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Posts posted by Tyron
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13 hours ago, AlexCaptain said:
Pfad des fehlerhaften Moduls: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_f52c4b8723f8dd33\nvoglv64.dll
Das ist teil deines Grafiktreibers. Bitte Grafiktreiber aktualisieren auf die neueste Version.
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On nvidia cards, via optimus profiles: https://nvidia.custhelp.com/app/answers/detail/a_id/2615/~/how-do-i-customize-optimus-profiles-and-settings%3F
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Dear Community
Your votes are in, and the winners of the Winter Wonderland build event have been chosen!Most Original
First Place: Nyagi
Second Place: Yada
Third Place: Ellinus
Fourth Place: GameSox
Fifth Place: AmyDestroyer
Most Detailed
First Place: Yada
Second Place: Credones
Third Place: Ellinus
Fourth Place: Rainazel
Fifth Place: Umbrellaman
Most Beautiful
First Place: Yada
Second Place: Credones + Ellinus (tied)
Third Place: Umbrellaman
Fourth Place: AmyDestroyer + Rainazel (tied)
Fifth Place: Greedman + Skoliro (tied)
Best Lighting
First Place: Ellinus
Second Place: Yada
Third Place: Rainazel
Fourth Place: AmyDestroyer
Fifth Place: VSkeleton
Overall Winners
These builds got the most votes overall and are the final winners of the event!
First Place: Yada
Second Place: Ellinus
Third Place: Credones
Fourth Place: Rainazel
Fifth Place: Nyagi and AmyDestroyer (tied)The top three builds in each category will receive one free game key (limit one total per player) and fourth and fifth place in each category will receive 50% off coupons for a copy of Vintage Story.
We were truly blown away by the outpouring of creativity, originality, and sheer building skill on display in this event. We’re so impressed that every finalist (that is, every player whose build was on the voting form) will receive a 25% off coupon.
If you’d like to explore all these lovely builds yourself, you can download a copy of the world from our Google Drive. If the teleporters turn out to be too laggy, you can still teleport via /tp
Congratulations to the winners. Thank you all so much for taking part in the event. Happy holiday season to all those who are celebrating, and we’ll see you at the next event!
We will hand out the game keys and coupons to your game account email today or tomorrow
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Dear Extraordinary Survivalists
There's been lots of curiousity over what the next update will be and when it will come out. I've been sharing bits and pieces of that on discord mostly, but at this point in time it's deserving of a dedicated blog post.Our goal for 1.18 is to significantly advance the game's lore, a goal that has been part of our mission since the inception of Vintage Story. The VS team is very excited to fully dedicate an update to this, as we have been holding it off for a very long time.
Ultimately we want to tell an extensive story, not only through text, but also through the game's atmosphere, fully within the spirit of a open world sandbox experience. It's up to the player if and when he wants to advance the story, or completely ignore it if he desires so. The story's end will also not obsolete your current savegame - much rather offer more interesting choices for you to make.
In more concrete terms, and what I already partially showed off in #devlog, this will include the following:
Disclaimer! In-Development content ahead! Things may get changed, improved or outright removed until release! Also this is a non-exhaustive list!
1. A NPC Dialogue system, this lets you talk to traders, and possibly other new NPCs, to ask them about various things. Likely will include an occasional fetch/reward quest. Some of the dialogue will likely also be personalized to your character class and the personality of the NPC.
2. Interactable books and bookshelves that you can scavenge for old stories, but also write your own lore!
3. Treasure maps. Traders will sell maps that add a waypoint to hidden treasures to your world map, or possibly locations of major dungeons?
4. More underground content. Most importantly one very large underground structure present in every world for you to explore, solve challenges in and uncover more about the world you inhabit. This is the one feature the team is currently spending most time on, and the one we are most excited about, I believe5. Lore related gadgetry. New blocks and items that will unlock new abilities or assist you in your survival endeavours
6. Improved surface structures. Not sure how far we get, but the goal is to add a lot more atmosphere and symbolics to our overground ruins and trader structures.
7. Other stuff
Beyond that, and not really related to the lore update, there will be a ton of other goodies as well, such as many new types of blocks, over 150 new types of butterflies, the ability to catch them, a tutorial system, an auto-updater for Windows game clients, improved gui visuals, many improvements to world generation, angled wooden beams with a whole new placement system, completely overhauled doors and a completely overhauled chat commands system that will bring us much closer to adventure map making capabilities for players.
Release date
As for the release date, we hope to get all this new content in a "release candidate" state by Q1 2023. Release candidate means all new content is done and our focus will shift to bugfixing.
