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I thought the addition of holes in the hull to chuck stuff out through was a clever addition, although a couple of them were way too small for stuff to properly fit through, and the corpses kept getting one of their limbs snagged on the bottom edge of several of them, requiring me to go into /ghost mode to pull them free from the outside.
On a similar note, the outer hull of the ship should have been made stain-proof, as several of the larger gore chunks (the tentacles especially) would rotate while falling over the edge and smear blood all over it that would be impossible to clean normally.
If lucky it just getting hot from dust
Make time to open PC n clean it
Loose ram cards perhaps but hopefully not a dying hard drive
Good luck 🍀
then its all good to go:)
open physics asset
reset entire asset
tick box create body for all bones
make bone 1 a small cube inside sack
twist n spring limit on bone 2 n 4
set all of em to 5.000000
angular break on both bones 2 n 4 is 500.000000
open sack archetype
hold stiffness=30000.000000
hold distance offset= 30.000000
sacks work much better they also feel heavy to pickup n wont jolt flip on ya instead it turn over smoothly
export fbx from editor
import fbx to blender
select cup in object mode right click it
set geometry to origin
export fbx
object info tab just choose mesh and in geometry tab choose face then export fbx
cnvert fbx with atodesk fbx converter 2013 (free version)
import to editor n overwite/replace ya cup n open it in static mesh editor
click collision button so ya can see the collision go to collision menu n choose simple box 26
cups no longer float n they sit fine on stuff
do same to cauldrons n coins they work much better=no dance party:)
perhaps disable ship from casting a shadow should fix that or tinker with the dynamic and composite dynamic lighting channel flags should help with that
if mast not cast shadow n still want one put say hoh log beams inside da mast if ship shadow disabled to fix that
other than that cool map runs fine just wish i could get eaten by sharks if i could walk the plank n shoot the cannons:)
if the water meant to look like this then if so ya fixed ya water bug
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2811125926
i got tentacle b;lood all over the outside of the ship?
No Splat volumes for that perhaps
collision still sux on metal mugs mess with auto convex collision in static mesh editor to fix the collision on those and set the hold distance on cauldrons from say 0 to 50 on both object and factory archetypes for ya cauldrons so ya can walk properly with em
coins jitter abit n auto convex might fix that
potato sacks are ok they just flip over when ya pick em up from one side=untick upright box if that ticked in the hold settings
other than that it looks alot better only gripe is the sky no stars on horison vs fog:)
Other than that, here's some other more minor things I noticed during my first playthrough:
-Potato sacks and pewter mugs would jitter when picked up, or whenever I stood on them or pick up/put down items too close
-got caught on the hammocks a few times, though I'm willing to chalk that up as just me being stupid
-after welding bullet holes then reloading the level, water spout animations kept playing
-sniffer seems to think broken holes in the wall are filth, though I'm not sure how I'm meant to fix those
Overall, 9/10 can and will play again
If you should have to load in editor first it's very simple.
Run the editor and load the map, this map is located at
"steamapps\common\Viscera\UDKGame\Content\Mods\pship"
Wait for the map to load up in the editor then just quit straight out without saving anything.
90% eh, you must have missed something, did the office newspaper clippings give you any hints?
you know tesla invisibility machine/ship cloak goes rogue turns into a dodgy time machine leaps through time in mystery green fog/mist n returns with half the crew missing n lots of bodies stuck in the ships hull/walls floors ceilings etc all sliced up
low poly bodies ok if its smooth usually high poly stuff has too many polygons n fails to import
awww not even a wide static plank to leap off=oh well
static cannons can still spawn cannon balls vs path targets n the santa spawner + triggers+smoke/explosion emitters=nice effect
sw reflection=lol yeah it a vulc reflection a really in ya face one like the robot meshes do
metal impact sound hmm masonry/concrete toilet sounds better than a bin impact sound esp when cannon balls go down stairs like a slinky does(pretty cool)
sky vs ocean brightness/colours=yes please sunset probly easier it fit the light brightness of the map and night the top deck be too bright
i think i left ocean sounds in santa's bad hair day=feels relaxing
that would spice up the atmosphere/ambience/immersion
anyhow fun
Cannonballs, I played with a few sounds, bins and masonary sounded the best, shovel sounded too light and "tinny" to be a solid ball. Though I did actually build usable cannons at first, they felt pretty unintuative so I just kept them static.
Plank I also thought of adding, I mean it's a pirate ship, though walking the plank wasn't actually a thing (was easier to just shoot someone then toss them overboard) so again, I left it out for the purpose of it feeling a bit more realistic.
I agree with the colours, something I'll have to take a look at for sure, along with a better ocean to add ripples etc on impact.
Shouldn't be a sw texture on the table it's base Vulcan table no mods, I'll look at it though.
I did look for pirate bodies so I didn't have to go down the prisoner route, but there were only low poly ones or untextured ones, everything else was like $100 so yeah hard pass.
ie
le chuck
couple ideas=
cannon balls sound like bins=maybe shovel drop sound on those
shoot the cannons for the fun of it/say theres still one cannon ball left in some of em?
walk the plank=copy diving board mesh from pool of death 2
mission brief after the prison riot the prisoners did a mutany=ya on a ship
ocean n sky is really really bright=swap darker water material n maybe copy the stars that flicker from one of my maps
other than that its a really cool ship
fluid surface actor movable and some fluid surface influence actors wolud make really nice ocean water=waves etc
just a thought
also nothing died vs loading screen it loaded right in with no delay