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Tyron

VS Team (Lead)
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  1. Phew Version 1.4.9/1.4.9.1, a testing release, is now ready for download in the account manager. Always makes me a little nervous to release a new version with so many changes, but here we go... Welcome to Version 1.4.9 - a massive amount of time went into one single new feature - the new player model. We went quite overboard on this one. There's dozens of major and minor new features now working behind the scenes to give you a much better player avatar. Instead of one single walk animation there's now 30+ different animations for all kinds of activities that also dynamically blend together. One disclaimer though, animations have been one of the most difficult / work intensive features we've added so far, so there's bound to be glitches and unlucky situations where the animations will look wrong. We definitely want to still tweak the system to make it look just right. Attention Linux/Mac Users: The location of the folder where your savegames are stored has changed, you might need to move the VintageStoryData folder manually to get back your saves. For the upcoming version 1.5.0 I would like to improve some on the game play content, such as an ability to set the spawn point and have player skin customization ready to use. I hope you like what you see! As for me, I already look forward to the next release! Game updates on v1.4.9.1 Tweak: Improved tree recognition when chopping trees. Harvesting acacia trees should be more pleasant again. Tweak: Axes no longer loose durability from broken leaves Tweak: Chopping trees with an axe drops more sticks now Tweak: Shears now loose durability from each broken leaves block, but also now have 5 times more durability. Tweak: Increased durability for all metal tools, particularly copper ones (50-100% durability gain) Fixed: Lowered player height so one can fit through 2 block high windows Fixed: Vintage Story on mono not using appdata folder Fixed: Knapping recipes now also drop tool heads Fixed: Game Server sometimes pausing and no longer resuming, causing it to act like crashed Game updates on v1.4.9 Feature: Complete overhaul of the player model New model! New texture! 35+ new animations! Seamless animations blending, i.e. can aim with a bow and walk, sneak or run at the same time! Can now see what the player holds in his hands in 3rd person mode! As always, all is configurable through json files for modders Feature: New camera mode "Overhead". To see the new player model in all it's glory you can now use the Overhead camera to look at the player in all angles Feature: Colored glass: 7 pretty variants of colored glass <3 (only for creative mode for now) Feature: All tool recipes now produce tool heads instead of the full tool. Combine with a stick to get your complete tool Feature: Complete overhaul of all tools models. Axes, Hammers, Hoes, Knifes, Pickaxes, Prospecting Picks, Saws, Shears, Shovels, Spears and Swords now look better than ever! Feature: Straw dummy. Test your skills on a stationary, defenseless dummy Feature: Wooden Club. Crude but effective tool for brute forcing your way out of sticky situations Feature: Added all creatures to the creative inventory Feature: Sleeping in beds to skip time. Straw beds let you skip 3.5 hours, wooden beds 4.5 hours and aged wooden beds 5 hours. Does not set the spawn point. Feature: One new cute animation for piglets and one attack animation for roosters. Tweaked the animation speeds for other creatures. Feature/Fixed: Single Key Hotkeys now fire even with modifiers pressed. Result: Can now make screenshots while sneaking/running or change slots via keyboard keys 1-9 while running. Feature: Added clay forming recipe for 4x crucibles, 4 clay bowls, 4x flower pots and 2x ingot molds Feature: Added knapping recipe for arrowheads. Tweaked existing knapping recipes Feature: Ore blocks now drop themselves when mined all around, just like stone blocks do Feature: Minimal intro dialog to redirect people to the wiki Feature: The /stats command is now more informative, debug screen now shows avg. amount of draw calls per frame Feature: Added Flint deposits near surface in rock types sandstone, shale, claystone, chalk API Feature: More modding abilities! Dropped the code obfuscation on the game content mod (VSGameContent.dll), this means modders have better access to the internal workings of the game content features In addition, I moved about 15.000 lines of game content code out of the engine and into the game content mod or the api library. This migration also surfaced a few shortcomings in the mod api, which are now fixed! Added a global event bus for mod/block communication (via api.Event.PushEvent) Tweak: Loose flint blocks now drop 50% more flint Tweak: Restyled most gui buttons to look like actual buttons Tweak: Shears now multibreak leaves and branchy leaves together Tweak: Enabled sideways running again Tweak: Enabled swimming up with the jump button again, but works better now Tweak: Significant performance optimized certain situations when there is *a lot* of creatures in a small space Tweak: Held item walk wobble now depends on the walk speed Tweak: Improved limonite texture Fixed: Glass blocks getting all white when looked at a very steep angle Fixed: Domain casing issue when loading assets from other origins (mod api) Fixed: More issue with spear/arrow hit detection Fixed: Player shadow not visible in first person mode Fixed: Added missing smithing recipe for pro pick Fixed: Game crashing when breaking leaves with shears on near 0 durability Fixed: Item dupe and more issues on falling block entities like tool and ingot molds Fixed: Client and Server Temperature fall-off of filled ingot and tool molds no longer drift apart Fixed: Game crashing if no blocks were loaded Fixed: Planting seeds not updating stack size on the client Fixed: A number of GPU memory leaks causing memory usage to increase notably when opening and closing many worlds without restarting Fixed: Mod lang files not loaded if no domain prefix was used Fixed: Game Server crashing on startup and not exiting properly when typing /stop in console >.< Fixed: Game Server tick rate not at the targeted 40 TPS but at 35ish Fixed: Overall scene too bright during daytime, causing snow to appear almost entirely white and sandstone sand almost entirely yellow. Screenshots New player model Beating a Straw Dummy with a straw dummy New glass blocks and flint deposits New Grid crafting Recipes View full record
  2. Fellow Vintarians We hope you all had a great Christmas celebration! Let me use this time to organize my thoughts and give you an update on the current state of development. I've decided to take my time on this update instead of squeezing it into our usual 2 week release cycle. For one part because there's a big feature incoming and furthermore, on a rare occasions, Saraty and me took the holidays to play a game, which was "Don't starve together". What a punishing game Anyhow, we hope the bulk of our "don't starve" addiction is now over and we can continue on VS again Luke, Saraty and Ben were improving and animating our new player model while I was spending a lot of time working out all the kinks and quirks to make animation blending configurable and good looking. Only that allows a player to aim with a bow and walk/sneak/jump at the same time. I would love to make it even more feature rich, but for now I will probably focus on the ability to customize your characters looks. Just in recent days I decided to ditch the idea of MC style skin customization in favor of a more refined concept of ingame cloth pieces, I hope I can pull it off within a reasonable time frame. Wish me luck! Saraty also overhauled all the tools to be actual 3D models and now just voxelized textures, which combined with the new player model, look pretty awesome if i may say so. And finally, behind the scenes Ivan keeps building amazing stuff that makes me want to spend an entire month working solely on integrating structures and dungeons into worldgen! I'm super excited for when I can finally see them seamlessly integrated into our game. Survey Time In the essence of our constant strive to improve the game, I cordially invite you to help us make the best sandbox game we can by filling out a short survey. If you own a copy of Vintage Story, please fill in the Player Survey, for everyone else there is the Visitory Survey. Thanks! Moving v1.4.8 to stable Since I've heard no major bug reports on v1.4.8 I've now declared it stable. Pretty shadows for everyone! Version 1.4.9 Teaser Video Happy new year everyone!
  3. Fellow Vintarians We hope you all had a great Christmas celebration! Let me use this time to organize my thoughts and give you an update on the current state of development. I've decided to take my time on this update instead of squeezing it into our usual 2 week release cycle. For one part because there's a big feature incoming and furthermore, on a rare occasions, Saraty and me took the holidays to play a game, which was "Don't starve together". What a punishing game Anyhow, we hope the bulk of our "don't starve" addiction is now over and we can continue on VS again Luke, Saraty and Ben were improving and animating our new player model while I was spending a lot of time working out all the kinks and quirks to make animation blending configurable and good looking. Only that allows a player to aim with a bow and walk/sneak/jump at the same time. I would love to make it even more feature rich, but for now I will probably focus on the ability to customize your characters looks. Just in recent days I decided to ditch the idea of MC style skin customization in favor of a more refined concept of ingame cloth pieces, I hope I can pull it off within a reasonable time frame. Wish me luck! Saraty also overhauled all the tools to be actual 3D models and now just voxelized textures, which combined with the new player model, look pretty awesome if i may say so. And finally, behind the scenes Ivan keeps building amazing stuff that makes me want to spend an entire month working solely on integrating structures and dungeons into worldgen! I'm super excited for when I can finally see them seamlessly integrated into our game. Survey Time In the essence of our constant strive to improve the game, I cordially invite you to help us make the best sandbox game we can by filling out a short survey. If you own a copy of Vintage Story, please fill in the Player Survey, for everyone else there is the Visitory Survey. Thanks! Moving v1.4.8 to stable Since I've heard no major bug reports on v1.4.8 I've now declared it stable. Pretty shadows for everyone! Version 1.4.9 Teaser Video Happy new year everyone! View full record
  4. Hey everybody, welcome to our new community spotlight section! I’m Luke, the team’s lead writer. Since we have such a great community, all of whom play the game their own unique way, we’d like to take the time to highlight and talk to some of our dedicated players and learn more about how and why they play Vintage Story. Our first guest is an exceptionally dedicated player called UmbraCreations! He’s a builder that has taken full advantage of Creative Mode and the world height potential to create a massive medieval city (which is still growing). Our team is always excited to see more of his epic work. Luke: The scale and detail your creations have are incredible. Where does your interest in building these giant structures come from, and how do you maintain the dedication to keep working on them for so long? UmbraCreations: I originated from the creative era of Minecraft before the survival "Let's Plays" became really popular on Youtube. Videos of build teams or community build-servers with epic music (no "Content ID" system yet, so all kinds of good copyrighted music) inspired me back then and it stuck with me. People back then just built whatever they wanted to build and it wasn't as competitive as it is now. A more creative and free time for Minecraft builders. The reason I always build over-sized projects is my personal interest in "epicness". The feeling of looking at a huge castle with good graphics/shaders on, is just something I appreciate far more than the "average" person. Unfortunately I always spend far too long looking at my projects instead of continuing my work on it xD. „ This project in particular is my dream project. “ Big projects in general are usually very rewarding in the end. So a little bit of "tunnel vision" is always required. Unfortunately my mindset continuously drifts towards emptiness and a general feeling of an overwhelming situation. Back in the days I could work for months without have to take a break but nowadays I just need to stop every few days for a day and even several weeks or more, once I'm really fed up with it. The only good development is that whenever I come back from a big "break" I always come back bigger and more epic than before. Other than that I can only say for this project in particular is my dream project, so I will always come back to it. Luke: Do you have a vision/blueprint for each project before it starts or is it more of an "experiment and see what I like" sort of approach? Umbra: This is a classic question of how it should be and how one does it x) A general idea and even a little bit more detailed plan should always come first. It gives structure and a better overview and can limit the "overwhelming feeling". But I'm certainly too spontaneous right now. Many things were not built