Jump to content

Tyron

VS Team (Lead)
  • Posts

    1,942
  • Joined

  • Last visited

  • Days Won

    765

Everything posted by Tyron

  1. Not yet, still searching. Added some debug logging and some changes that maybe affects the behavior, please be so kind to test and send me the log files again: http://account.vintagestory.at/files/pre/vs_mac_1.9.8-pre.4.tar.gz
  2. Once I make many more sales so that I could afford to pay a company to port the game. Right now it doesn't look like that will happen in the near future.
  3. Oh, whoops, sorry, correct file: http://account.vintagestory.at/files/pre/vs_mac_1.9.8-pre.1.tar.gz
  4. Ok, can you install this version please and repeat the same experiment: http://account.vintagestory.at/files/pre/vs_update_1.9.8-pre.1.exe
  5. Ooookay, thats some interesting values! Looks like an issue in the game engine. I will add more logging to the parts where I suspect there could be a problem.
  6. Oh I see, so the last log entries (https://pastebin.com/iMD4LsKc) was from the beginning where everything worked? If yes, can you repeat the same thing after a few minutes please?
  7. Thanks! Hm, its a bit hard to read, could you do only the following actions for me, in short strokes (order doesn't matter): Walk forward Walk left Walk right Walk backwards Jump + walk forward Jump + walk left Break a block Place a block Walk forward + left Walk forward + right Then exit and send me the client-debug.txt again please. Like this: Reason for this: I am currently trying to find out if the keystrokes correctly arrive in the game engine in order to find out if the game engine is the problem or a 3rd party library (OpenTK)
  8. Open the Finder, then in the menu Go => Go To Folder... and there you type: ~/.config/VintageStoryData/Logs
  9. Right, forgot to response. Can you run the game, walk around for a while like you did in the video (also do some block breaking please), then send me the client-debug.txt please. That file now contains extra information on the key press events.
  10. Lively Vintarians Version 1.9.7-rc.1, an unstable release, is now ready for download in the account manager. [Edit:] v1.9.7 is up as well now! Should fix a crash when loading/connecting to old worlds. Also Portuguese translations! This should be a nice one. Another animal added to the creature roster. Looks real nice in-game. Saraty and Luke did a great job on this one. We also added another important link in getting started on the game - text describing how some of the crafting mechanics work. Lastly we got improved game server connecting times and a new butterfly behavior \o/ I also did work some more on implementing the static translocator, but its not there yet. As mentioned before, I will still do one or two more small-ish updates then begin work on another major feature release. Screenshots Added Hares. Don't forget to protect your crops Added some basic crafting mechanic documentation to the survival handbook. In a future update perhaps well prettify it with animated gifs and stuff. Added padlocks. These can be used to lock doors and chests so that other players cannot access it. You need to use it in combination with the block reinforcement or land claiming system for it to be effective. Butterflies now sometimes chase eachother Game updates Feature: Essential ingame documentation: The handbook now contains information on some of the game mechanics, such as knapping, clay forming and smithing Feature: Added Hares Quickest animal in-game Come in 9 variants, including a desert and arctic one Will eat your crops or any loose vegetables dropped on the ground Is hunted by foxes and wolves Feature: Added padlock item Allows players to lock doors, trapdoors and chests Most useful in combination with block reinforcement or land claiming Created on the anvil from any bronze or iron (no functional difference between the metal versions) Feature: Improved game networking. Now compacts all data packets above 5 Kb. Should yield in much faster connecting and chunk loading times on slow/distant connections. Example: Initial connecting to a server now only needs to transmit 300 Kb instead of 8 Mb - a reduction by a factor of 25 Feature: Added 3 new emotes and 2 new animations (hoeing and watering). Type /emote to see what emotes are available. Feature: Added butterfly chasing behavior. Sometimes butterflies fly after one another. Butterflies are slightly larger now. Tweak: Doubled strength of reinforced blocks. Reinforced blocks can no longer catch fire Tweak: Chickens now walk and flee somewhat faster Tweak: Can now right mouse click to pick up raw pot, raw ingot