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Tyron

VS Team (Lead)
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Everything posted by Tyron

  1. Most valued players,version 1.8.2, a stable release, is now ready for download in the account manager. Looks like we got a pretty stable state already. Here's a few more notable bug fixes and tweaks. Also you can now craft basalt brick blocks, stairs and slabs as well as increased spear damage output. [Edit:] The v1.8.2 windows updater download has issues, so it's no longer available for download. Please use the full installer or wait until v1.8.3 [Edit 2:] v1.8.3 is now out. Fixes the windows updater, a basalt dupe glitch thing, water meeting lava creating unknown blocks and adds some debugging tools for land claims Game updates Tweak/Fixed: Basalt blocks were twice in the game, this will break your previously collected basalt blocks, sorry about that. Therefore you can now craft basalt brick blocks, stairs and slabs in survival mode. Tweak: Significantly boosted melee damage output of low tier spears, significantly boosted thrown damage output for all spears Tweak: Updated language files to latest version Tweak: Mantle block now makes the same sounds as other rock Fixed: MacOS version not starting at all Fixed: Incorrect bamboo sapling model Fixed: Some blocks craftable that shouldn't be (yet) Fixed: Item dupe bug on the crafting output slot Fixed: Visual oddities when looking at distant berry bushes and flowers
  2. Most valued players,version 1.8.2, a stable release, is now ready for download in the account manager. Looks like we got a pretty stable state already. Here's a few more notable bug fixes and tweaks. Also you can now craft basalt brick blocks, stairs and slabs as well as increased spear damage output. [Edit:] The v1.8.2 windows updater download has issues, so it's no longer available for download. Please use the full installer or wait until v1.8.3 [Edit 2:] v1.8.3 is now out. Fixes the windows updater, a basalt dupe glitch thing, water meeting lava creating unknown blocks and adds some debugging tools for land claims Game updates Tweak/Fixed: Basalt blocks were twice in the game, this will break your previously collected basalt blocks, sorry about that. Therefore you can now craft basalt brick blocks, stairs and slabs in survival mode. Tweak: Significantly boosted melee damage output of low tier spears, significantly boosted thrown damage output for all spears Tweak: Updated language files to latest version Tweak: Mantle block now makes the same sounds as other rock Fixed: MacOS version not starting at all Fixed: Incorrect bamboo sapling model Fixed: Some blocks craftable that shouldn't be (yet) Fixed: Item dupe bug on the crafting output slot Fixed: Visual oddities when looking at distant berry bushes and flowers View full record
  3. Version 1.8.1, a stable release, is now ready for download in the account manager. Fixes some of the most notable issues introduced in v1.8.0. Game updates Feature: Added block selectionbox editor (access via .bsedit). Tweak: Added notice to mono users that .vrec is not supported there Tweak: Added "alloy for" to recipe handbook Fixed: Carcass harvesting bugged (black square instead of dialog) Fixed: "No privilege" notification missing when trying to place/break blocks in protected areas Fixed Exception when saving land claims (/land claim save [name]) Fixed: A weird crash during connecting Fixed: Home screen black in some cases Fixed: Mac os version crashing on first startup Fixed: A number of other crashes View full record
  4. Version 1.8.1, a stable release, is now ready for download in the account manager. Fixes some of the most notable issues introduced in v1.8.0. Game updates Feature: Added block selectionbox editor (access via .bsedit). Tweak: Added notice to mono users that .vrec is not supported there Tweak: Added "alloy for" to recipe handbook Fixed: Carcass harvesting bugged (black square instead of dialog) Fixed: "No privilege" notification missing when trying to place/break blocks in protected areas Fixed Exception when saving land claims (/land claim save [name]) Fixed: A weird crash during connecting Fixed: Home screen black in some cases Fixed: Mac os version crashing on first startup Fixed: A number of other crashes
  5. Version 1.8.0, a stable release, is now ready for download in the account manager. After some more bugfixes version 1.8 seems stable enough for the majority of players to enjoy, so.... enjoy! Please note: The italian and french translations have not been updated yet, I will add the latest work from the community translators in v1.8.1 For the list of updates since v1.7, check out the previous update news entry. Game updates Tweak: Clouds somewhat darker during the night Fixed: Changing keymapping no longer working Fixed: Left hand item animated when breaking blocks Fixed: Hares and racoons spawning (they are incomplete so they shouldn't be spawning) Fixed: Decay behavior replacing blocks that it shouldn't Fixed: Animals getting stuck after some time (Maybe) Fixed: Some parts of the world not getting unloaded properly on rare occasions Fixed: Drifters using wrong hit box Fixed: Holding alt-key no longer let you move the camera while a dialog is opened (in normal mouse mode) Fixed: Moving fp camera broken on some systems Fixed: Cloud very slightly jittering up/down on normal time speed, every 30 seconds or so Fixed: 3-6 second long freeze every time the escape menu was being opened on mac os View full record
  6. Version 1.8.0, a stable release, is now ready for download in the account manager. After some more bugfixes version 1.8 seems stable enough for the majority of players to enjoy, so.... enjoy! Please note: The italian and french translations have not been updated yet, I will add the latest work from the community translators in v1.8.1 For the list of updates since v1.7, check out the previous update news entry. Game updates Tweak: Clouds somewhat darker during the night Fixed: Changing keymapping no longer working Fixed: Left hand item animated when breaking blocks Fixed: Hares and racoons spawning (they are incomplete so they shouldn't be spawning) Fixed: Decay behavior replacing blocks that it shouldn't Fixed: Animals getting stuck after some time (Maybe) Fixed: Some parts of the world not getting unloaded properly on rare occasions Fixed: Drifters using wrong hit box Fixed: Holding alt-key no longer let you move the camera while a dialog is opened (in normal mouse mode) Fixed: Moving fp camera broken on some systems Fixed: Cloud very slightly jittering up/down on normal time speed, every 30 seconds or so Fixed: 3-6 second long freeze every time the escape menu was being opened on mac os
  7. Most valued players, version 1.8-rc.1 to 3, a testing release, is now ready for download in the account manager. Make a backup of your old world before updated. Also remember to apply the remappings. Originally I wanted to work on world generation related features, but decided to shove in an update to improve the overall user experience of the game. One of the most requested UX feature by you, the community, was to have some way of looking up crafting recipes in-game, the ability to do multiplayer more easily and a left hand slot for light sources. Furthermore, over the months we have accumulated quite a list of major issues on the mac OS version, most of which are caused by 3rd party libraries. Principal rich text support was another feature that I believe will greatly improve the user experience in the long term. All of these points, and more, have been addressed in version 1.8. [Edit:] Released rc.2 to fix the cooking crash and players able to continue walking after they died. [Edit:] Released rc.3 to fix the the game not launching on linux . The mod api Amongst a bunch of mod api updates, I also dropped the code obfuscation for another 40.000 lines of engine code, which should give modders another edge of power and control over the game engine. This means from a grand total of ~240.000 lines of code that are compiled for each release 140.000 lines of code are under a readable source license and on github (vsapi, vsessentialsmod, vssurvivalmod) for everyone to take a peek 47.000 lines of code are not obfuscated, meaning with an off-the-shelf decompiler you can look at the code, albeit without