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Author Topic: Mythruna Handbook P1.  (Read 5800 times)
Rayblon
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« on: January 26, 2015, 02:49:18 AM »

PART 1. (as of ver. 2012/06/27)

*If you have a suggestion or found an error in the handbook, PM me with the info*
Use your browser's search in page function to jump to chapters using their numerical designations. Some of the information found in this guide can be easily revisited in-game using the F1 help menu; however, this guide is more complete.


INDEX
PART 1.
P. Prelude

Unit 1: Launcher and Pre-Game Interface

      -   1-1. The Launcher
      -   1-2. Main Menu and Options
      -   1-3. Single Player Menu
      -   1-4. Multiplayer Menu

Unit 2: In-game Keybinds, Navigation and Building
      -   2-1. Keybinds
      -   2-2. Movement & Navigation
      -   2-3. Block Building

PART 2.
Unit 3: Blueprints, Property, and Commands
      -   3-1. The Blueprint Interface
      -   3-2. Interacting With Blueprints in the World
      -   3-3. The Property System


Unit 4: Deep Alpha
      -   4-1. Client and Server Commands
      -   4-2. Reading the Debug Menu


Unit 5: Creating and Administrating Servers.
      -   5-1. Creating a server and Installing Server Mods
      -   5-2. The Server Console
      -   5-3. Administration and Commands


P. PRELUDE

Mythruna is far from complete. Despite that, it has a great deal of features and mechanics which I hope to describe sufficiently to ensure you master them. This comprehensive guide will discuss all the basic features and how the user may exploit these features. However, this guide will NOT discuss how to rectify technical issues and crashing aside from preventing a few crash errors. This guide assumes you have Mythruna working without error. Note, also, that this guide goes into extreme detail at times for those that need it.


UNIT 1: Launcher and Pre-Game Interface


This unit will discuss all the elements of Mythruna that one will encounter before entering the game world.

This unit will be fairly brief, but will help you:
► Understand how to use the launcher to improve your gameplay experience
► Understand the layout of the main menu pages
► Understand and learn to use important elements of the Single Player and Multi-player menus.

1-1. The Launcher

When you run the Mythruna executable(Found here), you will be greeted with the Mythruna launcher. This is where you get to fine tune things you otherwise cannot change in-game. The launcher contains four dropdown boxes and two checkboxes. In order from left to right, I will discuss each of these six options in the launcher.

1. Resolution Box: This dropdown box has settings like "320 x 240" and "640 x 480". If in windowed mode, the resolution will also determine the size of Mythruna's window, but will stretch to fit in fullscreen mode.

2. Bits Per Pixel: There are two options, 24 bpp or 16 bpp. Bpp stands for "Bits Per Pixel". Essentially, more bits per pixel means more unique colors, at the cost of additional memory. Depending on your display and display settings, this setting may have no visible effect and may be best set to 16 bpp to conserve memory.

3. Refresh Rate: Depending on your display, you may have only one option (typically 60 hz), or additional, higher settings like 75 hz or 120 hz. Hz stands for hertz, AKA your refresh rate, AKA your monitor's maximum visible fps setting. This setting is only available in fullscreen mode. This setting has no effect on performance, but even if you get, say, 500 fps, you will always see at most the fps you set here.

4. Anti-Aliasing: In a nutshell, this makes far away things look better at the cost of LOTS of graphics card performance at around even 4x filtering. Anti-Aliasing works by rendering each frame at a higher resolution than normal and shrinking it down. If you can handle it, it's worth getting at least a little filtering in. Setting the AA to 16x will make even some of the beefiest computers cry.

5. Fullscreen Checkbox: Checked = Fullscreen, Unchecked = Windowed. It should be noted that Mythruna doesn't like being tabbed out, so if you plan on checking facebook every 12 minutes, go windowed.

6. Vsync Checkbox: Vsync fixes the brief stutters and tearing that occasionally occurs when turning quickly in-game. It does so by "reducing" your game's fps to that of your display's refresh rate. This is useless if you don't get over 60 fps, and may even lower your FPS to 30. Generally, this will increase performance if you get over 60 fps. If you notice your computer starts running hot with mythruna open, it is highly recommended that you enable this.