the way as planned or even completely improvised. Real detailed "blueprints" are planned for the future especially for creating the epic landscapes of the map, but right now I plan everything in my head and not too detailed either. Luke: What is it about Vintage Story that drew your interest and keeps you building here? Umbra: Back in November 2016 I’d been contacted and asked to become a beta tester for this game by Tyron. I'm usually not interested in Minecraft-like games, but I looked into in a bit more and saw amazing potential as well as a lot of features or potential features that would make it far easier to create my dream-project. Funny enough, what really caught my attention was the amazing height limit for building. Minecraft always frustrated me. I always wanted to build something bigger than last time but the height was in the way over and over again. This was the main reason at first why I downloaded the game and gave it a try. Once I was part of this community I started see how nice and respectful people were on the forum and in the chat. Coming from the pvp-server community of Minecraft and being quite literally being bullied out of the scene back then, I found it amazing how the atmosphere was in here. The staff, especially Tyron and Saraty, welcomed me with open arms and supported me all the way. „ I'm usually not interested in Minecraft-like games, but I looked into in a bit more and saw amazing potential. “ Particularly, I have to point out how much "support" I mean: Buggy maps fixed, new blocks introduced just for creative mode, as well as some ideas like crates that have been implemented. Even world edit tools have been added on my suggestion like the mirror tool which I still use to this day and much more. And of course the positive feedback whenever I uploaded pictures or ideas. Luke: What's your favorite creative tool to use in Vintage Story, and do you have any quick tips for others who might be interested in building their own massive cities? Umbra: With a bit of shame I naturally have to say that the import tool and therefore everything that helps "copy-pasting" is my most used and beloved tool. Quite different than the Minecraft version but once you understand, easy to execute and very effective. As for tips for other people that have no background in building big projects etc, I can only say what I already indicated. Plan it out first! A city is a difficult project. With my building style in particular it took sometimes more than an hour or even two for a single building. A gigantic city contains many buildings, so having a limit in number to count down or break down effectively as in "today I build 5 -7 buildings, that's my goal" will help in a huge project like this. Also you will likely have less expectations on quality and style. I didn't copy paste a single building in my city yet but for other styles as well as different levels of detail and quality I highly suggest exactly that. Of course do it clever and don’t just place the same buildings next to each other over and over. Look at real cities or how other games designed their cities to get a feeling on what looks nice. But always be ready to put in a lot of effort anyways. Luke: What are some new features you would like to see someday in Vintage Story? Umbra: It's really hard to say for me Already a lot of features have been introduced to which I was saying "Great! It will save me so much time," but I've never actually thought of it before for some reasons. It's great to have a team that is so close to its community that you can even give them suggestions on what would be nice to have and to introduce at least a discussion about that, not to speak of even the probability that it will be included in the next update. „ It's great to have a team that is so close to its community. “ So for right now I can only think of graphic or ambiance additions. Like good water shaders with reflections or colored glass blocks that change the color of the light that shines through it. Ambient sounds that are more lively and realistic could enhance my future experience as well. Being able to tilt ("rotate") your view for cinematic camera paths would also affect me directly in a few months. Also I anticipate the mechanical power system greatly. I know it is not something I thought of personally (in a sense of enhancing my own game experience). But I do think it will greatly add to the overall survival experience. And that’s despite the fact that it doesn't actually affect me that much directly. I hope that it will be something that will bring more interest and popularity to the game. But everything in time! Luke: Do you have a social media presence that you'd like to share for anyone interested in seeing more of your work? Umbra: More than this on the forum and maybe the Vintage Story Discord server will probably not happen too soon. But in maybe 6 months or something I hope I can restart my Youtube channel and upload great videos of my map. I have great ideas for trailers and cinematics and my editing skills have increased as well. I will redesign everything and change it to VS. UmbraCreations on Youtube and of course my Twitter where I will certainly announce everything and maybe even exclusively upload spoilers for my future video projects. From all the VS Team, thank you Umbra for taking the time to do this interview and to show us your work! <3
  5. Hey everybody, welcome to our new community spotlight section! I’m Luke, the team’s lead writer. Since we have such a great community, all of whom play the game their own unique way, we’d like to take the time to highlight and talk to some of our dedicated players and learn more about how and why they play Vintage Story. Our first guest is an exceptionally dedicated player called UmbraCreations! He’s a builder that has taken full advantage of Creative Mode and the world height potential to create a massive medieval city (which is still growing). Our team is always excited to see more of his epic work. Luke: The scale and detail your creations have are incredible. Where does your interest in building these giant structures come from, and how do you maintain the dedication to keep working on them for so long? UmbraCreations: I originated from the creative era of Minecraft before the survival "Let's Plays" became really popular on Youtube. Videos of build teams or community build-servers with epic music (no "Content ID" system yet, so all kinds of good copyrighted music) inspired me back then and it stuck with me. People back then just built whatever they wanted to build and it wasn't as competitive as it is now. A more creative and free time for Minecraft builders. The reason I always build over-sized projects is my personal interest in "epicness". The feeling of looking at a huge castle with good graphics/shaders on, is just something I appreciate far more than the "average" person. Unfortunately I always spend far too long looking at my projects instead of continuing my work on it xD. „ This project in particular is my dream project. “ Big projects in general are usually very rewarding in the end. So a little bit of "tunnel vision" is always required. Unfortunately my mindset continuously drifts towards emptiness and a general feeling of an overwhelming situation. Back in the days I could work for months without have to take a break but nowadays I just need to stop every few days for a day and even several weeks or more, once I'm really fed up with it. The only good development is that whenever I come back from a big "break" I always come back bigger and more epic than before. Other than that I can only say for this project in particular is my dream project, so I will always come back to it. Luke: Do you have a vision/blueprint for each project before it starts or is it more of an "experiment and see what I like" sort of approach? Umbra: This is a classic question of how it should be and how one does it x) A general idea and even a little bit more detailed plan should always come first. It gives structure and a better overview and can limit the "overwhelming feeling". But I'm certainly too spontaneous right now. Many things were not built the way as planned or even completely improvised. Real detailed "blueprints" are planned for the future especially for creating the epic landscapes of the map, but right now I plan everything in my head and not too detailed either. Luke: What is it about Vintage Story that drew your interest and keeps you building here? Umbra: Back in November 2016 I’d been contacted and asked to become a beta tester for this game by Tyron. I'm usually not interested in Minecraft-like games, but I looked into in a bit more and saw amazing potential as well as a lot of features or potential features that would make it far easier to create my dream-project. Funny enough, what really caught my attention was the amazing height limit for building. Minecraft always frustrated me. I always wanted to build something bigger than last time but the height was in the way over and over again. This was the main reason at first why I downloaded the game and gave it a try. Once I was part of this community I started see how nice and respectful people were on the forum and in the chat. Coming from the pvp-server community of Minecraft and being quite literally being bullied out of the scene back then, I found it amazing how the atmosphere was in here. The staff, especially Tyron and Saraty, welcomed me with open arms and supported me all the way. „ I'm usually not interested in Minecraft-like games, but I looked into in a bit more and saw amazing potential. “ Particularly, I have to point out how much "support" I mean: Buggy maps fixed, new blocks introduced just for creative mode, as well as some ideas like crates that have been implemented. Even world edit tools have been added on my suggestion like the mirror tool which I still use to this day and much more. And of course the positive feedback whenever I uploaded pictures or ideas. Luke: What's your favorite creative tool to use in Vintage Story, and do you have any quick tips for others who might be interested in building their own massive cities? Umbra: With a bit of shame I naturally have to say that the import tool and therefore everything that helps "copy-pasting" is my most used and beloved tool. Quite different than the Minecraft version but once you understand, easy to execute and very effective. As for tips for other people that have no background in building big projects etc, I can only say what I already indicated. Plan it out first! A city is a difficult project. With my building style in particular it took sometimes more than an hour or even two for a single building. A gigantic city contains many buildings, so having a limit in number to count down or break down effectively as in "today I build 5 -7 buildings, that's my goal" will help in a huge project like this. Also you will likely have less expectations on quality and style. I didn't copy paste a single building in my city yet but for other styles as well as different levels of detail and quality I highly suggest exactly that. Of course do it clever and don’t just place the same buildings next to each other over and over. Look at real cities or how other games designed their cities to get a feeling on what looks nice. But always be ready to put in a lot of effort anyways. Luke: What are some new features you would like to see someday in Vintage Story? Umbra: It's really hard to say for me Already a lot of features have been introduced to which I was saying "Great! It will save me so much time," but I've never actually thought of it before for some reasons. It's great to have a team that is so close to its community that you can even give them suggestions on what would be nice to have and to introduce at least a discussion about that, not to speak of even the probability that it will be included in the next update. „ It's great to have a team that is so close to its community. “ So for right now I can only think of graphic or ambiance additions. Like good water shaders with reflections or colored glass blocks that change the color of the light that shines through it. Ambient sounds that are more lively and realistic could enhance my future experience as well. Being able to tilt ("rotate") your view for cinematic camera paths would also affect me directly in a few months. Also I anticipate the mechanical power system greatly. I know it is not something I thought of personally (in a sense of enhancing my own game experience). But I do think it will greatly add to the overall survival experience. And that’s despite the fact that it doesn't actually affect me that much directly. I hope that it will be something that will bring more interest and popularity to the game. But everything in time! Luke: Do you have a social media presence that you'd like to share for anyone interested in seeing more of your work? Umbra: More than this on the forum and maybe the Vintage Story Discord server will probably not happen too soon. But in maybe 6 months or something I hope I can restart my Youtube channel and upload great videos of my map. I have great ideas for trailers and cinematics and my editing skills have increased as well. I will redesign everything and change it to VS. UmbraCreations on Youtube and of course my Twitter where I will certainly announce everything and maybe even exclusively upload spoilers for my future video projects. From all the VS Team, thank you Umbra for taking the time to do this interview and to show us your work! <3 View full record
  6. Tyron