mold and raw tool mold Tweak: Shortened animals flee response time Tweak: Animals now a bit less idle Tweak: Animals killed through falling or by other animals now only have half the drops when harvested Tweak: Inside block rending now disabled when in creative mode Tweak: Added debug logging to clay forms for players that have their game freeze when they start to clay form Tweak: Added debug logging for Mac OS users where mouse / keyboard controls don't work properly Fixed: Bug in client position interpolation. Should fix Dead animals floating in air Players getting teleported on laggy connections Animal movement more jerky than they should be Fixed: Debug text and name tags on dead animals not above their heads Fixed: Various bugs with the flower pot and planter Fixed: Rewrote recipe selection, should fix any issues where one recipe as chosen but another got selected Fixed: Using a temporal gear made it not disappear in other players hands Fixed: 3rd person clipping through walls (not 100% fixed but less now) Fixed: Two year old bug. Soil in inventory wrongly tinted. Fixed: Music no longer playing after a while Fixed: Traders not spawning in some cases Fixed: Rarely Lakes generating inside some trader huts Tweak/Fixed: Minor stuff. One possible cause of glitchy repeating animations, planting seeds now runs the place animation, might fix an issue with the plumb and square, first launch info dialog now adjusts to the height of the text, updated translations, tweaked fox spawn conditions API Updates Feature: Completed work on BEAnimatable. Lets you animate block entities. See BlockEntityStaticTranslocator for an example Feature: Added networkapi.DidReceiveChannelId Tweak: Added RegistryObject.CodeWithVariant for entities, blocks and item. This method forms the future on how to get variants of the same block Tweak: Animals can now also eat loose items on the ground (current use: For Hares) Tweak: Collectible.Variant is now ordered, added Tweak: *byType and {type} is now recursively replaced (i.e. can do {type} inside a byType "*" variant) Tweak: EntityPartioning.WalkEntities callback now with boolean return to stop the search Tweak: Filled Flower pots and planters now configured through json on what they drop Tweak: Cinematic camera system no longer obfuscated Tweak: Better crash feedback on wrong asset data in 2 cases (i.e. wrong entity texture) Fixed: ItemCreature did not respect creature mod domain Fixed: Creature interaction was not cancel-able through the action system View full record
  11. Lively Vintarians Version 1.9.7-rc.1, an unstable release, is now ready for download in the account manager. [Edit:] v1.9.7 is up as well now! Should fix a crash when loading/connecting to old worlds. Also Portuguese translations! This should be a nice one. Another animal added to the creature roster. Looks real nice in-game. Saraty and Luke did a great job on this one. We also added another important link in getting started on the game - text describing how some of the crafting mechanics work. Lastly we got improved game server connecting times and a new butterfly behavior \o/ I also did work some more on implementing the static translocator, but its not there yet. As mentioned before, I will still do one or two more small-ish updates then begin work on another major feature release. Screenshots Added Hares. Don't forget to protect your crops Added some basic crafting mechanic documentation to the survival handbook. In a future update perhaps well prettify it with animated gifs and stuff. Added padlocks. These can be used to lock doors and chests so that other players cannot access it. You need to use it in combination with the block reinforcement or land claiming system for it to be effective. Butterflies now sometimes chase eachother Game updates Feature: Essential ingame documentation: The handbook now contains information on some of the game mechanics, such as knapping, clay forming and smithing Feature: Added Hares Quickest animal in-game Come in 9 variants, including a desert and arctic one Will eat your crops or any loose vegetables dropped on the ground Is hunted by foxes and wolves Feature: Added padlock item Allows players to lock doors, trapdoors and chests Most useful in combination with block reinforcement or land claiming Created on the anvil from any bronze or iron (no functional difference between the metal versions) Feature: Improved game networking. Now compacts all data packets above 5 Kb. Should yield in much faster connecting and chunk loading times on slow/distant connections. Example: Initial connecting to a server now only needs to transmit 300 