1-2. Main Menu and Options

The main menu is encountered after clicking OK in the Mythruna launcher. The main menu has four buttons, in order from top to bottom they are: Single Player, Multi-player, options, and exit. Single player and multi-player creation and joining will be discussed in later chapters, so let us discuss the other two buttons.

The simpler of the two is clearly the exit button. It closes the Mythruna client. The options button opens a small menu with a currently limited selection of settings that can be modified and toggled(though there are more settings you can alter using in-game commands and keybinds). The menu is split into two sections, the first is the "Controls" section that currently allows the user to invert the cursor movement and alter mouse sensitivity. The second section is the "Sounds" settings. The sounds section has three sliders that control the volume of different parts of the game. The sliders in question include:

1. Sound Effects: Footsteps, water splashes, underwater ambient.
2. Ambient Sounds: The sound loops you hear in the world, like the forest ambient and ocean waves. The ambient sounds are non-directional.
3. Ambient Effects: Positional background sounds that are randomly inserted at different locations.  Cricket chirps, bird chirps, owl screeches, etc. The sources of these sounds can be found, though obviously nothing is there.


1-3. Single Player Menu

... Sad


1-4. Multi-player Menu

This menu is a little more substantial than the single player menu. The multi-player menu first greets you with two text boxes labeled game host and port. In order to join a server, you must know the host's IP address and enter it into the topmost textbox. The default port is 4234, but some servers may host on a different port and you may need to edit the second textbox accordingly.

Once you click connect and successfully 'connect' to a server you will be greeted by a login menu. These logins are currently per-server. You can make multiple User IDs using the "Create New Account" button, which will then walk you through the creation of your account for the server you wish to connect to. That will change in the future.


Unit 2: In-game Keybinds, Navigation and Block Building

This unit will provide an overview of all the core features and the tools used for construction and navigation.

This unit will help you:
► Navigate the keyboard controls.
► Use the map and understand the mechanics of movement.
► Understand how the building system works.
► Exploit certain game mechanics to enhance navigation.

2-1. Keybinds

Many of the in-game features and interfaces can be accessed with the push of a button. Thus, it is only logical that there would be quite a few keybinds. Almost all of the keybinds are described briefly in the in-game help menu.

The keybinds are as follows:
Left click: Destroy blocks in build mode, or select/move blueprints
Right Click: Place blocks in build mode, or create a blueprint/open blueprint menu
Scroll Wheel; comma, and period keys: Alternates between blocks in build mode and the blueprint menu, scroll wheel zooms in and out in the map.
Numpad + and -: Used in the map to zoom in and out.
CTRL+Scroll Wheel: Alternates between different variations of a block I.E slab, pillar, slope. Can be used in build and blueprint mode.
C: Similar to a dropper tool in build mode. Can be used to instantly switch to the block your cursor is pointing at.
WASD: The keys used to move horizontally. W and S allow you to move forward and backward, respectively. The A and D keys allow you to strafe left and right, respectively. Also used in the blueprint builder to rotate the workspace.
↑↓←→: The arrow keys or numpad arrow keys, used to rotate the camera in favor of the mouse.
R: Used in the blueprint builder, rotates a blueprint 90 degrees.
T: Used in the blueprint builder, rotates a blueprint 180 degrees.
Spacebar: Used to jump; Enables climbing and causes the player to accelerate upwards while in water.
Shift: Used to increase walkspeed when held down.
Enter/Return: Opens the chat bar and displays as many previous messages as possible. Pressing enter with the chatbar open will send a message or execute your command.
Esc: Opens a menu with three buttons: Resume game, Options, and Exit Game. Clicking the resume game button or pressing esc again will close the menu. The options button menu is the same as the main menu options, and the Exit Game button closes Mythruna.
G: Used to change "modes". There are currently two modes; game mode, and build mode. Game mode is still a work in progress and has no function aside from a change in UI.
TAB: Opens the user menu to the last page page that was opened.
I: Opens your inventory in GAME MODE. It is functional, but the game has no inventory items outside of mods.
P: Opens the property menu. This will be discussed in a later unit.
B: Opens the blueprint menu. This will be discussed in a later unit.
M: Opens the map. This will be discussed in the next chapter.
X: Resets Mythruna's FPS. pressing this key will make it appear as though you're experiencing a lag spike, but all it does is lower the framerate down to zero briefly.
F1: Opens a help menu for basic game mechanics.
F2: Takes a screenshot. screenshots can be found in the Mythruna directory in your program files as PNG files.
F3: Toggles the visibility of the HUD. It does not remove the FPS monitor, however.
F4: While holding F4, scrolling with the mouse wheel allows you to alter the time in single player. Holding down mouse wheel speeds up the time change immensely.
F5: Toggles the debug info display on or off. The debug info will be discussed in the chapter 4-2.
F7: Toggles recording mode on and off. Recorded videos will be stored in Mythruna's directory in your program files as MPG files..
F8: Changes the shader mode. By default, Mythruna uses hih quality shaders, but you can change the shaders to low quality. The low quality shaders are experimental, so use at your own peril.
F9: Toggles post processing. Things like fog, water shading, and light source glows(From the sun, moon, fire and magic light; as well as the daytime sky when looking from a dark place) are toggled by this key. Some things may look odd with post processing toggled off.
F10: Skips the loading screen. !!!IF USED BEFORE THE "LOADING WORLD" MESSAGE, THIS WILL CAUSE MYTHRUNA TO CRASH!!!
F11: Toggles three modes for the bottom left info. No stats mode clears the bottom left corner. FPS mode shows only the FPS line. Full stats mode displays statistics for things that are being rendered. Lower numbers mean higher FPS, generally. Nothing here is too important for the lay user.
F12: Changes the clip range, or render distance. Low clip ranges can save some memory and improve performance, at the cost of your ability to see long distances. Fog changes to accommodate the render distance.