code comments 50.000 lines of code remain obfuscated, at least half of which I still plan to drop the obfuscation for No time to loose As always, this update took way longer than what I would have hoped for. The improved macOS support alone about 30 hours of my time. Nevertheless, I did and always will continue to strive to bring you new updates as fast as possible, while still ensuring that I can also do so in the long term. As hinted in the last updates my wife Saraty and I are currently forced to prioritize our health issues over everything else, of which there are bunch.... not counting our other adult responsibilities of ensuring a livable income and raising a child. Le sigh. Screenshots Butterflies now spawn in the world All creatures now have a death animation and linger around. Drops need to be harvested from their dead bodies. Unharvested dead animals will decay to bones after 3 days, bones decay after another 3. A survival handbook that lets you look up all blocks and items and their crafting recipes. Press 'H' to open. Improved Hotbar UI and left hand slot. The left hand slot can only hold light sources right now. "Open To Internet" for easy multiplayer setups Game updates Feature: Butterflies flutter around to brighten up your day Feature: Can now craft stone bricks and polished rock in survival mode (see recipes below) Feature: Improved creature death. Killed creatures no long poof out of existence, they leave a carcass behind that can be harvested for resources and will eventually decay when left untouched. Dead creatures decay to bones after 3 days. Bones decay after another 3. Feature: Ingame Block and Item Handbook Let's you look up crafting recipes, what items are used for and how to obtain them. Open by typing 'H' You can also mouse over an item in your inventory to open the detail page of that item by pressing ‘H’ Please note, this feature is a work in progress and thus not all information is listed there yet Feature: Improved macOS Support Fixed: Typing special letters not fully supported (i.e. could not type @ on german keyboards) Fixed: Copy&Paste not working Fixed: While ingame shaking the mouse cursor enabled the "Shake mouse pointer to locate" feature of macOS Fixed: While ingame moving the mouse cursor quickly caused it to escape the game window and interact with the desktop Fixed: Game icon in the menu bar very blurry Fixed: Game not using custom cursor graphics Fixed: Crash reporter not launching and "Client Thread crash" message box crashing the game Feature: Simplified hotbar - removed username and exp bar. Health and Saturation numbers now visible only when hovered over with the mouse cursor Feature: Added left hand slot. Can only hold light sources and holding an item in your left hand drains hunger 25% faster Feature: Implemented UPnP and NAT-PMP discovery. Players can now "Open To Internet" \o/ Feature: Added creature bots for creative mode and/or video making (ask tyron if you want to use them) Feature: Can now left click into the empty area of the creative dialog to get rid of items (previously needed to click on a slot) Feature: When pressing Q or shift+q to drop items and hovering a slot the items of that hovered slot are dropped instead Feature: Rich text support in some selected areas Feature: Added context sensitive cursors icons. Text fields now have a text cursor and rich text links now have a finger cursor Feature: The screens single player, multiplayer and mod manager now resize to fit the window height Feature: Main screen background image now pans and zooms weirdly and no longer gets stretched or squeezed when the window is resized Feature: Added server setting to disable fire spreading Tweak: Gameplay balancing changes Rebalanced player nutrition system. Nutrients should drain slower now. Locusts now spawn only below y < 93 Eating cooked meals now have double the saturation loss delay (=doubled the time when saturation will start dropping again) Tweak: Categorized keyboard controls list, should be now more intuitive to read Tweak: Jumping makes the first person held items lag behind for more immersion Tweak: Bamboo blocks can no longer be used as a replacement for wooden planks during crafting Tweak: Notably improved performance in case where there are hundreds of entities in small spaces Tweak: Removed fast animations settings, now always on fancy animations. Sorry low end users. Therefore fancy animations are now slightly faster and aforementioned gains should mitigate the performance drop. Fancy animations was required for other features to work. Tweak: Significantly improve server performance when there is thousands or tens of thousands of land claims. Tweak: Small performance improvement on the particle system Tweak: Dropped items now have the players velocity added Tweak: /land info command now a bit more informative. Added server privilege debug mode Tweak: Tool racks now show their contents in the block info Tweak: Made default dropped ground transform larger, made default fp held block transform larger Tweak: Breaking snow/coal layers in creative mode now breaks all of them Tweak: The game tries to pre-select a more suitable window width/height and GUI scale on the very first startup Tweak: The settings tab now has toggle buttons instead of plain text buttons because they were not intuitively recognizable as tabs Tweak: In the settings interface tab, add a notice that the translations are community created and may be incomplete Tweak: More api documentation and language entries Tweak: Minor performance improvements Tweak: Reduce CPU overhead for occlusion culling by 25% but might overcull. We need to test and see how well it works. Tweak: copygirls floaty gui tweaks Floaty GUIs have been re-positioned a little to show up closer to the center of the block. Holding Ctrl to move the view while block dialogs are open has been removed, but replaced with the ability to hold Alt while in mouse-look to get the cursor back temporarily This works well with the new GUI Mouse Lock setting which you can find under "Interface" just below Floaty GUIs. Having both enabled allows you to open in-world block GUIs like containers, fire pits and the quern, without the game taking away your character's camera controls. You can then move items between dialogs using your crosshairs or use the previously mentioned Alt key method which is the only way interact with your hotbar and inventory with the new settings on, currently. Sneaking while a dialog is opened is now possible again to allow for sneak-interactions with held blocks / items. Opening a dialog doesn't suddenly stop you from walking around Fixed: Incorrect textures on molds Fixed: Hitting straw dummies does not wobble for other players in multiplayer Fixed: Should fix some wonkiness with crucibles when placed down in creative mode Fixed: Charcoal pits not smoking until relogged Fixed: Fences not attaching to paper lanterns Fixed: Server crashing on some linux shells Fixed: Might fix server exception spam / crash in some rare situations Fixed: A crash when digging/building on y=0 Fixed: Standalone server not verifying player auth, added server config to disable it Fixed: A rare sqlite exception during server shutdown Fixed: Resetting key mapping not updating the player control keys until the game is reloaded Fixed: Should fix players able to sleep in beds they have no permission on (due to land claims) Fixed: Lanterns and chests having the wrong model/texture for other players in multiplayer right after placing them Fixed: Eliminated a bunch of memory leaks Fixed: After dying and reviving the player was stuck in the death animation until restart Fixed: Mods are now unpacked outside the temp folder. This should fix some server runtime issues on certain linux systems as well as mod loading issues on clients Fixed: Microblock chisel textured the log wrongly Fixed: Carpets popping off when trying to place them on upside down slabs Fixed: CTRL+C on Linux and Mac not firing proper server shutdown sequence Fixed: Memory leak related to chest GUIs Fixed: Sign texts not showing after being imported by worldediit Fixed: Command .noclip crashing the game Fixed: Crucible empty after placing and picking it up again Modding updates Feature: Variant placeholders (e.g. {rock}) in blocktypes, itemtypes and entitytpyes can now be used everywhere. Feature: