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Tyron

VS Team (Lead)
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Posts posted by Tyron

  1. 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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    • Like 1
  2. 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
    2017-04-26_08-33-27.thumb.jpg.89ba6b231bb24f6db9f0c4022e732803.jpg 2017-05-06_22-16-25.thumb.jpg.6870df7329330e25d0f732ab467725a2.jpg


    More richly decorated worlds due to improved block patch generator
    2017-05-01_21-54-16.thumb.jpg.1860d5524e792da6257393ecf10a7378.jpg 2017-05-01_21-41-14.thumb.jpg.e75d5b4d0b1280ef386a9bc36844572a.jpg  2017-05-01_21-45-00.thumb.jpg.75b1ffbea1b49ae1c07418aaf2a55f4c.jpg

     

    Fixed badly randomized grass tinting

    2017-05-03_16-46-00.jpg


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    • Like 2
  3. 14 hours ago, Jdbener said:

    Would implement different tools for each move work? It would raise the skill ceiling a bit but would turn out more realistic and gives more opportunities for smiths to refine their specific craft with specific tools providing specific effects.

    P.S. why don't more people use nice what you see is what you get texturing solutions? Great work there!

    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.

  4. 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.

     

     

    • Like 2
  5. 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

    horizon-fog.thumb.png.21ada97b7f1ea6304023abc451d38bb5.png

    2017-04-23_13-30-42.thumb.png.4ed6db5f3bda734328306df06c58debc.png

    2017-04-23_13-34-29.thumb.png.1ba1cb059893a9649fe99b83a76bd077.png

     


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  6. 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

    2017-04-09_11-52-44.thumb.png.d9f3bdde117b743c61d5e5c056acbe9c.png


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  7. 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:

    chicken-run.gif.1e1a779d4cf9a2e23f768f03f0eac3be.gif

    By the way, if there's anyone that thinks he can do way better animations than that: I NEED YOU! PLEASE CONTACT ME! :D (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.

    instareload.thumb.gif.a69babd90d24075f2e01983baf97ae7f.gif


    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! 
    fishworking.gif.9ed12ce82c3e9f955fbe0c94b17f3fad.gif
     

    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.
    cowskull.png.5493222ece867bb51d7be9c4c158ca68.png

     

    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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    • Like 1
  8. 15 hours ago, Saraty said:

    hmmm... I think its already fair enough to players to have clearly readable message in case alloy is correct. It would be interesting to have a possibility to screw up! O.o 

    Perhaps.

     

    1 hour ago, Saraty said:

    Molds are not permanent, they will break after some time!

    But not yet implemented

  9. On 4/8/2017 at 3:18 PM, DMKW said:

    Great update!  Beautifully done.  The music, the animation, the particle effects, the icons, all fit so well together to complete the atmosphere.  It was certainly worth the extra time spent on it. 

    Thanks for the praise, we're glad you appreciate our efforts! :-)
     

    6 hours ago, redram said:

    Very nice update!  Love the steam effect when pouring the metal.  Is there or will there be a chance for ingots to break?  Or are they permanent once made?  Cane one make a 'bad batch' of metal?  Or will it only output when you have a valid mixture?

    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. 

     

    On 4/5/2017 at 11:26 PM, Jdbener said:

    Already better than Forge!

    \o/

  10. 33 minutes ago, Jdbener said:
    • Added ability to perform a ray trace from any position to detects collisions with blocks or entities

    Does that mean that modders would be able to turn off collisions on some blocks?

    Not quite. There's a few things you could do with that but it doesn't let you control the players physics. Examples:

    - A laser block that destroys whats in front of it
    - A mob that damages whatever entity it is currently looking at
    - Test if there is a direct line of sight between two entities

    Permanently turning off collision boxes on certain blocks during runtime you could quite easily do through another way - modify the collision boxes of the block instances (aquired either by world.GetBlock(code) or iterating over world.Blocks)

     

     

  11. Metallurgic Vintarians

    You can now finally progress to the next metal tier - bronze \o/
    Took way way longer than I hoped, but now it's done at least. For the next version I will try to add some basic animal life to attain food from so starving is less of an issue. 