2-2. Movement & Navigation

Movement is controlled by the WASD keys and looking is controlled by either arrow keys or the mouse. The W and S keys control forward and backward movement with one caveat: On land, the vertical rotation of your camera affects your walkspeed. Looking up while walking forward or backward will be far slower than walking while looking directly ahead. The A and D keys allow you to strafe left and right, respectively. When walking, pressing shift allows you to run. Spacebar is used to jump.

Unlike some games, Mythruna has a special mode of navigation called climbing. Obstacles that are 1 meter tall or shorter are automatically climbed, but any obstacle taller than that must be scaled by holding the spacebar down while walking into the obstacle. If you release the spacebar while climbing and are still 'walking' into the obstacle, you are able to hang from that height until you are no longer walking into the obstacle.

When underwater, movement is a bit different. Instead of the W and S keys moving you forward and backward alone, they also allow you to travel up and down freely. The spacebar allows you to accelerate upward and can be used to catapult yourself out of the water by holding space while under a block, then breaking the block above you(or by simply going to a great depth).

The map, accessible via the M key, progressively draws your surroundings. The map only displays where land and water meet, as well as towns, cities, strongholds, other players, your location, and the spawn. Your location is represented by an icon of a green person above a blue circle whereas others are identified by a blue person icon. The spawn is signified by a cyan colored flag. Strongholds are represented by their names in fine print whereas towns are identified with large text. The scroll wheel can be used to zoom in and out in the map.

One trick for locating underground caves and structures is digging a 1x1 hole at least 2 blocks down, entering the hole, and placing a block where your head would be.

2-3. Block Building

Mythruna's block building system is quite simple to use. In this chapter, we will discuss the functionality of the system and how to use it.

Before we discuss building, let it be known that you cannot build on land that you do not have permissions for. To determine whether you have permission to build in an area, equip the Property tool and ensure that the area you're trying to build in isn't inside of a red property wall, which is an area you cannot build in. You can build in the wild and within green and cyan property areas.

The left mouse button is used to break blocks your cursor is pointed at. Conversely, the right mouse button is used to place blocks on the block side your cursor is pointed at. By scrolling with the mouse wheel, you can alternate between different kinds of blocks. By scrolling while holding down the CTRL key, you can cycle through different versions of a block. You have an effective building and destroying range of ten blocks in all directions. When you place a block where your legs are, you will either be moved on top of the placed block or beside it. The aforementioned mechanic can be exploited to expedite building if you position yourself correctly.