Added ability for items to add custom journal texts Tweak: Made chiseled blocks resistant against blockid changes (now stores block codes instead of block ids) Tweak: Made saplings more easily moddable. Can now supply treegen code in the sapling json file Tweak: Added trailer effects mod for the last scene of the trailer. Can be activated with /slomo, /glitch and /rain Fixed: Don't crash and instead log a readable error if a tree generator code has no associated registered tree generator Fixed: Game crashing on invalid texture definitions. Now logs an error instead Mod api code changes Feature: Added EntitySpawn and EntityDespawn events to the client and server event api Feature: Added CollectibleObject.GetHeldItemName() for custom block/item names Feature: Added sound memory leak debugging Tweak: Implemented a common method for vertex warping for all shaders. Moved all shader uniforms into IRenderAPI.ShaderUniforms Tweak: Entity behavior classes CollectEntities, EmotionStates and Health are now public Tweak: Game time speed is now a float instead of an int. Added a global time speed modifier: GlobalConstants.OverallSpeedMultiplier Tweak: copygirls inventory tweaks Create slot indexer (get and set) for inventories Tweaks to IInventory Now has this[slotId] indexer which can also be set! Now also an IReadOnlyCollection<ItemSlot> (Which means we can now do foreach (var slot in inventory) { ... }) Marked GetSlot and QuantitySlots obsolete Tweak: Improve ActiveHotbarSlotChanged event This event can now be cancelled on both the client and server sides. Removed the old ActiveHotbarSlotChangedEvent / ChangedActiveHotbarSlot from APIs. Removed: Ditched IEntity, IEntityAgent, IEntityPlayer and IEntityNpc. Use Entity, EntityAgent, EntityPlayer and EntityNPC directly instead New Crafting Recipes
  8. Tyron

    Hardships

    Dear Community, I would like to provide you with an update on what has been happening so far and where Vintage Story is currently standing. Saraty and me have been having a number of hardships so we've been feeling pretty drained the last dozen days and could only get very little done on the game. Yet as always, our plans remain unchanged. We hope that in a few days we will be able to go back to a decent level of productivity and resume work on version 1.8. The upcoming update will focus on making some parts of the game feel more complete. It contains a lot of stability improvements for MacOS users, an ingame recipe lookup (comparable to minecrafts JEI/NEI mods), support for rich text in some selective areas and a few pretties Sneak preview of the ingame recipe book: Anyhow, we hope that we can release version 1.8 and then focus on the promised world gen changes and hopefully also some progress on mechanical power. Until then we wish you happy gaming! - Tyron View full record
  9. Tyron

    Hardships

    Dear Community, I would like to provide you with an update on what has been happening so far and where Vintage Story is currently standing. Saraty and me have been having a number of hardships so we've been feeling pretty drained the last dozen days and could only get very little done on the game. Yet as always, our plans remain unchanged. We hope that in a few days we will be able to go back to a decent level of productivity and resume work on version 1.8. The upcoming update will focus on making some parts of the game feel more complete. It contains a lot of stability improvements for MacOS users, an ingame recipe lookup (comparable to minecrafts JEI/NEI mods), support for rich text in some selective areas and a few pretties Sneak preview of the ingame recipe book: Anyhow, we hope that we can release version 1.8 and then focus on the promised world gen changes and hopefully also some progress on mechanical power. Until then we wish you happy gaming! - Tyron
  10. Most valued players, version 1.8-rc.1 to 3, a testing release, is now ready for download in the account manager. Make a backup of your old world before updated. Also remember to apply the remappings. Originally I wanted to work on world generation related features, but decided to shove in an update to improve the overall user experience of the game. One of the most requested UX feature by you, the community, was to have some way of looking up crafting recipes in-game, the ability to do multiplayer more easily and a left hand slot for light sources. Furthermore, over the months we have accumulated quite a list of major issues on the mac OS version, most of which are caused by 3rd party libraries. Principal rich text support was another feature that I believe will greatly improve the user experience in the long term. All of these points, and more, have been addressed in version 1.8. [Edit:] Released rc.2 to fix the cooking crash and players able to continue walking after they died. [Edit:] Released rc.3 to fix the the game not launching on linux . The mod api Amongst a bunch of mod api updates, I also dropped the code obfuscation for another 40.000 lines of engine code, which should give modders another edge of power and control over the game engine. This means from a grand total of ~240.000 lines of code that are compiled for each release 140.000 lines of code are under a readable source license and on github (vsapi, vsessentialsmod, vssurvivalmod) for everyone to take a peek 47.000 lines of code are not obfuscated, meaning with an off-the-shelf decompiler you can look at the code, albeit without code comments 50.000 lines of code remain obfuscated, at least half of which I still plan to drop the obfuscation for No time to loose As always, this update took way longer than what I would have hoped for. The improved macOS support alone about 30 hours of my time. Nevertheless, I did and always will continue to strive to bring you new updates as fast as possible, while still ensuring that I can also do so in the long term. As hinted in the last updates my wife Saraty and I are currently forced to prioritize our health issues over everything else, of which there are bunch.... not counting our other adult responsibilities of ensuring a livable income and raising a child. Le sigh. Screenshots Butterflies now spawn in the world All creatures now have a death animation and linger around. Drops need to be harvested from their dead bodies. Unharvested dead animals will decay to bones after 3 days, bones decay after another 3. A survival handbook that lets you look up all blocks and items and their crafting recipes. Press 'H' to open. Improved Hotbar UI and left hand slot. The left hand slot can only hold light sources right now. "Open To Internet" for easy multiplayer setups Game updates Feature: Butterflies flutter around to brighten up your day Feature: Can now craft stone bricks and polished rock in survival mode (see recipes below) Feature: Improved creature death. Killed creatures no long poof out of existence, they leave a carcass behind that can be harvested for resources and will eventually decay when left untouched. Dead creatures decay to bones after 3 days. Bones decay after another 3. Feature: Ingame Block and Item Handbook Let's you look up crafting recipes, what items are used for and how to obtain them. Open by typing 'H' You can also mouse over an item in your inventory to open the detail page of that item by pressing ‘H’ Please note, this feature is a work in progress and thus not all information is listed there yet Feature: Improved macOS Support Fixed: Typing special letters not fully supported (i.e. could not type @ on german keyboards) Fixed: Copy&Paste not working Fixed: While ingame shaking the mouse cursor enabled the "Shake mouse pointer to locate" feature of macOS Fixed: While ingame moving the mouse cursor quickly caused it to escape the game window and interact with the desktop Fixed: Game icon in the menu bar very blurry Fixed: Game not using custom cursor graphics Fixed: Crash reporter not launching and "Client Thread crash" message box crashing the game Feature: Simplified hotbar - removed username and exp bar. Health and Saturation numbers now visible only when hovered over with the mouse cursor Feature: Added left hand slot. Can only hold light sources and holding an item in your left hand drains hunger 25% faster Feature: Implemented UPnP and NAT-PMP discovery. Players can now "Open To Internet" \o/ Feature: Added creature bots for