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Rumblebore

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Everything posted by Rumblebore

  1. I will be attending and from the weather watch I have been doing, staying inside as much as possible. It is my first time in Vegas so I do want to do some tourist traps, but I will check in here as I can.
  2. Roaming Vectors •In a nutshell, this lets our tools act with more precision. ◦Angles and edges when using the Line Tool are cleaner. ◦Artifacts in Shaped Blocks have been drastically reduced. ◦Artifacts when Copying / Cutting slices out of other shapes has been reduced. ◦You can now use the 1x1x1 size with Shaped Blocks. •We’re still working on improving the fidelity of shaped blocks and the line tool, but this should be a pretty big improvement. Voxel Cursor Changes •We've made a fairly large change to the sizes of voxel cursors. Previously the default sizes on cursors were in powers of three. You could also switch to powers of two by pressing "N." This is a bit convoluted, and didn't really make sense, seeing as how you could make a shape any size with the Selection Volume anyway. •With this change, the mouse wheel now increments the size of the cursors by one. •Please note that while we allow you to use the Sphere cursor sizes with anything under six, we've tinted the cursors Red. This is because Spheres don't draw well with anything under a 6x6x6 size. Material Changes and new Materials! •Thanks to the thread located here we took a hard look at how our voxel materials matched up with the voxel grid. •Code fixed numerous bugs including: ◦Most materials were offset from the grid by .5 ◦Most materials when on a Y-Axis were actually being projected upside down •Art went in and did a full polish pass as well: ◦Fixed individual materials that were not aligned to the grid ◦Fixed repeat rate on some materials to balance density ◦Materials like Banded Metals and wooden baseboards got a little smaller, to match a 1x1x1 Voxel. For Rivets in particular, we’ve fixed it so that a Rivet would display every other voxel, in the center. •In addition, we've also got FOUR new shades of Slate for you to work with. This should help all you Dark Elf architects mix it up a bit! New Props! •Several new props have been added to the Tinkerer’s Workshop, including five different trapdoors, rows of assorted books, and a number of high tech pipes, control panels, switches, and activatable fans. ◦We’re focusing on making props that can be used in lots of different ways in the future. Even though the high tech props may be of more limited use, we can’t wait to see the crazy things you do with them! Marketplace •Several new colors of the Colonist’s Encounter Suit have been added to the Marketplace! ◦Lime Green ◦Red & White ◦Orange & Grey ◦Blue & Grey •We've also bundled up the aforementioned high-tech props and added them to the Marketplace. Ore Distribution Changes •Marble and amaranthine veins are now more plentiful on the surface of Tier 2 islands. •Obsidian and alabaster veins are now more plentiful on the surface of Tier 4 islands. •Large veins combining marble and amaranthine can now be found in caves on Tier 2 and Tier 3 islands. •Large veins combining obsidian and alabaster can now be found in caves on Tier 3 and Tier 4 islands. Player Studio •You will now receive an in-game mail when your Player Studio submitted template is in any of the available statuses: ◦Peer Review ◦CS Review ◦Approved ◦Rejected Bug Fixes •We've redistributed the Props on all continents once again. This should eliminate both the "Wall of Props" issue, and the bug where there were large areas with no props at all. •Claim Headers will no longer automatically drop down when your mouse cursor gets close to it. They will still drop down automatically when you enter any claim, but will auto-hide after a few seconds. You'll need to click the button if you want it to drop down. This applies to all claims. •The Ore Finder can now detect Etherium and the Ground Sounder can now detect Moonstone. •When you jump in the air, we determine what you're landing on / in, and play the appropriate animations. This means that you will now dive headfirst in to water, among other animations. •Infused Nightbloom can now be made on the Legendary Infuser •The Rotate / Translate widgets should no longer stay in the world when switching from Cube / Sphere to another shaped block. •Fixed an issue where paste volumes would be embedded one voxel in to whatever you surface your mouse cursor was on. •Fixed numerous typos in the Help Sections LINK: https://forums.station.sony.com/landmark/index.php?threads/update-notes-06-26-2014.42258/
  3. Currently, EQ Next is more than 1 year off. Current activies in Landmark revolve mainly around Dark Elves - Design of Buildings, lore, and even plans for submitting buildings to be placed on a separate island as a "test City" of the Darkelves, this last announced on Landmark Live (Link - https://forums.station.sony.com/landmark/index.php?threads/landmark-live-19-the-workshop-show-4-june-25-4pm-pdt.41855/ ) in the secong half of the LIVE video. Lots of Technical stuff like caves, 'spelunking'/cave farming of minerals and chests, upgrades to tools to build more effectively. Tier 5 materials (Etherium and Moonstones are now Mine-able instead of just being obtainable by sifting stone and ore to get miniscule amounts. I maintain my claim on Sernity but intend to eventually pull it and relocate to come other place so that I can work a true 'dwarven' mining claim as a close-by secondary dwarven underground living location in prep for when they get done with Dark Elves and elect/vote to do Dwarves. I just had no desire to contribute to Dark Elves so I have been on P1999 as my gaming of choice for the interim. I will also be attending SOE Live in Las Vegas in August and see whatever I can pick up there.
