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Tyron

VS Team (Lead)
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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. Oh, whoops, sorry, correct file: http://account.vintagestory.at/files/pre/vs_mac_1.9.8-pre.1.tar.gz
  3. 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
  4. 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.
  5. 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?
  6. 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)
  7. Open the Finder, then in the menu Go => Go To Folder... and there you type: ~/.config/VintageStoryData/Logs
  8. 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.
  9. 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
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  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
  11. Yup, I already added some debug logging to v1.9.7 for that. Will release today.
  12. 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!
  13. 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.
  14. 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
  15. 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
  16. Social Vintarians Version 1.9.4-rc.1, an unstable release, is now ready for download in the account manager. This updates also includes some small changes on how save games are loaded, so for safety I recommend you make a backup of your worlds. Amongst the countless bugfixes, this update contains several features, such as some updated animations and an emote system. You can now type /emote [shrug|wave|cry|cheer] to run an emote. We'll be adding more emotes and an easier system to run them in the future. Here's a cheer emote, and a new custom animation for panning: You can also see my name tag is in green - we now have entitlements! VS Team members are colored green and Supporters are colored gold. Also there is now a new, rather drastic and experimental multiplayer feature - block reinforcement. You can now craft a "Plumb and Square" which, together with stones, copper, bronze or iron ingots in your hands, allows you to reinforce blocks so that they have to be broken multiple times to remove them (25 for stone, 75 for copper, 150 for tin bronze, 200 for black bronze and 400 for iron ingots). It's basically the first glimpse into an alternative, and more immersive, way to protect your stuff in multiplayer. Probably in v1.9.5 I'll also add smithable locks to prevent players from opening your doors and chests. However, if it significantly breaks game play we'll disable it by default. Full game updates list Feature: Added block reinforcement system. Can now reinforce blocks with a new tool called the "Plumb and Square". This results in players required to break the block multiple times before it really disappears. Requires a resource for reinforcing. Hard stones add 25 strength, copper ingots 75 strength, bronze around 200 and iron ingots 400 strength Feature: Added command .recordingmode to toggle a +20% boost to gamma and brightness Feature: Added /emote command to make emotes. Hint: You can use the macro manager (CTRL+M) to bind these to a keyboard key. Feature: 2 new seraph animations: Panning and two hand block placing Feature: Buyers of the supporter add-on now have a golden name tag, Vintage Story Team players have a green name tag Feature: Added panning animation, standing flint knapping animation, 2-hand place block animation and 4 emotes Feature: Can now break apart reed baskets and hand baskets with a knife in the crafting grid Tweak: Gameplay balancing changes Increase chance of trader spawning by about 10% Doubled max stack size for feathers Halved beehive repop times Halved animal breeding times Seed loot vessel now drops more seed Eating a cooked meal from a bowl now gives +20% nutrition boost Tweak: Added translators that contributed more than 100 words to the credits page Tweak: Holding Alt now inverts mouse grab with Immersive Mouse Mode on or off. Tweak: Oil lamps that are placed on the ground now fall down instead of popping of as an item Tweak: Slightly increased max drifter spawn quantity Tweak: Seraph can finally sleep empty handed Tweak: Can now attach lanterns to the bottom side of fences Tweak: Middle mouse click to pick blocks now ignores anything in the off hand or back pack slots Tweak: The game now blends the light level if player holds a light source in the left and right hand Tweak: Updated language files Tweak: Improved glow level on extinct firepits Tweak: Berry bushes now show how many days they need to grow Tweak: The grid recipe slideshows shown in the handbook are a bit randomized so as to not give the false impression that e.g. only meteoric stone works for crafting stonepath Tweak/Fixed: Sleeping in beds no longer hider the GUIs and shows a hint on how to leave the bed Fixed: Might fix a rare crash related to clay forming Fixed: Breaking lanterns unstackable with crafted lanterns. Missing lantern names in the block info Fixed: Game crashing when placing huge amounts of firewood in one chunk Fixed: Can no longer xray by dropping gravel/sand onto the character. Now renders an inside block thing. Fixed: Should fix a rare crash while playing the game Fixed: Handbook did not rescale correctly when changing the GUI scale without restarting the game Fixed: Trader restocking created multiple buy/sell items of the same type Fixed: Purchasing from the treader created 0-stacksize gears Fixed: Oddities when sneak + right clicking with firewood on trapdoors Fixed: Game crashing when pressing H while hovering over a basket in the inventory Fixed: Offhand slot contents invisible after rejoining a server Fixed: Dead trader had missing name entry Fixed: Might fix a rare client crash Fixed: Missing trader sound log entry Fixed: Might fix broken soil textures on linux? Fixed: Coal not spawning in chert Fixed: Game version in the windows apps list not correctly displayed Fixed: Sneak+H on logs and leaves did not open the detail page Fixed: Contents of Chests and firepits lost on rare occasion upon reload/reconnect of the world Fixed: A very old bug in the block id remapper that causes some blocks to be missing the first time a mod was added or removed, when loading up a world, in certain cases. API Updates Feature: Added field RuntimeEnv.DebugOutOfRangeBlockAccess to debug world generation issues Tweak: Can now define a theme packs texture size in the modinfo.json to fix the rendering issue with topsoil Fixed: Large decal textures crashing the game Fixed: Entity actions left mouse and right mouse could not be prevented Fixed: Should fix that the block/item/entity shape rotations are not propagated to its variants Fixed: Empty cooking pot code is now configurable
