.


    Repeat setting up the triangle on one wall of the other room of the cabin, and then laying down the roof there, same as you did for the big room, giving an 'L' shaped roof.


    Connecting these 2 roofs in an L shape was the hardest part. You have to keep adding smaller and smaller pieces to fill in blanks between the 2 diff. angles surfaces.


    Finally, you have to fill in the end spaces of triangle shaped open areas under roof, with planks. Do this on each end. Again you have to keep stacking shorter and shorter pieces to fill in up to the peak of the roof.


    Then build the porch roof, easier as it is sloped, not peaked. Add the supports to the roof at end of porch.


    Add the chimney outside, the fireplace inside. Add a grill and a campfire to the chimney.


    Inside, add the beams as they are needed for support look. Add lights.


    Finish the floors as you want.


    Add the window trim and glass.


    Furnish with tables and chairs.


    I put a moose antler mount on wall.


    The rug is a png poster file, as is the picture on the wall. (The wall poster is a build I did in an other building game)


    Landscape and done.


    Hope this helps :)

    Thanks, Min.


    The main difference between the jpgs and png files is this:
    Jpgs may or may not show background on placing using posters. ie a jpeg of a rug will usually show the rug plus the wall or floor texture that may be shown in the original shot making the jpeg.
    Png files will not show the background on placing with the poster. Sometimes they may come in a very wierd scale and then give problems trying to delete them.

    I have been working with blueprints and I haven't been able to get a sign with print, a poster (with png or jpeg print) to show up on a set down blueprint. I've tried 3 diff. ways to try to get the print to show up when placed.


    Ex: I made a wall and placed board signs with printing on them. I then blueprinted the wall. When I placed that blueprint, the wall and signs were there but no printing on the signs.


    Ex. I made a wall and placed posters on it made with pngs. I then blueprinted the wall. When I placed that blueprint, the wall was there and blank poster spaces.


    Ex. I made a wall and placed posters on it made with jpegs. I then bluerprinted the wall. When I placed that blueprint, the was was there and blank poster spaces.


    Does anyone know how to make a blueprint that will capture and hold a printed sign of any kind that will show when you set that blueprint down?

    I've gotten competent at blueprint setting and savings while working on my single server.


    While I can sit the blueprint down in the general area of where I want it to be, are there any fine tuning commands to place the blueprint?
    Especially if I'm trying to join one blueprint to an existing item: such as a porch to a house.


    None of the building commands seem to work, with the exception of the rotate command.


    What am I not doing? Any help appreciated.

    This is my 2nd build currently work in progress.
    The large black and red building is the Keep with front, side and bottom view-which is the entry.
    The throne room with the 'bone throne' has the large eagle shaped window.
    There is an interior view looking out through the gate towers towards the drawbridge entry.
    A night view of the wall with a small area of domestic zoo shown.
    There is a side view of the skull fence running along the outside walls all around the perimeter of city.
    None of the Keep has been furnished yet. That will last work although all the rooms are finished within. And the interior building are just being laid out.


    My server is Serenity. These builds are mine.