  4. Player Studio •Player Studio is now live! •You can now submit your templates to Player Studio and when they're accepted, they'll show up in the marketplace for people to browse through and find something they like. •The full details of how to do this are at the bottom of the update notes for everyone interested! Showcase •The Showcase has received a bit of a facelift! •We've separated the Marketplace, Gallery, and Competitions in to three separate tabs for ease of use. •Added the ability to cycle through items in the Marketplace, while in the Detail window •Added the ability to sort by World and Island •Increased the size of the screenshots shown so you can more easily see detail Caves, Resource Veins, and Items •Resource veins have been significantly redistributed, making cave exploration even more rewarding. ◦On the surface of each island, only common ore, gems, and stone can be found. ■Tier 1: copper and agate ■Tier 2: iron (plus small amounts of tin), aquamarine, marble, amaranthine ■Tier 3: tungsten (plus small amounts of silver), amethyst, marble, amaranthine, obsidian, alabaster ■Tier 4: cobalt (plus small amounts of gold), sapphire, obsidian, alabaster ◦Rare ore and gems have been moved into caves. In addition, materials of the next tier can be found in the caves. ■Tier 1 caves: iron, tin, aquamarine, tourmaline, ancient earth ■Tier 2 caves: tin, tungsten, silver, tourmaline, amethyst, topaz, ancient earth ■Tier 3 caves: silver, cobalt, gold, topaz, sapphire, emerald, ancient earth ■Tier 4 caves: gold, mithril, rubicite, emerald, ruby, diamond, ancient earth ◦Veins that combined stone/metal and stone/gem have been removed. ◦Ancient earth pockets are no longer found on the surface. •Etherium and moonstone can now be mined in Tier 4 caves. They’re rare, so keep your eyes (and resource detectors) peeled! •Made a couple of changes to treasure chest loot! ◦First, the Mechanized and Powered Pulverizers have been removed from the treasure chest loot table, and have been replaced with a unique one – the Calibrated Rockgrinder! ◦The Rockgrinder is a high-quality pulverizer that is not upgradable, but should perform well for those who do not have upgraded versions of the Powered Pulverizer. ◦Also, the chance of items such as accessories and gear dropping from chests has been tripled, so these items should be seen more frequently when opening a chest! •The Traveler’s Grappling Hook, a new Tier 1 Grappling Hook, can now be crafted at the Tinkerer’s Workshop. This easy to craft grappling hook is perfect for first time explorers hoping to brave the caves of Landmark. •Lightstones are now craftable at the Tinkerer’s Workshop, providing access to a low cost, consumable, personal light source for Tier 1 players. •The Ore Prospector recipe now requires Aquamarine as its gem component. Bug Fixes / Misc •Frame rate hitching introduced for some players with the last patch has been largely eliminated--with a bit of a frame rate boost for everyone included! •There was an issue where the screen would become almost completely white when coming out of a cave - this shouldn't occur anymore. •Sometimes you would get extra loot when clicking a Treasure Chest multiple times. Fixed. •Redistributed props on all Islands. This should both eliminate the vast areas of land that had no props. •Occasionally you'd come across trees or plants that could not be harvested. This should be fixed. •Added more Ocean audio near the shore. Waves crashing, etc. •Fixed an issue where your equipped outfit would overlap with the default outfit after zoning. •Addressed numerous crashes.
