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Skilful Vintarians Version 1.3.9 is now available for download in the account manager. After playing a whole bunch of Mount&Blade I went ahead and build an archery system inspired by that, a skill tree is still lacking though. Beyond that I spent some extra focus on stability, so this build contains a lot of bug fixes. Under the hood this update also contains 2 larger updates that are not quite finished yet, but I will look forward to deliver them to you in a complete form in one of the following releases. Until then, I hope you can enjoy the new archery system and freshly added gold/silver tools! Game Updates Feature: Archery The Bow is now fully usable when supplied with arrows Intricate aiming system, Mount&Blade Style Can now smith metal arrow heads on the anvil Chickens now drop plentiful feathers Can now craft bows from sticks and twine as well as arrows from flints or metal arrow heads, sticks and feathers. Metal arrow heads do extra damage compared to their flint counterparts. Feature: Added New tool + Recipe: Saw The planks, planks stairs and slabs now require the saw Feature: Added Gold/Silver variants of all tools + recipe Feature: Added 5 day grace timer before monsters spawn in a new world. Feature: Added Haydens new/updated tracks 2x Heartbeat and 2x Sunny Village (each with a survival and creative variant) Feature: Added hp/food current and max values to the hotbar hud Feature: Added /giveblock and /giveitem commands to get items without using creative inventory (with macro => awesomeness). Tweak: Copper deposits now larger and more common, gold and silver deposits now half as common Tweak: Simplified ore names, the previous ones are still Tweak: Crafting planks, plankslabs and plankstairs now requires the saw Tweak: Increased mining speed for bronze picks Tweak: Damage vignette strength now based on the amount of damage received Tweak: Wolf will no longer damage player if he managed to get out of range during the attack Tweak: Crop block now shows the nutrient levels of below farmland Tweak: Wolf attack process + animation now faster Tweak: Improved multi-line text editing. Home and End key now jump to start/end of line and Ctrl+Home/End to start/end of text. Textareas can now ensure that multi-line text is visible when adding new lines or moving the cursor, applied to the macro editor. Tweak: Firewood burns longer Tweak: Fancy reappearance of held items when using them and look up Tweak: Disabled Server AntiAbuse Mode, since it's incomplete and buggy Fixed: Server should no longer prevent admins to interact with out of range blocks Fixed: Third person camera clipping into the terrain Fixed: Creative inventory general tab not showing all blocks/items in certain situations. Fixed: Using pickaxe on ores not improving mining speed Fixed: Several inconsistencies when pouring metal, should now be exact and not loose or duplicate units of molten metal. Fixed: Wolf attacking creative mode players when close by Fixed: Ingots pickable from molds at high temperatures, now reduced to 20% of its melting point Fixed: Wolf not seeking survival players if a creative player is nearby Fixed: Healing not possible in creative mode Fixed: Game crashing when trying to place a non-ingot item on a forge Fixed: Breaking anvil not dropping its contents Fixed: Game crashing on corrupt savegames Fixed: Entity duplication bug that causing errors to be displayed when starting the server and probably some other issues Fixed: Placing ingots on the ground replacing some blocks that it shouldn't (like anvils) Fixed: Stop eating food early still consumed the item Fixed: Frosted grass causing underlying block to be transparent Fixed: Ingot Molds, Forges, Anvils and Tool Racks not synchronizing correctly in multiplayer Fixed: Mouse cursor not visible after getting disconnected from a server (this time i found the cause!) Fixed: Player Name tags going all funky when the player is right behind you Fixed: Players getting disconnected from a server in certain cases Fixed: Chickens not spawning correctly Fixed: The chunk column the player spawns in sometimes didn't load Fixed: F4 not hiding GUIs outside creative mode
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Feral Vintarians Version 1.3.8 is now available for download in the account manager. We're back from the 4 day ReVersed Festival and it was awesome! We've met so many great and interesting fellow game developers as well as curious players. We showed our game to some 40 people or more. We also gave some interviews about our game. We're definitely looking forward to the next one. At the festival we showed off a new animal - the wolf. Here is now the official update with it. Enjoy! Game Updates Feature: Added hostile creature: Wolf - Currently very dangerous, so best avoided until there is armor / ranged weapons in the game ;-) Feature: Loot Vessels - random loot found in ruins Feature: Mega Screenshots - Hit Ctrl+Alt+F12 to make 4x resolution screenshots Feature: Added suffocation damage for living entities when inside blocks Feature: Chicken now try to avoid water and can swim out of it Tweak: Cattails are now edible (The Long Dark anyone? ;-) Tweak: Changed crosshair to black/white dot, experimental Tweak: Flints slightly more common Tweak: WorldEdit Gui - can now use mousewheel to increase/decrease number values by steps of 1 or by 0.1 if shift is held down. Tweak: Fixed white border issues when looking at blocks at a distance Tweak: Hitting an entity now plays a "Slapping" Sound Tweak: WorldEdit now also does overload protection on too large brushes (limited to 50 currently) Tweak: Updated hammer and ember block texture Tweak: /time set day now sets the time to 8am instead of 9am Tweak: Entities stop seeking players if they switch to creative mode Fixed: Some items/blocks disappearing when attacking an entity with them in hands Fixed: Placing raw and burned molds using wrong textures Fixed: Some wonkiness with the creative inventory Fixed: Rare crash when server is under heavy load Fixed: Crucible not adding 4 slots to firepit Fixed: Crash when putting a non-smeltable item in the crucible slots Fixed: Desync issue when working on an item on the anvil Fixed: Hurt color now again applied when a entity gets damaged Fixed: Chickens spawning in the desert Fixed: Crash when closing dialog with the 'X' button Fixed: Issues when trying to smith an axe View full record
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Feral Vintarians Version 1.3.8 is now available for download in the account manager. We're back from the 4 day ReVersed Festival and it was awesome! We've met so many great and interesting fellow game developers as well as curious players. We showed our game to some 40 people or more. We also gave some interviews about our game. We're definitely looking forward to the next one. At the festival we showed off a new animal - the wolf. Here is now the official update with it. Enjoy! Game Updates Feature: Added hostile creature: Wolf - Currently very dangerous, so best avoided until there is armor / ranged weapons in the game ;-) Feature: Loot Vessels - random loot found in ruins Feature: Mega Screenshots - Hit Ctrl+Alt+F12 to make 4x resolution screenshots Feature: Added suffocation damage for living entities when inside blocks Feature: Chicken now try to avoid water and can swim out of it Tweak: Cattails are now edible (The Long Dark anyone? ;-) Tweak: Changed crosshair to black/white dot, experimental Tweak: Flints slightly more common Tweak: WorldEdit Gui - can now use mousewheel to increase/decrease number values by steps of 1 or by 0.1 if shift is held down. Tweak: Fixed white border issues when looking at blocks at a distance Tweak: Hitting an entity now plays a "Slapping" Sound Tweak: WorldEdit now also does overload protection on too large brushes (limited to 50 currently) Tweak: Updated hammer and ember block texture Tweak: /time set day now sets the time to 8am instead of 9am Tweak: Entities stop seeking players if they switch to creative mode Fixed: Some items/blocks disappearing when attacking an entity with them in hands Fixed: Placing raw and burned molds using wrong textures Fixed: Some wonkiness with the creative inventory Fixed: Rare crash when server is under heavy load Fixed: Crucible not adding 4 slots to firepit Fixed: Crash when putting a non-smeltable item in the crucible slots Fixed: Desync issue when working on an item on the anvil Fixed: Hurt color now again applied when a entity gets damaged Fixed: Chickens spawning in the desert Fixed: Crash when closing dialog with the 'X' button Fixed: Issues when trying to smith an axe
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Blast Mining VintariansVersion 1.3.7 is now available for download in the account manager. In preparation for the upcoming presentation of Vintage Story at the Vienna GameDev Meetup and the ReVersed Festival here a new release that includes the long planned world edit toolbar, so that we can more easily show off the world editing capabilities of the game. This toolbar is merely an interface to already existing functionality which has been available through commands for quite a while now, but greatly improves the accessibility of these tools. We'll hope this will make for a great presentation in the upcoming week! :-) Website Updates New story excerpt - Ghosts Game Updates Feature: World Edit Toolbar A more user friendly way to use the world edit tools, does not yet support all of the features that the command line interface offers Hit the Tilde (`) Key on your keyboard while in creative mode to activate Offers some additional client side settings, such as modifying the clouds and fog density or color While the gui is opened the player can still place and remove blocks Feature: Explosives New resource: Saltpeter - appears on cave walls New resource: Blasting powder - crafted from sulfur, coal and saltpeter New block: Ore blasting bomb - an explosive best suited for mining ores. Crafted from blasting power, flax twine and a piece of linen. Place on the ground, ignite with a torch and enjoy the show! Feature: New block: Full shingle block Feature: New soundtrack "Midnight" Feature API Updates (none yet documented, bug tyron for questions): New generic "JsonDialog" that allows mods to create their own guis from a given sets of gui elements. Mods can now register and hook up to keybord events Added ability for particles to spawn other particles (i.e. particle trails) Tweak: Some modifications to the world edit commands Block entities are now also exported/imported Lake tool is now called "Flood Fill" and has a configurable search radius parameter via /we tr The dimensions for the Paint brush and eraser can now be set individually via /we tsx, /we tsy or /we tsz The Tree tool now takes a minimum and maximum size for the tree instead of a minimum and random add parameter. Tweak: Added hen fleeing sound Tweak: Added particle effects to standing lava Fixed: Hen walking animation not always playing while it's walking Fixed: A rare server crash occurring randomly (hopefully) View full record