What about my old worlds?
You can still play on old worlds in 1.18, but this is the first time I would recommend starting a new world. The world generation changes might create jarring chunk borders when discovering new terrain in old worlds.
v1.19?
We are treading in lots of new territory with this update, so it took us a while to nail down the direction we want to take, but by now we have a pretty good plan on where we want to be. Now, as we have mostly fixated on a plan for 1.18, we started some initial discussions on what 1.19 will be and the consensus is that it will be another dejank update - "Dejank Redux" so to speak. We also plan to do some intensive playtesting with the VS team for 1.19. Personally I would also love to have a stronger focus on Players vs. Environment type survival. Quite possible that we also add one or two lore things that didn't make it into 1.18. Time will tellCheers, Tyron
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The time has come to vote on your favorite builds! You have three days before voting closes. Everyone is allowed to vote, even if you didn’t build anything. You can go on the server to look at the builds, and there are teleporters to each one at spawn. Detailed rules for voting can be found on the voting form.
Voting Form: https://forms.gle/jrm9YKSN9vcSKT6a7
Server Address: event.vintagestory.at:55538
Voting ends December 22 at 18:00 EET.
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Dear Players,
we cordially invite you to another special event - create a winter-themed build in creative mode within 2 weeks! At the end of the event, the builds will be judged, and the best builders may win free game keys, %-off coupons, or have their build featured on the game’s main menu!
The map for this event is 5120 x 5120 blocks and contains a variety of biomes. To the north you will find mostly glaciers and mountains. To the south are snow-covered forests and other temperate biomes, and even some warmer snow-free areas in the very south of the map. This world is locked in perpetual winter, so the coldest areas in the north will stay dark! Keep that in mind as you select your build location.
Judging will happen across multiple categories. You can focus on one category, or try to win them all! The categories for eventual judging will be:
• Most original
• Most detailed
• Most beautiful
• Best lightingRegarding Rewards
We're still figuring out how to best set up the event rewards so this is intentionally vague, but we'll be sure to hand out rewards where rewards are due. As for the screenshot inclusion in the game’s main menu:
• We are looking for festive and winter themed screenshots that will be active over the winter holidays.
• We will create the screenshot of your build ourselves, so we recommend making it look good using the vanilla textures. If you wish, you can provide us with an exact viewing position from which the screenshot should be made using .cam p an then .cam save - this will copy the position coordinates to the clipboard. Paste this text in a file and save it until judging begins.Event Instructions
1) Connect to the server (event.vintagestory.at:55538) with game version 1.17.9.
2) Choose and claim your location using the /land command before you start building. (See the wiki page on land claiming for instructions)
3) Place a visible outline around your claim (fences or another block) and place a sign with your username on it so everyone knows it’s yours.
4) Submit the coordinates of your claim via Google forms page that we have set up for this. Note that you should submit your coordinates before you start building!
5) Start building and chiseling! You have until the end of the event to complete your build.
Rules
• One build per player.
• Your build must be claimed using the /land command.
• Your build must be marked with a sign with your username on it.
• You have to submit the coordinates of your build using the Google forms link or it won’t be included in the judging.Judging
• The first round of judging will be done by the Vintage Story team, who will select the finalists.
• Once the finalists have been selected, the server will re-open in spectator mode and players may vote for the winners.
• All Vintage Story players may vote for one build per category, even if they didn’t create a build, but each player may only vote once (you must provide your username to vote).
• You may vote for the same build in more than one category.
• Players may not vote for their own builds.
• Winners may win free game keys or discount coupons, or even have a screenshot of their build featured in the game’s menu background! The winners of each category will be announced here. (Prizes will go to the builds with the most total votes across all categories - not necessarily to the winner of each category.)
Server Info
• The map is 5120 x 5120 blocks, very cold, with realistic biomes. The north half of the map will be frozen and mostly dark, south will be more varied and have more sunlight. Soil gravity is off. Months have been set to 300 days so it will remain winter for the entire event.
• The server will automatically restart once per day at 8 AM EET. This should only take a minute or two.
• The server will also automatically generate a backup once per day at 8:30 AM EET. This may take a few minutes and the server will lag during this time.
• The server address is: event.vintagestory.at:55538This event will run from Sunday, 4th December at 20:00 EET - Saturday until 17th December at 20:00 EET
Good luck and have fun!