creative mode and/or video making (ask tyron if you want to use them) Feature: Can now left click into the empty area of the creative dialog to get rid of items (previously needed to click on a slot) Feature: When pressing Q or shift+q to drop items and hovering a slot the items of that hovered slot are dropped instead Feature: Rich text support in some selected areas Feature: Added context sensitive cursors icons. Text fields now have a text cursor and rich text links now have a finger cursor Feature: The screens single player, multiplayer and mod manager now resize to fit the window height Feature: Main screen background image now pans and zooms weirdly and no longer gets stretched or squeezed when the window is resized Feature: Added server setting to disable fire spreading Tweak: Gameplay balancing changes Rebalanced player nutrition system. Nutrients should drain slower now. Locusts now spawn only below y < 93 Eating cooked meals now have double the saturation loss delay (=doubled the time when saturation will start dropping again) Tweak: Categorized keyboard controls list, should be now more intuitive to read Tweak: Jumping makes the first person held items lag behind for more immersion Tweak: Bamboo blocks can no longer be used as a replacement for wooden planks during crafting Tweak: Notably improved performance in case where there are hundreds of entities in small spaces Tweak: Removed fast animations settings, now always on fancy animations. Sorry low end users. Therefore fancy animations are now slightly faster and aforementioned gains should mitigate the performance drop. Fancy animations was required for other features to work. Tweak: Significantly improve server performance when there is thousands or tens of thousands of land claims. Tweak: Small performance improvement on the particle system Tweak: Dropped items now have the players velocity added Tweak: /land info command now a bit more informative. Added server privilege debug mode Tweak: Tool racks now show their contents in the block info Tweak: Made default dropped ground transform larger, made default fp held block transform larger Tweak: Breaking snow/coal layers in creative mode now breaks all of them Tweak: The game tries to pre-select a more suitable window width/height and GUI scale on the very first startup Tweak: The settings tab now has toggle buttons instead of plain text buttons because they were not intuitively recognizable as tabs Tweak: In the settings interface tab, add a notice that the translations are community created and may be incomplete Tweak: More api documentation and language entries Tweak: Minor performance improvements Tweak: Reduce CPU overhead for occlusion culling by 25% but might overcull. We need to test and see how well it works. Tweak: copygirls floaty gui tweaks Floaty GUIs have been re-positioned a little to show up closer to the center of the block. Holding Ctrl to move the view while block dialogs are open has been removed, but replaced with the ability to hold Alt while in mouse-look to get the cursor back temporarily This works well with the new GUI Mouse Lock setting which you can find under "Interface" just below Floaty GUIs. Having both enabled allows you to open in-world block GUIs like containers, fire pits and the quern, without the game taking away your character's camera controls. You can then move items between dialogs using your crosshairs or use the previously mentioned Alt key method which is the only way interact with your hotbar and inventory with the new settings on, currently. Sneaking while a dialog is opened is now possible again to allow for sneak-interactions with held blocks / items. Opening a dialog doesn't suddenly stop you from walking around Fixed: Incorrect textures on molds Fixed: Hitting straw dummies does not wobble for other players in multiplayer Fixed: Should fix some wonkiness with crucibles when placed down in creative mode Fixed: Charcoal pits not smoking until relogged Fixed: Fences not attaching to paper lanterns Fixed: Server crashing on some linux shells Fixed: Might fix server exception spam / crash in some rare situations Fixed: A crash when digging/building on y=0 Fixed: Standalone server not verifying player auth, added server config to disable it Fixed: A rare sqlite exception during server shutdown Fixed: Resetting key mapping not updating the player control keys until the game is reloaded Fixed: Should fix players able to sleep in beds they have no permission on (due to land claims) Fixed: Lanterns and chests having the wrong model/texture for other players in multiplayer right after placing them Fixed: Eliminated a bunch of memory leaks Fixed: After dying and reviving the player was stuck in the death animation until restart Fixed: Mods are now unpacked outside the temp folder. This should fix some server runtime issues on certain linux systems as well as mod loading issues on clients Fixed: Microblock chisel textured the log wrongly Fixed: Carpets popping off when trying to place them on upside down slabs Fixed: CTRL+C on Linux and Mac not firing proper server shutdown sequence Fixed: Memory leak related to chest GUIs Fixed: Sign texts not showing after being imported by worldediit Fixed: Command .noclip crashing the game Fixed: Crucible empty after placing and picking it up again Modding updates Feature: Variant placeholders (e.g. {rock}) in blocktypes, itemtypes and entitytpyes can now be used everywhere. Feature: Added ability for items to add custom journal texts Tweak: Made chiseled blocks resistant against blockid changes (now stores block codes instead of block ids) Tweak: Made saplings more easily moddable. Can now supply treegen code in the sapling json file Tweak: Added trailer effects mod for the last scene of the trailer. Can be activated with /slomo, /glitch and /rain Fixed: Don't crash and instead log a readable error if a tree generator code has no associated registered tree generator Fixed: Game crashing on invalid texture definitions. Now logs an error instead Mod api code changes Feature: Added EntitySpawn and EntityDespawn events to the client and server event api Feature: Added CollectibleObject.GetHeldItemName() for custom block/item names Feature: Added sound memory leak debugging Tweak: Implemented a common method for vertex warping for all shaders. Moved all shader uniforms into IRenderAPI.ShaderUniforms Tweak: Entity behavior classes CollectEntities, EmotionStates and Health are now public Tweak: Game time speed is now a float instead of an int. Added a global time speed modifier: GlobalConstants.OverallSpeedMultiplier Tweak: copygirls inventory tweaks Create slot indexer (get and set) for inventories Tweaks to IInventory Now has this[slotId] indexer which can also be set! Now also an IReadOnlyCollection<ItemSlot> (Which means we can now do foreach (var slot in inventory) { ... }) Marked GetSlot and QuantitySlots obsolete Tweak: Improve ActiveHotbarSlotChanged event This event can now be cancelled on both the client and server sides. Removed the old ActiveHotbarSlotChangedEvent / ChangedActiveHotbarSlot from APIs. Removed: Ditched IEntity, IEntityAgent, IEntityPlayer and IEntityNpc. Use Entity, EntityAgent, EntityPlayer and EntityNPC directly instead New Crafting Recipes View full record
  11. For the sake of completeness, and because someone found this thread using the search function the game is on available on itch.io for a quite a while now
  12. In case you haven't noticed, the websites front page now shows off our brand new trailer that we uploaded 2 days ago. It took 2.5 weeks of some seriously hard work, particularly because trailer making is not something that I enjoy doing all that much. But I'll keep this short - enjoy the new face of Vintage Story!
  13. In case you haven't noticed, the websites front page now shows off our brand new trailer that we uploaded 2 days ago. It took 2.5 weeks of some seriously hard work, particularly because trailer making is not something that I enjoy doing all that much. But I'll keep this short - enjoy the new face of Vintage Story! View full record
  14. Thank you for the response everyone. Based on everyones feedback, I've decided to suspend any efforts towards curseforge mod support and rather try to build our own modhub instead. We may revisit this at a future date though, should a serious need arise.
