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Tyron

VS Team (Lead)
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Tyron last won the day on May 29

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  1. Tyron

    Various Bugs On Mac

    Hi Woesal, unfortunately still not yet. I was working with another developer who is on mac os, we have some clues, but not closer to a solution yet. Until then - the cursor issues might go away with this workaround:
  2. I'm aware of one source - the autosave system. On very large worlds, like the public test server, the autosave causes some 1-2 seconds of lag. I still need to find ways to prevent that lag. Until then you can try lowering the autosave intervall to see if that helps. One other I am aware of is many creatures and items on the ground - on that front I've now doubled the performance for their physics simulation, that might help. But your source of lag might not be either of those - you can narrow it down with /debug logticks 60
  3. Wow, fascinating. Is that solution of yours still working?
  4. 12.5.2020 13:49:58 [Notification] Exiting game now. Server running=False. Exit reason: Main screen quit button was pressed If it does crash, it does not seem so judging by the logs. Please do explain your crash symptoms in greater detail
  5. Tyron

    Free demo-version.

    Sorry, we have no demo version currently.* ... .. * There is however a free classic version. It is a very old, creative mode only experience and no longer reflects the current state of the game. If that version does not run on your computer, you probably cannot run any current version of Vintage Story. If it does run, you can maybe run the current one too.
  6. It's grantrevoke Players with that privilege should be able to set a role whose privilege level is lower than his own. Vanilla role privilege levels are: suplayer: 0 crplayer: 100 sumod: 200 crmod: 500 admin: 99999
  7. Dear Community, in the back of my mind I always feel like I could be so much quicker developing the game if only the circumstances were just right. But then I wake up to the real world where I have previously made commitments as a father, husband, home owner and, for better or worse, leader of the team behind Vintage Story. When I do make a commitment, I usually honor them for many years. Not to mention the whole world dealing with the worst pandemic in a century, the gardening season starting and my less than stellar health conditions. I did also allow myself to slow down a bit, to reflect over the previous 4 years of very intense game development. Felt almost surreal to be peacefully sitting in the sunshine and not having the feeling of being a huge slacker Anyhow. I think I'm getting back on track now. In recent days I finally started to tackle one major part of the seasons mechanic - seasonal foliage. I made a video of the work-in-progress I got so far. Its a fast forward cycle-through of seasonal colors. Note that each type of foliage has a different color range. There is still more major parts of the seasons mechanics left to do before we could think of a pre-release. Beyond that, there's also a number of nifty features already implemented for the upcoming release, which I already showed off in Discord on #devlog: For modders an .obj and .gltf Loader, which lets you import models from popular 3d modelling programs. For example, sloped blocks \o/ The world map will be persistent Block Entities are now handled more efficiently. Amongst others, this means the game can handle dozens of thousands of chiseled blocks easily. Here's 62.000 of them in one screenshot running at a smooth frame rate. In version 1.12 this would cause extreme delay when placing/removing blocks nearby so many chiseled blocks. Chutes got an upgrade. There will be horizontal and vertical chutes, including an archimedes screw for vertical upwards transport, which requires mechanical power Some extra graphics fidelity is a must Water surfaces will feature specular reflections There will be an experimental immersive first person mode that should give you another edge in world immersion And lastly, I rewrote how plants in pots and planters are handled in the game, so you can expect a few interesting additions on that end Adding new game content like this, ideally while tackling interesting programming challenges is something I thoroughly enjoy doing, I am supper happy and grateful that I can do this full time now. Thank you very much for your support! And now, onwards to v1.13! View full record
  8. Dear Community, in the back of my mind I always feel like I could be so much quicker developing the game if only the circumstances were just right. But then I wake up to the real world where I have previously made commitments as a father, husband, home owner and, for better or worse, leader of the team behind Vintage Story. When I do make a commitment, I usually honor them for many years. Not to mention the whole world dealing with the worst pandemic in a century, the gardening season starting and my less than stellar health conditions. I did also allow myself to slow down a bit, to reflect over the previous 4 years of very intense game development. Felt almost surreal to be peacefully sitting in the sunshine and not having the feeling of being a huge slacker Anyhow. I think I'm getting back on track now. In recent days I finally started to tackle one major part of the seasons mechanic - seasonal foliage. I made a video of the work-in-progress I got so far. Its a fast forward cycle-through of seasonal colors. Note that each type of foliage has a different color range. There is still more major parts of the seasons mechanics left to do before we could think of a pre-release. Beyond that, there's also a number of nifty features already implemented for the upcoming release, which I already showed off in Discord on #devlog: For modders an .obj and .gltf Loader, which lets you import models from popular 3d modelling programs. For example, sloped blocks \o/ The world map will be persistent Block Entities are now handled more efficiently. Amongst others, this means the game can handle dozens of thousands of chiseled blocks easily. Here's 62.000 of them in one screenshot running at a smooth frame rate. In version 1.12 this would cause extreme delay when placing/removing blocks nearby so many chiseled blocks. Chutes got an upgrade. There will be horizontal and vertical chutes, including an archimedes screw for vertical upwards transport, which requires mechanical power Some extra graphics fidelity is a must Water surfaces will feature specular reflections There will be an experimental immersive first person mode that should give you another edge in world immersion And lastly, I rewrote how plants in pots and planters are handled in the game, so you can expect a few interesting additions on that end Adding new game content like this, ideally while tackling interesting programming challenges is something I thoroughly enjoy doing, I am supper happy and grateful that I can do this full time now. Thank you very much for your support! And now, onwards to v1.13!
  9. modinfo.json has to be in the root folder of the zip file. You moved it into a Testmod folder
  10. Hi Zig, what calls OnBlockPlaced there? The player when you place the stack yourself or something else? This item stack looks like it has been saved to disk manually and not fully loaded yet (via stack.ResolveBlockOrItem()) Also I think you are mixing up something there. stack.Attributes is not the same as stack.ItemAttributes stack.Attributes = Data specific for this item stack that you can set and read at will stack.ItemAttributes = shorthand for stack.Collectible.Attributes. This is attribute data as loaded from the block- or itemtype json files. In almost all circumstances you'd want this to be a read only data source.
  11. Derzeit nicht, aber ein kleiner mod könnte das durchaus machen. Derzeit nicht aber die genannte meldung hab ich in v1.13 entfernt Nein, derzeit nicht. Nein, leider nicht. Die option ist aber komplett ausgebaut in v1.13, daher wird es ab v1.13 funktionieren.
  12. It should be /weather seti clearsky
  13. Upload your Testmod.zip so we can look at it
  14. There is a chance to fix it, if you got some additional IT skills or willingness to learn them - Download sqlite-tools-win32-x86-3310100.zip from https://sqlite.org/download.html - Open up a command line and run sqlite3 broken.vcdbs ".recover" | sqlite3 fixed.vcdbs broken.vcdbs should be the name of your savegame. fixed.vcdbs will be the recovered savegame. You can then try to load the fixed.vcdbs and with some luck, it'll run. If the blocks are all garbled up and you happen to have a backup you could try to copy over the savegame table using the "DB Browser for SQLite" which you can find in google.
  15. If I'm not mistake it was a request by players to not use a simple damage reduction system. Btw. it would be quite easy to thoroughly test this as a mod, with only patching json some files. Make all armors and creatures tier 1 potrotection/damage. Set all % damage reduction to 0 and instead set the flat damage reduction to your suggested values.
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