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Blast Mining VintariansVersion 1.3.7 is now available for download in the account manager. In preparation for the upcoming presentation of Vintage Story at the Vienna GameDev Meetup and the ReVersed Festival here a new release that includes the long planned world edit toolbar, so that we can more easily show off the world editing capabilities of the game. This toolbar is merely an interface to already existing functionality which has been available through commands for quite a while now, but greatly improves the accessibility of these tools. We'll hope this will make for a great presentation in the upcoming week! :-) Website Updates New story excerpt - Ghosts Game Updates Feature: World Edit Toolbar A more user friendly way to use the world edit tools, does not yet support all of the features that the command line interface offers Hit the Tilde (`) Key on your keyboard while in creative mode to activate Offers some additional client side settings, such as modifying the clouds and fog density or color While the gui is opened the player can still place and remove blocks Feature: Explosives New resource: Saltpeter - appears on cave walls New resource: Blasting powder - crafted from sulfur, coal and saltpeter New block: Ore blasting bomb - an explosive best suited for mining ores. Crafted from blasting power, flax twine and a piece of linen. Place on the ground, ignite with a torch and enjoy the show! Feature: New block: Full shingle block Feature: New soundtrack "Midnight" Feature API Updates (none yet documented, bug tyron for questions): New generic "JsonDialog" that allows mods to create their own guis from a given sets of gui elements. Mods can now register and hook up to keybord events Added ability for particles to spawn other particles (i.e. particle trails) Tweak: Some modifications to the world edit commands Block entities are now also exported/imported Lake tool is now called "Flood Fill" and has a configurable search radius parameter via /we tr The dimensions for the Paint brush and eraser can now be set individually via /we tsx, /we tsy or /we tsz The Tree tool now takes a minimum and maximum size for the tree instead of a minimum and random add parameter. Tweak: Added hen fleeing sound Tweak: Added particle effects to standing lava Fixed: Hen walking animation not always playing while it's walking Fixed: A rare server crash occurring randomly (hopefully)
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We've encountered a few annoying bugs with the latest update, so this update should fix it. Version 1.3.6.1 is ready for download in the account manager. Change Log Fixed: Chicken not always dropping meat Fixed: Crops and other patches of plants too common Fixed: Items disappearing when survival inventory is full (now for real!) Fixed: Some entities untouchable on world reload View full record
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We've encountered a few annoying bugs with the latest update, so this update should fix it. Version 1.3.6.1 is ready for download in the account manager. Change Log Fixed: Chicken not always dropping meat Fixed: Crops and other patches of plants too common Fixed: Items disappearing when survival inventory is full (now for real!) Fixed: Some entities untouchable on world reload
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Smithy Vintarians Version 1.3.6 is now available for download in the account manager. After a long break I've completed the 1.3.6 release. As always I want to be transparent about what I've been up to. Already last year my wife and I picked up a new hobby - Gardening. I have to admit, few things are as rewarding as seeing your own food grow. That however also means that the month of may is usually the busiest time of the year where we do a lot of seeding, planting, watering and overally tending to our crops. By now we grow a wide variety of vegetables, berries and herbs with our constantly expanding area of self built raised garden beds. Anyhow, the bulk of planting is now done and I will be able to slowly resume work on Vintage Story again. For starters, here's to videos of the 2 most significant new features: Smithing and Chickens Change Log Feature: The first basic implementation of the Smithing System is now complete. See above video. Feature: Added ruins to world generation Feature: Added first friendly creature: Chickens Includes 3 types: Roosters, Hens and Chicks each with up to 8 different textures Basic behaviors such as pecking the ground and staying in a group Hens will spawn chicks if a rooster is nearby, up to a group size of 20 chickens Killed roosters and hens will drop meat