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What @BenLi wrote
Any service you make available to the broader internet is vulnerable to attack attempts. What matters more is whether they were successful or not. You can also run your VS server in a very confined space (e.g. docker) to confine any break-ins.But as a broad word of advice - you can disable server advertising, change the default port to another one and enable whitelisting. Also I am not aware of any opened vulnerabilities on our game server.
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This is pretty much fully rewritten for 1.18. Adding new map icons is simplified to adding a .svg file to textures/icons/worldmap, so no code or config changes needed.
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The days have grown short, and the snow has begun to fall… It is up to you to bring life and beauty to this winter wonderland! Stake your claim and create a winter-themed build using all the tools Vintage Story has to offer. This will be a creative-mode building event, so you will have access to every block and item in the game and infinite chiseling!The Winter Wonderland Build Event will last for two weeks. The event will begin on Sunday, 4 December at 20:00 EET - Saturday and end on 17 December at 20:00 EET. At the end of the event, the builds will be judged by staff and players, and the best builders may win free game keys, %-off coupons, or even have their build featured on the game’s menu!
Details about the map and rules will be posted when the event begins. Start thinking wintery thoughts!
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5 hours ago, Ziru said:
how can i make a video of camera not moving?
OBS for example - https://obsproject.com/
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Could it be that you have the ipv4 stack disabled on your sytem?
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That is very little info to work off of. Please provide more detail and/or video of the issue.
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7 hours ago, Veloria said:
It claims there's no playstyles installed
That probably means you deleted too many mods - as the game ships with mods too. Don't delete VSCreativeMod, VSEssentials and VSSurvivalMod
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Try a full reinstall, and temporarily disable antivirus to see if its interfering.
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Oh, thanks a lot for doing this.
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What server are you connecting to? Please also drop in the full exeception message.
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1 hour ago, Pinky said:
Is there a large downloadable version of the pic? That one is tiny (at least it ended up tiny after download) and I can't seem to find the image in the folder along with the other main menu pictures. I'd love to have it as my desktop background.
I uploaded a 4k version on the media page now
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Dear Spooky Survivalists
v1.17.9, a stable release, can now be downloaded through the account manager.Go grab seventeen'o'nine for a spooky main menu background picture! 8k Ultra HD preview picture:
Build by Arkan, tweaks by ElvasGame updates
- Feature: Added halloween themed main menu background
- Tweak: Updated community translations
- Fixed: Burning coals not extinguished by adjacent water
- Fixed: Crock sealing not working, food expired as if not sealed
- Fixed: Texture issues on pumpkin
- Fixed: Snow layer issue on stacked vertical mud brick slabs
- Fixed: /stats command - Players last online value was incorrect
- Fixed: Incorrect firewood visuals in the clay oven
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6 hours ago, Hal13 said:
I think it might be nice to have that even outside spooky season, for people to prepare stuff in preparation throughout the year.
Other than that, is there a rough estimate on how many subversions 1.17 will probably have?
Until its done. Why do you ask?
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please upload your client-main.txt and client-crash.txt log files, they are located in %appdata%/VintageStoryData/Logs
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2 hours ago, maibock said:
Could this be an optional setting before world creation or mid-playthrough?
it is as of 1.17.8 - on the overview page there is a pause toggle-button
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This discussion is getting too heated here, locking topic.
Suffice to say, an optional tutorial will likely be in the game some day.
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Dear Extraordinary Survivalists
v1.17.7 & 8, a stable release, can now be downloaded through the account manager.Unrack your chisels and dig into your food storage. It's pumpkin carving time!
[Edit:] Also released v1.17.8 to fix a texturing issue with pumpkins, fix a crash with chiseled blocks and to make the handbook pause toggle-able
Game updates
- Feature: Can now chisel pumpkins in (the real life months) October and November. Includes a glowy chisel material for extra spook.
- Tweak: The game now pauses in singleplayer when opening the handbook
- Tweak: Game now logs available system ram on startup
- Tweak: Reduced peridot deposits by 66%
- Tweak: Randomly rotate texture on sand
- Tweak: Added a link to clay on the pottery guide page
- Fixed: Fruit trees no longer updating correctly upon world/chunk reload
- Fixed: Multiple visual issues with fruit trees (thin branches not wood typed, thick branch ends looked cut off, thick branches had not frost overlay, floaty up facing thin branches)
- Fixed: Should mitigate a crash on corrupted chunks
- Fixed: Player getting kicked / server exception if right clicking a trader while the frame profiler is enabled
- Fixed: -i command line arg not working
- Fixed: Pulverizer dropping 0 sized stacks in some cases
- Fixed: Slabs turned to chiseled blocks can no longer be expanded in size
- Fixed: Underground lake schematics generating without water
- Fixed: Linux install.sh: Create .local/share/applications folder if it does not exist
- Fixed: Should fix a client crash related to fruit trees
- Fixed: Might fix teleporters not working on low server tick rate
- Fixed: Perishable information not displayed for perishable liquids, such as milk
- Api Fixed: ModMaker not correctly prefixing game: to vanilla file paths
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I'll modify the error message to better reflect this
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v1.18.0-pre.1 Lore Update: The Resonance Archives
in News
Posted
Dear Extraordinary Survivalists
v1.18.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies").
