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  • Tyron

    Fellow Vintarians! A slightly delayed news entry, not because there was no progress, but I just couldn't get around writing a new entry in the last 3 days.

    • Players can now step on stairs blocks - this was a new challenge because a stairs block actually consists of 2 hitboxes. One of a slab and a half length one on top for the second step.
    • Added the basics for fence gates (connecting with fences, opening/closing)
    • The Server can now also load compiled mods, previously they had to be source files
    • Added code obfuscation and other preperations for a game release. Personally I couldn't care less for code obfuscation, but with a standard C# decompiler you can basically read the whole source code of the game just without code comments - not much different than to release the whole game as open source - which is not the kind of business model I want to follow. Also, very significant parts of the code will remain unobfuscated, such as the mod api. It would also be thinkable for me to remove the obfuscation for certain parts of the codebase in the future if it would contribute to the modability for the game
    • Added serveral dialogs to be able to rename and delete singleplayer worlds
    • Did some work to allow advanced text editing: We now have a Caret (the blinking vertical line) and you can move around that caret using cursor keys and Home/End keys like you would be used to in a Text editor. Multiline editing is also more or less working. Being able to select text is missing still.
    • Added a new feature to the block json model format: Individual cubes of a block can now be rotated in any of 3 axes together and allow any angle (not just 22.5 degree steps). This update also included the necessary updates on the model editor. 
    • Finished implementation of block materials (e.g. stairs, doors, planks are of material "wood"). Added some new tools (axe, sword, hoe, shovel) 
    • Implemented mining speed bonus when using tools on blocks (acccording to the block material - so an axe is faster with breaking wooden materials)
    • Implemented that items can take damage.

      (Uhoh I Need to change the interpolation method for items in guis, they look very pixely O_O)

    Fellow Vintarians! This time I was forced to do 3 larger updates on the game engine to fix some annoying bugs, which cost me almost a day each. All in all some good progress has been made.

    • Large update 1: Reworked the positioning of everything inside the game world (blocks, entities, particles and decals) to allow high precision positioning at very large coordinates. Before this update everything in the game became very shaky at large coordinates (e.g. 250.000 blocks away from 0/0/0). This update now allows for much larger worlds (from ~50.000m² up to 500.000m²), although still not at the theoretical limit of 64mil m², there seems to be some more glitches beyond 600-800k blocks which prevents the world from loading.
    • Large update 2: I had to turn the game coordinate system by 90 degrees (north to east, east to south, ...) to be consistent with the coordinate system in the model editor, which in turn fixed some texturing errors. This threw off many calculcations which I had to correct everywhere.
    • Large update 3: I had to do some research and fixes on a third party library (OpenTk) to fix some wrong keys being applied on my laptop (pressing Fn+F12 for Volumne up was activating the key 'B' O_O)
    • ...and another large and really boring update: I've finalized work on an authentication server and basic authentication systems and dialogs in the game client. So in the end it will be the same system as in Minecraft - you need to buy an account which let's you log in into the game and then you can play. Offline play will also be available if you have logged in at least once. For added convenience the will be no launcher, you log in inside the game.
      I'm also trying to make everything correctly right from the start and threw the auth server code and database into a Amazon EC2 / DBS System which allows for very quick scaling if there were a sudden increase in traffic to that server.
    • Added sound and music level sliders to adjust volume, but no music yet :<
    • Made the game settings dialogs also available from the main menu
    • Saraty made a handful of verrry nice textures for planks and logs, which is also pretty much the only noteworthy visual update to show this time
    • Added randomized block textures! A block can now be textured by any amount of textures which are randomly chosen per coordinate. It looks really good for the planks block and we also working on using it for ores and timber (to build vintage looking log houses)
      The random block textures for planks is already in the game. See last picture in below gallery. Notice how some planks are shorter and some longer? Thats perfect matching of random block textures :)

      Pictures: https://imgur.com/a/fQna9

    Fellow Vintarians! Here are the updates of today:

    • Two inventory convenience updates: A /clear command now clears the inventory and the keyboard keys 1-9 let's you flip itemstacks between your hotbar and the currently hovered item.
    • Update on the Physics system to allow stepping on half blocks without jumping
    • Added GUI Scaling - which is necessary so the GUI can resized to fit your screen size. This is where the GUI System shines - since everypart of the GUI (buttons, text, shadows, borders, lines, sliders, ...) is drawn in code, it can be freely resized without blur.

    • New blocks! Vintagestory now has fences, doors, stairs, slabs, glass and polished stone. Some of them still have a very rough implementation, but the placement of stairs and fence works and doors can be interacted with already.
    • Saraty remade the rock textures and made polished stone, which looks like awesome material for some epic builds.

    • I also published a video on my youtube channel that compares the performance of Vintagestory with Teraslogy: https://www.youtube.com/watch?v=3KMlWzlbPks
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