    Shadows (v1.4.8)

    Realistic Vintarians Version 1.4.8, a testing release, is now ready for download in the account manager. My whole family, including me, was yet again struck down, this time by a pretty bad stomach flu, so this release is way behind of where I wanted it to be. Nonetheless it should be worthwhile your time due to the addition of shadow mapping, if you have a beefier graphics card. Turning the shadow quality to very high might turn your machine into an egg cooker, but man, it's so worth it: Game updates Feature: Realistic Shadows Creatures and terrain now drops shadows onto the terrain/creatures, depending on the sun or moon position Enable in the graphics settings but requires a beefy graphics card. Won't work on low-end computers, sorry! Feature: Mod manager. A first basic version - let's you see which mods are loaded and enable/disable them Feature: Vertical cave connections. When exploring caves, you might now encounter very long vertical connections between cave systems. Tweak: Increased block light intensity Tweak: Reduced spawn rates of some animals, tweaked some animation speeds Tweak: Improved creative inventory search performance Fixed: Typing 'B' while writing on a sign disables the block info and similar issues Fixed: Gold and Silver deposits not read by pro pick and not adhering to the distributed ore system Fixed: More fixes and tweaks to improve music player track diversity Fixed: Game client crashing if it can't resolve web URLs Fixed: Empty moon now looks less strange during dusk/dawn Fixed: Pro pick on last use never giving a reading API Updates Feature: Can now hook into low level mouse and keyboard events on the client Tweak: Improved API documentation in various places and some code cleanups Fixed: Mod Lang files not loaded by the game Fixed: Registering commands without privilege not executable Game Account updates Removed the birth date from the game account profiles. It's no longer require when signing up. More Screenshots Mod Manager Vertical cave connections in my test bed (the black worms) View full record
  7. Tyron

    Shadows (v1.4.8)

