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  1. Last week
  2. The GameOn! Hotfix Release (v1.4.4.1)

    Talking about pushing the limits: flight though the clouds with over 400 movement speed (achieved manually!!!) was my favorite
  3. The GameOn! Hotfix Release (v1.4.4.1)

    Aw, thanks for the feedback. Right, I thought I could fix the star textures internally but that failed. I'll update the engine to no longer convert every file name to lower case. That should fix it. Yes, windows is and always has been case insensitive when it comes to accessing files
  4. The GameOn! Hotfix Release (v1.4.4.1)

    nice pictures. sadly, the naming problems on linux still exist. the music file "night to day.ogg". all the star textures in the enviroment directory like "starsbk.png". all the painting textures like "acitasluna.png". all the files listed should be lowercase. by the way: is windows case insensitive?
  5. The GameOn! Event is over ...and it was an awesome experience! We were visited by many voxel game enthusiasts that tested our game to the extreme This release should remedy all the issues the we found. Also have some pictures of our booth! Thanks to everyone that visited our booth! <3 Saraty and Tyron Picture by Creative Cut Game Updates Tweak: Updated the game icon to use the tree of the vintage story logo Tweak: Improved flint knapping experience Tweak: Players can no longer mess up. The game prevents you from removing voxels that you need. Tweak: Can no longer break below block while having a flint in hands Tweak: Amplified knapping sounds Fixed: Minor texture issues on the flint knapping surface Fixed: Player able to to break the flint knapping surface while working on it Tweak: Many block info texts are now much better formulated Tweak: Improved ladder climbing experience Player climbs upwards as long as he is walking towards the ladder block (i.e. also when walking backwards) No longer floaty left/right sliding Sneak+Walk on top of a ladder lets you slowly walk over the edge to climb downwards Tweak: Improved collisionboxes for wooden fence corners. They now tightly fit the model. Tweak: Drifters now have a 20% chance to enter a fearful state & run away after getting damaged Tweak: Bighorn sheep now drop more meat Tweak: Fat is now edible and extra nutritious Tweak: Reduced vertical attack range of creatures by 1 block Tweak: Increased creature min spawn distance to player from 10 to 18 blocks Tweak: Increased spear durability Tweak: Added missing track "Peaceful Village" Tweak: Cinematic camera now puts the player in the correct game modes when running the camera path Tweak: Prettier itemstack info box, now auto sizes and removed some useless infos. Fixed: A weird infinite loop causing massive lag when changing view distance and afterwards fly mods. Only seems to happen on some machines. Fixed: Shading issue on iron doors Fixed: Bighorn females always aggressive Fixed: Placing stuff on tool racks crashes the game Fixed: Multiple Snow layers dropping only 1 on breaking Fixed: Creatures not multiplying Fixed: Block breaking decals no longer disappearing in some cases Fixed: Some file naming issues causing the client not to start on linux (i hope i fixed them all) Fixed: .fog and.cam command crashing the game with invalid args Fixed: Weird underwater horizontal floating issue when walking straight Fixed: z-fighting on ice blocks and chicken feet Fixed: Light items dropped in water not floating all the way up to the surface Fixed some other very minor things API Feature: The blocktype configuration now allows a -"byType" modifier everywhere! (thanks to CreativeMD) [Edit:] Was forced to also release 1.4.4.2 because all blocks became unstackable View full record
  6. The GameOn! Event is over ...and it was an awesome experience! We were visited by many voxel game enthusiasts that tested our game to the extreme This release should remedy all the issues the we found. Also have some pictures of our booth! Thanks to everyone that visited our booth! <3 Saraty and Tyron Picture by Creative Cut Game Updates Tweak: Updated the game icon to use the tree of the vintage story logo Tweak: Improved flint knapping experience Tweak: Players can no longer mess up. The game prevents you from removing voxels that you need. Tweak: Can no longer break below block while having a flint in hands Tweak: Amplified knapping sounds Fixed: Minor texture issues on the flint knapping surface Fixed: Player able to to break the flint knapping surface while working on it Tweak: Many block info texts are now much better formulated Tweak: Improved ladder climbing experience Player climbs upwards as long as he is walking towards the ladder block (i.e. also when walking backwards) No longer floaty left/right sliding Sneak+Walk on top of a ladder lets you slowly walk over the edge to climb downwards Tweak: Improved collisionboxes for wooden fence corners. They now tightly fit the model. Tweak: Drifters now have a 20% chance to enter a fearful state & run away after getting damaged Tweak: Bighorn sheep now drop more meat Tweak: Fat is now edible and extra nutritious Tweak: Reduced vertical attack range of creatures by 1 block Tweak: Increased creature min spawn distance to player from 10 to 18 blocks Tweak: Increased spear durability Tweak: Added missing track "Peaceful Village" Tweak: Cinematic camera now puts the player in the correct game modes when running the camera path Tweak: Prettier itemstack info box, now auto sizes and removed some useless infos. Fixed: A weird infinite loop causing massive lag when changing view distance and afterwards fly mods. Only seems to happen on some machines. Fixed: Shading issue on iron doors Fixed: Bighorn females always aggressive Fixed: Placing stuff on tool racks crashes the game Fixed: Multiple Snow layers dropping only 1 on breaking Fixed: Creatures not multiplying Fixed: Block breaking decals no longer disappearing in some cases Fixed: Some file naming issues causing the client not to start on linux (i hope i fixed them all) Fixed: .fog and.cam command crashing the game with invalid args Fixed: Weird underwater horizontal floating issue when walking straight Fixed: z-fighting on ice blocks and chicken feet Fixed: Light items dropped in water not floating all the way up to the surface Fixed some other very minor things API Feature: The blocktype configuration now allows a -"byType" modifier everywhere! (thanks to CreativeMD) [Edit:] Was forced to also release 1.4.4.2 because all blocks became unstackable
  7. Naming Conventions