  17. Social Vintarians Version 1.9.4-rc.1, an unstable release, is now ready for download in the account manager. This updates also includes some small changes on how save games are loaded, so for safety I recommend you make a backup of your worlds. Amongst the countless bugfixes, this update contains several features, such as some updated animations and an emote system. You can now type /emote [shrug|wave|cry|cheer] to run an emote. We'll be adding more emotes and an easier system to run them in the future. Here's a cheer emote, and a new custom animation for panning: You can also see my name tag is in green - we now have entitlements! VS Team members are colored green and Supporters are colored gold. Also there is now a new, rather drastic and experimental multiplayer feature - block reinforcement. You can now craft a "Plumb and Square" which, together with stones, copper, bronze or iron ingots in your hands, allows you to reinforce blocks so that they have to be broken multiple times to remove them (25 for stone, 75 for copper, 150 for tin bronze, 200 for black bronze and 400 for iron ingots). It's basically the first glimpse into an alternative, and more immersive, way to protect your stuff in multiplayer. Probably in v1.9.5 I'll also add smithable locks to prevent players from opening your doors and chests. However, if it significantly breaks game play we'll disable it by default. Full game updates list Feature: Added block reinforcement system. Can now reinforce blocks with a new tool called the "Plumb and Square". This results in players required to break the block multiple times before it really disappears. Requires a resource for reinforcing. Hard stones add 25 strength, copper ingots 75 strength, bronze around 200 and iron ingots 400 strength Feature: Added command .recordingmode to toggle a +20% boost to gamma and brightness Feature: Added /emote command to make emotes. Hint: You can use the macro manager (CTRL+M) to bind these to a keyboard key. Feature: 2 new seraph animations: Panning and two hand block placing Feature: Buyers of the supporter add-on now have a golden name tag, Vintage Story Team players have a green name tag Feature: Added panning animation, standing flint knapping animation, 2-hand place block animation and 4 emotes Feature: Can now break apart reed baskets and hand baskets with a knife in the crafting grid Tweak: Gameplay balancing changes Increase chance of trader spawning by about 10% Doubled max stack size for feathers Halved beehive repop times Halved animal breeding times Seed loot vessel now drops more seed Eating a cooked meal from a bowl now gives +20% nutrition boost Tweak: Added translators that contributed more than 100 words to the credits page Tweak: Holding Alt now inverts mouse grab with Immersive Mouse Mode on or off. Tweak: Oil lamps that are placed on the ground now fall down instead of popping of as an item Tweak: Slightly increased max drifter spawn quantity Tweak: Seraph can finally sleep empty handed Tweak: Can now attach lanterns to the bottom side of fences Tweak: Middle mouse click to pick blocks now ignores anything in the off hand or back pack slots Tweak: The game now blends the light level if player holds a light source in the left and right hand Tweak: Updated language files Tweak: Improved glow level on extinct firepits Tweak: Berry bushes now show how many days they need to grow Tweak: The grid recipe slideshows shown in the handbook are a bit randomized so as to not give the false impression that e.g. only meteoric stone works for crafting stonepath Tweak/Fixed: Sleeping in beds no longer hider the GUIs and shows a hint on how to leave the bed Fixed: Might fix a rare crash related to clay forming Fixed: Breaking lanterns unstackable with crafted lanterns. Missing lantern names in the block info Fixed: Game crashing when placing huge amounts of firewood in one chunk Fixed: Can no longer xray by dropping gravel/sand onto the character. Now renders an inside block thing. Fixed: Should fix a rare crash while playing the game Fixed: Handbook did not rescale correctly when changing the GUI scale without restarting the game Fixed: Trader restocking created multiple buy/sell items of the same type Fixed: Purchasing from the treader created 0-stacksize gears Fixed: Oddities when sneak + right clicking with firewood on trapdoors Fixed: Game crashing when pressing H while hovering over a basket in the inventory Fixed: Offhand slot contents invisible after rejoining a server Fixed: Dead trader had missing name entry Fixed: Might fix a rare client crash Fixed: Missing trader sound log entry Fixed: Might fix broken soil textures on linux? Fixed: Coal not spawning in chert Fixed: Game version in the windows apps list not correctly displayed Fixed: Sneak+H on logs and leaves did not open the detail page Fixed: Contents of Chests and firepits lost on rare occasion upon reload/reconnect of the world Fixed: A very old bug in the block id remapper that causes some blocks to be missing the first time a mod was added or removed, when loading up a world, in certain cases. API Updates Feature: Added field RuntimeEnv.DebugOutOfRangeBlockAccess to debug world generation issues Tweak: Can now define a theme packs texture size in the modinfo.json to fix the rendering issue with topsoil Fixed: Large decal textures crashing the game Fixed: Entity actions left mouse and right mouse could not be prevented Fixed: Should fix that the block/item/entity shape rotations are not propagated to its variants Fixed: Empty cooking pot code is now configurable View full record
  18. Aw. What version of MacOS and what hardware are you on? I wish I had a macbook where this problem happens as well, I cannot reproduce it here.