    Realistic Vintarians Version 1.4.8, a testing release, is now ready for download in the account manager. My whole family, including me, was yet again struck down, this time by a pretty bad stomach flu, so this release is way behind of where I wanted it to be. Nonetheless it should be worthwhile your time due to the addition of shadow mapping, if you have a beefier graphics card. Turning the shadow quality to very high might turn your machine into an egg cooker, but man, it's so worth it: Game updates Feature: Realistic Shadows Creatures and terrain now drops shadows onto the terrain/creatures, depending on the sun or moon position Enable in the graphics settings but requires a beefy graphics card. Won't work on low-end computers, sorry! Feature: Mod manager. A first basic version - let's you see which mods are loaded and enable/disable them Feature: Vertical cave connections. When exploring caves, you might now encounter very long vertical connections between cave systems. Tweak: Increased block light intensity Tweak: Reduced spawn rates of some animals, tweaked some animation speeds Tweak: Improved creative inventory search performance Fixed: Typing 'B' while writing on a sign disables the block info and similar issues Fixed: Gold and Silver deposits not read by pro pick and not adhering to the distributed ore system Fixed: More fixes and tweaks to improve music player track diversity Fixed: Game client crashing if it can't resolve web URLs Fixed: Empty moon now looks less strange during dusk/dawn Fixed: Pro pick on last use never giving a reading API Updates Feature: Can now hook into low level mouse and keyboard events on the client Tweak: Improved API documentation in various places and some code cleanups Fixed: Mod Lang files not loaded by the game Fixed: Registering commands without privilege not executable Game Account updates Removed the birth date from the game account profiles. It's no longer require when signing up. More Screenshots Mod Manager Vertical cave connections in my test bed (the black worms)
  8. Version 1.4.7.2, a testing release, is now ready for download in the account manager. This should hopefully be the first and last stable candidate. If nothing serious pops up, I will mark this version as the latest stable one. Thanks for testing everyone! As for 1.4.8, you can already look forward to a very pretty new graphical effect that I've been teasing on twitter and discord chat! \o/ Game updates Tweak: Dropped items now survive 5 minutes longer on the ground for a total of 10 minutes Tweak: Several wood based blocks can now also be burned Tweak: Female boars now seek players within a range of 6 instead of 20 blocks (quick fix, we'd like to make it's behavior more intelligent still) Tweak: Maybe somewhat more understandable prospecting results from the propick? Fixed: Game crashing when walking away while pouring hot metal Fixed: Forge contents not visible Fixed: Some issues with fire pit textures Fixed: More Linux file naming issues, now all asset files are just systematically lower case Fixed: Aiming rectangle when using bow/stone/spear not disappearing when dropping the item or upon dying Fixed: Incorrect sound paths for male boar Fixed: Yet another issue with blocks/items producing white cubic particles instead of their respective texture color Fixed: Reduced multiple impact sounds of the spear Fixed: Server now tries to spawn you on solid ground when creating a new world (i hope it does o.O) Fixed: Required Mining tier naming on blocks Fixed: Creative inventory search not searching the block/item names Fixed: --addOrigin argument not working as intended [Mod API] View full record
  9. Version 1.4.7.2, a testing release, is now ready for download in the account manager. This should hopefully be the first and last stable candidate. If nothing serious pops up, I will mark this version as the latest stable one. Thanks for testing everyone! As for 1.4.8, you can already look forward to a very pretty new graphical effect that I've been teasing on twitter and discord chat! \o/ Game updates Tweak: Dropped items now survive 5 minutes longer on the ground for a total of 10 minutes Tweak: Several wood based blocks can now also be burned Tweak: Female boars now seek players within a range of 6 instead of 20 blocks (quick fix, we'd like to make it's behavior more intelligent still) Tweak: Maybe somewhat more understandable prospecting results from the propick? Fixed: Game crashing when walking away while pouring hot metal Fixed: Forge contents not visible Fixed: Some issues with fire pit textures Fixed: More Linux file naming issues, now all asset files are just systematically lower case Fixed: Aiming rectangle when using bow/stone/spear not disappearing when dropping the item or upon dying Fixed: Incorrect sound paths for male boar Fixed: Yet another issue with blocks/items producing white cubic particles instead of their respective texture color Fixed: Reduced multiple impact sounds of the spear Fixed: Server now tries to spawn you on solid ground when creating a new world (i hope it does o.O) Fixed: Required Mining tier naming on blocks Fixed: Creative inventory search not searching the block/item names Fixed: --addOrigin argument not working as intended [Mod API]
  10. Cozy Vintarians Version 1.4.7, a testing release, is now ready for download in the account manager. A twitch follower of @copygirl named Derpyisbestponycausecute said "The game looks so warm and cosy", which kind of fits with the latest feature additions, so I'm naming it like that Usable Beds are not there yet, but I'll try to add them next update. At least the nights should be less annoying now. Game updates Feature: More diverse ore distribution and prospecting system Most ores are no longer uniformly distributed but there are now areas of higher and lower or even zero concentration. Surface copper still appears everywhere for an easier start into the copper age. With the help of the new prospecting pick these areas can be located. Break stone or rock with the prospecting pick at random locations within a 10 by 10 area to get a reading. Breaking only adjacent stones will not work well. Feature: Moon phases and moon phase dependent night brightness Feature: Fireflies particle effect in temperate areas during nighttime Feature: New creature: Boars Feature: Visible firepit contents: Currently only for cookable foods and crucibles. More to come in future updates Feature: Improved main menu visuals Replaced the home screen image with 5 new terrain screenshots that (should) change once a week Home screen now has a gentle particle effect Edge shading for the other screens and removed some alignment issues More fitting welcome text Feature: Improved or Tweaked creature behaviors Creatures no longer turn in place, but try to turn while moving in arcs Improved entity task selection to not cancel out eachother where they shouldn't, should make animations less cut off in some cases Added eating animations for bighorn sheep Reduced tendency for them to walk into walls Feature: Can no longer instantly ignite utility blocks. Bombs, Forges and Bloomeries now require 0.75 - 2 seconds to ignite. Feature: Added a black background behind the durability bars for greater clarity Feature: Improved explosion particle effects Feature: Easy ladder stacking. Ladders can now be more easily grown vertically up/down by aiming at top-/bottom-most block Tweak: Two performance improvements Disabled inside-block-collision test for creatures, saves about 5% game ticking performance, let's see if we can live without it. Increased chunks-to-send per tick from 2 to 32 - seems to have no performance impact and makes previously generated worlds load up to 2 times faster! (please delete servermagicnumbers.json for this change to take effect) Tweak: Bamboo now requires tool tier 1 to be broken Tweak: Lowered required mining tier for bismuth Tweak: Made tool/ingot mold insets darker for improved visibility, glass frames now completely opaque Tweak: Snowlayer blocks no longer drop anything Tweak: Improved documentation of the mod api in several areas Tweak: Added 'tool offset mode' drop down to the world edit gui Tweak: More block/item infos Ore blocks show the required mining tier in metal names instead of numbers ("requires a copper tool" instead of "requires mining tier 1") Metal Ores now have an another tooltip line showing amount of units of metal they contain. Added some item/block descriptions. Fixed: Various fixes to some block textures and visible seams at the edges. Fixed: Eliminated some potential memory leaks Fixed: Thrown spears hit detection should now be more reliable Fixed: WorldEdit Spray painting Reeds overwriting water blocks Fixed: Shears not breaking multiple blocks Fixed: Player going all jittery while sneaking and trying to step up thin blocks Fixed: Game client crashing in multiplayer when someone else flips itemstacks Fixed: Fairly severe issue with ticking block entities not unloading on chunk unload. Under certain circumstances this caused reeds to regrow instantly or replacing burned out turches to instantly burn out again. Fixed: BlockEntity container contents getting garbeld up when imported inside a schematic from a different schematic. These now automatically fix their blockid/itemid mappings Fixed: Placing a clayforming or knapping surface deleting blocks that it should in some cases Fixed: Visible seams between various block edges on custom block shapes. Fixed incorrect UV mappings on wooden doors. Screenshots Prospecting Moon Phases and Fireflies Boars Visible Firepit contents Mainmenu upgrades