    Here's a tutorial video on how smelting works now

     

    Updates

    • Feature: New Smelting System
      • All smeltable blocks or items now have a new property "Temperature" that increase when being heated and drops when being cooled
      • Smelting of ores now must happen inside a Vessel that is placed in the fire pit. This expands the firepit inventory by 4 cooking/smelting slots.
      • Can now mix and match ores and ingots to create pure or alloyed metals. Currently available:
        • Tin bronze: 88-92% copper, 8-12% tin. Double durability than copper and quite strong
        • Bismuth bronze: 50-70% copper, 20-30% zinc and 10-20% bismuth. Slightly higher durability than tin bronze but somewhat weaker (slightly less damage on swords, slightly less mining speeds)
        • Black bronze: 70-90% copper, 8-16% gold, 8-16% silver. Highest durability and strength of all bronze alloys.
      • Added ingot molds to pour in molten metal 
      • Added bronze tools for bismuth bronze, black bronze and tin bronze as well as their respective crafting recipes.
    • Feature: 5 new blocks: Skull Cobblestone, new Barrel with variants, Straw Bed, Crate and Bone-y Soil
    • Feature: 2 new survival music tracks "Building" and "Creating"
    • Feature: Eating food is no longer instant and plays an animation while eating
    • Feature: Modding Updates
      • Added ability to perform a ray trace from any position to detects collisions with blocks or entities
      • Can now have custom, non-instant and animated uses for items/blocks
      • New Event for Blocks/Items while being held by the player
      • New Event for Blocks when the player collides with them
    • Tweak: Changed Intro Track to use "Night To Day" again
    • Fixed: Lava glowlevel and light values missing
    • Fixed: Items not in general tab in creative inventory
    • Fixed: Chest contents dropping while opened and the player dies
    • Fixed: Crash when mods register their own blocks/items
    • Fixed: Some weirdness related to loading/unloading entities resulting in odd behaviors with dropped items or drifters

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    • Like 2
  12. Inactive Vintarians

    As mentioned 2 posts ago I've been inactive for 2 weeks, hence the lack of updates. For the last 2 days I've continued my work on implementing the bronze age, which turned out to be a lot more time consuming than I originally thought, as it requires more than just 2 new features, such as item temperature, held item animations, ore-in-container smelting, alloying as well as a new block with a custom renderer. A big part of it is now complete however, so you can probably expect a new version in 2-4 days. 

    In the coming update there will also be at least 2 new blocks and 2 new tracks from Hayden.

    Looking forward to work on the next thing already!


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    • Like 1
  13. Folksly Vintarians!
    Version 1.3.2 is now available for download in the account manager.

    At long last, a new game version. It was supposed to include the new entity animation system. It's all implemented but one last glitch remained that will require some more work to fix, but after two months fiddling with animations I wanted to work on something else again. So now with the help of Josh and Hayden we have creative tabs and ambient cave music.

    I actually forgot to fix that weird texture bug with torches, so enjoy creepy torch textures with our brand new creep cave sounds! >:D