  5. CAVES! •Caves are here! Large, craggy underworld entrances have broken through the surface of Landmark’s islands, awaiting your discovery. Each of the dark, windy caves are unique and house brand new biomes to explore, mine, and pulverize your way through. Eager spelunkers will want to gather some new and existing tools to help them navigate the twisty turns and drops of the exposed caverns, especially if they plan to seek out the more isolated cave pockets that don’t break the surface. This is our first phase of caves in the game and they only occupy 10-15% of the depth of the world. When we roll out the next phase of Caves, they'll fill up the rest! •Please note that the area around a cavern entrance cannot be claimed. if you happened to have a Claim where a Surface Cave has been generated, it will automatically be foreclosed. Your Claim will be auto-templated and your resources and props will be refunded. •Caves have ore, gem, and ancient earth veins that can be found while spelunking. Be sure to look all around you! You’ll find veins not only on the ground, but on the cave walls and ceilings. ◦Most of these veins are bigger than their counterparts on the surface. ◦Some veins are hidden just beneath cave walls and floors. Using detection items will help you locate these rich deposits. ◦Ore and gem veins can now be found underground in the space between caves. They’re rare, so detection items are a must! •With the discovery of caves through the world, come rumors of treasure chests to be found! These chests contain resources, props, accessories, potions… and even a few new items to be discovered. Treasure chests will award loot to any nearby group or player – when loot drops for you, it will automatically be granted to you! Resource Detection •Because of the addition of Caves (and Ore / Gems in said caves) we wanted to introduce a way to find stuff that is buried in the ground. •Ore Prospector: Using this item will illuminate surrounding ore veins for 15 seconds and summon a directional HUD element for 30 seconds (with an optional distance indicator). •Ground Sounder: Using this item will illuminate surrounding gemstone, stone and ancient earth pockets for 15 seconds and summon a directional HUD element for 30 seconds (with an optional distance indicator). •The Landmark Exploration & Spelunking Society (LESS) highly recommend players acquire these items before venturing into underground caverns. Swimming •Get your swimming trunks on, and grab your snorkel - you can now swim in the ocean! As you enter the water, you'll swim along the surface – aim the camera down with Right Mouse or press X to dive down and explore beneath the waves. You can still use all of your tools under the sea! Plant Harvesting •Plant harvesting has received a minor makeover to help support the addition of Infused Plant crafting items and improve the overall experience: •All non-special world plants are now harvestable. These basic plants will be drop Plant Fiber and Plant Extract, basic ingredients of Average quality used to make Textiles and Infused Plants. •Textiles now require only 5 of their respective plant ingredients (down from 10) and 5 basic Plant Fiber ingredients to create. •All special plant harvestable ingredients are now Superior quality, rather than ranging from Average through Exceptional. •The Alchemy Station, Alchemy Lab, and all three Infusers can now create Infused Plant ingredients. •Special plants now spawn in specific biomes, and several new plants have been discovered to be spawning in caverns. •Plant descriptions in the collections inventory now indicate which biome they can be found in. •Large versions of plants are now growing in their respective biomes, and will yield more bountiful harvests when sickled. Tree Changes •The special trees which drop Heartwood in the desert, jungle and tundra have been updated to support new prop distribution. You can see examples of these new trees in the Resources Guide, which is accessed by clicking the Help button. We've also renamed some of them, to better fall in line with the model of the trees. •Thistle Seed is now known as Gnarled Knot •Spindle Cone is now known as Spindled Splinter •Palm Heart (Jungle biome) now drops from the Wild Palm tree. •Gnarled Knot (Desert biome) now drops from the Petrified Gnarl tree. •Spindled Splinter (Tundra biome) now drops from the Frosted Spindle tree. •Ancient Rootstock (Old Growth biome) now drops from the Ancient Sagewood trees. Potions •Various consumable potion items can now be crafted at the Alchemy Station using existing ingredients and the new Infused Plants. •Sharp-Eyed Elixir: Increases Discovery stat by 