  11. Cozy Vintarians Version 1.4.7, a testing release, is now ready for download in the account manager. A twitch follower of @copygirl named Derpyisbestponycausecute said "The game looks so warm and cosy", which kind of fits with the latest feature additions, so I'm naming it like that Usable Beds are not there yet, but I'll try to add them next update. At least the nights should be less annoying now. Game updates Feature: More diverse ore distribution and prospecting system Most ores are no longer uniformly distributed but there are now areas of higher and lower or even zero concentration. Surface copper still appears everywhere for an easier start into the copper age. With the help of the new prospecting pick these areas can be located. Break stone or rock with the prospecting pick at random locations within a 10 by 10 area to get a reading. Breaking only adjacent stones will not work well. Feature: Moon phases and moon phase dependent night brightness Feature: Fireflies particle effect in temperate areas during nighttime Feature: New creature: Boars Feature: Visible firepit contents: Currently only for cookable foods and crucibles. More to come in future updates Feature: Improved main menu visuals Replaced the home screen image with 5 new terrain screenshots that (should) change once a week Home screen now has a gentle particle effect Edge shading for the other screens and removed some alignment issues More fitting welcome text Feature: Improved or Tweaked creature behaviors Creatures no longer turn in place, but try to turn while moving in arcs Improved entity task selection to not cancel out eachother where they shouldn't, should make animations less cut off in some cases Added eating animations for bighorn sheep Reduced tendency for them to walk into walls Feature: Can no longer instantly ignite utility blocks. Bombs, Forges and Bloomeries now require 0.75 - 2 seconds to ignite. Feature: Added a black background behind the durability bars for greater clarity Feature: Improved explosion particle effects Feature: Easy ladder stacking. Ladders can now be more easily grown vertically up/down by aiming at top-/bottom-most block Tweak: Two performance improvements Disabled inside-block-collision test for creatures, saves about 5% game ticking performance, let's see if we can live without it. Increased chunks-to-send per tick from 2 to 32 - seems to have no performance impact and makes previously generated worlds load up to 2 times faster! (please delete servermagicnumbers.json for this change to take effect) Tweak: Bamboo now requires tool tier 1 to be broken Tweak: Lowered required mining tier for bismuth Tweak: Made tool/ingot mold insets darker for improved visibility, glass frames now completely opaque Tweak: Snowlayer blocks no longer drop anything Tweak: Improved documentation of the mod api in several areas Tweak: Added 'tool offset mode' drop down to the world edit gui Tweak: More block/item infos Ore blocks show the required mining tier in metal names instead of numbers ("requires a copper tool" instead of "requires mining tier 1") Metal Ores now have an another tooltip line showing amount of units of metal they contain. Added some item/block descriptions. Fixed: Various fixes to some block textures and visible seams at the edges. Fixed: Eliminated some potential memory leaks Fixed: Thrown spears hit detection should now be more reliable Fixed: WorldEdit Spray painting Reeds overwriting water blocks Fixed: Shears not breaking multiple blocks Fixed: Player going all jittery while sneaking and trying to step up thin blocks Fixed: Game client crashing in multiplayer when someone else flips itemstacks Fixed: Fairly severe issue with ticking block entities not unloading on chunk unload. Under certain circumstances this caused reeds to regrow instantly or replacing burned out turches to instantly burn out again. Fixed: BlockEntity container contents getting garbeld up when imported inside a schematic from a different schematic. These now automatically fix their blockid/itemid mappings Fixed: Placing a clayforming or knapping surface deleting blocks that it should in some cases Fixed: Visible seams between various block edges on custom block shapes. Fixed incorrect UV mappings on wooden doors. Screenshots Prospecting Moon Phases and Fireflies Boars Visible Firepit contents Mainmenu upgrades View full record
  12. Version 1.4.6.2, a stable release, is now ready for download in the account manager. I was not prepared for the brunt testing force called InsommniaKitten. So here's another big list of fixes and some low-impact (engine wise) tweaks By the way, here's some random statistics I was curious about - on how many days I was actively programming on the game. I took the git commit logs to check whether I checked in new code as a rough measure for that: http://files.tyron.at/perm/tyron-activity.html What you don't see in the graph are the times I was programmming but not checking in anything or working on anything else not related to the games source code, like videos, the website, the wiki, the authentication servers or answering questions of the team and community. Game updates Feature: Added ability to set the game window border to fixed or borderless in the graphics settings (for @copygirl <3) Tweak: Ladders now require support by any block or the whole stack of ladders will break Tweak: Hitting cancel when generating a new world will now stop the server much faster Tweak: Kapok now yields only 2 firewood Tweak: Doubled occurence of bismuth deposits, whereas Iron, coal and deep copper deposits are less common now. Added super rare but massive cassiterite deposits. Some other minor deposit tweaks. Tweak: Doubled durability for hammers Tweak: Added a 15-30 minute cooldown on music tracks which should give other tracks the opportunity to play instead which before were probably never selected. Tweak: Improved linux installer script by @skol Tweak: Player now stands up when trying to walk while sitting Tweak: Larger font for Itemstack sizes Tweak: Smithing crafting outline more visible Tweak: (off by default, but the game can now auto-pause when you task out. Set pauseGameOnLostFocus to true in clientconfig.json before starting the game) Tweak: Disabled jumping in water, it's not supposed to be there anyway, imo Fixed: Unable join mulitplayer servers when previously a singleplayer world was loaded Fixed: Game rarely crashing when chunks with creatures in them are loaded (related to animation) Fixed: Torch burnout and Reed regrowth occring after 24 ingame hours instead of 3 days and 7 days respectively. Fixed: Firewood piles able to overwrite blocks that it shouldn't Fixed: Auth server verification during game startup now guaranteed to give up after 10 seconds. Used to be up to 90 seconds Fixed: Block entity exceptions during initialize hard crashing the game client. Now just logged. Fixed: Search results in creative inventory not updated when switching tabs Fixed: Blockbreaking overlay completely black when dynamic lights are set to 0 Fixed: Block placing sound jumping between left/right speaker while strafing Fixed: Block Info Hud flicker when breaking/placing blocks Fixed: Vines not breaking properly when they lost support Fixed: Itemstack tooltips sometimes clipping outside the game window Fixed: Able to attach a floating berry bush on a ripe berry bush Fixed: WorldEdit Gui labels breaking into multiple lines on gui scale 7 Fixed Leather block break sound not using leather sound, changed brick place sound Fixed: Bamboo, Sapling, Painting and Iron door Selection/Collisionbox incorrect Fixed: Wrong name and pick block for sideways logs and several other blocks Fixed: Berry bush block breaking particles gray instead of green Fixed: Itemstack Tool tip boxes not tightly fitting its contents
