Posts by Gillwin

A new status update as well as a first preview video of the new version are now available!

    I always though it would be cool if people could set their own claim areas to pvp or not. so if someone wanted to make a dungeon or fighting arena (area) they could then set their claim to pvp. Those that dont like pvp can just leave their claim areas set for nonpvp. Of course you would need to have an indicator on the screen telling you that you just walked into a pvp area.

    I should have mentioned spheres in pnb. it would be nice to have spheres instead of having to rotate a log as it would help decrease the lag generated by placing so many logs on top of each other.

    I dont know if this is possible , but it would be nice if you had the ability to change the rotation point for certain pnb elements. I am thinking of the triangle. It has always been very difficult to place a triangle in the proper position cause the center of its rotation is in a funny location.

    And just to make your life more difficult :). how about adding more shapes to pnb. Couple shapes i am thinking about are : a wedge of a sphere (like an orange slice) , so we can adjust the radius and circumference of the slice. This way we could make half circles or dome shapes if we like. Other shapes could be Cones, pyramid and wedge shapes

    love the new look just one small change I would suggest. Right now it is a bit hard to see the difference between new and old posts. The old posts are green text and new are a bit bolder and blue but on my phone it is actually not very noticeable difference. Can you increase text size or boldness to help quickly be able to see a difference between old and new messages

    Yes I am getting old

    currently I use blocks in my blueprints to help in the placement as blocks always lock to the grid. If all elements are now like beams and you cant see the grid while placing a blueprint then It will be far more difficult to place blueprints with precision.

    Can you either add an element we can use that will snap a blueprint to the grid, or show the grid while placing a blueprint?

    example, when I am doing a complicated build, I often build the basic structure then blueprint small parts of the build that I want to improve. I place the small blueprinted area in a different location and work on it. then when that section is done I reblueprint it and place it back onto the main build. I am able to do this because I keep at least one block in the blueprint so I know when I go to replace the improved area that it will line up perfectly with the main build. The block acts as a key for me, so can you either have some sort of element that will always snap to the grid I can use as a key?

    Not sure if you were using the snap feature to generate this but if you were than that would explain it. When beams snap on to each other they over lap by 0.01 so you would have to compensate for this in the over all length of the beam. This becomes more noticeable when snapping several pieces in a row and then comparing them to blocks. The gap will become more noticeable.

    You would need to use a plank or a beam and size it to what you need. Planks and beams are very flexible and you can build just about anything with them. Blocks in all their shapes are limited in how you can rotate them and where you can place them. I use blocks where ever I can but most of the build is plank and beam

    yes landmark had an unfortunate story. It started as a testing ground for sony because sony was trying to develop new tech for an ever quest 3. Unfortunately sony sold there games to daybreak. Daybreak was out for quick reliable money and did not want to spend time and money needed to make landmark a real game.

    Happily RW has a lot of the good stuff landmark had plus some extras. There are just a few odds and ends that landmark did have that would be nice to see come into RW in some form.

    I am sure you are correct about the Bnp using up a lot of memory.

    Landmark was far better at letting player manipulate the terrain, BUT because of pnb RW if far superior to build in. I was just hoping that since game was being redone there might be a way to make a little improvement on the terrain side of things in RW.

    Love RW just want to see it the best it can be so it is successfull and I can continue building.

    Which reminds me. Another feature in landmark was that if the land was not claimed and protected it would heal back to it's original shape. I have been an admin on several servers and have spent a lot of time filling in random holes people dig throughout the world. It would be nice if a server could deside if it wanted the terrain to restore itself overtime. Would also come in handy if a player leaves a server you could delete claim protection and buildings and land would slowly restore itself.

    Also be nice if stumps would turn back to trees on unprotected land.

    yes. Landmark was also voxel based game. But the basic voxel was much smaller than the voxel in RW. I think you could put 25 landmark vocals in the same area as one voxel in RW. I do understand this causes more computer power, but landmark was successfully made about 9 yrs ago with much weaker video cards and processing power. But even if the RW voxel was a quarter of its current size we would have a huge improvement in game. A lot fewer lumps and bumps in terrain, better adaption to foundations of buildings.

    the statues that currently able to be made are no where near as good as those possible in landmark. The smoothing tool had a small area to it so you could really smooth some fine detail into a lump of stone. You can do some sculpting now but the creation has to be pretty large and even then the detail you put into it is quite limited

    in the new version will the ability to contour the land be better than the java version? I used to play a game called Landmark, in that game we were able to have finer control over shaping the land. So much so that we could make pretty good statues.

    We also had textures for ice. Think there were 5 or so ice textures. Some were opaque and others were solid. Some were in the blue range and others were pure white.

    I know your list for new version is quite long , but hope you can keep these in mind as well.

    Really looking forward to new version.