    Yesterday I started to clean up the language file to see if I can make things more simply readable. Turns out the poppy had the "California" name to it and I never noticed. So finally things are named, as they should be: California Poppy is now Dusk Poppy, as suggested. Western gorse (Ulex gallii) is renamed to Yellow Gorse.
  8. The install script was made by a community member, quite likely that it was distribution specific. And yes, the main issue is the font installation. I'd love to just be supply the Cairo Graphics Library with a path to the desired font, but it's "toy font api" doesn't allow this, or i haven't found any way to do this. Instead you're supposed to use 5 other dependencies that are dedicated to font rendering - which I'd really like to avoid using though, as I want to have as few dependencies as possible. Also setting up those extra libs is not too easy.
  9. i already wanted to give further feedback on the whole install script thing so i might as well do it here now. i find it very odd how some things are done and as i don't know how familiar you are with linux i will give further explanations on how things are usually done. linux users are very "special" in the sense that they get annoyed by seemingly insignificant shit, but i know them very well, as i am one of them :-D. i would just scrap the install.sh file, but would still like to know how it came to be as it does some very unusual things: in my home directory 2 directories are created: ApplicationData: the game files are moved here. it might sound like a typical directory where application data is stored, but i have never seen it before and only after checking the script i knew the game could be found there. games are usually stored in /usr/games or /usr/share/games. .fonts: contains some fonts. directories that start with a dot "." and placed in the home directory usually contain user specific data for an application. like .firefox or .thunderbird. if i would backup by files by hand i would go through them and pick the ones where i would like to keep my settings and so on. like the bookmarks in firefox. now if i would go through the home directory and stumble upon one called ".fonts" with no indication to where they belong i would have no idea what to do with them. this is really odd as the fonts are not needed to run the game. at least in my case. it creates a desktop icon what is very unusual for linux. the script itself cannot be run as the line termination used is not the linux ones. i wouldn't create any .dpkg as this would only make things more complicated (also i haven't seen those in ages. .deb is used now). if you would offer a .deb then some will ask for a .rpm and then for a .got-knows-what. there are a lot of different package formats for different linux distributions. just offer the .tar.gz and be done with it. i think the best solution is to just offer the game in a .tar.gz and allow the game to be run from there without any installation. this is normal for games in development and simplifies the whole thing. just place a script there with a name that suggests that the user has to run it like "run.sh" or "VintageStory.sh". in this file you only need the line: "mono VintageStory.exe". you could also store that in a binary, but linux users should be accustomed to running script files to start games. also a file called "README" would not hurt that tells the user to run the .sh file and not the .exe one. EDIT: i just noticed, that the fonts are actually used. if they are not present the font looks slightly different. maybe it would be possible to include them in way a separate .fonts directory is not needed.
  10. Models

    To be honest, the textures except for the wood log really need to be redone. I'll port them to Vintage Story and see if I can retexture them.
  11. IndexOutOfRangeException

    Thanks for reporting, I'll push out a bugfix release very soon to fix this!
  12. Models

    Thanks for your purchase! It's lovely to hear that you got inspired to make Your own mod, how do I find it? And wow.. the models are indeed very nice. The bits of extra detail you placed on or besides the main model is very appealing. Compost bin, furnace and stone mason table are my personal favorites! What is the resolution you use for textures? They seem to differ from model to model (wood log looks higher res then furnace).
  13. Aw sorry about the troubles, I actually don't have a linux machine available to me to test the client, thats probably why. I think I've now corrected all the uppercase/lowercase issues, but I'm not very fluent in bash scripting. If you know any way to fix the install.sh script I'd be happy to incorporate into the next release! We could evey try make a .dpkg if I can somehow generate it on windows.
  14. IndexOutOfRangeException