  13. Version 1.4.6.2, a stable release, is now ready for download in the account manager. I was not prepared for the brunt testing force called InsommniaKitten. So here's another big list of fixes and some low-impact (engine wise) tweaks By the way, here's some random statistics I was curious about - on how many days I was actively programming on the game. I took the git commit logs to check whether I checked in new code as a rough measure for that: http://files.tyron.at/perm/tyron-activity.html What you don't see in the graph are the times I was programmming but not checking in anything or working on anything else not related to the games source code, like videos, the website, the wiki, the authentication servers or answering questions of the team and community. Game updates Feature: Added ability to set the game window border to fixed or borderless in the graphics settings (for @copygirl <3) Tweak: Ladders now require support by any block or the whole stack of ladders will break Tweak: Hitting cancel when generating a new world will now stop the server much faster Tweak: Kapok now yields only 2 firewood Tweak: Doubled occurence of bismuth deposits, whereas Iron, coal and deep copper deposits are less common now. Added super rare but massive cassiterite deposits. Some other minor deposit tweaks. Tweak: Doubled durability for hammers Tweak: Added a 15-30 minute cooldown on music tracks which should give other tracks the opportunity to play instead which before were probably never selected. Tweak: Improved linux installer script by @skol Tweak: Player now stands up when trying to walk while sitting Tweak: Larger font for Itemstack sizes Tweak: Smithing crafting outline more visible Tweak: (off by default, but the game can now auto-pause when you task out. Set pauseGameOnLostFocus to true in clientconfig.json before starting the game) Tweak: Disabled jumping in water, it's not supposed to be there anyway, imo Fixed: Unable join mulitplayer servers when previously a singleplayer world was loaded Fixed: Game rarely crashing when chunks with creatures in them are loaded (related to animation) Fixed: Torch burnout and Reed regrowth occring after 24 ingame hours instead of 3 days and 7 days respectively. Fixed: Firewood piles able to overwrite blocks that it shouldn't Fixed: Auth server verification during game startup now guaranteed to give up after 10 seconds. Used to be up to 90 seconds Fixed: Block entity exceptions during initialize hard crashing the game client. Now just logged. Fixed: Search results in creative inventory not updated when switching tabs Fixed: Blockbreaking overlay completely black when dynamic lights are set to 0 Fixed: Block placing sound jumping between left/right speaker while strafing Fixed: Block Info Hud flicker when breaking/placing blocks Fixed: Vines not breaking properly when they lost support Fixed: Itemstack tooltips sometimes clipping outside the game window Fixed: Able to attach a floating berry bush on a ripe berry bush Fixed: WorldEdit Gui labels breaking into multiple lines on gui scale 7 Fixed Leather block break sound not using leather sound, changed brick place sound Fixed: Bamboo, Sapling, Painting and Iron door Selection/Collisionbox incorrect Fixed: Wrong name and pick block for sideways logs and several other blocks Fixed: Berry bush block breaking particles gray instead of green Fixed: Itemstack Tool tip boxes not tightly fitting its contents View full record
  14. Thanks to the thorough testing by you all we managed to squash a lot of bugs \o/ If no major issues appear then I will declare this version as stable in a day or 2. Enjoy! Note: For those of you that had the 1.4.6.1 pre-release - the pigs are gone again for the next feature release, it might log some errors when opening a previous world but should run fine otherwise. Game updates Tweak: Savegames now remember the ambient settings that have been tweaked through the world edit gui Tweak: Whole tree chopping no longer drops sticks Tweak: Halved spawn rate of all creatures Tweak: Replaced torch sound for @InsommniaKitten ;-) Tweak: Removed unnecessary 'X' Icons from the Singleplayer world list and MP serverlist Tweak: Increased torch light duration from 2 to 3 days. Tweak: Increased reed regrowth time from 5 to 7 days. Tweak: Improved readbility of slider tooltips Tweak: Added warning texts when selecting large world heights Fixed: Outdated texts on the playstyle buttons Fixed: Select block outline jumping for 1 frame when placing blocks Fixed: Exception thrown when typing '/gamemode 2' in the server console Fixed: Some unreported exceptions thrown when loading worldedit workspaces. Might be a cause for other issues Fixed: Don't crash the server if mono decides to fail us on Console.ReadLine() Fixed: Falling tool molds leaving behind ghost blockentities and crashing the server on chunk reload Fixed: Input text fields not unfocusing correctly (i.e. on the login screen) Fixed: Login error messages not in a human readable form Fixed: Missing names for bamboo stakes, knapping surface and several others Fixed: Player able to clip into blocks while sneaking along edges Fixed: Rendering issues when setting dynamic lights to 0 Fixed: Bloomery base dropping itself instead of bricks Fixed: Entity rendering issues on certain graphics cards Fixed: Rare occasion where eating food replenishes several times it's amount of saturation Fixed: Game crashing randomly on ingot piles Fixed: Eating mushroom animation all wonky Fixed: Rare crash when using the ingame video recorder Fixed: Missing blocktypes not rendering at all. Now shows as "Unkown block id XXX". Fixed: Game crashing on missing files that are non-critical Fixed: Log blocks listed twice in the creative inventory Fixed: Godray rays going all curvy. Now there is a high quality setting that prevents that. Fixed: Sun/Moon moving in the sky when looking around (i.e. following the player) Fixed: Game pause screen not pausing clouds and ingame world time Linux fixes Fixed: Missing game icon under linux Fixed: Client not starting under linux Fixed: "/bin bash" typo in server.sh Fixed: Broken install.sh script (by @cynthia)
  15. Thanks to the thorough testing by you all we managed to squash a lot of bugs \o/ If no major issues appear then I will declare this version as stable in a day or 2. Enjoy! Note: For those of you that had the 1.4.6.1 pre-release - the pigs are gone again for the next feature release, it might log some errors when opening a previous world but should run fine otherwise. Game updates Tweak: Savegames now remember the ambient settings that have been tweaked through the world edit gui Tweak: Whole tree chopping no longer drops sticks Tweak: Halved spawn rate of all creatures Tweak: Replaced torch sound for @InsommniaKitten ;-) Tweak: Removed unnecessary 'X' Icons from the Singleplayer world list and MP serverlist Tweak: Increased torch light duration from 2 to 3 days. Tweak: Increased reed regrowth time from 5 to 7 days. Tweak: Improved readbility of slider tooltips Tweak: Added warning texts when selecting large world heights Fixed: Outdated texts on the playstyle buttons Fixed: Select block outline jumping for 1 frame when placing blocks Fixed: Exception thrown when typing '/gamemode 2' in the server console Fixed: Some unreported exceptions thrown when loading worldedit workspaces. Might be a cause for other issues Fixed: Don't crash the server if mono decides to fail us on Console.ReadLine() Fixed: Falling tool molds leaving behind ghost blockentities and crashing the server on chunk reload Fixed: Input text fields not unfocusing correctly (i.e. on the login screen) Fixed: Login error messages not in a human readable form Fixed: Missing names for bamboo stakes, knapping surface and several others Fixed: Player able to clip into blocks while sneaking along edges Fixed: Rendering issues when setting dynamic lights to 0 Fixed: Bloomery base dropping itself instead of bricks Fixed: Entity rendering issues on certain graphics cards Fixed: Rare occasion where eating food replenishes several times it's amount of saturation Fixed: Game crashing randomly on ingot piles Fixed: Eating mushroom animation all wonky Fixed: Rare crash when using the ingame video recorder Fixed: Missing blocktypes not rendering at all. Now shows as "Unkown block id XXX". Fixed: Game crashing on missing files that are non-critical Fixed: Log blocks listed twice in the creative inventory Fixed: Godray rays going all curvy. Now there is a high quality setting that prevents that. Fixed: Sun/Moon moving in the sky when looking around (i.e. following the player) Fixed: Game pause screen not pausing clouds and ingame world time Linux fixes Fixed: Missing game icon under linux Fixed: Client not starting under linux Fixed: "/bin bash" typo in server.sh Fixed: Broken install.sh script (by @cynthia) View full record
  16. Tyron