    Updates

    • Feature: New music track "To Dawn, from a Very Rainy Night"
    • Feature: Ambient Cave music
      • 33 ambient track pieces that are dynamically composed together when being in places devoid of sunlight (i.e. caves)
      • Dynamically blends tracks when moving between overground and underground 
      • Improved music system that will allow more kinds of dynamically composed tracks in the future
    • Feature: Added tabs for the creative inventory
    • Feature: New blocks: Paper Lantern, Chair and Table
    • Feature: New server config to enable disable spawning of creatures
    • Feature: New server command /serverconfig Allows setting various sever settings while the server is running. Currently available: 
      • maxchunkradius: Set max view distance
      • maxclients: Set max allowed players that can join
      • antiabuse: Enable/Diable anticheat mode
      • onlywhitelist: Toggle whitliste mode (=only allow players to join that are on a whitelist)
      • entityspawning: Disable/Enable spawning of creatures (=drifters)
    • Feature: Mod API updates
      • Refactored API namespaces to follow a cleaner design pattern
      • Added IBlockEntityContainer interface to access block entity inventories
      • Added GetLightLevel() method for convenient access to a positions light leves
      • Added getters for sunlight and blocklight levels in the world accessor
      • Added ability to load hierarchical shapes for blocks, items and entities
      • Added ability to render entities from a shape, added support to load and run animations
      • Improved documentation in various places
    • Tweak: Drifters no longer target player in creative or spectator mode
    • Tweak: Placing stairs now are placed upside down depending on whether targeting the upper or lower half of a block
    • Tweak: Increased max configurable mouse sensitivy from 150 to 200
    • Fixed: Played picking up items after death
    • Fixed: Game instance not fully stopped after leaving a world, causing increased memory usage and potentially other weird behavior
    • Fixed: Create NPC command not working
    • Fixed: A crash the sometimes occured when loading a world

    2017-03-09_13-01-27.thumb.png.ff49830f9beaaa89c55cd18290227aaf.png
    2017-03-09_13-01-39.thumb.png.8ef2be1e478871589f8a006c3d3bcce1.png


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  14. Silent Vintarians

    Nobody likes delays. A series of inconveniences and other responsibilities prevented me from doing much programming on the game. And then, last week, my family including me caught quite a cold, sigh. Due to this there's no new release as of right now.

    We were not inactive however:

    • CreativeMD continously adds new articles to our mod documentation and took a first dive in the engine code.
    • Luke has been writing several pages on the game story
    • Hayden made several great cave sounds as well as a new track that will be in the next release
    • Josh joined the team as game programmer 
    • Ivan continued his work on building dungeon sections 
    • And I, Tyron,
      • wrote a new About us page that replaces the previous Team and Vision pages
      • implemented the basics for animations in the game engine
      • added a few features related to animations to our model creator tool
      • been on the lookout for an Animator to make us animations. Contact me if you are interested!


    For the coming 10 days I should have more time to work on the game, interupted by a 2 week period of low activity, beyond which my availability should be back to normal again.

    Overally my lifes situation has not changed greatly and we still have the same dedication to push the game forward as always, so hopefully in the comming week we'll have something nice to release again!


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    • Like 1
  15. Hunted Vintarians
    Version 1.3.1 is now available for download in the account manager.

    After a long and ardous journey through the depths of the engine a working creature system has come alive. Please note that this is just the very beginning of the creature/combat system that we actually have in mind. There was just so many new components and refactors required that I wanted to have them done first before I go ahead with a "version 0.0.2" of these components. The next step is probably to add support for models and animation made from the VS Model Creator. Nonetheless I hope that it will spice up your survival experience!

    Updates

    • Feature: First hostile creature: Drifter. Includes:
      • Basic but modular AI System: Wandering around, seeking players, attacking the nearest player
      • Basic path traversing: Walk from point a to point b in a direct line. Ability to step on 1 high blocks.
      • Powerful creature configuration: A creature is merely a json file. Creatures and can added, removed or modified by touching only those files (custom models not implemented just yet).
      • Basic movement interpolation on the client. Creatures and other Players now should move smoothly
      • New server command: /entity [spawn|count|removeall] [entityname]
      • Custom texture as well as idle, hurt and death sounds
      • 0.5 second red tinting when being attacked. Spawn particles on death.
      • Basic spawning and despawning mechanic. Drifters (for) now spawn in dark areas where the light level is below 8. 
    • Feature: Very Basic combat system
      • Ability to punch other players and creatures. 
      • Added attack power property to items. Swords, Knifes and Axes now have extra attack power (visible in the items tooltip)
      • Durability reduction on items with durability when attacking
    • Feature: Engine/Mod API Updates
      • Able to register entities, ai tasks, entity renderers and particle property providers
      • Able to spawn particles server side (=> broadcasted to clients)
    • Tweak: In multiplayer a joining player is now regarded as spectator until the client sends a ready signal. This should prevent getting killed while still joining.
    • Fixed: Item texture overlays property not working
    • Fixed: Crash when trying to craft something
    • Fixed: Not able to start a singleplayer world if in serverconfig.json whitelisting is turned on
    • Fixed: A client crashing in a certain situations when joining a multiplayer world


    Demonstration Video
    (Something seems to have gone awry with the encoding. I'll upload a better quality clip tomorrow)

     

     


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  16. Filmic Vintarians
    Version 1.3.0 is now ready for download at https://account.vintagestory.at.