Kb instead of 8 Mb - a reduction by a factor of 25 Feature: Added 3 new emotes and 2 new animations (hoeing and watering). Type /emote to see what emotes are available. Feature: Added butterfly chasing behavior. Sometimes butterflies fly after one another. Butterflies are slightly larger now. Tweak: Doubled strength of reinforced blocks. Reinforced blocks can no longer catch fire Tweak: Chickens now walk and flee somewhat faster Tweak: Can now right mouse click to pick up raw pot, raw ingot mold and raw tool mold Tweak: Shortened animals flee response time Tweak: Animals now a bit less idle Tweak: Animals killed through falling or by other animals now only have half the drops when harvested Tweak: Inside block rending now disabled when in creative mode Tweak: Added debug logging to clay forms for players that have their game freeze when they start to clay form Tweak: Added debug logging for Mac OS users where mouse / keyboard controls don't work properly Fixed: Bug in client position interpolation. Should fix Dead animals floating in air Players getting teleported on laggy connections Animal movement more jerky than they should be Fixed: Debug text and name tags on dead animals not above their heads Fixed: Various bugs with the flower pot and planter Fixed: Rewrote recipe selection, should fix any issues where one recipe as chosen but another got selected Fixed: Using a temporal gear made it not disappear in other players hands Fixed: 3rd person clipping through walls (not 100% fixed but less now) Fixed: Two year old bug. Soil in inventory wrongly tinted. Fixed: Music no longer playing after a while Fixed: Traders not spawning in some cases Fixed: Rarely Lakes generating inside some trader huts Tweak/Fixed: Minor stuff. One possible cause of glitchy repeating animations, planting seeds now runs the place animation, might fix an issue with the plumb and square, first launch info dialog now adjusts to the height of the text, updated translations, tweaked fox spawn conditions API Updates Feature: Completed work on BEAnimatable. Lets you animate block entities. See BlockEntityStaticTranslocator for an example Feature: Added networkapi.DidReceiveChannelId Tweak: Added RegistryObject.CodeWithVariant for entities, blocks and item. This method forms the future on how to get variants of the same block Tweak: Animals can now also eat loose items on the ground (current use: For Hares) Tweak: Collectible.Variant is now ordered, added Tweak: *byType and {type} is now recursively replaced (i.e. can do {type} inside a byType "*" variant) Tweak: EntityPartioning.WalkEntities callback now with boolean return to stop the search Tweak: Filled Flower pots and planters now configured through json on what they drop Tweak: Cinematic camera system no longer obfuscated Tweak: Better crash feedback on wrong asset data in 2 cases (i.e. wrong entity texture) Fixed: ItemCreature did not respect creature mod domain Fixed: Creature interaction was not cancel-able through the action system
  12. Yup, I already added some debug logging to v1.9.7 for that. Will release today.
  13. Hehe, glad to hear you are enjoying the game! Something like that, yes. We take great care in trying to balance all the game mechanics. All of world generation is built to use relative heights (so for example ore XY spawns at 30% of sealevel) so a 128 world should merely be a scaled version of the standard one. Due to the immense amount of testing required to get the balance just right we however only test with 256 high worlds and as such cannot be certain that everything is as we intended with nonstandard heights. If you come across unbalanced stuff, we're glad to hear of it though! Then perhaps over time we can more confidently say that 128 high worlds also work just fine
  14. Hi @Rhyagelle You can buy the game with with the account you just created. Here is the online shop: https://www.vintagestory.at/store/category/1-single-game-account/ Or yes, you can indeed also get the game on the humble store, through the humble widget or on itch.io Once you made the purchase on any of these you get a specially prepared link that lets you create the game account and download the game. I hope that explains it, otherwise feel free to ask further.
  15. Thanks for the video. There's 2 ways to go about this, I'm happy with both ways, only depends whats you'd prefer You can request a refund and perhaps far in the future I come across some hardware where i can reproduce this bug We begin a somewhat arduous path of finding this issue. It would require me to make a a special build for you that print debug information to narrow down the cause of the issue, and probably repeat that a few times. The success chance to finding and fixing it is likely to be decent, but not 100%. If you alright with doing quite some testing I'll go ahead and make the special build. Let me know!
