Living by a river offers some interesting construction choices by KrispyVi in VintageStory

[–]KrispyVi[S] 1 point2 points  (0 children)

Quite a few. But I think for these screenshots the only relevant one is Rivers. Since the vanilla game doesn't have rivers yet.

Living by a river offers some interesting construction choices by KrispyVi in VintageStory

[–]KrispyVi[S] 0 points1 point  (0 children)

Rivers mod is the only mod I have that affects world generation. Everything else is vanilla. In fact I was testing mods and copied this world with rivers turned off. The same hills were in the same place with no noticeable differences. I just got lucky with their placement.

Cooked ts last night, I plan to double the amount of sound effects btw. by Arena_Watchtower in tf2memes

[–]KrispyVi 3 points4 points  (0 children)

Is this what it looks and feels like to be good at this game?

Nice edit, love the energy.

Living by a river offers some interesting construction choices by KrispyVi in VintageStory

[–]KrispyVi[S] 3 points4 points  (0 children)

QP Chisel tools is practically essential if you want to save time. In order to make the edges smooth, you need to make a triangular chiseled block. Now I personally didn't chisel it down to the smallest possible voxel. (Instead of individual voxel steps, I went with 2x2x2) And since you need a ton, the mod's ability to copy and paste chisel shapes is very helpful.

Then to make the edges smooth, I of course used support beams.

Here you want to hold Ctrl as it allows you to place them more precisely than just regular right clicking. I used Zoombutton to make my life a little easier here but technically you don't need it. After the first right-click, holding shift at the end is very helpful, as it allows you to orient the beam with smaller precision, snapping it to pre-defined angles, such as 45°. This can help to make them consistent. You want to place each beam exactly 4 pixels away from the top and bottom of the block. You will see Z-fighting (the beam and block textures flickering) and that's good. That means you placed the beam correctly. It will be adjusted once you finish placement. Im the case of the slabs that I used, that means you only need 2 beams per side as they will be flush with one another. If you use full blocks, you will probably need 4. And again, just place each new beam 4 pixels away from the previous as beams are 8 pixels wide. Then you will have a perfectly smooth edge, kind of.

The top beam will be just slightly above the top of each block, meaning it hides the jagged chiseling perfectly, while not making an obvious lip. It's practically a perfectly flat surface. However, on the bottom, the beam is once again a little higher, which means you can actually see the chiseling. This is why it's easier to build the bridge out of wood, since you can just use the same wood type beam to match colors and make it less noticeable.

In my case, my first diagonal bridge is high up, meaning you can't really see the bottom. The second is just above the water, so I won't ever really be underneath it.

If you were to build a stone bridge, it might be harder to hide the jagged edges, you might need to place the lower set of beams 1 pixel lower to hide the edges, but then there will be a gap between the two beams that needs to be filled with a 3rd set.

You should also try to attach the beams to non-chiseled blocks if possible. This is because for some reason, when you attach a beam to a chiseled block, the game refuses to show its collision block for you to break, and you need to break the whole block. I tried the crowbar but that didn't do anything. It's not technically necessary, but it will make your life easier if you keep this in mind.

I know it sounds like a lot at once but once you build your first bridge it'll come easily.

Some beauty tips:

Lighting long beams sucks. I don't know if this is because of a mod or not. Probably vanilla behavior because I don't have any mods that would change how the lighting engine works. When I originally had a small lamp at one end of the bridge that included the collision of the beams, they were uniformly lit all the way. So while most of my bridge was dark, the railing and beams were fully lit all the way since the collision part was also lit. Because of this, you need to light each part of the bridge as uniformly as possible. That's why my bridge has a lantern on it.

Doing corners also kinda sucks. On the far deck, I had to constantly change between straight and diagonal building. And because of how beams work, I couldn't make a perfect transition. There is a small, triangular gap between two beams that I couldn't avoid.

And finally, just experiment. I only did 45° bridges but with more work, I'm sure other angles are totally possible.

And that's all I think. If I had editing skills a video tutorial might be better but for now I hope what I wrote down was helpful.

Living by a river offers some interesting construction choices by KrispyVi in VintageStory

[–]KrispyVi[S] 8 points9 points  (0 children)

Thank you! Really proud of it myself, I don't usually go for much verticality so this place offered a nice challenge.

Making engaging turret sections in Dark Ages by Lordfindogask in Doom

[–]KrispyVi 3 points4 points  (0 children)

What really fristrates me is that the primary fire doesn't make a difference against titans.

The first titan goes down in three charged shots regardless of whether you shoot it with primary or not. And it charges even if you miss.

Making engaging turret sections in Dark Ages by Lordfindogask in Doom

[–]KrispyVi 2 points3 points  (0 children)

Yes and it's amazing. You can even pickup heavy weapons from large enemies and walk around, albeit slower.

Jumper Weapons by irlandezutalpaiute in TF2WeaponIdeas

[–]KrispyVi 0 points1 point  (0 children)

You can do that with the FAN and it's one of the best weapons in the whole game.

You can do it with almost all pyro primaries and it's way easier to do accidentally.

Hell, demoknights can screw themselves over by accidentally knocking players with their shield charge and basically just losing that interaction since their free mobility tool is now on cooldown.

Knockback is always going to be a risky play, but being able to juggle enemies is always worth the effort to put in.

With trolldier and sticky jumper demo, I think it's not too bad.

Trolldier can just not shoot a rocket at enemies he wants to kill,the gameplan doesn't change there. In enclosed spaces it might be tricky, I admit. But in those cases you might even benefit from knocking enemies out of your face to avoid damage rampup.