    In normal survival world created a tool rack and while placing a tool on it client (and only client) crashed (game continued to run just didn't load new chunks). Every time I try to open the world I get the same crash client-debug.txt client-main.txt server-debug.txt server-main.txt
  15. Models

    the models look really great! i especially love the wood stump. would fit perfectly into the game.
  16. Models

    A few custom blocks we used. Some concept blocks. Brick Oven Smelting Furnace Tasty Grubs A can of Grubs A boiled egg I have many more icons, but there are too many to list.
  17. Models

    Some of the GUI's I made. Keep in mind that these are for Minecraft. Campfire GUI. It used a skillet as it's tool as well as a spigot. Alloy Furnace - Used to create metal Alloys. Smelting Furnace - Used to smelt metals. Used molds as its required tools. Wood Crate - Used for storage.
  18. Models

    Greetings All, I recently purchased Vintage Story after being a big fan of the Vintage Craft mod. That mod inspired me to develop my own Minecraft Mod which progressed pretty far until my programmer had another kid and got caught up with real life issues. I have several models that I made for the mod using MrCrayfishes Model Creator that can be imported into the VS Model Creator rather easily. I love to mod and model creation has proven to be a new interest for myself. I'll post a few pictures of a few that I made and if they could be used in Vintage Story, you are welcome to use them. If not, I would love to make some needed models to help out. Wood Stump - We used this for making firewood and smaller wood items. Butchers Table - Used for cooking. Campfire - Used for cooking and light. Looked excellent with a flame. Mixer - Used to create fertilizer for farming. Smelting Furnace - This looked great with fire and smoke billowing from the top. Stone Cutters Bench - Used for Stone cutting. Tanning Barrel - Used to Tan Leather. I have others as well, but these are just a few samples. I also made GUI's for them and if I can find the files, I'll post them as well.
  19. Earlier
  20. thanks for the info. i will still report new problems here as they seem to be pretty insignificant and i do not want to spam the tracker. a few other files had the same problem: the music file "night to day.ogg". the star textures in the enviroment directory (like "starsbk.png"). after 2 files caused a crash i just renamed them all. the flint texture. the painting textures like "acitasluna.png". agian, after 2 caused a chrash i renamed them all. after fixing the file names i could start a game and run around. after picking up a stone the following error occurred: 22:06:41 [Client Fatal] 16.09.2017 22:06:41> Critical Error: Unable to read beyond the end of the stream. i saw that other files had similar names to the ones i fixed, so this might still be related to the naming issue. EDIT: i managed to fix it. i renamed all the .ogg music files and the fonts to lowercase. after that it still crashed so i ran the install.sh script. this did not really work as the files in the ApplicationData directory did not change (there was still an older version of the game), but it works nonetheless (maybe it has something to do with the .fonts directory that is created.). the newest version of game is now in my downloads directory and i run it simply by calling "mono Vintagestory.exe".
  21. Hi stefan, aw, double bug. Probably a simple file name casing issue, does it fix the issue when you rename the file shaderincludes/perlinNoise.vsh to shaderincludes/perlinnoise.vsh? I'll rename this for the next release as well. Currently bug reporting anywhere is okay, until we have a really good one-stop-shop for bugreporting. Ah yes I see the issue with the tracker, I did not properly communicate that the tracker is only for verified owners of a game key. You didn't use the "Redeem Forum Title" feature in the account manager, so the system does not recognize you as account owner. I fixed that now by setting you rank to 'Vintarian' and will communicate this better! Thanks for reporting!
  22. hi, the update looks cool, but when i try to run the game on linux (mint) i get the following error (from the terminal): 09:31:15 [Client Error] Couldn't write to log file, failed formatting 16.09.2017 09:31:15> Critical Error: Requested asset {game:shaderincludes/perlinnoise.vsh} could not be found (FormatException) btw: is there a better way of submitting bugs? i was not able to add something to the tracker. or am i too retarded?
  23. Smaller feedback and ideas

    As far as I know, anvil was not working properly and was left there with other molds by mistake. Today Tyron will do bugfix release, so it will be removed from the game temporary. You can still craft an anvil with 7 ingots like it used to be.
  24. Smaller feedback and ideas