  15. So, turns out @Rastrick asked on the CurseForge forums about adding support for Vintage Story and their community manager popped by on discord offering just that. For those unaware, CurseForge, amongst other things host mods for games and for some games they build launchers to make mod installation easier. This seems a fairly big move so I would also want to hear from you all whether that is something you feel is right for the game. I myself planned to build a small modhub site eventually, but if the large majority is fine with using CurseForge I will delay those plans until a needs for it comes up again. In other words, this is is not an exclusive offer. It is still possible for us to host a small-scale but official mod hosting site that integrates into the game. As for me personally I have mixed feelings but feel inclined to accept
  16. Oh yea, its this link now: https://www.vintagestory.at/stories/storyexcerpt-themorning.html/
  17. Version 1.7.6, a stable release, is now ready for download in the account manager. This version should fix a number of uncommon crashes and hopefully fix the missing grid for knapping and clay form on MacOS. It also improves the multiplayer experience in various ways. Please note, for multiplayer both sides need to be on v1.7.6 as this version is not backwards compatible, networking wise. [Edit:] Released v1.7.7 to fix players getting kicked from SMP servers when trying to open the worldmap [Edit2:] Released v1.7.8 to fix crafting recipes all wonky and broken In other news Saraty and me are hard at work on a new trailer that includes all the recent additions, as our current trailer is sorely outdated by now. You won't believe how much time doing just that really takes Some >30% of the time I spent fixing bugs and smoothing out rough edges so that they do not show up in the trailer, which allowed us to do multiplayer scenes with cinematic camera flyovers that look good. We're over half way done by now and its shaping up to be a great trailer. Can't wait to share it with everyone. Here's some semi-related screenshots Something went awry... Locusts in the pitch black cave Tired after a long day of recording Game updates Feature: Locusts now emit light when aggro-ed Tweak: Added ability to do block/item png export for all blocks/items (not just the ones listed in the creative inventory) Tweak: Reduced memory usage by about 20mb Tweak: Creatures are fairly heavy on the network, now reduced their network load by about 25% Tweak: Eating now also spawns particles for other players Tweak: Changes to reduce Creature/Player rubber banding in singleplayer Tweak: Improved motion interpolation of creatures and other players. Also they no longer jitter while moving Tweak: Added command /entity remove as an alias to /entity removebytpe Tweak: Improved the cinematic camera system: Fixed jitteriness while recording. Can now teleport to points via .cam goto pointnumber and update points via .cam up pointnumber (pointnumber being the n-th added point, starting from 0) Tweak: Lit forges now smoke a little Fixed: Eggs not contributing saturation to meals Fixed: Multiplayer glitch where one player can control another players current hotbar slot Fixed: One crash and other issues related to the /group commands Fixed: Crafted wooden chests not stacking with picked up chests Fixed: Rare race condition crash after teleporting Fixed: Might fix a very rare client side crash. And maybe even optimize networking a little. Fixed: Firepit not updating its model when contents changed for other players Fixed: Straw dummy could be picked up with sneak + left click (should only be possible with right click) Fixed: Cinematic camera path invisible Fixed: Game crashing on macos when joining a lan game Fixed: Black screen when failing to join a multiplayer server Fixed: Cinematic camera very jittery Fixed: Multiplayer bug where one person controlled the hotbar slot of another player and had cloned client side hotbar slots items Fixed: Picking up and placing items not updating held item for other players in multiplayer Fixed: Rare server crash Fixed: All kinds of wireframes probably (?) broken on macos Fixed: Other players body not quite facing running direction Fixed: /we mcopy also copied players, now ignored Fixed: Should fix some adjacent chunks turning invisible in some cases when occlusion culling is enabled Fixed: In memory chunk compression basically not working at all >.> Fixed: Distant creatures/players not correctly illuminated by dynamic lights Fixed: Hefty fly agaric meal not damaging by 30 hp (instead only 10hp) Fixed: Worldmap memory leak Fixed: Should fix players able to ignite fire in land claimed areas Fixed: Firepit spits where there shouldn't be Fixed: Maaaybe fixed knapping surfaces sometimes invisible Fixed: Should fix game sometimes crashing when trying to smith something Fixed: Wrong tool tip for work items + not smelting back into ingots when put into the crucible Mod API Updates Feature: Added BlockBehavior.OnBlockPlaced Fixed: Certain recipe variants crashing the game Fixed: Folder mods not shown in the mod manager Fixed: The Creature grow behavior no longer crashes when an invalid adult entity code was supplied, instead it logs an error now
  18. Version 1.7.6, a stable release, is now ready for download in the account manager. This version should fix a number of uncommon crashes and hopefully fix the missing grid for knapping and clay form on MacOS. It also improves the multiplayer experience in various ways. Please note, for multiplayer both sides need to be on v1.7.6 as this version is not backwards compatible, networking wise. [Edit:] Released v1.7.7 to fix players getting kicked from SMP servers when trying to open the worldmap [Edit2:] Released v1.7.8 to fix crafting recipes all wonky and broken In other news Saraty and me are hard at work on a new trailer that includes all the recent additions, as our current trailer is sorely outdated by now. You won't believe how much time doing just that really takes Some >30% of the time I spent fixing bugs and smoothing out rough edges so that they do not show up in the trailer, which allowed us to do multiplayer scenes with cinematic camera flyovers that look good. We're over half way done by now and its shaping up to be a great trailer. Can't wait to share it with everyone. Here's some semi-related screenshots Something went awry... Locusts in the pitch black cave Tired after a long day of recording Game updates Feature: Locusts now emit light when aggro-ed Tweak: Added ability to do block/item png export for all blocks/items (not just the ones listed in the creative inventory) Tweak: Reduced memory usage by about 20mb Tweak: Creatures are fairly heavy on the network, now reduced their network load by about 25% Tweak: Eating now also spawns particles for other players Tweak: Changes to reduce Creature/Player rubber banding in singleplayer Tweak: Improved motion interpolation of creatures and other players. Also they no longer jitter while moving Tweak: Added command /entity remove as an alias to /entity removebytpe Tweak: Improved the cinematic camera system: Fixed jitteriness while recording. Can now teleport to points via .cam goto pointnumber and update points via .cam up pointnumber (pointnumber being the n-th added point, starting from 0) Tweak: Lit forges now smoke a little Fixed: Eggs not contributing saturation to meals Fixed: Multiplayer glitch where one player can control another players current hotbar slot Fixed: One crash and other issues related to the /group commands Fixed: Crafted wooden chests not stacking with picked up chests Fixed: Rare race condition crash after teleporting Fixed: Might fix a very rare client side crash. And maybe even optimize networking a little. Fixed: Firepit not updating its model when contents changed for other players Fixed: Straw dummy could be picked up with sneak + left click (should only be possible with right click) Fixed: Cinematic camera path invisible Fixed: Game crashing on macos when joining a lan game Fixed: Black screen when failing to join a multiplayer server Fixed: Cinematic camera very jittery Fixed: Multiplayer bug where one person controlled the hotbar slot of another player and had cloned client side hotbar slots items Fixed: Picking up and placing items not updating held item for other players in multiplayer Fixed: Rare server crash Fixed: All kinds of wireframes probably (?) broken on macos Fixed: Other players body not quite facing running direction Fixed: /we mcopy also copied players, now ignored Fixed: Should fix some adjacent chunks turning invisible in some cases when occlusion culling is enabled Fixed: In memory chunk compression basically not working at all >.> Fixed: Distant creatures/players not correctly illuminated by dynamic lights Fixed: Hefty fly agaric meal not damaging by 30 hp (instead only 10hp) Fixed: Worldmap memory leak Fixed: Should fix players able to ignite fire in land claimed areas Fixed: Firepit spits where there shouldn't be Fixed: Maaaybe fixed knapping surfaces sometimes invisible Fixed: Should fix game sometimes crashing when trying to smith something Fixed: Wrong tool tip for work items + not smelting back into ingots when put into the crucible Mod API Updates Feature: Added BlockBehavior.OnBlockPlaced Fixed: Certain recipe variants crashing the game Fixed: Folder mods not shown in the mod manager Fixed: The Creature grow behavior no longer crashes when an invalid adult entity code was supplied, instead it logs an error now View full record