  19. I also have to work with literally a hundred times smaller or 1% of the budget that Hytale has :< [Edit:] Anyhow, several of your initial suggestions can easily take hundreds of hours of efforts, I think there's more cost effective ways to make the game stand apart. Also depends of course how they'd be implemented, but if its on the same level of quality as previous content it would take a long time. I know its tempting to find something to silence the critics, but I'm personally less worried about that and just really want to make a great game. I'd rather pick up the most interesting ideas from this forum than the ones most likely to set us apart from MC. But thanks for the suggestions either way!
  20. I think a well done trailer that almost only emphasizes on the differences would go a long way already
  21. It will stay, yes. Surely thinkable that it can be extended to other wildlife, eventually. For the time being I'm focused on bugfixing and then probably begin work on the next larger v1.10 update
  22. @Bradley Bjorkquist We got that resolve by now, right?
  23. Dearest Community, we seem to have stirred some controversy over the most recent update. It was intended as a small fun pun at generikbs live streams, literally coded in 20 minutes, but seems to have escalated into a discussion over in-game animal cruelty. Perhaps this is also a good point to give some insight on what kind of person is behind these blog posts so you, the community, have less need to speculate over their intentions. Who's Tyron? I'm the one that started development of Vintage Story in Spring 2016. I have a huge passion for coding and a love for detail. I've set up this very site, wrote about 95% of the games source code with its web-based authentication and game key system, the account manager, created VS Model Creator (based on MCMC), programmed an team internal asset management system, do the taxes, run the shop, handle support tickets, and anything else we don't have somebody assigned to. For better or worse, I've been steering the ship. It's been stormy weathers, calm seas and starry nights all the way. I'm a peace-loving creature. In times when I need to recharge my batteries you will probably find me tending after my garden, pruning my tomatoes, turning the compost, do some woodworking or just watching the crops grow. I'm a great admirer of Nature and the Universe. Trying to bring a fraction of that beauty into the digital medium was one of the original goals of this game. Interpreting intent Its easy to trivialize or demonize any statement, action, group or person. There's a million ways to look at a problem. There's never going to be a point where I'd be able to program a new feature or formulate something in human language that cannot be misinterpreted in some ways. The one thing I can do is to inform everyone when I notice one of my statements have been misinterpreted, and I actively encourage the community to verify if their assumptions are correct. More often than not, I do make mistakes. A bug in the code, a badly formulated statement, a missed deadline and the likes. In fact I make a lot of small mistakes but learned to correct them quickly. In this particular instance "pecker fight" and the change log entry "Roosters now occasionally attack each other when in small enclosed spaces" seems to give some the impression that I directly or indirectly condone blood sports. I don't. Furthermore I also did not intend to actively encourage in-game cockfighting with it and I also do not actively discourage it either. The mechanic itself however is not tailored to close spaces, but simply when two roosters are in vicinity from one another and they do very little damage to one another, and in that matter I have incorrectly formulated this feature. Corrections Thus I will change the previous blog post to correctly formulate the feature, remove easy misinterpretations and henceforth, for the sake of historical accuracy, simply add such corrections in the form of a blog change log at the end of the blog post. Thank you for reading! View full record
  24. Dearest Community, we seem to have stirred some controversy over the most recent update. It was intended as a small fun pun at generikbs live streams, literally coded in 20 minutes, but seems to have escalated into a discussion over in-game animal cruelty. Perhaps this is also a good point to give some insight on what kind of person is behind these blog posts so you, the community, have less need to speculate over their intentions. Who's Tyron? I'm the one that started development of Vintage Story in Spring 2016. I have a huge passion for coding and a love for detail. I've set up this very site, wrote about 95% of the games source code with its web-based authentication and game key system, the account manager, created VS Model Creator (based on MCMC), programmed an team internal asset management system, do the taxes, run the shop, handle support tickets, and anything else we don't have somebody assigned to. For better or worse, I've been steering the ship. It's been stormy weathers, calm seas and starry nights all the way. I'm a peace-loving creature. In times when I need to recharge my batteries you will probably find me tending after my garden, pruning my tomatoes, turning the compost, do some woodworking or just watching the crops grow. I'm a great admirer of Nature and the Universe. Trying to bring a fraction