    THE IRON AGE (v1.4.6)

    Fantastic, thanks for the info. I'll make this an official release asap.
  17. Tyron

    THE IRON AGE (v1.4.6)

    Ok so, I did get the game now running under ubuntu via usb drive. There were a dozen of wrongly named filenames. I hope this fixes your issues too. Please have a try http://files.tyron.at/vs_archive_1.4.6.1pre1.tar.gz
  18. Tyron

    THE IRON AGE (v1.4.6)

    Hm damn, no indication on whats going on. Ok, let's see if Ubuntu on a USb drive is enough to debug the problem locally, I'll let you know once I fixed the issue!
  19. Tyron

    THE IRON AGE (v1.4.6)

    Bad news is better than no news ;-) Thanks for the report, i fixed the music track thing, could you also drop me the all the log files, if they exist. (should be in /home/stefan/ApplicationData/VintageStoryData/Logs in your case)
  20. Tyron

    THE IRON AGE (v1.4.6)

    Lava in caves will start emitting light only in newly generated chunks and it's pretty faint light for now. We'll have to carefully tweak the light levels because *lots* of light sources in close vicinity is currrently a bit of a bottleneck in the engine.
  21. Iron Vintarians! Version 1.4.6, a testing release, is now ready for download in the account manager. This is it lads! Over a year has passed by since we reached our first major milestone - the "Creative Mode Release" version of the game. For most of this time we have been tirelessly working on countless survival features. Today we will retire this title and officially announce Vintage Story 1.4.6 as the first version than can rightly bear the mark of a "Survival Mode Release". Let this be the start of something much greater! Please Note: This update will rotate all your toolracks by 180 degrees and in turn pop of the wall, sorry about that. I made some changes for the sake of consistency. Website Updates New trailer! Game Updates Feature: The Iron Age Can now construct bloomeries for high temperature smelting (like limonite ore) Requires a base and a chimney, for crafting recipe see below Fill with charcoal or bituminous coal and limonite ore then ignite with a torch. Requires equal amounts of coal/ore in order to smelt properly. Added Iron Variants of all tools, these can be smithed on bronze anvils Tweaked durabilities of all tools for a better metal progression feeling Feature: Underground ruins: Ghastly underground experiences and the basis for future Story related features Feature: Trap doors Feature: Improved Reed harvesting No longer breaks instantly Breaks in 2 stages, the top parts and it's roots. Requires knife in order to not destroy the roots If the roots remain planted, then the tops will slowly regrow The tops are for basket crafting, while the roots are for replanting or eating after being cooked Feature: Finally! Replaced 3x3 anvil grid recipe with a more immersive anvil casting counterpart - the anvil mold! Also requires 9 ingots instead of 7. Removed the old grid recipe for anvils. Feature: Finally! Quick inventory slot filling with holding down the right mouse button Feature: Bamboo now drop bamboo stakes for planks and can also be chopped entirely at once with an axe. See recipe below. Feature: New grid crafting recipes for Wooden Bed, Chair, Clay brick chimney, Table and Bamboo planks Feature: Added loose quartz stones on the surface, which drop clear quartz at a 20% chance, to be able to create quartz glass early on Feature: Entities now push eachother apart instead of overlapping Feature: Health and Saturation bar now flash when below 20% Feature: Added /playerstats [hunger|saturation] [0..1] command to quickly set health/saturation in creative mode Tweak: Berry bushes no longer have a collision box and regrow berries up to 5 times slower, but increased the chance of them spawning already in ripe state during worldgen Tweak: Drifters now gradually walk away from the player during daytime Tweak: New models for all saplings Tweak: Animals now spawn in better randomized groups. Previously they almost exclusively spawned in a group of 1 male + 1 female + 1 infant Tweak: Improved Notification message on server crash / bad connection. It is now more understandable to the user. Tweak: Can now use mouse wheel to change slider values when hovering over them Tweak: Made the engine more robust against corrupt save games, which should make some broken savegames playable again. Tweak: Reduced saltpeter deposit occurence and size by about 33% Tweak: A wolfs howl and the rooster call can now be heard from further away Tweak: Halved the player detection(+chase) range for Wolves and Drifters. Tweak: Can now also use the jump button to climb stairs Tweak: Can now also chop whole bamboo trees Tweak: Holding a stick in hands gives you 1 meter extra attack range, torches an extra of 0.5 meters Tweak: Seeweed no longer drops anything Tweak: New texture for quartz, sulfur and diamond ore Fixed: Godrays discoloration issue. Together with the unanounced changes in 1.4.4 we now have quite the pretty godray shader effect. Fixed: Creatures attacking through blocks, they now test for line-of-sight before damaging players Fixed: Animals often spawning in the wrong climate Fixed: Animals sometimes spawning inside blocks Fixed: Animals glitchy y-movement when walking against blocks the can't step on Fixed: Sound Attenuation now correctly applied on large distances Fixed: Rendering issues with transparent stuff on Intel HD cards, removed previous workaround fix Fixed: Setting view distance sometimes not working Fixed: Surface music playing in too quick succession without breaks inbetween Fixed: Lakes generating incorrectly on some occassions Fixed: Block schematic import in worldedit having issues with block entities Fixed: Rotating block schematics in worldedit did not correctly rotate tool racks, paintings, beds, stoves and doors Fixed: One of the wood stepping sounds playing only in the left speaker Fixed: Player sometimes spawning in mid-air and falling to their death after starting a new world Fixed: Bamboo block names missing Fixed: Worldedit Eraser and Paintbrush tools not working correctly on replacable blocks like tallgrass and liquids Fixed: Block Breaking Decals now render correctly on 0-voxel thick models \o/ Fixed: Another possible issue that would cause Ruins to spawn floating above ground Fixed: Made the top layer of lava inside caves emit light again Fixed: Game not remembering if block info and coordinate hud was opened from last play session Fixed: Cheap fix of white particles spawning when eating items/blocks Fixed: Possible fix for entities spawning stuck inside blocks Fixed: Server not loading any blocktypes/entities/itemtypes if one of them has wrong json syntax Fixed: \r in install.sh and Vintagestory.desktop (but several more bugs seem to exist in the linux version) Fixed: Version number not displayed in the list of installed programs on windows VS Model Creator Updates 5 Bugfixes related to UV-Box drag&drop Bugfixes to improve compatbility with old model files Documented one more shortcut in the controls dialog Screenshots Trap doors, new sapling models and harvested state of reeds Anvil 3x3 crafting recipe replaced with a massive anvil mold. Bloomeries for high temperatue smelting up to 1.500 degrees celsies (Iron Ore melts at 1.482 °C) Slot Quickfill and Underground Ruins Godrays Improvement Without godrays New Recipes
  22. Iron Vintarians! Version 1.4.6, a testing release, is now ready for download in the account manager. This is it lads! Over a year has passed by since we reached our first major milestone - the "Creative Mode Release" version of the game. For most of this time we have been tirelessly working on countless survival features. Today we will retire this title and officially announce Vintage Story 1.4.6 as the first version than can rightly bear the mark of a "Survival Mode Release". Let this be the start of something much greater! Please Note: This update will rotate all your toolracks by 180 degrees and in turn pop of the wall, sorry about that. I made some changes for the sake of consistency. Website Updates New trailer! Game Updates Feature: The Iron Age Can now construct bloomeries for high temperature smelting (like limonite ore) Requires a base and a chimney, for crafting recipe see below Fill with charcoal or bituminous coal and limonite ore then ignite with a torch. Requires equal amounts of coal/ore in order to smelt properly. Added Iron Variants of all tools, these can be smithed on bronze anvils Tweaked durabilities of all tools for a better metal progression feeling Feature: Underground ruins: Ghastly underground experiences and the basis for future Story related features Feature: Trap doors Feature: Improved Reed harvesting No longer breaks instantly Breaks in 2 stages, the top parts and it's roots. Requires knife in order to not destroy the roots If the roots remain planted, then the tops will slowly regrow The tops are for basket crafting, while the roots are for replanting or eating after being cooked Feature: Finally! Replaced 3x3 anvil grid recipe with a more immersive anvil