    This updates comes fairly late and does not contain many new features. My body seemed slightly fed up from the intense amount of desk work so I was forced to take a longer break. Furthermore I did some major refactorings in preparation for adding creatures into the game, without any progress that I could show off.

    I did add a long planned method of compression videos captured by the ingame recorder which is now done. It is pretty slow though, so I probably have to do some major optimizations there. Audio is also still not captured yet.
    And finally, on Request by UmbraCreations I improved the world edit tools to offer better copy&mirror operations for creating large builds. I've made.

    Please note that I had to make a backwards compabtility breaking change this version. If you load an old savegame you will get thrown back to the spawn point with full health and hunger, but everything else should work fine.

     

    Updates

    • Feature: World Edit Updates (all documented on the How to use page)
      • Ability to grow/shrink the selection,
      • Added ability to mirror or repeat a selection.
      • Coordinate Hud now shows the horizontal orientation
    • Feature: Video recorder tools. Added .vrec tool to do ingame video recording, also offering video compression. 
      • .vrec start - Starts recording
      • .vrec stop - Stops recording
      • .vrec toggle - Starts/Stops recording (usefull for mapping onto a keyboad key using the Macro Manager)
      • vrec fps [number] - sets the video framerate of the recording
      • .vrec tickfps [number]  - sets the game framerate (should ideally cause lagfree recording if set but I'm having minor troubles with it syncing up perfectly with the video frames. Setting it to the same as the video framerate will probably help with lag though). 
      • .vrec codec - lists all available encoders that compresses your video (install x264vfw for an mpeg4 encoder). Most encoders seem very laggy unfortunately, I probably have to optimize some more here.
      • .resolution width height - Sets the game window size to given width height
    • Mod API Updates
      • Entity and ItemStack class now part of the API, allowing a bunch of things that weren't possible before
      • Extended the Render API so that the rendering of entity items, entity players and other entities can now be rendered using the render api alone
    • Tweak: Reduced sound range of all sounds
    • Fixed: Hay block not blocking light
    • Fixed: Some Stairs blocks causing neighbouring block sides to be come transparent
    • Fixed: Rare client crash when exploring the world

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    • Like 1
  17. A bunch of bugs justify a quick fix, so here's 1.2.9.2 for you. Get it at https://account.vintagestory.at as always

    Updates

    • Feature: Added an API call to look at all registered world gen handlers. Should allow completely custom world generation by clearing all handlers.
    • Tweak: Some API Methods now are getters instead of methods
    • Fixed: Keymapping lost after every update
    • Fixed: Ores not getting consumed after being smelted in the firepit
    • Fixed: Client Crash when breaking blocks in certain situations
    • Fixed: Client Crash when opening the chest inventory in certain situations (cause not yet known, so might still produce wonky behavior)
    • Fixed: Client Crash when trying to connect to a server in certain situations (related to ingot piles)

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  18. [No Title Here]
    Version 1.2.9 is now available for download in the account manager,
    I've begun some work on metal alloying as well as a second farming mechanic: Herbalism. I've also started the first few bits of code for loading animations created with the modelcreator.

    A lot of time also went into improving the model creator to make the creation of animals easier. Beyond that, I felt like adding various planned small-ish features in no particular order, so here you go!