Some blocks have different hitboxes and can be hard to delete and stack on. If you are having trouble with clearing leaves, using the command "/trees low" will make everything with leaves ugly, but will also expand their hitbox to full size.

Proceed to part 2?
« Last Edit: October 10, 2015, 01:14:20 AM by Rayblon » Logged


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« Reply #1 on: January 26, 2015, 02:36:10 PM »

Quote
TAB: Opens the user menu; Functionally identical to the M key for now.

Actually, tab will open to the last thing you had open in the in-game menu.  (This is replaced completely by a journal interface in the new version but this functionality will work the same.)  The tab simply opens/closes this view with the buttons on the left and whatever was last selected in the middle.  The 'm', 'p', etc. keys are just short-cuts to these individual screens.  So if you press 'p' and close it then tab should take you back to the property book.

Edit: note that I only skimmed this page and that's what jumped out at me.  I hope to have time to read through it all more thoroughly later.  I'm kind of counting on other players to help self-correct it if they spot something wrong.
« Last Edit: January 26, 2015, 02:37:57 PM by pspeed » Logged
Rayblon
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« Reply #2 on: January 26, 2015, 05:23:48 PM »

Quote
TAB: Opens the user menu; Functionally identical to the M key for now.

Actually, tab will open to the last thing you had open in the in-game menu.  (This is replaced completely by a journal interface in the new version but this functionality will work the same.)  The tab simply opens/closes this view with the buttons on the left and whatever was last selected in the middle.  The 'm', 'p', etc. keys are just short-cuts to these individual screens.  So if you press 'p' and close it then tab should take you back to the property book.

Edit: note that I only skimmed this page and that's what jumped out at me.  I hope to have time to read through it all more thoroughly later.  I'm kind of counting on other players to help self-correct it if they spot something wrong.

Thanks for the correction! I probably should have tested that key a bit more extensively, but I digress. The tab key info has been modified accordingly. Smiley

I made sure to test basically everything here, so there shouldn't be too many more errors. I actually learned quite a few tricks just writing this thing. :3

Edit: I don't think *anybody* else would take the time to help self correct this beast. xD
« Last Edit: January 26, 2015, 06:03:48 PM by Rayblon » Logged


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« Reply #3 on: January 26, 2015, 06:56:47 PM »

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Anistropic Filtering

I think you mean anti-aliasing here, or AA.  It's to get rid of jaggy lines, basically.  It (effectively) works by rendering the screen at a higher resolution and then shrinking it down.  This will give hard edges a little smoothness.  That's not exactly how it works but you can think of it that way... so 16x is pretty ridiculous.
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« Reply #4 on: January 26, 2015, 07:00:20 PM »

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Vsync Checkbox:

Yes, it syncs the code to the frame rate of the monitor so that no extra information is rendered.  Yes, it only really does something if you are already getting more than 60 FPS.  In fact, if you are getting consistently less then it may drop you to 30 FPS.  Still, some people would prefer a steady rate than a wildly varying one.

When I'm doing performance testing, I turn vsync off but when I just play the game, I leave it on.  It's not exactly busy waiting because the app can still do some things while the sync is happening so it's technically more efficient in most cases to have it on.  Your CPU and GPU temperature will be happier either way.
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pspeed
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« Reply #5 on: January 26, 2015, 07:03:49 PM »

Quote
1. Sound Effects: Footsteps, water splashes, underwater ambient.
2. Ambient Sounds: Chirping birds sound in forest, ocean sounds.
3. Ambient Effects: Occasional sounds other than the forest and ocean ambient. Includes insects, owl hoots, and some other bird sounds.

This is almost exactly right but to clarify.

"Ambient sounds" are the long loops that play at different times a day.  These are usually layered and some last as long 3 minutes or something.  Forest breezes with some ambient, non-directional bird noises, etc..  This is non-directional sound and so will sound the same no matter which way you face.