5 for 15 minutes. •Potion of Minor Yield: Increases Harvest Bonus stat by 10 for 15 minutes. •Potion of Furious Harvesting: Increases Harvesting Damage stat by 25% for 15 minutes. •Potion of Greedy Harvesting: Increases Harvesting Size stat by 25% for 15 minutes. •Potion of Nimble Harvesting: Increases Harvesting Speed stat by 10% for 15 minutes. •Highstep Brew: Increases Jump Bonus stat by 5 for 15 minutes. •Bottled Moonlight: Increases Light Radius stat by 30 for 30 minutes. •Spirit of the Wolf: Increases Run Speed stat by 5 for 15 minutes. •Note that these potion effects are not cumulative, and do not stack with themselves. Marketplace •Be sure to check out the new bundles in the Showcase. ◦Wooden Furniture Bundle ◦Round Cushion Bundle ◦Bloodtear Builder’s Bag & Chest ◦Bluebell Builder’s Bag & Chest ◦Cordella Builder’s Bag & Chest ◦Crystia Builder’s Bag & Chest ◦Nightbloom Builder’s Bag & Chest Tool Improvements •We’ve made a few Quality of Life improvements to some of the tools. •Added a Mirror button to Paste / Template Volumes, and removed the Scale button (since you can’t scale those anyway) •Made the Translate arrows on small paste volumes easier to use. There’s now a bit of a buffer around your pasted volume, so that the arrows don’t obscure what you’re trying to paste. That cheering you hear is from all you microvoxels users! Templates •Added a new feature to the Template Screenshots! When you create a template and take a screenshot (with a selection volume active) it will now highlight your selected voxels in the screenshot, and darken everything else. Bug Fixes / Misc Changes •Increased the rollover time on Claim Likes. Previously, Likes would “expire” within seven days. We’ve increased this to 14 days. •Fixed an issue that caused some templates that used older materials from Alpha from being placed. •The new cushion props now stack up to 40, just like all of our other pillows. •Sometimes you could get in to a state where you could not completely remove all the tags on your claim. This is fixed. •Typing /bug should no longer result in a LUA error. •Previously you could queue up multiple Deletion confirmations, this no longer happens.
  6. New Materials •We've added new materials for all metal ores! All ores now have: ◦Hammered, Panel, Horizontally and Vertically Banded, and Riveted! ◦These will either be Dull or Shiny depending on the ore type. •We've also added raw versions of Plain, Burled, and Striped wood. Smoothing Tool Improvements •We've done a couple things to the Smoothing Tool. ◦The new tool uses a completely new algorithm which makes the smoothing "proportional." Now, the amount of smoothing is relative to the thickness of what you're smoothing. ■Example: Smoothing a large solid cube will eventually result in a sphere. Previously this would result a shape that is close to a sphere, but would have flat / lumpy edges. ◦We've also toned down the strength a little bit, and given you the option to tone down the strength even more. ■With the Smooth Tool active, hold CTRL. This will enable a Fine Smooth mode that will allow minute smoothing to materials. Try it out! Chat •Chat windows will now save position upon logout. If you break out multiple chat windows, these will also save. New Props •Several new props have been added to the Tinkerer’s Workshop. ◦Painted Wooden Settle ◦Painted Wooden Desk ◦Sword Stained Glass ◦Round Cushion (Black) ◦Round Cushion (Blue) ◦Round Cushion (Red) ◦Round Cushion (White) Bug Fixes •Paused the ocean animation while in map mode. People who get motion-sick, rejoice. •Ancient Dirt now has a more appropriate texture (you can see the relic fragments now!) •The Friends window will now remember its location / settings upon logout. •Removed unused stats “Gathering” and “Crit Chance” from harvesting stat section. “Harvest Bonus” stat is now known as “Harvesting Bonus” and is located in its proper location on the stat list. •Icons for the two crafted Grappling Hooks have been created and hooked up. •Fixed an issue where sometimes the surface of the terrain could not be mined with any pick or pulverizer. Let us know if you see this one again! •The chat window will now only autoscroll to the bottom upon receiving a new message if the current scroll position is the bottom. Meaning if you scroll up to read something and receive a message it will not auto scroll down until you scroll down all the way. •Sometimes you could bring up multiple destroy prompts for one item. This shouldn't happen anymore. •Footstep sounds should now always be appropriate according to whatever material you happen to be walking on. Except water. Because that wouldn't even make sense.