Phew, what a journey that was to get here - particularly the last 2 weeks got quite hectic for the team, probably the single largest combined undertaking in the game's history. Our efforts were fruitful - our first main story event is here: The Resonance Archives. I believe we've managed to create a magnificent experience - I think most players will be dazzled by the experience
To discover the archives, a vast underground structure: create a new world and find a Treasure Hunter trader. He will request from you a bronze tool, and in return will give you a map of the approximate location (he's not necessarily fully reliable on this). Assuming you found it, before you venture in, make sure to be well prepared - with good armor and provisions.
Please note: In pre.1, some aspects are a work in progress. Some things will still get changed notably. Some things will receive more polishing. There is also still a low chance that random world generation elements will prevent you from completing the entire story event, such as stalagmites getting placed at just the wrong spot. In those cases, doing the event in another brand new world should let you finish it.
What do I do in the Resonance Archives?
For now, we will leave it up to you all to figure out all its inner workings . Feel free to ask for help in the community though, such as #gameplay-help on our discord server, but please use spoiler tags. The VS Team would love to see your first reactions on a Let's play or Stream! Also, we highly recommend you enable music and stay in survival mode (gear up from creative inventory if you must) while exploring the Resonance Archives, to get the full experience. Optionally with earphones/headset for an extra level of immersion.
Is that all?
Nope, there's also tons of other goodies in this update.
There's something for everyone! \o/
What about mods?
In this update I was a bit more liberal when it comes to API changes with the potential to break 1.17 (or older) mods. This is for the benefit of more functionality, and future-proofing with a cleaner API and assets structure. Some coded mods may work if simply recompiled against the 1.18 API. For others, we believe that simple multi-file search&replace edits should generally be enough to get your codebase working on 1.18 again (Notepad++ works well for that, btw). I have aimed to list all the API changes in the changelog, as always. Modders, please let me know in the #gamedev channel on Discord if there are significant difficulties in updating your mods to 1.18 - some breaking changes can be expected, it's a preview release, after all.
What about my old worlds?
The pre releases have a good chance of breaking existing worlds, so make sure to backup your savegame before trying a pre. Also there will be chunk borders and no main story event in existing worlds. The chunk borders part we might be able to mitigate between pre.1 and stable. Due to the significance of the main story event, generally we expect that people updating to 1.18 will want to start new worlds. As mentioned in Discord it should now be easier for players to preserve cherished parts of existing worlds.
(Specifically, the new /land claim download <index> command exports a copy of a player's claimed land to their own PC. Note for now this is available only if server and client updated to 1.18-pre.1, we are looking at also in future making a new 1.17.12 game version with this command so that 1.17 servers can offer it to their players without a full update to 1.18.x. Potentially there will be a /land claim backup/restore feature - WIP - so that players can preserve and restore their builds on a server which updates from 1.17 to 1.18 - the server would announce to players generally they should do this, individual players would back up their builds and the server store those backups in a specific folder, then the server starts a new 1.18 world, and players with permission can restore their backed up builds into the new world.)
Please note
1. This is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, performance issues and crashes. In next 1.18 releases, worldgen might also significantly change and therefore produce chunk borders or unknown blocks until rc.1
2. Further preview releases will only be posted in discord #news and on info.vintagestory.at and not on the blog. A new v1.18 blog post will come when the first release candidate (rc.1) is ready
3. It is strongly advisable to start a new world, for testing 1.18-pre.1. This will allow testing of the new features without risk. In any case, most people will probably want to start a new 1.18 world anyhow, because existing 1.17 worlds will lack the main story event, and the terrain generation in 1.18 is very different in terms of large-scale features like mountains, plains, land, water, etc.
4. Known issues already:
Still planned for rc.1
A lot of final polishing of the main story event. Even more lore content: the ability to combine transcribed parchments back into a full book possibly more (wearable) gadgetry. Possibly a rewrite of the oceans world generation system resulting in massive terrain changes! Final polishing of all the other new mechanics.