that can be cooked and eaten Feature: New Model for the drifter with very buggy animations (will fix for next release) Feature: Vignette Effect (darkened screen edges) that flashes red when getting damaged Feature: Performance optimization - loading chunks and saving the game now noticably faster at the cost of 10% increased RAM usage Feature: New music track "Nostalgic" API Features: Added entity debug mode. Displays arbitrary information above entities. To enable: .clientconfig set showentitydebuginfo 1 /entity debug 1 Added ability to create and add entities during worldgen Tweak: Some weird experimentation with clouds. Please send me some feedback if they look better or worse now Tweak: Sound attenuation is now linear - fixes drifters hearable from very far away Tweak: VintageStory client and server exe files are now also digitally signed which may help with them getting detected as false positives by AntiVirus software Tweak: Improved tool tip texts in the graphics settings Tweak: Fences can no longer be jumped over Fixed: Entities that are underwater became invisible when the player looks at them while above water Fixed: Trying to change keymapps in the settings caused the list to scroll up Fixed: Server Exception when players typed '{' or '}' Fixed: Rare bug where the player suddenly could no longer control his own character Fixed: Recording with Fraps very laggy Fixed: Items disappearing when inventory is full in survival Fixed: Changing controls no longer causes the controls list to jump up View full record
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Smithy Vintarians Version 1.3.6 is now available for download in the account manager. After a long break I've completed the 1.3.6 release. As always I want to be transparent about what I've been up to. Already last year my wife and I picked up a new hobby - Gardening. I have to admit, few things are as rewarding as seeing your own food grow. That however also means that the month of may is usually the busiest time of the year where we do a lot of seeding, planting, watering and overally tending to our crops. By now we grow a wide variety of vegetables, berries and herbs with our constantly expanding area of self built raised garden beds. Anyhow, the bulk of planting is now done and I will be able to slowly resume work on Vintage Story again. For starters, here's to videos of the 2 most significant new features: Smithing and Chickens Change Log Feature: The first basic implementation of the Smithing System is now complete. See above video. Feature: Added ruins to world generation Feature: Added first friendly creature: Chickens Includes 3 types: Roosters, Hens and Chicks each with up to 8 different textures Basic behaviors such as pecking the ground and staying in a group Hens will spawn chicks if a rooster is nearby, up to a group size of 20 chickens Killed roosters and hens will drop meat that can be cooked and eaten Feature: New Model for the drifter with very buggy animations (will fix for next release) Feature: Vignette Effect (darkened screen edges) that flashes red when getting damaged Feature: Performance optimization - loading chunks and saving the game now noticably faster at the cost of 10% increased RAM usage Feature: New music track "Nostalgic" API Features: Added entity debug mode. Displays arbitrary information above entities. To enable: .clientconfig set showentitydebuginfo 1 /entity debug 1 Added ability to create and add entities during worldgen Tweak: Some weird experimentation with clouds. Please send me some feedback if they look better or worse now Tweak: Sound attenuation is now linear - fixes drifters hearable from very far away Tweak: VintageStory client and server exe files are now also digitally signed which may help with them getting detected as false positives by AntiVirus software Tweak: Improved tool tip texts in the graphics settings Tweak: Fences can no longer be jumped over Fixed: Entities that are underwater became invisible when the player looks at them while above water Fixed: Trying to change keymapps in the settings caused the list to scroll up Fixed: Server Exception when players typed '{' or '}' Fixed: Rare bug where the player suddenly could no longer control his own character Fixed: Recording with Fraps very laggy Fixed: Items disappearing when inventory is full in survival Fixed: Changing controls no longer causes the controls list to jump up
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Version 1.3.5.2 is now available for download in the account manager. Looks like I've also broken the server starting, disconnected and server exiting screen The game will still run fine though, nonetheless, here's a bugfix release. Updates Fixed: Loading/unloading and disconnected screens only showing a brown background Fixed: Game crashing when turning up music value from 0 while a world is opened View full record
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Version 1.3.5.2 is now available for download in the account manager. Looks like I've also broken the server starting, disconnected and server exiting screen The game will still run fine though, nonetheless, here's a bugfix release. Updates Fixed: Loading/unloading and disconnected screens only showing a brown background Fixed: Game crashing when turning up music value from 0 while a world is opened