  7. Discovery Change •We had a problem with Discovery: In a lot of cases, increasing the quality of a item wouldn’t increase the amount of Discovery found on it. For example, both Superior and Exceptional Keen Eye Bands always had 1 Discovery . To fix this, we’ve increased the amount of Discovery found on items. This change doesn’t alter the underlying percentages, so your chances of finding extra stuff is unchanged. We also weren’t happy with the way Discovery was working with trees, so the chances of Discovery triggering when harvesting a tree has been slightly increased. Showcase The following outfits have been added to the Showcase: •Casual Victorian Apparel (Pink) •Formal Victorian Wear (Green) •Wandering Nomad’s Finery (Brown & Maroon) •Wandering Nomad’s Finery (Grey & Blue) Friends List Polished up the Friends list UI with final art assets, as well as made a few quality of life improvements. •Added a counter that tells you how many of your friends are actually online •Added a Search box, allowing you to easily find the person you're looking for •Friends list is now sorted alphabetically, with your offline friends at the bottom. •Fixed an issue where the arrows to resize the Friends window were not aligned with the window itself. Bug Fixes •Collision on props are now disabled when they're in a paste preview. •Worked Stone / Marble Obsidian / Alabaster / Amarathine now have the proper, unique icons. •Typing the first letter will now populate all available tags in the Edit Claim window. •Fixed an issue where the Claim Boundary button in the Claim Header would hold focus until you clicked somewhere else in the UI. •Added a tooltip to the Tag button when it is grayed out, with a brief explanation. "A screenshot is required to tag your Claim. To screenshot your claim you must be standing within the Claims Boundary." •Added icons to the Fireplace screen and toolset. •Occasionally, Tweak Mode would cause a framerate drop. This should no longer occur. •Fixed an issue where props that were in a paste volume or template would lose their positioning when mirrored. •Sometimes if you were in a party you would see the FX and hear the audio of a party member who was nearby. Fixed! •If you mailed an item that you currently had equipped in hand, it would still display on your character. This is resolved. •Optimized the Recipe Window to resolve a framerate issue. •Fixed an issue where the Gathering List would flicker anytime a quantity you were tracking would update. •Removed the LODs from Character models to resolve an issue where your head would disappear at max camera range. •Hitting the Delete key with a prop active should now return it to you inventory, instead of deleting it permanently. •When refunding materials / items (example: undo) it will now dump the items in to the overflow if your regular inventory is full. •Fix for the Selection Volume turning red when switching tools •Fixed an issue where holding or pressing Alt would cause the client to freeze briefly •Fixed an issue where the claimable areas of the map were showing as red, when your Video settings were set to low
  8. Features & Bug Fixes •The shaped blocks have been added back into the game. Please note that the math oddities on the blocks have not been fixed yet, but since many of you use them even in their current state, we re-instated them so you can get whatever mileage you can out of them, and we’ll fix them later. •The “white screen” issue at character create that occurred when graphics were set to “Low” has been resolved. Those folks affected should be able to get into the game easily now. •There was a major frame rate problem with the Element Tray that was occurring each time you gathered resources. That has been resolved, however, there are still another couple of similar, but minor issues with the Recipe Tracker and that will be addressed in our next update. Marketplace •A number of “convenience bundles” are now available in the marketplace for those that want it right now instead of taking a trip to the crafting tables. NOTE: These are existing, craftable items just put into bundles for convenience. ◦Small Lantern Bundle (99 SC): 20 Small Lanterns ◦Iron Chandelier Bundle (99 SC): 20 Iron Chandeliers ◦Pillow Bundles (49 SC) : 10 round pillows plus 10 plus pillows. Any of the following colors: Black, Blue, Gold, Green, Pink, Purple, Red or White. ◦Living Room Bundle (299 SC) : 2 Sofas, 4 chairs, 2 round rungs, 2 square rugs, 2 bookcases, 4 tables, and 4 candles. ◦Candle Bundle (49 SC) : 10 candles, 5 medium candle groups, 5 large candle groups. ◦1x1 Glass Window Bundle (49 SC) : 20 pieces ◦2x1 Glass Window Bundle (79 SC) : 20 pieces ◦3x2 Glass Window Bundle (129 SC) : 20 pieces •A pack of 10 Light Orbs in the marketplace has dropped in price from 100SC to 49SC. SEARCH NOTES: You can always find the items created by SOE in the marketplace. Just search for the “SOE” tag and you’ll see a list of everything available. You can also use the Category pull-downs to narrow your focus. (Example: Just choose “Outfits” to see all character outfits available.) Color is also highly useful when searching.
