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View Full Version : Right angles



santoclawz
03-28-2011, 10:09 PM
since the apocalypse people forgot how to build anything that isnt at a right angle to its connecting piece, but seriously this is a world BUILDER why cant we angle walls and buildings in a more creative way other than a series of connecting right angles?

tripthedancers
03-28-2011, 10:26 PM
eh i agree but its not game breaking for me

caldrin
03-29-2011, 12:17 AM
yeah it is odd, but they really gotta get the game working properalyl in all zones before they start working on features..

vorg
03-29-2011, 02:02 PM
And having round tribe land makes it hard to follow the edge. Should be able to rotate in 5 degree steps.

Kajones
03-29-2011, 04:25 PM
Or 45 at least.

mmogaddict
03-29-2011, 05:05 PM
Not to meantion other issues like being able to:

* Stack walls on top of other walls

* Lower/Raise Terrain by .1

dxwarlock
03-29-2011, 05:51 PM
* Lower/Raise Terrain by .1

this you can do, its a bit complicated, but can be done with the level command.(incase you really need to get it done before a better way is added)

but a better teraforming interface would be nice.

vorg
03-29-2011, 11:43 PM
Or 45 at least.

At first I thought 45 would do it, but after playing with it a bit, needs to be 5 degrees. At least for wall/post sections, though it would likely be easyer to program if it included all arch items.

On terraforming, I was thinking it raised/lowered 1 at a time, but it does .5. However I still think the best way to fix this is reduce the weight of a dirt by 1/10, increase the stack size and amount of dirt you get each raise/lower 10x, then add a trim/sprinkle or something like that that adds/removes the new 1 dirt amount or .05 elevation change.

joecool87
03-29-2011, 11:52 PM
the Z coord is round to 0.01
while the buildings can only have 90 degrees rotation...

i will be satisfied with 30 degrees

and plz let us rotate the building by setting a centre point (or preset) and dragging the mouse circularly

yea my english sucks

Drevar
03-30-2011, 08:59 AM
Would be nice to be able to get walls and corner posts close enough to close the gaps between them, too.

Also, while in phantom placing mode, objects shouldn't block movement. The collision check should only be made when you try to build the structure (or a test placement button). Could also simply shade the phantom structure a reddish tint to signify that it is currently in an invalid location. Anything to not have to rearrange all your baskets to keep them from interfering with your placing structures.

vorg
03-30-2011, 01:14 PM
Would be nice to be able to get walls and corner posts close enough to close the gaps between them, too.

Also, while in phantom placing mode, objects shouldn't block movement. The collision check should only be made when you try to build the structure (or a test placement button). Could also simply shade the phantom structure a reddish tint to signify that it is currently in an invalid location. Anything to not have to rearrange all your baskets to keep them from interfering with your placing structures.

No, that is the best time to check. Maybe have it change color or something so you can force through. But you don't want to get everything laid out and then find stuff can't be built.

And 5 degree rotation is needed to lay walls out in a circle to follow the deed