Recent Posts

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21
Bug reports / Re: Free for all building
« Last post by ai_enabled on April 01, 2020, 04:16:57 pm »
I see. So the wall blueprints were placed by the land owner and someone else came and finished building on their own. Well, isn't it a kind action? :)
Anyway, thanks for reporting, we will investigate this case and consider changes!

Regards!
22
Bug reports / Re: Free for all building
« Last post by Karsthans on April 01, 2020, 04:13:39 pm »
Hi, walls were placed but not finished so were only, not sure if its called, frame? then were finnished by some one without access to claim. I saw other player complain about this before and did not think it was possible.
23
Bug reports / Re: Free for all building
« Last post by ai_enabled on April 01, 2020, 04:03:58 pm »
Hello!

Only owners of the land claim area can build inside it.
Please let us know the coordinates of such walls and we will check.

Regards!
24
Bug reports / Free for all building
« Last post by Karsthans on April 01, 2020, 04:01:33 pm »
Hi, I am not sure if anyone posted about this before, but had some one build walls that were just frame and not finished, all around claim, this without having access listed for that claim, server Europe 3 PVE, can I report whoever it was for harassment? :P it will take a good while to remove now that its finished and so intention, am guessing, was to raise build skill by abusing, what I can imagine is a game bug? and can this be changed or fixed as there is no reason players should be able to do anything inside others claims in PVE servers without access granted to them, thanks.
25
hi guys, it's been a while. I am re-launching my invitation to everyone to come and look at my virtual reality c# program development on twitch.tv here https://www.twitch.tv/ninekorn
and that program will incorporate a virtual desktop screen, for everyone. Of course, i am not down to coding multiplayer yet and a massive amount of work awaits me. But i was able to incorporate the 3d physics engine Jitter and physics engine BepuV1 and BepuV2 in virtual reality in directx 11. Only my Jitter physics version is the most advanced with in game physics objects and a completely working virtual desktop screen. Take a look here:

26
Ideas and suggestions / Re: Modification of start guide
« Last post by Lurler on April 01, 2020, 03:47:15 am »
Yes, as a matter of fact we have already reworked that for the upcoming A26 version :)
The quest line and quest information have been significantly reworked to make all of that more clear and to help new players choose better place for their base.
I hope you can join the game after the A26 update and try all of the new features that it adds!
27
Ideas and suggestions / Re: Suggested improvements for UI/controls
« Last post by ai_enabled on March 31, 2020, 07:52:20 am »
What about the part, where the workbench can remotely see what you have available in your bases containers so i don't have to physically collect them?
While it's relatively simple to implement for a singleplayer game, for a multiplayer game it's much harder. Plus it will require way more data to transfer to the client-side and most of it will be rarely useful, which is a problem if we want to optimize the server to handle hundreds of online players (in some countries where we're renting the hardware to host the official game servers we're paying for (very limited) bandwidth or even for traffic and it's already very tough).

Regards!
28
Ideas and suggestions / Modification of start guide
« Last post by John Midnight on March 31, 2020, 06:58:29 am »
Hello, I'm a new player of Cryofall, and although I prefer single player games, I think this is an interesting game.
I just started, following the quest guide, and I begin placing the first constructions. The order is campfire, bedroll, workbench, cooking table, land claim and then walls. I placed my base near an ore zone, and before the land claim, I installed a door near one ramp. The I tried to install walls. I saw in a video that walls need to be 2 tiles from water, my surprise was that they need 3 tiles from a slope :o. Now all my base is screwed. I destroyed workbench and walls with a pick, but the door can't be destroyed.

I suggest that, in the guide, the placement of walls blueprints goes before placing the workbench. Or at least say clearly in the guide the limitations of placement of walls, so you can plan your base accordingly.

That's all :).
29
Mods / Re: [Client] Night mod
« Last post by ai_enabled on March 31, 2020, 05:53:31 am »
@Alibaba, right. A similar effect could be gained by adjusting GPU gamma or monitor brightness as I've explained before.
Eventually, we will redo the night mechanic (similar to how you proposed) and this will also allow us to implement stealth mechanics such as masking in the environment to make an ambush or even using a stealth device.

Regards!
30
Mods / Re: [Client] Night mod
« Last post by Alibaba on March 31, 2020, 01:16:23 am »
I looked at this mod. He is terrible because its breaks the fair play. Unlike Automaton Mod, it does not save the player from the routine, but only gives him an advantage over the others.

I removed this mod and I hope that all old-school players will do it too  ;)
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