  9. I saw this tweeted - Makes a round tower that looks perfect. In the Player Showcase forums https://forums.station.sony.com/landmark/index.php?threads/such-a-sweet-effect-i-had-to-show-it-off.33145/
  10. Update Notes - 04/16/2014 Here are all the new things we've added and the bugs we've fixed since the update last week! Have fun and let us know what you think! New Tweak Option! •When you want to Paste or put down a Template in Tweak Mode, there is a new option: The ability to include/exclude air. •For the advanced builders out there, you probably already know what this means. To everyone else, let me explain a bit. ◦When you're building with voxels, if you delete anything, that voxel space becomes "air." That means there's actually something in that space, you simply can't see it. Now if you had healed that space, it would essentially fill that area with "nothing." ◦This means that if you copy and paste an area with "air" in to another area with voxels, it will leave an empty space. This can sometimes be an issue if you want to interpenetrate a pasted volume in to another area with voxels. It will remove chunks of an area that you may not have realized had "air." Compass! •There's now a Compass on your HUD. Gone are the days of constantly switching to the map to see if you're going in the right direction! New Props! •As we stated last week, the Light Orbs that we added to the Trading Post are now craftable in-game. Just visit a Tinker's Workshop and craft to your heart’s content. •Transparent Glass Windows are now craftable at the Tinker's Workshop. Simplified Claim Walk-On window •Removed the temperature graphic. •The number of likes within the past seven days will now display. •If you hover over the number of likes, it will show you the number of Lifetime likes. Bug Fixes •If you sorted by slot in the Supplies window, blank icons would display. Fixed. •Fixed an issue where you would remain floating in a grappling animation if the tree you were hanging on was destroyed. •Sometimes props would remain in the world on an expired claim, if they were put there by someone other than the claim owner. This shouldn't happen any longer. •The Beta Boost potion FX should no longer play each time you switch tools. •Posting to Facebook via the Social Window without attaching a screenshot, should no longer attach a blank screenshot. •Previously it was possible to stack numerous items on top of each other in the Mail attachment window. Not anymore! •Made sure that the error audio would play each time you attempted to use a tool that had a Red (invalid) cursor. •Fixed an issue where props placed by other players would not display the scale and rotation changes. •There was an issue where props placed by other players would not be able to be moved on your claim. This is fixed. •Decreased the interaction size on the Superior Loom. •The newly added Light Orbs will now show in the Props category in the Trading Post. •Sometimes the Pulverizer audio would become distorted after changing Worlds / Islands. •Fixed an issue where a Paste Preview would inexplicably drop to the ground, if you rotated / translated it in a certain way. •Added a character limit to chat messages. •Fixed an issue where user placed voxels would sometimes re-appear at a distance if they were deleted or removed with undo. (testable next build) •Did a polish pass on all dull and shiny metals (similar to what we did last week with gold!) •You can no longer trade items in a chest with other players, if that item is marked "NO TRADE" •Fixed a leftover issue from last week regarding tooltips in Chests. You should no longer get in to a state where no tooltips are showing. •Modified the Vault window in order to get rid of all that extra space on the bottom. added-- A couple of additional things: •White Light Orbs have been added to the Trading Post. They can be purchased in bundles of 10. •The following Trading Post items have had their prices adjusted: •Now 900 SC: White Colonist’s Encounter Suit, Purple Casual Victorian Apparel, Red Casual Victorian Apparel, Black Casual Victorian Apparel •Now 800 SC: Gold Casual Victorian Apparel •Now 700 SC: Blue Casual Victorian Apparel •Now 500 SC: Royal Blue Adventurer’s Gear