of that beauty into the digital medium was one of the original goals of this game. Interpreting intent Its easy to trivialize or demonize any statement, action, group or person. There's a million ways to look at a problem. There's never going to be a point where I'd be able to program a new feature or formulate something in human language that cannot be misinterpreted in some ways. The one thing I can do is to inform everyone when I notice one of my statements have been misinterpreted, and I actively encourage the community to verify if their assumptions are correct. More often than not, I do make mistakes. A bug in the code, a badly formulated statement, a missed deadline and the likes. In fact I make a lot of small mistakes but learned to correct them quickly. In this particular instance "pecker fight" and the change log entry "Roosters now occasionally attack each other when in small enclosed spaces" seems to give some the impression that I directly or indirectly condone blood sports. I don't. Furthermore I also did not intend to actively encourage in-game cockfighting with it and I also do not actively discourage it either. The mechanic itself however is not tailored to close spaces, but simply when two roosters are in vicinity from one another and they do very little damage to one another, and in that matter I have incorrectly formulated this feature. Corrections Thus I will change the previous blog post to correctly formulate the feature, remove easy misinterpretations and henceforth, for the sake of historical accuracy, simply add such corrections in the form of a blog change log at the end of the blog post. Thank you for reading!
  25. Exquisite Players! Version 1.9.3-rc.1, an unstable release, is now ready for download in the account manager. [Edit:] Released rc.2 to fix 2 crashes! [Edit:] aaand 1.9.3 is out! Should fix 2 crashes and the clayforming bug from rc.2 Due some additions to the API I made this one an unstable release, just to be on the safe side. That being said, it should be more stable than 1.9.2, but always hard to tell what strange new special cases turn up. Also hello everybody who newly joined, I wish you a warm welcome! We also added a small behavioral feature - roosters asserting their dominance towards their peers! Game updates Feature: Roosters now occasionally attack each other for 0.05 damage points when they come in close vicinity Feature: Added intermediate join server screen when connecting to a public server which lets you type in a password when the server is password protected. Also shows some extra infos. Feature: Added metal alloying ratios to the handbook Tweak: Can no longer put items into the traders buying slots which the trader is not interested in Tweak/Fixed: Anvil and Clay forming surface now display how to select the tool mode Tweak: Added notice to ores that they have to be crushed by a hammer Tweak: Added a bit more ingame documentation to the /land claim commands Fixed: Creating knapping surface from stone too close not displaying an ingame error Fixed: Game crashing when setting smallest gui scale Fixed: Adding waypoint with invalid color throwing exception. Now prints a proper message Fixed: Player pose all derpy when holding an offhand torch or lantern and block/item in the hotbar Fixed: Sand/gravel inside other players pans invisible Fixed: Off-hand slot items such as the torch for other players invisible Fixed: Game crashing when trying to cook 2 soybean in a pot Fixed: Maybe fixes game music playing while an echo chamber track plays Fixed: Disabling a vanilla mod causes players to crash when trying to connect to a vanilla server Fixed: /we mexc wrote chat messages to everyone Fixed: /waypoint remove did not remove the waypoint until reloaded Fixed: Click on the stationary reed basket in the Handbook directed one to the aged basket Fixed: Using non-english language on an english server caused knapping recipes selection to select the wrong recipe Fixed: Might fix a crash when connecting to a server Fixed: Malachite nuggets not usable as pigment Fixed: Chisel on tool rack had a copper handle Fixed: Game crashing when right clicking items into the trader selling slots Fixed: Game crashing when attempting to interact with claimed blocks Fixed: Cheap fix for land claimed double doors / double fance gates not reverting properly Fixed: Handbook skep recipe incorrect (should be 2 clay instead of 1) Fixed: More language related fixes Server updates Feature: Added /serverconfig setspawnhere Tweak: Should crash with a more helpful message when Mono is outdated API Updates Feature: Added CTRL+F1 to reload the world Feature: Added entity action event thing for copygirl Feature: Added eventapi.OnSendChatMessage to modify or override the default behavior when sending a chat message to the server Feature: Raw access to the VTML Parser. Crafty modders can theoretically add own richttext elements with it (add your converter to the VtmlUtil.TagConverters dict) Fixed: Game crashing with CarryCapacity loaded Fixed: Load/Store Modconfig using the wrong folder Fixed: Several block interaction helps not moddable Fixed: Removed srgb profiles from all png files again to fix the srgb profile error spam [12th may] Blog post Statement corrections: - Changed title from "pecker fight" to "fight for dominance" - Changed feature description, see next post. View full record
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