Update 3.1 is done, see the first post for download
Posts by Ozorvals
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.
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Thanks Deirdre, I will do that soon
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I ask one time again Deidre: Can I use your blueprint to publish a loaded version of my hay carts?
If yes, I will publish both an empty and a loaded version of my hay carts.
If no or no answer, I will publish only the empty version of my hay carts.
(Automatische Übersetzung, ich spreche kein Deutsch)
Ich frage noch einmal, Deidre: Kann ich deinen Entwurf verwenden, um eine beladene Version meiner Heuwagen zu veröffentlichen?
Wenn ja, werde ich sowohl eine leere als auch eine beladene Version meiner Heuwagen veröffentlichen.
Wenn nein oder keine Antwort, werde ich nur die leere Version meiner Heuwagen veröffentlichen.
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Thanks Ludy. The previous version of the wheel is available as a separate piece in the previous version of the set, and this one will be available when the overhaul will be ready.
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The air draft is roughly 7-8 blocks. The total length is almost 9 blocks and the width (including sails) is around 7 blocks
But please bear in mind that this may still change a bit. Also, there will be bigger vessels in the future
Thanks for the info and your good work on this game. Its a good new: all bridges I have made on Medieval realms are at the right size and most have some extra space for bigger vessel .
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Yes and I only see wolves. But it's fine, still excite to hear there's been development!
Maybe it's the scrolling then, unlike most websites you need to scroll horizontally and not vertically.
red51 Its really nice to see the progress on the game :).
A question about the dhows: What is the width and the air draft ? It's better to anticipate to build bridges at the good size.
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You have followed the link on the first post? They are an active filter to see only the thing who change in the last week.
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So, no one seems to notice here, but Red have published some news on trello.
Main changes are female character, map, maybe wolves (a screen without comment on trello), terrain materials for blocks, more advanced API... and a good surprise: a small sailing ship (dhow).
Link :
https://trello.com/b/t5Leypcj/…ter=dateLastActivity:week
edit : New link up to date (4 weeks filter)
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All the parts are in place if its possible one day ...
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That's happen on Medieval realms some weeks ago. Yahwho have completely solved the problem, maybe he can share the solution. Until then, the only solution is a server reboot, at least it was on MR last time.
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I think it's a feature, not a bug.
This two missing points help a lot to make an arch like the one in the screenshot. If they are three points, and not only the middle one on top, it will lead to a lot more mistakes when we place blocks on top of a triangle to make an arch. This two points left are the condition to make efficiently an quickly an arch with this method.
I hope that will stay like it is now.
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The point here is not to debate about last update bugs or ask new big features, but more to point out some simple noticeable things who can enhance the quality of the game.
So, that's the list of things I have noticed:
- The seat arrow is not visible in blueprints. The "Seat" object, used to make custom chair and bench, have a green arrow to materialize its orientation when you place it. However, if you include it in a blueprint, the arrow is not visible when you try to place the blueprint. It will be better if we can see it in this situation.
- Paint tool and color choice on workbench sometime don't give the exact same result. When you craft a block on workbench with some color (eg. #CFBF9F), the result will be a block with this color, but if you paint a block with the same color, you can obtain a block with a very close color (eg. #CFBF9E).
- Two useful block shapes are missing:
- "Rounded cylinder". I often use the rounded blocks to make some noticeable stones in building (corners, arches...), but it some case I need a rounded one (gothic arch, central pillar of a helical stair...).
- "Slope half corner (inverse)". It can be useful to make diagonal slope in alternation with regular "Slope half corner" (one triangle point up, the other down).
- Wild animals seem to be immortals. Of course, They can suffer a violent death, but never a natural death after some time. On long term server that cause accumulation of animals in some points and blocks the renewal of the population. It will be better if wild animals can die sometime without a player intervention to ensure a better repartition and respawn of the fauna.
- We can ride a horse at full speed with a broken leg (without splint). It may not be necessary to completely remove this possibility, but some adjustments can be a good idea (necessity to use a splint and/or remove the ability to sprint).
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Hmm... unfortunately I couldn't reproduce this issue... the code also looks correct to me Just make sure to not confuse the default values for these commands: For surfacescale, the default value is 1 1 1 (a scale of 1), while for surfaceoffset, it's 0 0 0 (an offset of 0 blocks)
Sorry, I have made more test and your right, the two commands work well. However, there is a problem which caused the confusion: "Surface scale" and "offset" are inverted at the left side of the HUD.
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Thanks for the update Red, it's a very impressive work
However, I have an issue to point out :
The new command "surfaceoffset" have an effect on "surface scale" and not on "surface offset";
the "surfacescale" command works as it should.
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Thank a lot Red for the detailed explanation, it's very helpfull. Thank also for the command in the next update, it will be greatly appreciated
Last small question: How many digits after the decimal point are taken into account in the parameters? 4? I do calculations to obtain the values of some parameters, this is to determine the correct rounding.
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Thx Avanar for the answer, but its not that. Maybe with a screenshot it will be more clear.
With the "/size" command (in console) you have a fine control on the "size" parameter. I seach a console command who did the same for the "surface scale" and "surface offset" parameter. Actually, the only way to have some control on this two parameters is the arrows keys. It's work well on "surface offset" (if you use "/setl" command), but not on "surface scale", because this parameter is stuck on the grid when you use the arrows keys.
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Is there a console command like "/size" to change manually "surface scale" and "surface offset" to a specific value?
Surface scale and offset are the "red" parameters of a block accessible through the right "ALT" key.
I know we have a good control on "surface offset" through "/setl" command, but for "surface scale" we are stuck on the grid.