.NET7
Concurrently to the work on 1.18 release, we are still refining our transition from .NET Framework 4.6 to .NET7. This will provide smoother performance, some future-proofing, and potentially broader stability on Linux and MacOS. At present, test builds of v.1.17 are available in a .NET7 version for Windows, Linux and MacOS. If all goes well, at some point we will also make a .NET7 build of v.1.18 available. Though there is no certainty yet, the intention is for that then to become our standard release for 1.18 if it presents no major issues: only time will tell. We are currently interested in feedback from any Windows 7/8 users who have tried the .NET7 test build.
In other news
Today also marks 1 year since Russia launched an Invasion of Ukraine. One year ago, we launched a fundraiser and were able to donate 5600 eur towards humanitarian aid - we donated to a respectable charity project in our area. I will personally donate another 2800 eur in the coming days.
Screenshots & Gifs
Added first main story event: The Resonance Archives. A vast underground structure for you to explore, master its challenges and loot rare treasures.
Added NPC Dialogue. You can now have conversations with traders
Added Glider: Descend elegantly from tall mountains. Added rift wards to defuse treacherous rifts near your base.
Added rafts. Stay dry when traversing the seas.
Oceans: You can now create worlds with large bodies of water. (Currently) off by default, enable it in the Customize World screen
More diverse world generation, such as the new upheaval system, which creates large-scale mountainous areas
Geologic activity system. Some areas in the world now spawn hot springs, and possibly even lava rivers closer to the surface
Overhauled poles. Instead of massive mountains, there are now windswept glaciers and desolate valleys
Rocktyped ruins: Ruins now adapt to the local rock strata (the builders apparently liked to source their rock locally)
New landforms: You will fall in love with the new terraced mountains and super flat areas
Moss now grows on trees
Added veins of cracked rock
Added writing system and interactable bookshelves. 1.18 is also "your lore update" \o/
160+ new types of butterflies and a butterfly net to catch them. Caught butterflies can be placed in display cases.
Door overhaul: Added much larger doors/gates, as well as wood-typed doors, and door animations
Sign block overhaul: Can now change font size, improved writing experience and added metal plaques
Angled beams system: A wholly different placement system for wooden beams
Improved chiseling: Glass is now fully chiselable and seamless. There is now also a chiselable "creativegrass" block in creative mode.
Added treasure maps. The Treasure Hunter trader offers to help you find hidden treasure ... for a fee
Reworked most flower models
Improved reeds model
Visible fertilizer. You can now see how much fertilizer you applied to farmland
Reworked firewood and orientable firewood piles
Improved handbook: Now shows output quantities and other QOL changes
Overhauled the command system. New Command Block functionality. Command blocks can open and close doors and operate certain other activatable blocks (for example a Mechanical Power clutch). There is also a new Conditional Block which detects nearby entities meeting specified conditions, and a Ticker Block to repeat actions automatically
Players in multiplayer can now download a copy of their own claimed land to their local computer. This should help players migrate to a new 1.18 world.
Added a tutorial mode (WIP)
Auto updater for Windows users
Added ability to swap textures, limited to clutter blocks only
Added wearable spectacles
Full visual rework of our music player - it is now called Resonator, and the media are called tuning cylinders
Game updates
API Changes
The most significant change is a full command system rewrite. The old way of registering commands still works but is now marked obsolete. The new command system allows you to define commands using the Fluent interface design pattern, as well as have prebuilt argument parsers for you to choose from. The new syntax also allows us to automatically generate command syntax documentation \o/
I've continued my efforts towards more behavior-based programming of blocks and items. There is a new BlockGeneric and StrongBlockBehavior base class which forward more method calls. Where possible, I tried to add or rewrite code to use block behaviors or block entity behaviors - such as the new door code. Support for multiblock structures is also improved, evident by the new large multiblock doors. The player mounting system should also be significantly more robust and flexible, see also raft code. Adding Worldmap waypoint icons is now dead simple - just drop in an svg file in the right folder.
When a game world has loaded up, it will now print an error summary, so you no longer need to go searching trough the log files for errors. It looks like this when there are no errors:
14.2.2023 12:22:23 [Client Notification] =============================================================== 14.2.2023 12:22:23 [Client Notification] (^_^) No issues captured during startup 14.2.2023 12:22:23 [Client Notification] ===============================================================
Beyond that, there is the usual myriad of minor changes. Have a look:
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