Posts by krazmuze

The next update will be available between Thursday, October 30 and Friday, October 31!

    Have you checked for graphics drivers updates?

    That is my bet I stopped updating last DEC, very evident 50x0 tweaks are killing performance if not crashing earlier GPU generations. Nvidia is no longer a GPU company I think they spend too much time on AI.

    Renderworld can I have it give a underground dungeon layer floorplan or it it just gods eye map of surface - more detailed than game map? If it can do levels this would be really good for verifying layouts, right now I use three block cubes is 5' tiles then try to count using the F8 highlight. Often scratching my head where the heck I got offset so I have to set things aside and look at it with fresh eye. I do the floors first before wasting time on walls in a bad floorplan that misaligns. The biggest struggle is mapmakers do not 3D/ISO model themselves so often their stairs and multilevel drawings make no sense.


    I do not like the idea of using RW NPCS as then you are using the videogame combat system rather than the RPG you are playing but could see using them as a frozen asset 3D art. This idea is to recreate tabletop with dungeon floorplans and walls, with the same pawns used on table top same TTRPG combat rules (be it SD/PF2e/D&D medieval fantasy RW could even do modern sets) The difference is players get a first person view rather than the gods eye view.


    NPCs are fine for shopkeepers I think but I would rather be able to ghost into any NPC and act it out just in case anyone wants to barter or steal and up to shennigans. Maybe it just needs a GM character mirror to edit appearance with load/save/steal presets?


    Will have to fiddle with asset loader, are these brought in as voxel conversions using building blocks blueprints or are they brought in as actual object meshes? Could see using that for player minis if there was a way to convert the 3D printer sites output but then the players become stagehands dressed in black moving their mini and lose the first person view idea a bit (and it gets crowded), and there is people out there that have done STLs for D&D monsters so maybe better for the BBEG.


    I am barely 50% done with the megadungeon blocking, so have not actually tried to use the idea yet as I then have to add scatter furniture and doors (really need hinged blocks for traps - like the drawbridge but with blocks, for now I will use fake posters for secret doors or GM sledge hammer). Want the new version that implements facing posters for standup pawns as crossing them is a bit tedious and wierd looking.


    Also torches are half what D&D says they should be and what IRL is (D&D is an average of torch radius for an hour a fresh torch goes further and burned down torch is less - youtubers have tested this). This makes maps unplayable as written because the designer assumes you can see across the room or the high ceiling if you have a torch (I like Shadowdark no PC darkvision, torch is mandatory). I have yet to find any way to increase torch radius (database has only torch intensity). Just finished a combat arena and it was supposed to have long torches under the viewing balconies lighting up the floor - and the torches did not reach the floor! Cannot put the torches on the floor as that needs to be free for combat and just putting them lower on the walls still has dark arena in middle.


    My favorite CRPG in recent times is Solasta for close turn based adherence to D&D5e rules, but even that was not licensed and everything was homebrew and not the same as the books. The new version they are working on they promise a dungeon maker. If you watch any stream of BG3 multiplayer it really does not play like tabletop more like multiplayer videogame mayhem as it is more of a hybrid (and they dropped the idea of GM mode). There is a kickstarted indy studio working on a PF2e CRPG using minis that looks to have a good art style, but being indy they are not even yet thinking about a GM dungeon making mode and given the art style seems intended for gods eye view I doubt multiplayer will do FPV as they are focused on single player and vaguely mentioned multiplayer maybe if they have time and money. All of these have the same flaw - 3D modeling is hard so their monster availability is what they needed for the story, and none of them have the idea of importing 2D standup pawns.

    I was actually suprised this was even possible in RW, as I thought posters was restricted to surfaces and on a whim I tried to rotate it and was dumbfounded it worked!

    Any SQL tool can read definitions.db for the new version database. I am using DBBrowser from SQLite but I know nothing about SQL tools. I looked at things but did not write anything out yet as I do not want to deal with redoing it again when the new patch changes the database.