  11. I dunno - Is this Republic Credits, IRS Credits or SOE Credits? Seems just about as valuable across the board.
  12. The 1/4 wedge was 98k stone por. I painted using sphere set at the 1700 units per size. Once I made 1 paint, I kept trying to paint to cover the most area of the done so as to "conserve" on the cost of it. Total Marble was about 100k, and yes I used station cash 2x to make sure I had total surface coverage. I figure I needed to do that so that I knew how much it would cost. Plus, Once in Open Beta, I get the 2 chests of Marble back anyways.
  13. I can post from work! - My complete Interior Dome. Nice thng is the patterning that is created after smoothing.
  14. Well today I got my 1/4 Dome template in Granite. It only costs 98k stone ( or dirt) to place....and I need 4 of them... guess what I get to do? oh yeah, I had hoped to paint it Marble. <rollseyes> well, I don't play this game to have a life.
  15. Compatibility mode? not even the help link gave me a good idea how to do that - open to suggestions though
  16. I have IE, and use the right mouse menu, the icons to paste from word, as text, etc, and Ctrl-V. None work. However, here at work, no probs. here at work I have IE8.
  17. Ok Still having problems with pasting things in threadsand the link function does not let me save nor cancel once I open it. May I ask what is blocking that? Otherwise I started a thread at the Landmark forums by this thread title, under Landmark General Gameplay Discussion. getting some answers and people for me to visit.
  18. I am not ready to handle 2 separate claims. however, I am ready to make a deeper claim
  19. I saw the Big Red "Thats Easy" Button floating over your skulls. Now you can put candy cane stripes around your tower....
  20. Lumicite Recipes, Crafted at PERSONAL Saw Mill refiners 2400 'stone', 800 gems = 1100 Lumicite Red = 2400 Obsidian, 800 Ruby Orange = Marble + Topaz Yellow = Marble + Agate Green = Alabaster + Emerald Blue = Obsidian + Sapphire Indigo = Amaranthine + Aquamarine Violet = Amaranthine + Amethyst White = Alabaster + Diamond Result - Lumicte is a BUILDING material Essentially solid Florescent colors. I have a set oif 8 tiles at my claim but was only able to craft 4 colors tonight. Available to at least look at.
