Beitrag 321–329 von 329
von
Adedevor 5 Tagen
Hello Firefly , in the new WebGL (link from your last post) I cannot sign in. In the version: https://angeldu.st/static/webgl-gpu the colors are to bright, like a overexposed picture, especially in the region "Aurora". The water is fine. And another question: did you change the menu for the option the last days relating the cinematic mode . In the morning I had problems and now they are gone. Thanks Adede
von
Loki The Witfulvor 5 Tagen
Oh, I do believe webgl-gpu is no longer needed so it was taken down, if you want all the cool effects use webgl-new. https://angeldu.st/static/webgl-new/ Also you might need to clear some old cache for some of the effects to change or happen from time to time depending on what browser you are using and how often webgl is updated.
von
Fireflyvor 4 Tagen
@Adede: Thanks for the feedback on the visuals! For more testing, we're down to two WebGL versions, I confirmed both to be working: https://angeldu.st/static/webgl/ https://angeldu.st/static/webgl-new/ The 'cinematic mode' options are only available when signed in, so hopefully you can get in now!
von
Fireflyvor 1 Tag
Updated WebGL (all versions): https://angeldu.st/static/webgl https://angeldu.st/static/webgl-new 1.) Added a 3D entity details style, available in the options menu under 'Advanced'. 2.) Block picker now shows the height of trees (in blocks). 3.) Added an FPS counter to the 'Advanced' options menu header (for 'old' WebGL). Testing is much appreciated, as always!
von
vor 1 Tag
So, I will not be using 3D details for hunting or questing (if that's a word). It's cool, but the advantages of using the 2D are too great for me to switch. The health bar behind the sprite is weird (and breaking my immersion a little), but I can get used to it and could even think it's charming in the future. The block picker update is great and exactly what I asked for. Thank you for listening! Weddlers' particles are a good addition and completely necessary gameplay-wise when using the 3D tags. It wasn't what I was expecting, though, I thought it would be like the breaking blocks particles and leaving a trail, but it's cool and needed nonetheless. Good job. 🦈👍
von
Loki The Witfulvor 1 Tag
REALLY COOL STUFF! I played around with it, and aimed at testing the newer features. 🤓 Referencing the Idea Topic server update note: https://angeldu.st/en/forums/topics/11515/Idea?p=2#17 1.) I did not realize how much we needed the Weedler particles system until it was added. 100% good! Just in case others missed it I took a video of the weedler tunneling particles: https://imgur.com/a/Zrybdwv 2.) Having the builder hammer fix / upgrade all items feels much more natural to the game mechanics. Almost all items upgraded: https://imgur.com/a/vdT53uX 3.) The Bomb finally feels worth using! As someone who plays with the builder most of the time, I would only use the bomb when on-top of a tree as a last resort before running away, I viewed it as a waste of time, but now it feels 100% worth using in all fights! 4 / 5.) Did not get to test with other players, but I think this works much better for letting players know they are not able to hide / no longer hiding. 6.) This is actually a lot nicer then my over complicated thing. 🙃 Note: I like how you used the ↕ emojis for the tree height indicator. 🤓 Webgl side of the update: 1.) Takes a bit getting used to the 3D names, but I love not seeing some random NPC names through my build walls anymore! However... I did notice if someone is ridding a moa it can block the player name and health at times, I also noticed if you are over a player their name tag kinda vanishes since it does not rotate like the 2D names tags, just a observation: https://imgur.com/a/ttjJrnI 2.) already answered in the server side update notes. 🙃 3.) Very nice to have! 🙏 A random bug I found in both webGL and webgl-new, for some reason the doors glitch shut and open depending on the angle you have your third person view if a player is standing near the door. Video of it happening to help demo what is going on: https://imgur.com/a/Utpgxmg All and all... I love this update very much! thanks @Firefly ❤️
von
Fireflyvor 20 Stunden
@ritpop: Thanks for the feedback! @Loki The Witful: Thanks for the videos, feedback and bug reports! Do you think the bomb is now slightly too powerful? I think so, given that the builder is a support class. I feel the sweet spot leans towards the new, higher damage, but slightly lower than it is now. I am convinced the door-opening issue is in real Angeldust v3.35 too; can test with that in the mix? For performance reasons the game only considers a handful of players and creatures close to the camera to open and close doors. Not sure if I can improve it without it affecting performance too much. As both you and @ritpop describe, the 3D name tags have some curious properties compared to the 2D ones. I can't really fix these, but I like having the choice.
von
Fireflyvor 16 Stunden
Updated WebGL (all versions): https://angeldu.st/static/webgl https://angeldu.st/static/webgl-new A.) Added a full-screen, colored vignette when hidden to better communicate the player's current hiding status. B.) Slightly reduced bomb damage (also affects existing Angeldust).
von
Loki The Witfulvor 15 Minuten
Not what I was expecting for the on screen visual of the player hiding status, but this works very good! Probably way better then my over thought idea I made in my mind lol. For anyone who did not check out the hiding visuals: https://imgur.com/a/tujNVku I am not sure how I feel on the bomb having less damage, -12 was way to weak, -20 felt right -17 feels a bit to weak to me. So I decided to run a test with the current bomb to see if it's even worth placing. For the test I timed how long it takes to place and activate the bomb, it takes about 3 seconds to deal -17 damage. Then I timed how much damage I could deal with the builder hammer in 3 seconds, and it seemed I could do around as little as -20 to around -24 not counting any critical hit, which means he bomb is no longer really worth placing. Extra things to note: My builder is max level, so more damage is being dealt per hit by the hammer. I am also spamming the attack button instead of just holding it so more damage per second. all in all, I think -20 was just right.
Beitrag 321–329 von 329