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Version 1.3.5.1 is now available for download in the account manager. Whoops, I've broken the login screen. This release should fix it. Updates Fixed: Login Screen not displaying anything beyond the background Fixed: Durability bar of an item/block sometimes visible when it shouldn't be (cause by block picking via mouse+middle click) View full record
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Version 1.3.5.1 is now available for download in the account manager. Whoops, I've broken the login screen. This release should fix it. Updates Fixed: Login Screen not displaying anything beyond the background Fixed: Durability bar of an item/block sometimes visible when it shouldn't be (cause by block picking via mouse+middle click)
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Almost Smithing Vintarians Version 1.3.5 is now available for download in the account manager Despite our efforts, the smithing system has not just yet emerged from the complex networks of game mechanics needed to make it work. We made a few major advancements though There's now a Forge which lets you reheat metals and work items. Shift + right click with coal or lignite to refill fuel Right click with a torch to ignite Shift + right click with ingots or plates to place for heating The current work item can now be picked up, reheated and placed back on the anvil using right mouse click and shift+right mouse click Working an item on the anvil with the hammer is now mapped to the left mouse button instead of the right one. Any item now may override the left mouse button default behavior. Added some fancy particle effects when working a hot piece of metal I've started implementing smithing recipes and a (currently useless) dialog for selecting the desired smithing recipe. Hot blocks/items now also glow in the gui, in the players hands or when dropped on the ground I'll also make a tutorial video once the smithing system is complete. Updates Feature: New Block: Forge. Can be used to heat ingots and plates to working temperature for (incomplete) smithing on the anvil. Requires coal as fuel and a torch for igniting the coal. Feature: Added blocks basalt and obisidian. Added new behavior where mixing lava and water creates these 2 blocks. Feature: Added ability to change any client configuration at runtime through the command .clientconfig Feature: Variable Sampling Pixel Rate. Enables two things: 0.5x Sampling rate: 50% performance gain at the cost of reduced graphics quality for ultra low end hardware. Set via .clientconfig set ssaa 0.5 2-4x Sampling rate: Very laggy but allows making massive screenshots (e.g. 7680x4320 pixels). Set via .clientconfig set ssaa 2 .clientconfig set scaleScreenshot 0 Feature: "Rock Quarrying" Mining all the blocks around a Rock block will now drop the rock itself. Feature: Reworked world generation component responsible for spawning patches of plants/blocks/stuff. The world generator should now spawn many plants/flowers/crops more commonly again. Also patches of blocks now also spawn more likely together with forests, shrubs or other patches. Feature: Performance Improvements Improved speed of Terrain Collision detection by 15%: Gives a nice FPS boost when 300+ Entities are loaded Improved chunk tesselation speed by 4%: Makes chunks load a bit faster Feature: New API Method IBlockAccessor.GetBlocks() - retrieve blocks from within an area. Runs faster than when calling .GetBlock() many times OnBeginAttack/OnAttacking/etc.: A collectible may now also override the block breaking action via left mouse click. Tweak: Hitting Enter in the Chat Window now unfocuses it immediately. Previously you had to hit enter twice which was unintuitive. Tweak: The Sky is now less white in creative mode by setting the correct sea level. Tweak: Hitting the F1/F2 keys in creative mode now decreases/increase the speed by 1 instead of setting it to a fixed value of 1 or 5. Holding the Ctrl-Key changes the speed in steps of 0.1 Tweak: Players now start with 8 bread until there is enough survival content that prevents starving Tweak: Added Luma render pass. Improves anti-aliasing quality done by FXAA Fixed: Badly randomized topsoil grass transitions Fixed: Gold and Silver ore not smeltable Fixed: Gold and Silver ore deposits now spawning anywhere. Now spawn as subdeposits in quartz Fixed: Right Ingot on a double mold block not retrievable with right click Fixed: Crash when calling /bir remap Fixed: Bloom shader effect affected by blocklight/sunlight Fixed: Metalplate missing blockside shading Fixed: Coopers Reed in water having only 1 visible diagonal side. Now renders as a full cross again. Fixed: Either Water flowing too slow or lava flowing too fast Fixed: Some behavior and graphical glitches with water/lava Pictures Forge block and hot ingot on an anvil More richly decorated worlds due to improved block patch generator Fixed badly randomized grass tinting View full record