    Game Updates

    • Feature: Stackable Ingots and Firewood: Shift + Right click on the ground with ingots or fire wood to make pretty piles
    • Feature: Tool racks: For neatly organizing your tools. Crafted from 6 sticks (3 top, 3 bottom)
    • Feature: Beginner bag: 2 Slot baskets crafted from 15 cattails (fill 5 slots with 3 items each in the crafting grid)
    • Feature: Block ambient sound system. Each block may now emit forever looping ambient sounds.The first 2 blocks using this mechanic is water and lava.
    • Feature: Firepits now emit an ambient fire sound when lit
    • Feature: First person item rendering improvements
      • Now lags behind the players camera rotation, giving a more immersive feel
      • Moves out of sight when looking straight up
    • Feature: Item/Entity boyancy. Light items now float on the water surface instead of going under
    • Feature: Mod API Additions
      • Added soundByType blocktype property
      • Added client side mesher api to allow for injection of custom meshdata into the terrain tesselator (used by the ingot piles and tool racks). 
      • Unified Block/Item properties into a common Collectible class. Gives some additional properties to blocks. 
    • Tweak: Addd geartwos updated server.sh script
    • Tweak: Made water yet again more transparent
    • Tweak: High fertility soil deposits now only 1 ever block thick
    • Tweak: Allow early low-yield harvest of pre mature crops (but only one stage before completion)
    • Tweak: 4 times lower chance of getting a second seed from a mature crop
    • Fixed: Snow layers not generating on top of tree leaves
    • Fixed: Bunch of bugs with firepit inventory
    • Fixed: Correct sound system attenuation
    • Fixed: Server crash related to farmland
    • Fixed: Players loosing privileges/roles on a smp server after every version update
    • Fixed: Creative inventory scrollbar not updating to right size after searching something
       

    VS Modelcreator Updates

    • Feature: Improved Saving/Loading Mechanic. Now behavors more like a classic image/text editor
    • Feature: Added ability to move and delete keyframes
    • Feature: Added undo/redo capability
    • Feature: Added crude version of single texture mode that is more suited for creature creation
    • Feature: Added attachment points manager. Let's you define attachment points for later use in game (e.g. where the held sword goes)


    Game Screenshots

    2017-01-19_21-52-40.jpg

    2017-01-19_21-32-22.jpg 2017-01-19_21-48-50.jpg

    2017-01-19_12-31-34.jpg 2017-01-22_20-28-09.jpg

    2017-01-17_19-16-37.jpg 


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  19. Renowned Vintarians

    Since I've been all over the place with no clear milestone reached there won't be a release this week. Not to say we were inactive though:
     

    • The Story Excerpt page is finally done. Took us over a month to decide which art style we want to go for. This should give you a small peek of what is to come some day.
       
    • I wrote up another page that summarizes an age old question: What makes Vintagestory different from Minecraft?
       
    • Model Creator: The tool we use to design the games block received some convenience updates, code refactoring and is now underway of becoming also an animation editor that should allow everyone to add animated creatures to the game. It's the first important step in allowing us to implement animals/mobs.
       
    • Game 
      • I ended up spending one day fixing up the cinematic camera. It should now finally work bug-free and will have 2 new features.
      • Fixed the ingame recorder to actually record lag free videos. 
      • Might have finally found the cause of very bad overall performance for certain Radeon graphics cards
      • Added some more useful information to the debug screen
         
    • Video: With above fixes in place I was able to do some pretty recording again, check below


    Next week should there will probably be a 1.2.8 ready for download. Until then, sayonara!
     

     


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  20. Glad to hear that you found some nice scenery ;-)
    I've already looked at the Terrain so many times from a developer perspective I kind of forget how it feels like to just be able to enjoy a scene.

  21. Spacious Vintarians
    Version 1.2.7 is now available for download in the account manager,

    3 Feature Release in one Week? Because we can! Very happy with having survival inventory working now, it was one of those features I never was sure on how to implement in the best way. The same goes for sapling growth, since the tree generation system is actually a seperate mod.