  19. Vintage Story has an amazing community following and within that community, there are creative stars that we aim to promote and share with everyone. One of those stars is Balduranne. You may have seen her suggestions and projects in the VS forums, chatted with her in the Discord or followed her work on DeviantArt. Even if you’ve never heard of her before, have no fear! This is a quick chat where I had the unique opportunity to catch up with the creative mind behind the work and get some answers to the questions I had. Show your support of this talented creator by checking out the links at the end of the interview and check out her topics on the VS forums to keep up to date with current and future projects. Robin: You have a real passion for 3d modelling and artistic design with an emphasis on Pixel based artwork. Where did your love for that style begin and what draws you to it specifically? Balduranne: I guess that depends on how far you want to go; I've always loved video games. Back when I was a kid, I used to have a bootleg NES, so I guess that's my first contact with pixel art, although I don't think anyone called it that back then. I've always had a fondness for the graphics in Tibia, an ancient FTP game akin to Runescape, but in 2D. It's still up, so you can check out their wiki for the lovely pixel art it uses. Other than that... I've always been an artistic person really – Playing with plasticine, LEGOs, and of course drawing. Inspired by games like Baldur's Gate, or what have you, I'd draw little pictures of swords, armors, monsters etc in all of my notepads. All throughout my school years, I always had a separate one just for drawings. Before I got to pixel art, I've dabbled in other media. My earliest mod attempts were changing texture graphics in MS Paint with games that allowed that. Later on I tried 3D modelling and texturing for Mount&Blade mods, but never really got any good at it. I tried to transfer some of that skills into Garry's Mod, with little success. I only have a few things to show from this period, as most of my files are at a computer in Europe. Later on I got a graphics tablet to try digital painting, but again, not much success with it. I've always seemed to have a knack for minimalism and small forms instead, so pixel art came much easier to me, especially after all my previous artistic endeavours. My pixel art career starts in 2010, when I started playing Minecraft. I could never find a texture pack that suited my taste perfectly, so I ended up customizing it with other elements and, eventually, trying to make my own sprites. At some point, Terraria came out with its charming artstyle, so after playing countless hour of it, I started making 'fan art' for it. Terraria was my most active stage, and I've made hundreds of sprites, though next to none ended up being used in mods. Unfortunately, some very unhappy things were going on IRL, so I've moved away from any and all communities. Since then I've only been making commissions, until I got into VS at least. So to reiterate, minimalism is my jam. Robin: Moving into Vintage Story, you've been extremely active in the community with suggestions, mods and other creative submissions in the forums and on the Discord. What is it about Vintage Story and its community that appeals to you? Balduranne: I'm generally quick to dismiss Minecraft clones, so when Tyron originally contacted me to do artwork for it I declined, which I regret now; I promptly forgot about it, and about a year later Tatsu showed the game to me and I wanted to try it out. It felt fresh. It's trying to do something different than other Minecraft-like games, instead of just trying to copy it. It's very nice to be able to directly suggest additions and changes to a game in progress, and actually talk to the team directly to offer feedback. It's also much easier to mod than most other games I've played. For basics like just adding new blocks and items with recipes, even I can do that with my non existent coding skills. Robin: Your tutorial for the 3d Model Creator on the forums is extremely useful. If you could expand your tutorials and help more people with the creation of assets for the game, where would you start? Balduranne: I should write a basic pixel art tutorial and maybe rewrite the model one (as Saraty wants all the items to be 3D). Still, it's easier to make a reasonably good-looking model than a good texture for it. Robin: Your ideas include clothing systems with a loom and herbology for player healing, as well as a bunch of other stuff. You must enjoy immersive systems. What sort of games have you played that have had really immersive systems that inspire you to want more from Vintage Story? Balduranne: It's funny that you say that, because I generally value convenience over what most people consider immersive! Immersion, for me, lies more in how the world engages you, be it with lore, design or otherwise. It's little things like being able to shape and decorate the world around you, gathering ingredients and materials with the knowledge that you will be able to use them to make something cool or pretty later. For specific examples, it's a bit hard for me to recall, as immersion is more about atmosphere for me, but let's see... Crafting in Final Fantasy 14, while a morbidly complex affair, had a really cool element to it – Everything you could create, from potions, through armor, to furniture, used elementally- aspected crystals. You get said crystals from killing monsters, gathering (you can pick a resource or a crystal), and some quests. Crystals are a really big deal in the lore, so it's really cool to see them reflected in crafting. Gothic 1 didn't really have a crafting system per say, but it had a very basic sword smithing mechanic. It was mostly meant as an animation for NPCs, but you first warmed up the steel in a furnace, then hammered it on an anvil, followed by quenching the blade in water and using a sharpening wheel for finishing. The result was... A very crappy sword that was only good for barter, but the mechanic felt very immersive. Gothic had a lot of little animations like that – NPCs using an alchemy lab and grinding herbs in a mortar, stirring a cauldron, hammering a wall, etc. Little things like that went a long way to make the world feel more alive. I also really like the more... simplified crafting systems in Starbound and Terraria, where you pick what to craft with the resources you have available. It could be incorporated with a sort of blueprint system, where you pick your end goal, and then add the necessary materials and go through the steps to finish it, rather than just using the crafting grid and trying to figure out recipe variants. Robin: If you could pick three things to add to Vintage Story, what would they be? Balduranne: I assume stuff that's not already planned? I would generally like the world to be more original and have more fictional plants and such. I often make comparisons to Morrowind, which is technically a fantasy game, but it's one of the most unique settings ever. Block animations and multiblocks Plants that only bloom at night A Starbound/Terraria crafting system where the same set of materials can create many different things Robin: And finally, you have an active and interesting Deviantart account with a range of excellent work. Can we share it with the community as well as any social media profiles that could show off your work and energy for creation? Balduranne: I only use deviantART because I don't like social media, but I'm actively working on a mobile app/game called PickCrafter. It's not the most ambitious project (It's a cookie clicker), but it seems very popular, and I'm proud of the work I've done for it. I think at this point, over half of the artwork has been done by me. And believe me when I say that seeing your own artwork in a popular game evokes a feeling of pure, childlike glee. I used to be pretty active in an online self-help website called Habitica, but I unfortunately I pulled out of any and all communities when my depression was too crippling at the time. I keep meaning to return to it one day though.. But to end on a more positive note, it's nice to have a community again, where I can contribute and show off. Balduranne’s DeviantArt Profile: https://www.deviantart.com/balduranne PickCrafter Mobile Game: https://pickcrafter.com/ From myself and the VS team, thank you for taking the time to talk to me and answer all my annoying questions. We look forward to see more of your work as time goes on! (Interview written by @99 Blocks and @Balduranne, thank you both of you!) View full record