  21. Yayyy - Glowies!!! Thats Shiny!!
  22. Welcome to Landmark - Beta This is a “Fast-Start’ guide to your first set of tasks to get to setting up your claim when you arrive. They include: 0. Type "/join TheHonorEmpire" in chat to join THE chat channel. Also, "/friend add Rumblebore". Others are Balandar, Borg, CCC, Azazael, Soluran, Amnestra 1. Visit the Hub and Crafting Stations there 2. Harvesting the Materials you need for your Claim, New Axe and New Pick. 3. Set up your Claim After you make and name your character you get to see a video by Dave Georgeson (mandatory) and then you will arrive at some Tier 1 Island. Head to the structure with 4 towers, a floating blue crystal and several devices making noise, smoke and sparks. Look at the recipe list of available items you can make. Hit the Letter ‘I’ as in Igloo for your inventory. Drag your Stone Pick and Stone Axe to one of the Hotkeys in the bottom middle hotkey bar for ease in equipping whichever one you need easily. What you will want to make are the following recipes: Copper Axe 1000 Copper - will be converted to 10 Copper Ingots at the Basic Forge 10 Elemental Copper – the ‘rare’ item found commonly while mining 20 Agate - a gemstone of yellowish color, best seen on hillSIDES. Not common, but it is there 15 Heartwood – the common ‘rare’ item off most trees no matter what type of wood you chop Tin Axe 500 Copper T1 5 Elemental Copper T1 500 Tin T1 5 Elemental Tin T1 20 Tourmaline – a spotty bluish-pink (visually) gemstone, also uncommon but it is out there. T1 20 Heartwood You definitely need the Copper Axe to craft your Claim flag because it needs T2 Materials and the Stone Axe cannot harvest T2. Claim Flag 7 Elemental Iron – Mine Iron (a Blue-Black textured node/vein) and get this rare T2 10 Aquamarine – A Cloudy-Blue gemstone. T2 10 Heartwood Optional: Stone Forge – This has more recipes you will need to make higher Tiered equipment and more 1500 Copper T1 15 Elemental Copper 50 Coal - Convert Plain wood to Coal. 10 wood logs make 10 coal at Forge. 2100 Pile of Worked Stone – Convert 100 Stone (common drops while mining) to 105 Worked Stone = 20 combines. Keen Eye Band – Increases the chance of extra rares dropping while harvesting 1000 Copper T1 10 Elemental Copper T1 100 Stone T1 Placing your Claim Find the Island you want to place your claim on (we are located on Serenity Hilltop (west of the spire)), hit the letter M for map, and click on the option to show Claimable land. All the red means it is not available. You need to find a spot without red. If the Island is overcrowded, check other islands for open space. Head to that open space area and look around for whatever you want – trees, mountain-tops, hillsides, valleys, etc. Once there, use shift +mouse scroll wheel to change to second-person view as far as it goes. Then right click on your claim flag in your inventory, and you are taken to the map with a tall box that you can move around. Move the box around with the mouse. You can use the mouse scroll button to raise or lower the box, making it go below ground or barely touching the ground and 99% in the air. If you move the box over any ‘claimed’ land, you will see the box change color forbidding you to place it. There are 2 restrictions. You cannot put a claim 100% in the air, you must touch ground somewhere. The process automatically limits how far you can place the claim. It also prevents putting this first claim 100% underground. Some part will have to be above the surface. After this, you have covered the basics of what to do, where to go, and what to make to get your claim up and working. Now go out and continue to do that or stop and start building. Tips Desert Biomes make finding Metal easier. Tundra is the hardest. Tropical Biomes are good for wood & Heartwood The ‘Refining’ stations are Personal and no one else can use them but you. Not ‘needed’. The ‘Workstation’ helps to make other workstations and accessories, and is needed The Alchemy station is needed to convert ‘special’ wood and Heartwood to make better axes and picks. This is needed. Biomes in Closed Beta
  23. Orcs....<facepalm> It has 2 things going for it. The positive outlook that whatever SOE sends our way, buggy as it may be, we can face it. The humor is calling those things a horror...... Ahh well, you have to be a Dwarf to dig it I guess.
  24. The former First Lady had this to say about Everquest Landmark.. You gain strength, courage and confidence by every experience in which you really stop to look fear in the face. You are able to say to yourself, "I lived through this horror. I can take the next thing that comes along." Eleanor Roosevelt, first lady
  25. I re-read this idea and I hope the concept was not badly communicated. I am not looking for a western themed front area, but someting structured like that one-street town that all businesses are lined up on. Think of 2 tall rectangles on end with each one on the west and east sides of town, with a road in between. That is the birds-eye view of things. I am thinking of stone, preferrably a granite but not necessarily the fancy granite pattern they have in game. I am now thining havng each building 2-3 story, with arches out away from the doors into the buildings (built using line tool) which creates a bit of a 'porch' effect and leaves room on the second or third story for a 'patio' or rampart. I am also thinking of making at least one place where a high pathway over the N-S road connects both sides of the buildings. Balandar suggested something like a bank with a safe which could be part of one building, and I also considered an area laid oue like an open stable with a few stalls, with room for a player-made horse. That should be a fun challenge. Barrels and crates, here and there. maybe a cart without a horse situated somewhere. Just stuff I came up with this AM while working.
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