    But as other poster said some settings are in config files, some in settings UI that writes the config file, but not everything is there - like you can use settings to change plant growth timers but not the timer stages for carrots that is in the database.

    Waterfalls would be nice :thinking:

    You can fake it with creative static water blocks, but maybe wait for next patch where the area block placement is supposed to be rotatable like object blocks. I made one that has a pond flowing thru a S turn gulley then waterfalls into a lake - all underground - it looks really cool and the blockyness minecraft look is hard to see since water is transparent. But I will redo it with rotating blocks so it can better follow the channel.

    If you want water against regular blocks use creative static water blocks, they will function as a dam that looks like water fooling you into thinking it is the regular blocks acting as a dam.


    I also used static water blocks to give the appearance that a pond is flowing down hill, will need to update when the area block placement can be rotated next patch as it looks a bit unnatural.


    I have rebuilt my mega dungeon several times and finally buried the entire thing in stone using creative block area cutout to make sure the rooms are encased in stone within the walls. Still have not taken down the dam down as I fear a hidden missed leak somewhere from an errant pickaxe.

    My guess is the next step after water barrels is turn on irrigation sprinklers or soaker hoses connected to water barrels. So when it is not raining can flow the stored water into your garden - that is where a distant limit is reasonable. Of course then you look at california which has world record 82mi canal!

    Nice. But will we have flowing water (example: flowing water through a rainwater pipe) ?


    Good question! I guess we will find out lol. If its not in the next update, it will probably be in the one after...

    There already is flowing water in the game - you have to use creative modes static water blocks if you do not want it to flow. Regular water will already flood dungeon/caves if you get too aggro with your pickaxe next to a body of water.


    What is missing is water sources. So far he only committed to rain filling the barrels next patch, but unwilling to make rain make streams flow or add natural spring water source - if it was ever done it would need to be distance limited and not possible to have mountain springs merging into rivers flowing to oceans.

    Restating what I said since I got an @


    Options for snap to object center vs. snap to object bounds (just like blocks), and options for snap to grid lines vs. grid center.

    I think it is better than using physical terrain. With physical terrain you do not have what has been standard in isometric CRPGs to cut out the wall so you can actually see what is going on (well you could at the risk your build falling apart or being magnet/glued together making it a mess to even try). But even that is not as good as looking at the scene in first person view and going do I have line of sight to my target - with table top wargaming you resolve that with lines (lasers, pencils, rulers) because it is impossible to fit your fat head near your minis eyes.


    The biggest problem I have though is torches are half the radius they should be - they dim/blackout at 10'/20'. D&D gets dim at 20' and blackout at 40' - you cannot see across the average room like the map and adventure designer assumed - so the maps are not playable as intended. But if that was changeable it would be fantastic as even a top-down virtual table top with dynamic lighting is not that immersive (I like shadowdark where torches are required as only mobs not players get darkvision)


    After doing this I found that Fantasy Ground VTT (one I supported over a decade ago buying their entire library of D&D products only to cut my losses when I realized they was coasting on their laurels and never updating) finally levereged their 3D VTT kickstarter they bought out. What the showed did not fully release a beta capability to do standup 2D pawns on flat 2D maps (like you say this really is the only way to capture that old school table feel - maybe a 3D player minis with papercraft mobs and a printed map) Foundry VTT has both an isometric and 3D mod mode. And there are plenty of 3D VTT kickstarters that have come and gone, but like I said none of them even come close to what is possible with RW terrain/building.