  16. Right. I just see this stuff could be a bit more user friendly. Until then: The problem is the following. Your standard internet connection has a firewall blocking access to the server. There is an integrated mechanic in the server that will try to set up something called "port forwarding". You can try the following with about 50% success rate: 1. Either connect to your server as admin or type in the following commands into the server window: 2. /serverconfig upnp 1 3. Wait about 20 seconds In the server console you can see now if upnp was successful or not. If it was: 4. /severconfig name spencers server 5. /serverconfig advertise 0 6. /serverconfig advertise 1 Now when your friends go to Multiplayer -> Browser Public servers they should see "spencers server". If not the server was unable to go through your firewall and you have to check your internet router if Upnp is enabled and/or manually set up port forwarding.
  17. Hi spencer. Where did you try to start the server on your local computer or a dedicated server?
  18. Is there any chance I could look into myself that using Teamviewer? Perhaps together with a call over discord chat. I'd really like to get to the bottom of this. I can perfectly understand though if you would prefer to not do that. Same question also to you @ACE, if you still have mouse issues.
  19. This should be fixed in v1.9.6 - please try it out!
  20. Sorry, I messed up the v1.9.4 / v1.9.5 download files a bit. Will refrain from doing the same mistake again
  21. I messed up v1.9.4 / v1.9.5, please try v1.9.6 and let me know if it fixed your crash!
  22. I messed up v1.9.5, please try v1.9.6 and let me know if it fixed your crash!
  23. I messed up v1.9.5, please try v1.9.6 and let me know if it fixed your issues!
  24. Version 1.9.4/1.9.5, a stable release, is now ready for download in the account manager. [Edit:] Release v1.9.5 to fix a major crash bug when starting the game for the first time using german translations. Changes: Tweak: Updated german translations file Fixed: Broken soup names Fixed: Game crashing on first startup under german language and thus basically unplayable Fixed: Console admin messages - name was not bold [Edit2:] Something messed up with the v1.9.5 upload, had to release v1.9.6 as well, sowwi! v1.9.4 Game updates Tweak: Player names in the chat are now bold. /announce text is now orange Tweak: Reduced amount of generations until animals are no longer fleeing from the player from 50 down to 30 Tweak: Removed 'install'/'reinstall' from server.sh. 'update' now only shows a hint on how to update the server manually Fixed: Should fix sand/gravel duplication bug Fixed: Should fix floating blocks after a fire Fixed: Trader dialog can not be opened Fixed: Pressing H on damaged tools not opening the handbook detail page Fixed: Looking at a cooking pot crashes the game Fixed: Game crashing when cancelling during while connecting / loading the world Fixed: Emotes not working in multiplayer Fixed: A bunch of memory leaks when exiting a world or server View full record
  25. Version 1.9.4/1.9.5, a stable release, is now ready for download in the account manager. [Edit:] Release v1.9.5 to fix a major crash bug when starting the game for the first time using german translations. Changes: Tweak: Updated german translations file Fixed: Broken soup names Fixed: Game crashing on first startup under german language and thus basically unplayable Fixed: Console admin messages - name was not bold [Edit2:] Something messed up with the v1.9.5 upload, had to release v1.9.6 as well, sowwi! v1.9.4 Game updates Tweak: Player names in the chat are now bold. /announce text is now orange Tweak: Reduced amount of generations until animals are no longer fleeing from the player from 50 down to 30 Tweak: Removed 'install'/'reinstall' from server.sh. 'update' now only shows a hint on how to update the server manually Fixed: Should fix sand/gravel duplication bug Fixed: Should fix floating blocks after a fire Fixed: Trader dialog can not be opened Fixed: Pressing H on damaged tools not opening the handbook detail page Fixed: Looking at a cooking pot crashes the game Fixed: Game crashing when cancelling during while connecting / loading the world Fixed: Emotes not working in multiplayer Fixed: A bunch of memory leaks when exiting a world or server
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.