    Updates

    • Basic Bag/Backpack Inventory
      • Added all remaining code to make survival inventory work as planned. The idea is that your default inventory only consists of the 10 slots in your hotbar and you can further expand that space with bags. Well, now we have the first bag! 
      • Can now craft Linen Sack from 8 Linen Cloth which expands your inventory by 4 slots for each sack.
      • Can now craft linen cloth from 4 flax twines.
    • Feature: Very Basic Sapling Growth: Planted saplings now will grow a tree after 5-8 ingame days.
    • Feature: Added new crop: Soybean
    • Feature: Added small, rare deposits of high fertility soil. These are very valuable for growing crops.
    • Feature: Berry bushes now also regrow based on the internal game calendar, which means they grow even if the chunks are not loaded
    • Feature: Tool breaking sound whenever a tool runs out of durability
    • Tweak: Shift+Left click on the crafting output slot now crafts as many items as it can
    • Tweak: Shift+Left click on a creative inventory slot now creates whole stacks
    • Tweak: All the crops generated during worldgen should now have a higher chance of being mature
    • Tweak: Worldgen should generate more mushrooms
    • Fixed: Random crash caused by farmland. (NullReference Exception)
    • Fixed: Crops never growing if they were planted on dry farmland that was later given access to water
    • Fixed: Crash when using the API to register custom block entities or blocks.
    • Fixed: Added missing API access to registering items, block behaviors and entities

    2017-01-02_22-24-57.png


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  22. Agricultural Vintarians
    Version 1.2.6 is now available for download in the account manager,

    It's now 30 minutes before the new year for us, but since we just completed a pretty milestone, I chose to release this one early. We are personally super happy with the new farming system and hope you are too! <3
    Beyond that we also shine with a block info HUD that helps you figuring out what the blocks are and a fancy new music track.

    Happy new year!

    Updates:

    • Feature: Farming!
      • 4 kinds of grains and 4 kinds of vegetables now naturally spawn in the world. Each have a 70% chance of dropping seed, or 100% if fully grown. Hint: The best place to find them are temperate areas. 
      • Can now craft a hoe using 2 sticks and 2 stones or copper ingots (same way as in minecraft)
      • Can now till the ground using the hoe, turning it into Farmland.
      • Farmland has several unique properties
        • 3 nutrient cageories (N-P-K), whereas each crop drains a different nutrient level.
        • Farmland has to be moist for crops to grow, so ensure you have a nearby water source. Moist Farmland is visually darker than dry one.
        • Farmland slowly recovers it's nutrients, except for the one thats currently in use by the planted crop. Fallow farmland will always recover all 3 nutrients.
        • Fallow Farmland has a low chance to grow tallgrass on it. Those pesky weeds!
        • Farmland grows the crops independent on whether the chunks are loaded or not. So you can leave for a large adventure and return home with all your crops matured. It does that by making use of the internal game calendar, so e.g. setting /time speed 0 will essentially stop crop growth.
           
      • Many new items and textures related to farming, such as seed bags and new vegetables/grains.
      • All the seed bags also display what nutrient the crop will need and how long it will grow.
         
    • Feature: Block Info HUD (Waila Mod anyone?)
      • Use 'B' to toggle it. 'B' is the default key binding, feel free to change it in the controls.
      • Will show you information about the current block you are looking at.
      • Can show additional, block specific information. First use is showing the N-P-K Levels for the Farmland
         
    • Feature: Water Buckets
      • Can now pick up and place water source blocks
      • Can now be crafted from 5 planks + 1 flax twine
      • Flax twine can be made from 4 flax fibers that drops from mature flax crops
         
    • Feature: New Music Track "Adventuring"
       
    • Feature: Added Mod API Access to the internal game calendar
    • Tweak: Performance optimized particle system! Should now run about twice the speed as in the previous version.
    • Tweak: Player will not get hungry 3 times as long when starting in a new world.
       

    Screenshots

    Some of the new crops as well as the block info HUD in the top middle
    2016-12-30_22-05-06.jpg

    Rice, Carrots and Onions ready for the Harvest
    2016-12-31_15-35-10.jpg

    Rye naturally spawning in the world
    2016-12-31_21-19-58.jpg

    FPS graph with 18.000 particles in 1.25 (left) versus 25.000 particles in 1.2.6 (right)
    0-optimization.jpg


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