  20. Vintage Story has an amazing community following and within that community, there are creative stars that we aim to promote and share with everyone. One of those stars is Balduranne. You may have seen her suggestions and projects in the VS forums, chatted with her in the Discord or followed her work on DeviantArt. Even if you’ve never heard of her before, have no fear! This is a quick chat where I had the unique opportunity to catch up with the creative mind behind the work and get some answers to the questions I had. Show your support of this talented creator by checking out the links at the end of the interview and check out her topics on the VS forums to keep up to date with current and future projects. Robin: You have a real passion for 3d modelling and artistic design with an emphasis on Pixel based artwork. Where did your love for that style begin and what draws you to it specifically? Balduranne: I guess that depends on how far you want to go; I've always loved video games. Back when I was a kid, I used to have a bootleg NES, so I guess that's my first contact with pixel art, although I don't think anyone called it that back then. I've always had a fondness for the graphics in Tibia, an ancient FTP game akin to Runescape, but in 2D. It's still up, so you can check out their wiki for the lovely pixel art it uses. Other than that... I've always been an artistic person really – Playing with plasticine, LEGOs, and of course drawing. Inspired by games like Baldur's Gate, or what have you, I'd draw little pictures of swords, armors, monsters etc in all of my notepads. All throughout my school years, I always had a separate one just for drawings. Before I got to pixel art, I've dabbled in other media. My earliest mod attempts were changing texture graphics in MS Paint with games that allowed that. Later on I tried 3D modelling and texturing for Mount&Blade mods, but never really got any good at it. I tried to transfer some of that skills into Garry's Mod, with little success. I only have a few things to show from this period, as most of my files are at a computer in Europe. Later on I got a graphics tablet to try digital painting, but again, not much success with it. I've always seemed to have a knack for minimalism and small forms instead, so pixel art came much easier to me, especially after all my previous artistic endeavours. My pixel art career starts in 2010, when I started playing Minecraft. I could never find a texture pack that suited my taste perfectly, so I ended up customizing it with other elements and, eventually, trying to make my own sprites. At some point, Terraria came out with its charming artstyle, so after playing countless hour of it, I started making 'fan art' for it. Terraria was my most active stage, and I've made hundreds of sprites, though next to none ended up being used in mods. Unfortunately, some very unhappy things were going on IRL, so I've moved away from any and all communities. Since then I've only been making commissions, until I got into VS at least. So to reiterate, minimalism is my jam. Robin: Moving into Vintage Story, you've been extremely active in the community with suggestions, mods and other creative submissions in the forums and on the Discord. What is it about Vintage Story and its community that appeals to you? Balduranne: I'm generally quick to dismiss Minecraft clones, so when Tyron originally contacted me to do artwork for it I declined, which I regret now; I promptly forgot about it, and about a year later Tatsu showed the game to me and I wanted to try it out. It felt fresh. It's trying to do something different than other Minecraft-like games, instead of just trying to copy it. It's very nice to be able to directly suggest additions and changes to a game in progress, and actually talk to the team directly to offer feedback. It's also much easier to mod than most other games I've played. For basics like just adding new blocks and items with recipes, even I can do that with my non existent coding skills. Robin: Your tutorial for the 3d Model Creator on the forums is extremely useful. If you could expand your tutorials and help more people with the creation of assets for the game, where would you start? Balduranne: I should write a basic pixel art tutorial and maybe rewrite the model one (as Saraty wants all the items to be 3D). Still, it's easier to make a reasonably good-looking model than a good texture for it. Robin: Your ideas include clothing systems with a loom and herbology for player healing, as well as a bunch of other stuff. You must enjoy immersive systems. What sort of games have you played that have had really immersive systems that inspire you to want more from Vintage Story? Balduranne: It's funny that you say that, because I generally value convenience over what most people consider immersive! Immersion, for me, lies more in how the world engages you, be it with lore, design or otherwise. It's little things like being able to shape and decorate the world around you, gathering ingredients and materials with the knowledge that you will be able to use them to make something cool or pretty later. For specific examples, it's a bit hard for me to recall, as immersion is more about atmosphere for me, but let's see... Crafting in Final Fantasy 14, while a morbidly complex affair, had a really cool element to it – Everything you could create, from potions, through armor, to furniture, used elementally- aspected crystals. You get said crystals from killing monsters, gathering (you can pick a resource or a crystal), and some quests. Crystals are a really big deal in the lore, so it's really cool to see them reflected in crafting. Gothic 1 didn't really have a crafting system per say, but it had a very basic sword smithing mechanic. It was mostly meant as an animation for NPCs, but you first warmed up the steel in a furnace, then hammered it on an anvil, followed by quenching the blade in water and using a sharpening wheel for finishing. The result was... A very crappy sword that was only good for barter, but the mechanic felt very immersive. Gothic had a lot of little animations like that – NPCs using an alchemy lab and grinding herbs in a mortar, stirring a cauldron, hammering a wall, etc. Little things like that went a long way to make the world feel more alive. I also really like the more... simplified crafting systems in Starbound and Terraria, where you pick what to craft with the resources you have available. It could be incorporated with a sort of blueprint system, where you pick your end goal, and then add the necessary materials and go through the steps to finish it, rather than just using the crafting grid and trying to figure out recipe variants. Robin: If you could pick three things to add to Vintage Story, what would they be? Balduranne: I assume stuff that's not already planned? I would generally like the world to be more original and have more fictional plants and such. I often make comparisons to Morrowind, which is technically a fantasy game, but it's one of the most unique settings ever. Block animations and multiblocks Plants that only bloom at night A Starbound/Terraria crafting system where the same set of materials can create many different things Robin: And finally, you have an active and interesting Deviantart account with a range of excellent work. Can we share it with the community as well as any social media profiles that could show off your work and energy for creation? Balduranne: I only use deviantART because I don't like social media, but I'm actively working on a mobile app/game called PickCrafter. It's not the most ambitious project (It's a cookie clicker), but it seems very popular, and I'm proud of the work I've done for it. I think at this point, over half of the artwork has been done by me. And believe me when I say that seeing your own artwork in a popular game evokes a feeling of pure, childlike glee. I used to be pretty active in an online self-help website called Habitica, but I unfortunately I pulled out of any and all communities when my depression was too crippling at the time. I keep meaning to return to it one day though.. But to end on a more positive note, it's nice to have a community again, where I can contribute and show off. Balduranne’s DeviantArt Profile: https://www.deviantart.com/balduranne PickCrafter Mobile Game: https://pickcrafter.com/ From myself and the VS team, thank you for taking the time to talk to me and answer all my annoying questions. We look forward to see more of your work as time goes on! (Interview written by @99 Blocks and @Balduranne, thank you both of you!)