casting counterpart - the anvil mold! Also requires 9 ingots instead of 7. Removed the old grid recipe for anvils. Feature: Finally! Quick inventory slot filling with holding down the right mouse button Feature: Bamboo now drop bamboo stakes for planks and can also be chopped entirely at once with an axe. See recipe below. Feature: New grid crafting recipes for Wooden Bed, Chair, Clay brick chimney, Table and Bamboo planks Feature: Added loose quartz stones on the surface, which drop clear quartz at a 20% chance, to be able to create quartz glass early on Feature: Entities now push eachother apart instead of overlapping Feature: Health and Saturation bar now flash when below 20% Feature: Added /playerstats [hunger|saturation] [0..1] command to quickly set health/saturation in creative mode Tweak: Berry bushes no longer have a collision box and regrow berries up to 5 times slower, but increased the chance of them spawning already in ripe state during worldgen Tweak: Drifters now gradually walk away from the player during daytime Tweak: New models for all saplings Tweak: Animals now spawn in better randomized groups. Previously they almost exclusively spawned in a group of 1 male + 1 female + 1 infant Tweak: Improved Notification message on server crash / bad connection. It is now more understandable to the user. Tweak: Can now use mouse wheel to change slider values when hovering over them Tweak: Made the engine more robust against corrupt save games, which should make some broken savegames playable again. Tweak: Reduced saltpeter deposit occurence and size by about 33% Tweak: A wolfs howl and the rooster call can now be heard from further away Tweak: Halved the player detection(+chase) range for Wolves and Drifters. Tweak: Can now also use the jump button to climb stairs Tweak: Can now also chop whole bamboo trees Tweak: Holding a stick in hands gives you 1 meter extra attack range, torches an extra of 0.5 meters Tweak: Seeweed no longer drops anything Tweak: New texture for quartz, sulfur and diamond ore Fixed: Godrays discoloration issue. Together with the unanounced changes in 1.4.4 we now have quite the pretty godray shader effect. Fixed: Creatures attacking through blocks, they now test for line-of-sight before damaging players Fixed: Animals often spawning in the wrong climate Fixed: Animals sometimes spawning inside blocks Fixed: Animals glitchy y-movement when walking against blocks the can't step on Fixed: Sound Attenuation now correctly applied on large distances Fixed: Rendering issues with transparent stuff on Intel HD cards, removed previous workaround fix Fixed: Setting view distance sometimes not working Fixed: Surface music playing in too quick succession without breaks inbetween Fixed: Lakes generating incorrectly on some occassions Fixed: Block schematic import in worldedit having issues with block entities Fixed: Rotating block schematics in worldedit did not correctly rotate tool racks, paintings, beds, stoves and doors Fixed: One of the wood stepping sounds playing only in the left speaker Fixed: Player sometimes spawning in mid-air and falling to their death after starting a new world Fixed: Bamboo block names missing Fixed: Worldedit Eraser and Paintbrush tools not working correctly on replacable blocks like tallgrass and liquids Fixed: Block Breaking Decals now render correctly on 0-voxel thick models \o/ Fixed: Another possible issue that would cause Ruins to spawn floating above ground Fixed: Made the top layer of lava inside caves emit light again Fixed: Game not remembering if block info and coordinate hud was opened from last play session Fixed: Cheap fix of white particles spawning when eating items/blocks Fixed: Possible fix for entities spawning stuck inside blocks Fixed: Server not loading any blocktypes/entities/itemtypes if one of them has wrong json syntax Fixed: \r in install.sh and Vintagestory.desktop (but several more bugs seem to exist in the linux version) Fixed: Version number not displayed in the list of installed programs on windows VS Model Creator Updates 5 Bugfixes related to UV-Box drag&drop Bugfixes to improve compatbility with old model files Documented one more shortcut in the controls dialog Screenshots Trap doors, new sapling models and harvested state of reeds Anvil 3x3 crafting recipe replaced with a massive anvil mold. Bloomeries for high temperatue smelting up to 1.500 degrees celsies (Iron Ore melts at 1.482 °C) Slot Quickfill and Underground Ruins Godrays Improvement Without godrays New Recipes View full record
  23. Hi DMKW, Sorry for your troubles. It is generally not advisable to forcefully kill the game, as this can corrupt your savegame. This is what maybe happened to your chest/firepit that can no longer be opened - it's could be the result of missing block entity data. In case of your loss, you could also get your stolen coal back from the creative inventory (via /gamemode 2). So far we're unable reproduce the itemstack disappearing issue, any chance that your items ended up in your baskets/bag or a nearby chest? Your savefiles are in %appdata%/VintagestoryData/Saves - can you send me the affected save game? Might help to find the cause of the issue. Yea, it's a known bug that I haven't gotten around fixing. I'll look into it once more. Thanks for the reminder.
  24. Artisan Vintarians Version 1.4.5.2, a stable release, is now ready for download in the account manager. Thanks to the testers @Saraty and @redram I think it is safe to declare 1.4.5.2 as stable. Beyond bug fixes we've been preparing the engine for a more consistent clay forming experience and some groundwork for the upcoming underground structures has been also added. Game updates Feature: Improved clayforming Now plays a satisfying sound when placing/removing voxels Easier to add new voxels, one no longer needs to attach to existing voxel. Placing them directly on the green outline works as well now Ability to duplicate a layer with a 4th game mode. This will allow realistic size clay forming recipes (i.e. the planter) without making these recipes super tedious in a future update Fixed minor render bug Rotated ingot mold recipe to be consistent with the final product Tweak: New version notification now shows the available version number and "click to download" hint Tweak: Whole tree chopping now consumes less durability and fixed some weird issues with it Tweak: Improved commands /time set and /time add. /time set now only alters the time of day instead of the whole date. The colon may be omitted now (:) /time add allows larger ranges than 24 hours. The colon may be omitted now (:) Fixed: Mod asset loading was broken Fixed: Logs no longer burnable Fixed: Log item names broken Fixed: Lag spike issues when placing or removing items in the firepit smelting slots Fixed: Sign blocks had wrong collision/selection boxes Fixed: Charcoal pile again not dropping enough charcoal Fixed: Sign texts starting to glow when liquid metal is poured into a mold on some machines Fixed: Firepit block state no longer switching between lit<->extinct Fixed: Autosave going haywire if a very large interval is chosen. Can now set to 0 to disable autosave. View full record
  25. Artisan Vintarians Version 1.4.5.2, a stable release, is now ready for download in the account manager. Thanks to the testers @Saraty and @redram I think it is safe to declare 1.4.5.2 as stable. Beyond bug fixes we've been preparing the engine for a more consistent clay forming experience and some groundwork for the upcoming underground structures has been also added. Game updates Feature: Improved clayforming Now plays a satisfying sound when placing/removing voxels Easier to add new voxels, one no longer needs to attach to existing voxel. Placing them directly on the green outline works as well now Ability to duplicate a layer with a 4th game mode. This will allow realistic size clay forming recipes (i.e. the planter) without making these recipes super tedious in a future update Fixed minor render bug Rotated ingot mold recipe to be consistent with the final product Tweak: New version notification now shows the available version number and "click to download" hint Tweak: Whole tree chopping now consumes less durability and fixed some weird issues with it Tweak: Improved commands /time set and /time add. /time set now only alters the time of day instead of the whole date. The colon may be omitted now (:) /time add allows larger ranges than 24 hours. The colon may be omitted now (:) Fixed: Mod asset loading was broken Fixed: Logs no longer burnable Fixed: Log item names broken Fixed: Lag spike issues when placing or removing items in the firepit smelting slots Fixed: Sign blocks had wrong collision/selection boxes Fixed: Charcoal pile again not dropping enough charcoal Fixed: Sign texts starting to glow when liquid metal is poured into a mold on some machines Fixed: Firepit block state no longer switching between lit<->extinct Fixed: Autosave going haywire if a very large interval is chosen. Can now set to 0 to disable autosave.
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