    The trick is to do minimal clutter - you are not making a video game. Since clutter is just blocks and you are already making a huge dungeon you do not want to fill your chunks with clutter and cause lag. But from a GM perspective you want to keep it like you would on tabletop - block in the walls add some scatter furniture to indicate the room purpose and have some tactics. Add the loot chest (someday when we can make inventory objects that is - till then track inventory on your paper sheet). Leave the rest for the minds eye so if someone says hey that chandelier that I think is on the ceiling do I see that the rope that happens to be next to me is anchoring it and I can cut it and kill the mob in just one action? You still want them to imagine that rope, you do not want to have to build that rope. You need to be able to say Yes And or No But with some imaginary details - and if you get too detailed in the game what they think they can see is limited by existant art. But if you need these details Poster Art is also a good fast way to get them in - especially if you use image AI to get on the fly descriptive art. Plenty of people make loot and npc art cards as well. I like Paizo as a publisher - even if you do not like Pathfinder 2e as a ruleset, they have a lot of maps and pawns and cards and you can get them as digital art (WOTC is horribly bad at accessory market though canceled 3D tabletop was going to go after that with predatory mobile gaming asset model)


    In theory one could follow the lead of the API fantasy races plugin and do a similar thing but for your RPG ruleset of choice so that the character sheet is in the game rather than by your side or over on an alt-tab PDF. But keeping up with rules additions/errata occupies all the 2D VTT so much that it is only affordable with huge volunteer teams. Easier to just use the side sheet and not try to turn RW into an CRPG. Also there is license complications - am a huge fan of Solasta think it is better D&D than BG3 - but all their races, classes, mobs are homebrew as they did not have a license beyond the limited subset in the SRD

    I am going to finish the dungeon first - half way there with blockin then I need to figure out doors and furnitures. Maybe by then they will add the poster autofacing so do not have to cross hatch the standups. I am learning that 2D cartographers and narrative authors fall victim to publishing cycles, it can be a puzzle to turn those maps and texts into a workable 3D mega dungeon. I am doing a mega dungeon under a keep in a swamp (faking that as there is no swamp biome) - flooded twice already afraid to take the dam walls down for the third time.

    the next step after that is VR 3D camera with headlook. I already play with a MR imax virtual sized screen - you eventually get a blind feel for the keyboard though I could size it down to see it. The game is something else when you get FOV scaled proper and a 10' wall 10' away matches natural vision. It is not necessary to have hand controls - plenty of people play flight sims with keyboards and flightsticks in VR.

    Some already asked in the german section for #2.


    But you can already do this. Just drag out a 3D array of very small blocks and pickaxe away - the pickaxe is a precise block deletion tool despite what it looks like. Just make sure your cursor is on the block you want to delete. Repaint the blocks with any of the natural textures if you do not want the classic marble statue you can use natural rock.

    A downside to round objects is that they end up being polygons. Did a large 15block circle and it was 16 faces nearly just shy of 3blocks wide each. and the most frustrating thing is it put the snap point at the compass corners of the circle which are at the face intersections and not in the middle of the face. This requires very precise off grid rotations to "snap" to the flat surfaces of the circle, includes doing the trigonometry to calculate the size and angle of each flat surface. I am painstakingly spending days trying to get railings "snapped" to a round balcony - a fix for that would be a radial drag to go along with the existing linear drag.

    And the boolean subtraction would be very useful if you want a round room you cannot use the round objects as then it is not possible to have a door. Which means doing it the old fashioned way of trig for size/angle of rectangular blocks to make the similar thing.


    Dev did say next update has a few more shapes be interesting to see them hopefully real soon now!

    it would also be nice to have the option for boolean subtraction between primitive elements to be able to "punch" windows out of walls, etc etc.

    Yes because the only way to do this now is use smaller blocks in an array then punch out the blocks or plan ahead and leave a gap then fill edges with smaller blocks, but that increases the block count would be a lot simpler to make a door size block punchout.

    until then you can try to use a screenshot of a wall as poster. It has no hitbox, so you can just walk through.

    Or place a regular door behind it, hiding it behind the poster

    I just read others complaining about 10 poster limit, is this only for server configs not single player?


    Good idea if it can be as many as you want. I had already tested using standup posters as 2.5D RPG pawns.


    Works for illusory walls as well.

    1920x1200 (16:10) is a common resolution - it was created so PCs could have a taskbar under a full HD video for creators and media players not to suffer overlays. My laptop has that rez and it always messes up my TV screen simultaneously connected as it does not like it, so I have to remember to turn off the laptop screen so it switches to 1080p for the TV.