  21. Version 1.7.4, a stable release, is now ready for download in the account manager. Thanks to the work of some lovely folk in our community the game now officially ships with italian translations. Some areas of the game do not have translation support just yet, but we are continuously working on improving that. If you want to help translate the game into your language, you are more than welcome to contribute on our translation center! As always this version ships with the usual accumulation of bugfixes. Please note, version 1.7.4 does not let you connect to servers of version 1.7.3 or lower and may be a little less stable than 1.7.3. [Update:] Had to release also v1.7.5 to fix issues with dedicated game servers. Pics Reduced shadowing issues on stairs besides walls New Interface tab to change language and some other extras. Try out floaty guis! Game updates Feature: Added new settings tab "Interface". Can now switch languages. Added italian translations. Feature: Added auto show/hide chat hud. This hides the chat hud after 15 seconds of inactivity and shows it when a chat message arrives. Feature: Added fox snow dive animation Tweak: Gameplay balancing changes Increased velocity of shot arrows Ore blasting bomb recipe reduced to 8 (from 10) Tweak: Dropping items start out a little higher up, so they fall a little further now Tweak: Logs now are placed in the direction of the targeted faces instead of the players viewing angle Tweak: Increased charcoal pit size from 8 to 12 blocks max width/height/length Tweak: Minimum dynamic lights now set to 1 instead of 0 Tweak: Speed up loading times for the mod manager. Fixed: Ambient Occlusion unprettiness on walls running alongside stairs blocks Fixed: Quick hack to fix some cases where block sides and/or particles are black Fixed: Sheets and Plates not re-meltable Fixed: Mobs able to hit through thing walls Fixed: Animals spinning wildly upon spawn by worldgen Fixed: /waypoint list showing wrong y-coord Fixed: Floaty guis placed too far down o.o Fixed: openal errors not logged to file Fixed: Z-ordering issue in the main menu screens Fixed: Not able to sell to the trader Fixed: Grass coverage growing on soil where it shouldn't Fixed: Should fix a crash related to the quern Fixed: Game crashing when breaking a tool rack that had a propick in it Fixed: Might fix a crash in the compress chunks thread (serverside) Fixed: Green particles from breaking barren soil Fixed: Sparks and explosion fire from blasting bombs blue and not yellow Maybe Fixed: Underwater sound still playing after player gets out of water Fixed: Explosion particles wrong color and not visible API Updates Feature: Add ITreeAttribute.GetOrAddTreeAttribute Feature: Allow custom walk speed modifiers on agents API Tweak: Made BETransient.CheckTransition public API Tweak: Added requiresFood property to entity multiply behavior API Tweak: Added support for "smoother" sand<->soil transitions during worldgen Fixed: Should fix various issues with loading source mods View full record
  22. Version 1.7.4, a stable release, is now ready for download in the account manager. Thanks to the work of some lovely folk in our community the game now officially ships with italian translations. Some areas of the game do not have translation support just yet, but we are continuously working on improving that. If you want to help translate the game into your language, you are more than welcome to contribute on our translation center! As always this version ships with the usual accumulation of bugfixes. Please note, version 1.7.4 does not let you connect to servers of version 1.7.3 or lower and may be a little less stable than 1.7.3. [Update:] Had to release also v1.7.5 to fix issues with dedicated game servers. Pics Reduced shadowing issues on stairs besides walls New Interface tab to change language and some other extras. Try out floaty guis! Game updates Feature: Added new settings tab "Interface". Can now switch languages. Added italian translations. Feature: Added auto show/hide chat hud. This hides the chat hud after 15 seconds of inactivity and shows it when a chat message arrives. Feature: Added fox snow dive animation Tweak: Gameplay balancing changes Increased velocity of shot arrows Ore blasting bomb recipe reduced to 8 (from 10) Tweak: Dropping items start out a little higher up, so they fall a little further now Tweak: Logs now are placed in the direction of the targeted faces instead of the players viewing angle Tweak: Increased charcoal pit size from 8 to 12 blocks max width/height/length Tweak: Minimum dynamic lights now set to 1 instead of 0 Tweak: Speed up loading times for the mod manager. Fixed: Ambient Occlusion unprettiness on walls running alongside stairs blocks Fixed: Quick hack to fix some cases where block sides and/or particles are black Fixed: Sheets and Plates not re-meltable Fixed: Mobs able to hit through thing walls Fixed: Animals spinning wildly upon spawn by worldgen Fixed: /waypoint list showing wrong y-coord Fixed: Floaty guis placed too far down o.o Fixed: openal errors not logged to file Fixed: Z-ordering issue in the main menu screens Fixed: Not able to sell to the trader Fixed: Grass coverage growing on soil where it shouldn't Fixed: Should fix a crash related to the quern Fixed: Game crashing when breaking a tool rack that had a propick in it Fixed: Might fix a crash in the compress chunks thread (serverside) Fixed: Green particles from breaking barren soil Fixed: Sparks and explosion fire from blasting bombs blue and not yellow Maybe Fixed: Underwater sound still playing after player gets out of water Fixed: Explosion particles wrong color and not visible API Updates Feature: Add ITreeAttribute.GetOrAddTreeAttribute Feature: Allow custom walk speed modifiers on agents API Tweak: Made BETransient.CheckTransition public API Tweak: Added requiresFood property to entity multiply behavior API Tweak: Added support for "smoother" sand<->soil transitions during worldgen Fixed: Should fix various issues with loading source mods
  23. Yes, I've been wanting to add this for a looong long time
  24. Version 1.7.2, a stable release, is now ready for download in the account manager. [Edit:] Due to constant crashes I've decided to retract v1.7.2. If you already have it please downgrade to 1.7.1. I'm Working on v1.7.3 to fix the issues. [Edit2:] v1.7.3 is now released, which should fix all worldmap related crashes known to me This update comes we a new graphics option called "Occlusion culling", but it's disabled by default as its somewhat experimental. Please do enable it and tell me how your FPS is in the forum please! It has the chance to drastically improve FPS for some players and may worsen it for others, so I'm looking for feedback on how well it performs on a multitude of graphics cards. Occlusion Culling - Technical Info Occlusion culling is a method to determine which parts of the scene are invisible and thus do not need to be drawn, saving on extra computation time on the graphics card. The challenge is however that occlusion culling itself is computationally expensive and has to be carefully programmed in order to actually gain something from it. In our case we are trading in cpu computation for gpu computation. I implemented my own custom flavor of a ray casting system that currently shoots out 2 rays for each chunk on every chunk at the edge of the view distance, any chunk it can pass through will be marked visible, all other chunks are marked invisible. The idea is based on Tommos Cave Culling Algorithm but instead of doing a breadth-first searching I am actually doing full ray casts. I did try the Bfs method and it seemed to doing a very underwhelming job, but understandably so, since a Bfs does not really model the physical properties of light transport. Tommo claims it would require 119 000 ray casts for a view distance of, I presume 16 minecraft chunks, which is 256 meters. I seem to be able to do it in about 2 300 ray casts for a view distance of 320 meters, so that's pretty freaking nice. Sorry, I'm totally nerding out about this now Let's hope it actually works for everyone. Also, look at these brand new rooster graphics, trying to be even fancier in front of the ladies now! Game updates: Feature: Added Occlusion culling system. This can improve FPS in some cases, particularly on low-mid range graphics cards Feature: Prettier Roosters! Tweak: Entering the graphics settings will now also show FPS and fps graph. Tweak: Boosted Saturation for grain when inside a meal (120 sat -> 180 sat) Tweak: Nerfed cabbage healing value (3 hp -> 1.5 hp) Tweak: Slightly Reduced chance and size of surface tin deposits Fixed: Crash when filling honey from a bucket into a bucket Fixed: Other players crashing when placing a watering can Fixed: May fix a very rare crash when chopping a tree thats near to invalid blocks Fixed: Some minor memory leaks after exiting the game Fixed: Game crashing when trying to add the keepContents rule to the player.json Fixed: May fix crash reporter not launching on linux Fixed: /land info showing absolute coords Fixed: Potentially fixes a rare client crash Fixed: Name and Texture cabbage inside a meal missing Fixed: Breaking plaster blocks doesn't stack with crafted ones and had the wrong name Fixed: Anvil sounds not positional (was stereo) Fixed: Large mods causing a buffer overflow and crashing the client. View full record
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