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Almost Smithing Vintarians Version 1.3.5 is now available for download in the account manager Despite our efforts, the smithing system has not just yet emerged from the complex networks of game mechanics needed to make it work. We made a few major advancements though There's now a Forge which lets you reheat metals and work items. Shift + right click with coal or lignite to refill fuel Right click with a torch to ignite Shift + right click with ingots or plates to place for heating The current work item can now be picked up, reheated and placed back on the anvil using right mouse click and shift+right mouse click Working an item on the anvil with the hammer is now mapped to the left mouse button instead of the right one. Any item now may override the left mouse button default behavior. Added some fancy particle effects when working a hot piece of metal I've started implementing smithing recipes and a (currently useless) dialog for selecting the desired smithing recipe. Hot blocks/items now also glow in the gui, in the players hands or when dropped on the ground I'll also make a tutorial video once the smithing system is complete. Updates Feature: New Block: Forge. Can be used to heat ingots and plates to working temperature for (incomplete) smithing on the anvil. Requires coal as fuel and a torch for igniting the coal. Feature: Added blocks basalt and obisidian. Added new behavior where mixing lava and water creates these 2 blocks. Feature: Added ability to change any client configuration at runtime through the command .clientconfig Feature: Variable Sampling Pixel Rate. Enables two things: 0.5x Sampling rate: 50% performance gain at the cost of reduced graphics quality for ultra low end hardware. Set via .clientconfig set ssaa 0.5 2-4x Sampling rate: Very laggy but allows making massive screenshots (e.g. 7680x4320 pixels). Set via .clientconfig set ssaa 2 .clientconfig set scaleScreenshot 0 Feature: "Rock Quarrying" Mining all the blocks around a Rock block will now drop the rock itself. Feature: Reworked world generation component responsible for spawning patches of plants/blocks/stuff. The world generator should now spawn many plants/flowers/crops more commonly again. Also patches of blocks now also spawn more likely together with forests, shrubs or other patches. Feature: Performance Improvements Improved speed of Terrain Collision detection by 15%: Gives a nice FPS boost when 300+ Entities are loaded Improved chunk tesselation speed by 4%: Makes chunks load a bit faster Feature: New API Method IBlockAccessor.GetBlocks() - retrieve blocks from within an area. Runs faster than when calling .GetBlock() many times OnBeginAttack/OnAttacking/etc.: A collectible may now also override the block breaking action via left mouse click. Tweak: Hitting Enter in the Chat Window now unfocuses it immediately. Previously you had to hit enter twice which was unintuitive. Tweak: The Sky is now less white in creative mode by setting the correct sea level. Tweak: Hitting the F1/F2 keys in creative mode now decreases/increase the speed by 1 instead of setting it to a fixed value of 1 or 5. Holding the Ctrl-Key changes the speed in steps of 0.1 Tweak: Players now start with 8 bread until there is enough survival content that prevents starving Tweak: Added Luma render pass. Improves anti-aliasing quality done by FXAA Fixed: Badly randomized topsoil grass transitions Fixed: Gold and Silver ore not smeltable Fixed: Gold and Silver ore deposits now spawning anywhere. Now spawn as subdeposits in quartz Fixed: Right Ingot on a double mold block not retrievable with right click Fixed: Crash when calling /bir remap Fixed: Bloom shader effect affected by blocklight/sunlight Fixed: Metalplate missing blockside shading Fixed: Coopers Reed in water having only 1 visible diagonal side. Now renders as a full cross again. Fixed: Either Water flowing too slow or lava flowing too fast Fixed: Some behavior and graphical glitches with water/lava Pictures Forge block and hot ingot on an anvil More richly decorated worlds due to improved block patch generator Fixed badly randomized grass tinting
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It might be that we will add several new techniques and so you would a metric ton of tools filling your hotbar, we were concerned this might be a bit overkill. For now I added a tool mode dialog that you can open when hitting the 'F' key.
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I envision a "Customize Playstyle" Screen that you can reach through the create world screen with a bunch of settings such as Torch burnout Being in the Darkness kills you Loose inventory contents on death etc. In other words the 4 default playstyles are merely default selections in that configuration list. That way we could keep the difficulty level seperate from game mechanic details such as dropping items on death - and in fact i personally would somewhat prefer if we could avoid a difficulty setting altogether, there's some good arguments against it. We could even game-ify that custom playstyle screen. I always loved this screen in Master of Orion 2: https://strategywiki.org/wiki/File:Moo2_RaceDesignScreen.png It gives you a fixed amount of points for postive or negative perks. Positive perks cost you points while negative perks give you more points. Unused points give you a score multiplier. This way might give the player a way more rewarding feeling when they choose their custom playstyle.