    It wasn't so much that it didn't work, as my hud got messed up. I described in the the other thread I've been posting at in the support forum. Though, I guess now that I think about it, the anvil was the last mold I was pouring into. I only had 300 units of metal, so first I did a pickaxe, and then poured the rest in the anvil mold, thinking I'd finish it later. Is that maybe the problem? That I didn't finish the mold pour?
  25. Knapping Vintarians Version 1.4.4 is ready for download in the account manager. I really wanted version 1.4.4 to be the first story elements update but since we have the GameOn Festival coming up this weekend I decided to work towards a more complete stone age experience and better game stability. Also the story features are somewhat tricky to get right. Aw. Never enough time. Game Updates Feature: Knapping Same as clay forming but can only remove voxels. Uses flint as ingredient. Removed grip recipes for stone tools, these now require the flint knapping mechanic. Some tools are no longer available in stone form at all. Feature: Spears New weapon that can be used as a thrown weapon or in hands Flint spears are crafted by knapping, metal spears through smithing Feature: Limited Attack ranges Reduced default attack range of 4.5m down to 1.5 meters Swords, Axes and Knifes and Spears increase this attack range again Feature: Creature Emotion States Basic implementation of reaction based behaviors. Bighorn sheep now become aggressive or sometimes fearful when attacked and will react accordingly. Tweak: Reduced hunger drain by 40%, reduced damage taken from hunger by a factor of 4 Tweak: A bunch of shader tweaks. Nighttimes is now a tad brighter, nighttime clouds are now darker, night skies are more intense and broad daylight is a bit brighter. Tweak: Bighorn sheeps now have double the health. Lowered health for chickens though. Tweak: Some attempts in improving attack animations of creatures Tweak: Rock and Logs can no longer be broken without a tool Tweak: Reduced drifter spawn count by half Tweak: Bows have durability now Tweak: Increase default render distance of clouds Tweak: Doubled search radius for dynamic lights (they no longer emit light after 60 blocks instead of 30 blocks distance) Tweak: Flints now 25% more common Tweak: Animals swim a bit more naturally now Tweak: Harvested berries now enter the players inventory directly Fixed: Spam stacking wood not working Fixed: Placing flower in flower pots not removing it from the inventory Fixed: Big Workaround for GUI going haywire when pouring metal that hopefully didn't break something else Fixed: Some Stair sides becoming transparent when a block is in front (was a fundamental issue in the engine, maybe finally fixed now) Fixed: Some minor render glitches with water Fixed: 2 crashes when near the map edge Fixed: Anvil mold craftable (not yet finished) Fixed: Snowlayer white pixels poking through bottom edge, seams between frosted grass and snow layer Fixed: Several issues preventing creatures from spawning in groups Fixed: Child creatures not following their parents Fixed: Snow layer step sound only hearable on left channel View full record
  26. Knapping Vintarians Version 1.4.4 is ready for download in the account manager. I really wanted version 1.4.4 to be the first story elements update but since we have the GameOn Festival coming up this weekend I decided to work towards a more complete stone age experience and better game stability. Also the story features are somewhat tricky to get right. Aw. Never enough time. Game Updates Feature: Knapping Same as clay forming but can only remove voxels. Uses flint as ingredient. Removed grip recipes for stone tools, these now require the flint knapping mechanic. Some tools are no longer available in stone form at all. Feature: Spears New weapon that can be used as a thrown weapon or in hands Flint spears are crafted by knapping, metal spears through smithing Feature: Limited Attack ranges Reduced default attack range of 4.5m down to 1.5 meters Swords, Axes and Knifes and Spears increase this attack range again Feature: Creature Emotion States Basic implementation of reaction based behaviors. Bighorn sheep now become aggressive or sometimes fearful when attacked and will react accordingly. Tweak: Reduced hunger drain by 40%, reduced damage taken from hunger by a factor of 4 Tweak: A bunch of shader tweaks. Nighttimes is now a tad brighter, nighttime clouds are now darker, night skies are more intense and broad daylight is a bit brighter. Tweak: Bighorn sheeps now have double the health. Lowered health for chickens though. Tweak: Some attempts in improving attack animations of creatures Tweak: Rock and Logs can no longer be broken without a tool Tweak: Reduced drifter spawn count by half Tweak: Bows have durability now Tweak: Increase default render distance of clouds Tweak: Doubled search radius for dynamic lights (they no longer emit light after 60 blocks instead of 30 blocks distance) Tweak: Flints now 25% more common Tweak: Animals swim a bit more naturally now Tweak: Harvested berries now enter the players inventory directly Fixed: Spam stacking wood not working Fixed: Placing flower in flower pots not removing it from the inventory Fixed: Big Workaround for GUI going haywire when pouring metal that hopefully didn't break something else Fixed: Some Stair sides becoming transparent when a block is in front (was a fundamental issue in the engine, maybe finally fixed now) Fixed: Some minor render glitches with water Fixed: 2 crashes when near the map edge Fixed: Anvil mold craftable (not yet finished) Fixed: Snowlayer white pixels poking through bottom edge, seams between frosted grass and snow layer Fixed: Several issues preventing creatures from spawning in groups Fixed: Child creatures not following their parents Fixed: Snow layer step sound only hearable on left channel
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