"Ambient effects" are the positional background sounds that are randomly inserted at different locations.  Cricket chirps, bird chirps, owl screeches, etc..  If you turn your head or move you can hear that these have a definite location.  Sometimes it's even frustrating that you can find the exact point where the sound is coming from but nothing is there. Smiley  (Just like a real cricket...)
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Rayblon
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« Reply #6 on: January 26, 2015, 07:20:42 PM »

Quote
Anistropic Filtering

I think you mean anti-aliasing here, or AA.  It's to get rid of jaggy lines, basically.  It (effectively) works by rendering the screen at a higher resolution and then shrinking it down.  This will give hard edges a little smoothness.  That's not exactly how it works but you can think of it that way... so 16x is pretty ridiculous.
Gah. Well, at least I got the function right. xD


Quote
1. Sound Effects: Footsteps, water splashes, underwater ambient.
2. Ambient Sounds: Chirping birds sound in forest, ocean sounds.
3. Ambient Effects: Occasional sounds other than the forest and ocean ambient. Includes insects, owl hoots, and some other bird sounds.

This is almost exactly right but to clarify.

"Ambient sounds" are the long loops that play at different times a day.  These are usually layered and some last as long 3 minutes or something.  Forest breezes with some ambient, non-directional bird noises, etc..  This is non-directional sound and so will sound the same no matter which way you face.

"Ambient effects" are the positional background sounds that are randomly inserted at different locations.  Cricket chirps, bird chirps, owl screeches, etc..  If you turn your head or move you can hear that these have a definite location.  Sometimes it's even frustrating that you can find the exact point where the sound is coming from but nothing is there. Smiley  (Just like a real cricket...)

I'll add it to the post. I had trouble describing the sound settings so your clarification was a welcome one.

Quote
Vsync Checkbox:

Yes, it syncs the code to the frame rate of the monitor so that no extra information is rendered.  Yes, it only really does something if you are already getting more than 60 FPS.  In fact, if you are getting consistently less then it may drop you to 30 FPS.  Still, some people would prefer a steady rate than a wildly varying one.

When I'm doing performance testing, I turn vsync off but when I just play the game, I leave it on.  It's not exactly busy waiting because the app can still do some things while the sync is happening so it's technically more efficient in most cases to have it on.  Your CPU and GPU temperature will be happier either way.

Huh. What I read about must have been about an onboard vsync setting, then. :\

I'm glad to see that you only had to rip into my post four times. I must have done a pretty good job. Tongue



Say... Have you gotten back from that medical trip? Did/is it going well?
« Last Edit: January 26, 2015, 07:37:45 PM by Rayblon » Logged


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« Reply #7 on: January 26, 2015, 08:39:20 PM »

Say... Have you gotten back from that medical trip? Did/is it going well?

Yeah.  Nothing has changed really... which at this point is a good thing, I guess.  Since she's been on one of the chemo drugs for a year and there has been no change then they are taking her off of it to see how things go.
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Sean
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« Reply #8 on: January 27, 2015, 10:08:48 AM »

Whoa. Cool write up you got here!
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"People willing to trade their freedom for temporary security deserve neither and will lose both." - Benjamin Franklin
Rayblon
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« Reply #9 on: January 27, 2015, 12:55:48 PM »

Whoa. Cool write up you got here!

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« Reply #10 on: January 27, 2015, 03:49:54 PM »

LOL, your happy Rayblon.
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Rayblon
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« Reply #11 on: January 27, 2015, 04:47:43 PM »

LOL, you're happy Rayblon.

Being complimented for something I spent countless hours to write has that effect on me. :3
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« Reply #12 on: January 27, 2015, 06:13:59 PM »

Anyways great work Rayblon. This is in a league way above anything I have ever put on this forum.  Tongue
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Rayblon
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« Reply #13 on: January 27, 2015, 10:04:10 PM »

Anyways great work Rayblon. This is in a league way above anything I have ever put on this forum.  Tongue

You put yourself into the forum. That's the most important contribution you can make, being there for this community. You and I have equally contributed to make this forum an awesome place to stay. We just went about it differently.  Cool
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« Reply #14 on: January 28, 2015, 02:11:43 PM »

Ooohh, get a room you two <3
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