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We have Updates. Shaderific. Tweaked sky horizon, now takes on the fog color, making fog actually foggy. Tweaked Bloom and Godray shaders. Particularly the godray shader has a less overexposed sky now. Tweaked berry bushes and crops to appear in warmer climates as well, should be a bit more common now. Fixes or at least reduces the occurence of the server crashing Fixes player no longer able to die View full record
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We have Updates. Shaderific. Tweaked sky horizon, now takes on the fog color, making fog actually foggy. Tweaked Bloom and Godray shaders. Particularly the godray shader has a less overexposed sky now. Tweaked berry bushes and crops to appear in warmer climates as well, should be a bit more common now. Fixes or at least reduces the occurence of the server crashing Fixes player no longer able to die
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Sandy Vintarians Version 1.3.4 is now available for download in the account manager. [Update 23.4.2017] There's currently a fairly common server crash occurring, I'm working on a fix While I did make some more progress on the smithing system and animals, I decided against waiting any longer for these features to be ready and release an inbetween version. Since last update I added the ability for tools to have tool modes that the player can select from. This enables you to properly shape your work item on the anvil. Still missing is a forge to heat the ingot, a recipe matching system and some pretty effects. Beyond that, we've now closed the suggestions tracker and moved all the suggestions either to the new suggestions reddit at /r/VSSuggestions or our internal tracker. Updates Feature: Added falling block physics for sand and gravel Feature: Added Skull Cow block to deserts Feature: Added Max FPS Slider for manually syncing monitor refresh rate with game refresh rate for reduced stutter (38 FPS works best for me) Feature: Added metal plate and plate piles Feature: Lava now flows like water, albeit slower and emits light also when generated during worldgen Feature: Improved Game Performance Moved block and sun relighting computations into a seperate thread. This causes light sources to appear fractionally after placing them therefore however cause no more lag. This is particularly helpful while loading newly generated chunks as these can cause many updates from settling rivers. Fixed random heavy frame stutter while chunks are loading (due to lock contention) Tweak: Tools now have a higher attack power than using bare hands Tweak: Gravel Step sounds a bit smoother Tweak: Some API methods in Collectible.cs and Block.cs now marked virtual Fixed: Sky darkening every day at 12:00 Fixed: Sun shine halo cut off Fixed: Drifters not despawning, causing them to be a pretty rare find Fixed: API method entitypos.GetViewVector().Z inverted Fixed: Game crashing when it fails to load a mapchunk, now logs an error instead Fixed: Stuttering problem when teleporting very far away Fixed: Hovering items over items in the creative inventory + hotbar key created only ghost items Fixed: Mipmap level now at 4 by default Fixed: Hunger level going down in creative mode Fixed: Controls Dialog getting oversized when the window is resized or the gui scale changes Fixed: Stove Block disappearing on world reload View full record
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Sandy Vintarians Version 1.3.4 is now available for download in the account manager. [Update 23.4.2017] There's currently a fairly common server crash occurring, I'm working on a fix While I did make some more progress on the smithing system and animals, I decided against waiting any longer for these features to be ready and release an inbetween version. Since last update I added the ability for tools to have tool modes that the player can select from. This enables you to properly shape your work item on the anvil. Still missing is a forge to heat the ingot, a recipe matching system and some pretty effects. Beyond that, we've now closed the suggestions tracker and moved all the suggestions either to the new suggestions reddit at /r/VSSuggestions or our internal tracker. Updates Feature: Added falling block physics for sand and gravel Feature: Added Skull Cow block to deserts Feature: Added Max FPS Slider for manually syncing monitor refresh rate with game refresh rate for reduced stutter (38 FPS works best for me) Feature: Added metal plate and plate piles Feature: Lava now flows like water, albeit slower and emits light also when generated during worldgen Feature: Improved Game Performance Moved block and sun relighting computations into a seperate thread. This causes light sources to appear fractionally after placing them therefore however cause no more lag. This is particularly helpful while loading newly generated chunks as these can cause many updates from settling rivers. Fixed random heavy frame stutter while chunks are loading (due to lock contention) Tweak: Tools now have a higher attack power than using bare hands Tweak: Gravel Step sounds a bit smoother Tweak: Some API methods in Collectible.cs and Block.cs now marked virtual Fixed: Sky darkening every day at 12:00 Fixed: Sun shine halo cut off Fixed: Drifters not despawning, causing them to be a pretty rare find Fixed: API method entitypos.GetViewVector().Z inverted Fixed: Game crashing when it fails to load a mapchunk, now logs an error instead Fixed: Stuttering problem when teleporting very far away Fixed: Hovering items over items in the creative inventory + hotbar key created only ghost items Fixed: Mipmap level now at 4 by default Fixed: Hunger level going down in creative mode Fixed: Controls Dialog getting oversized when the window is resized or the gui scale changes Fixed: Stove Block disappearing on world reload