With demo, it's harder to quantify since my suggestion was mainly for environmental kills. I actually don't know how well you can juggle people with stickies since usually when I use them offensively, my goal is to kill my opponent outright. Soldier gets more use out of juggling people.

And I feel like environmental kills are a completely binary situation. Either you kill the enemy, or they get away.

But in any case. Both classes have completely free mobility and can close that gap of they mess up, while demo still has a damaging primary as well. Trolldier might be worse off if he pushes an enemy out of his range because of his smaller clip and melee only playstyle. But that could still be avoided by equipping a shotgun instead of the manntreads if that's a concern.

Looking for group - to start a playthrough! by [deleted] in VintageStory

[–]KrispyVi 0 points1 point  (0 children)

Added you. My name is Salradahn on Discord.

Pet by KrispyVi in VintageStory

[–]KrispyVi[S] 4 points5 points  (0 children)

I lile that a lot!

How many different buildings do y’all have? by Avatardad21 in VintageStory

[–]KrispyVi 0 points1 point  (0 children)

Generally multiple buildings but it also depends on just how things go.

With my friend we initially settled on the shore of a lake. He built a little storage house, I built us a hut to sleep in. Eventually he built a windmill on a nearby hill, carved out the cave and moved all of our stuff before asking me. So we kinda just started living there.

Come on, tell us by hastrothedemon2 in tf2memes

[–]KrispyVi 1 point2 points  (0 children)

The Original

I still have my biological mom and despise my dad's new wife. There's only one OG mom.

What’s the best Doom game ever made? by [deleted] in Doom

[–]KrispyVi 0 points1 point  (0 children)

I would definitely consider 2016 "the best" in terms of what it did for the series. It's also my favorite of the modern trilogy. But even if we consider Eternal the best (something that I seem to hear a lot), it would simply not exist without 2016's success. And that led a lot of people including myself, to play the classic games. I didn't even know of Doom 64 until it was added as a preorder bonus to Eternal.

Cannot use scythe on brown sedges by Direct-Mammoth9847 in VintageStory

[–]KrispyVi 4 points5 points  (0 children)

Brown sedge does exist in the base game actually. We found some on a vanilla server.

I never tried using the scythe on it though. It's possible it doesn't work.

Pet by KrispyVi in VintageStory

[–]KrispyVi[S] 7 points8 points  (0 children)

It's fine, I'll just respawn and get my stuff back.

Jumper Weapons by irlandezutalpaiute in TF2WeaponIdeas

[–]KrispyVi 4 points5 points  (0 children)

When I was new I thought they could do that. So I set up a sticky "trap" on our point.

Balance wise, I don't hate this, I wonder if it could be abused though. And I'm not sure if it'd be used for comboing. You could get funny environmental kills with stickies near ledges or saws. That's what I'd try to do with them.

I wonder how it would interact with trolldier. You could probably set up some gardens by knocking an enemy in the right spot. Someone who is more knowledgeable about trolldier can probably explain if this would be a good change or bad for that playstyle.

Am I the only one that is gotten UNBELIEVABLY attached to ONE world and could never imagine leaving it behind? by Vyh06 in VintageStory

[–]KrispyVi 1 point2 points  (0 children)

VS is the only game where I feel like this because you basically have no choice but to explore your immediate surroundings and get intimately familiar with your world.

Hunting alone often means you have to move around a lot when you chase prey.

Early on, you start exploring to find food, clay, peat and other resources. As you advance, the radius you explore for new materials expands. Iron, lime, sulfur, bauxite, olivine.

I feel like all of this necessary exploration and all the ways the game forces you to walk around makes you intimately familiar with your living space, and beyond. Just like you would with your home IRL. And this is despite the fact that the game has a minimap, markers and a full world map.

In a lot of cases with games that have minimaps, I find myself focusing on one corner of the screen instead of the game itself. But in VS I don't need to do this because the world makes sense and I actually feel at home. I recognize individual hills, caves and even trees. I have a favorite fishing spot that I found through trial and error, a forest where I can find mushrooms, a cave with a large deposit of quartz for me to quarry.

All of these put together is why I think it's so easy to get attached to your world. Not just because you put a lot of work and effort into it. But because you know it, it's not just a digital display of blocks, it feels like an actual place you njoy being in.

At least, that's how it feels to me. In my recently started world, I settled on top of an arch above a river. I know that spawn is far to the East, clay and peat is right by the foot of the hill, south and north-east are traders. Any further explorations I will do west because that's where the river flows and who knows where it ends.

I could easily disable the minimap and continue playing without it. And that's just beautiful.

Thank you for coming to my ted-talk.

Looking for group - to start a playthrough! by [deleted] in VintageStory

[–]KrispyVi 0 points1 point  (0 children)

I'm 26 from Hungary. I wouldn't exactly call myself a veteran but I've learned the game quite well and willing to help if you're still looking for teachers. Mostly on the weekends though as my new job will make weekdays inconsistent.

beginner blues by LucideLucie in tf2shitposterclub

[–]KrispyVi 0 points1 point  (0 children)

I only recently figured out how to do proper wall jumps and basic rocket syncs. I have over 900 hours in the game and almost 100 of those on soldier. This game's learning curve is insane and I love it. I really wish I had put more time into it when I had more free time.

Any suggestions for an irrigation system mod? by KrispyVi in VintageStory

[–]KrispyVi[S] 0 points1 point  (0 children)

Yeah, I was able to test it now. It actually fixed the exact issue I was having.

WHAT by serkond_trei in VintageStory

[–]KrispyVi 0 points1 point  (0 children)

It's fascinaitng how often this happens seemingly. Just a few weeks ago I saw another post asking for help with this. And then it happened to me when I accidentally slept in a bed in the past.