Tyron Posted January 14 Report Share Posted January 14 Dear Extraordinary Survivalists v1.19.0-rc.7, a release candidate, can now be downloaded through the account manager. [Edit:] Also release rc.8 to fix a mod incompatibility issue as well as - we believe - improve macOS support Stable approaching.... slowly.... #3 Screenshot and Build by Galejro Game updates Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations. Tweak: Add a number of missing translations for our community translators Tweak: Flour, egg, measuring rope, and quicklime are now 3d items Tweak: Beeswax, fat, and flax fibers are now ground-storable Tweak: Necklace models are now positioned to show outside of armor Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls Tweak: The game (-rc.8 version) can now be run on recent macOS versions (Monterey, Ventura, Sonoma) directly after downloading it. .NET Runtime 7 is required of course [Detail: the macOS x64 download is now self-contained with all its dependencies and therefore without the need for Homebrew or other complex commands in Terminal] Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar Fixed: Vintagehosting Join Server not working when used with a password Fixed: --setconfig argument not working Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4 Fixed: Content in trough when rotting not changing into rotten content variant Fixed: Strange dark shading in the main menu, most noticeable in hover texts Fixed: Issues with the new HRTF setting and Music Fixed: .debug find command now returns accurate coordinates Fixed: Display resolution issue when starting the game on very high resolution monitors on Mac Fixed: Bitter bolete now only deals 1 damage. It's not poisonous but it tastes awful... Fixed: .blockitempngexport inv and similar export commands created images with a black background instead of transparency Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress 1.19 related changes Tweak: Changed and balanced village generation, also, now large structures in cities are able to generate! Revert: Adding hitboxes to loose flints, ores and stones: they cause more trouble than they are worth Fixed: Goat sound bleatweird not playing Fixed: Goats' running animation now at normal speed when catching up with other goats. Fixed: Gasifier not igniteable with torch Fixed: Translocators having invisible rubble blocks Fixed: Crate recipes handbook derp (API: was a bug in all recipes using CopyAttributesFrom) Fixed: More basket trap derps: Exception thrown in some cases, basket with animal placeable, placed block rotation lost on reload, Fixed: Basket trap recipe derp in Handbook Fixed: Interaction issues with the basket trap Fixed: Cleaver not working properly anymore Fixed: Game crash when exporting block/item pngs Fixed: Bighorn sheep stepheight change from rc.6 not properly applied Fixed: Restore faster single-player game startup time Fixed: When creating a backup using /db backup inside a Docker (Pterodactyl) it would fail [Detail: the issue seems to be in conjunction with Docker and Pterodactyl which uses a tmpfs (in memory) for /tmp with a size 100mb that caused issues when executing the vacuum after backup, but that was not a issue in a regular Docker container without tempfs] Api Tweak: new server event OnWorldgenStartup added, which will be triggered after EnumServerRunPhase.WorldReady and before RunGame. Reverted in rc8 Api Fixed: Tiled textures selector working correctly when textures have been rotated (the selector sequence is now also rotated) View full record 2 1 Link to comment Share on other sites More sharing options...
Great Posted January 14 Report Share Posted January 14 The new first person animations make it so hard to go back to 1.18. So excited for full release! Link to comment Share on other sites More sharing options...
Sythelux Posted January 14 Report Share Posted January 14 this kills me Quote Tweak: Changed and balanced village generation, also, now large structures in cities are able to generate! so there are villages and cities? I have never seen one. I'm so confused on the same time I'm excited that there is still stuff I haven't seen, yet. overall very cool to see more additions to immersion like 3D Models for 2D items and placeable items. Link to comment Share on other sites More sharing options...
TENMILLIONBEES Posted January 15 Report Share Posted January 15 Immersive 1st person is currently making multiplayer playermodels invisible while turned on, unless camera is 3rd person Link to comment Share on other sites More sharing options...
Skev Posted January 15 Report Share Posted January 15 Quote Fixed: Crate recipes handbook derp (API: was a bug in all recipes using CopyAttributesFrom) Well the handbook correctly shows that we need boards in an orientation that it's impossible to have in the backpack without mods or maybe console commands. We still can't craft crates! Link to comment Share on other sites More sharing options...
Streetwind Posted January 15 Report Share Posted January 15 18 hours ago, Sythelux said: so there are villages and cities? I have never seen one. I'm so confused on the same time I'm excited that there is still stuff I haven't seen, yet. This refers to ruins. The game will sometimes place a number of them in close proximity, resulting in the appearance of a former village. 1 Link to comment Share on other sites More sharing options...
Retsof90 Posted January 16 Report Share Posted January 16 I've been putting off starting a new run. Do you think it's safe enough to use this update, or keep waiting? Link to comment Share on other sites More sharing options...
Thorfinn Posted January 17 Report Share Posted January 17 2 hours ago, Retsof90 said: I've been putting off starting a new run. Do you think it's safe enough to use this update, or keep waiting? New run? Why not? That's what these release candidates are for. Worst case, you run into something that doesn't work right and play your old world. I'd strongly suggest @Streetwinds guide. 1 Link to comment Share on other sites More sharing options...
Retsof90 Posted January 17 Report Share Posted January 17 Running on 64 bit Windows 10.0.22621.0 with 24504 MB RAM Game Version: v1.19.0-rc.8 (Unstable) 1/16/2024 10:13:20 PM: Critical error occurred Loaded Mods: game@1.19.0-rc.8, creative@1.19.0-rc.8, survival@1.19.0-rc.8 System.Exception: Max joint cap of 36 reached, needs to be at least 43. In clientsettings.json, please try increasing the "maxAnimatedElements": setting to 46. This works for most GPUs. Otherwise you might need to disable the creature. at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97 at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 225 at Vintagestory.API.Common.AnimatorBase.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\AnimatorBase.cs:line 115 at Vintagestory.API.Common.AnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Model\Animation\AnimationManager.cs:line 347 at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Link to comment Share on other sites More sharing options...
Maelstrom Posted January 17 Report Share Posted January 17 On 1/14/2024 at 5:06 AM, Tyron said: Fixed: Goat sound bleatweird not playing Does this mean screaming goats? Link to comment Share on other sites More sharing options...
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