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Patient Vintarians Yet again, I could not bring out a new release within the time frame that I hoped for. One of the causes includes my whole family catching a pretty severe cold for the second time this year, though luckily I have been spared so far. But I digress, here's some game related updates! Game Festival So I just got the news today that in all likelihood I will be attending the A.MAZE Game Festival Berlin to show off Vintage Story at one of their open screen booths. They accepted my submission, so I guess I should be going ;-) Community Since the previous game update the forums and chat have become very active, which is awesome! It's getting hard to track all the ideas floating around, so we'll probably try and find a better solution to tracking these, ideally a single place for where people can vote and sort the suggestions in various ways. The old Chat service will be discontinued by the developers of this forum software, so I had to switch over to an alternative. Discord seemed to be a nice choice, so I hope to see you all there! Model Creator I've done a lot of work on the Model Creator and uploaded 7 new releases this month. The updates were mostly to improve the stability, consistency and ease-of-use when creating creature models and animations. After all, the better we can work with this tool, the faster we can churn out high quality models and animations for the game. Beyond that I also implemented the ability to export animations as animated gifs, because communication is key! Here's the first ever gif export: By the way, if there's anyone that thinks he can do way better animations than that: I NEED YOU! PLEASE CONTACT ME! (serious) The model and texturing was done by saraty, which is a great first milestone for her to be able to do that. The other new feature is automatic texture reloading. Combined with a PS Action to automatically export the current image as png through hotkey, you have near instant texture reload, this should greatly speed up the texturing process since you get quick feedback on how it looks. Game Smithing I've got a half finished implementation for a smithing system which hit a minor road block that I have to solve first: Selecting from a list of smithing techniques. Probaby will be some special form of gui dialog. Here's a short video that demonstrates some of the ideas behind the smithing concept. It's inspired by redrams suggestions in the forums. Animations I probably spent another 10 hours or more fixing the remaining bugs in the animation code, which was the last roadblock that prevent me from adding new creatures. This component was probably the hardest one to implement into the game so far, so this calls for a celebration that it's in a usable state now! Max FPS For anyone experiencing stutter, this new graphics setting could fix it, by manually syncing the FPS to your Monitors refresh rate. For me the game ran smoothest when limited to 38 FPS Joshes Updates Josh has been actively working on the ever growing list of smallish tasks. Since the last update he fixed that lava lakes are dark during initial world generation, that lava can spread like water and added the long planned cow skull block to deserts. That's all folks! I hope to finish the new smithing system soon and make a release with it. Until then, stay classy. View full record
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Patient Vintarians Yet again, I could not bring out a new release within the time frame that I hoped for. One of the causes includes my whole family catching a pretty severe cold for the second time this year, though luckily I have been spared so far. But I digress, here's some game related updates! Game Festival So I just got the news today that in all likelihood I will be attending the A.MAZE Game Festival Berlin to show off Vintage Story at one of their open screen booths. They accepted my submission, so I guess I should be going ;-) Community Since the previous game update the forums and chat have become very active, which is awesome! It's getting hard to track all the ideas floating around, so we'll probably try and find a better solution to tracking these, ideally a single place for where people can vote and sort the suggestions in various ways. The old Chat service will be discontinued by the developers of this forum software, so I had to switch over to an alternative. Discord seemed to be a nice choice, so I hope to see you all there! Model Creator I've done a lot of work on the Model Creator and uploaded 7 new releases this month. The updates were mostly to improve the stability, consistency and ease-of-use when creating creature models and animations. After all, the better we can work with this tool, the faster we can churn out high quality models and animations for the game. Beyond that I also implemented the ability to export animations as animated gifs, because communication is key! Here's the first ever gif export: By the way, if there's anyone that thinks he can do way better animations than that: I NEED YOU! PLEASE CONTACT ME! (serious) The model and texturing was done by saraty, which is a great first milestone for her to be able to do that. The other new feature is automatic texture reloading. Combined with a PS Action to automatically export the current image as png through hotkey, you have near instant texture reload, this should greatly speed up the texturing process since you get quick feedback on how it looks. Game Smithing I've got a half finished implementation for a smithing system which hit a minor road block that I have to solve first: Selecting from a list of smithing techniques. Probaby will be some special form of gui dialog. Here's a short video that demonstrates some of the ideas behind the smithing concept. It's inspired by redrams suggestions in the forums. Animations I probably spent another 10 hours or more fixing the remaining bugs in the animation code, which was the last roadblock that prevent me from adding new creatures. This component was probably the hardest one to implement into the game so far, so this calls for a celebration that it's in a usable state now! Max FPS For anyone experiencing stutter, this new graphics setting could fix it, by manually syncing the FPS to your Monitors refresh rate. For me the game ran smoothest when limited to 38 FPS Joshes Updates Josh has been actively working on the ever growing list of smallish tasks. Since the last update he fixed that lava lakes are dark during initial world generation, that lava can spread like water and added the long planned cow skull block to deserts. That's all folks! I hope to finish the new smithing system soon and make a release with it. Until then, stay classy.
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Thanks for the praise, we're glad you appreciate our efforts! :-) I don't think it would be a useful game mechanic to make ingots break or have bad batches. The vessel only starts smelting if you have a valid mixture in it (which the firepit gui tells you textually as you seen in the video), so you can't make a failed alloy, I find that more fair to players. \o/