Posted by on August 11th, 2015

Hello everyone, Nekochu here!

We’ve got some new stuff: fixes to old stuff and some really bold stuff to be found in this update. First off, we’ve made some changes to how you can place objects in the world. This is really important to me as I want to focus our efforts on making the player experience a top priority going forward. Now when placing objects, you’ll be able to use the V key to turn on grid snapping, making it super easy to line up your objects.

We also have dyes in the game to make your own custom colored bricks. We have a Bear Ram and he is terrifying! We also have a basket to collect your fruit from your gardens for you! There’s much, much more so check the patch notes for all the new things!

You’ll also find a lot of changes to recipe times and the method to crafting certain items. Check out the changes to the cage trap, you can now capture other players! We’ve been making some tweaks to the AI to help them with pathfinding and avoidance. This is all leading up to big future improvements for the AI in the game. Oh did I mention the pets can now guard your camp and protect you in battle? No? Well they do and it is awesome!

Unfortunately, due to the nature of some of the changes we’ve made, previous game saves will not load up with the new update.

As always, follow us [email protected] to keep up with our progress and announcements.

Also, make sure to let us know if you run into any bugs or other issues, and if you have trouble running the game, check out our Steam forums for more details.

Our lead coder does lots of live streaming so follow him [email protected]

And if you have any game questions, give me a shout [email protected]_nekochu_x

If you want to know when indev and release builds arrive, follow [email protected]

Patch 0.8.6
Save Version bump

New Features

  • Glow maps on terrain
  • Helmets are now equippable
  • The bronze necklace is equippable
  • The woven basket is a new container that will automatically gather edible fruit within a small radius of itself
  • Z placement now ignores collision for placement allowing a greater freedom of placement in Survival Mode
  • Z placement can now be toggled to snap to the grid for placement. The default key for this toggle is ‘v’.
  • Snapped grid placement will also apply to Creative object placement tools
  • Mother Bear Ram has arrived and she is not pleased that people have been hunting its cubs
  • Dyes can now be crafted.
  • Dye can be combined with clay to make a colored clay brick voxel. Some dyes can also be mixed with cobblestone.
  • Bamboo trees drop bamboo voxels
  • Creatures can now be placed in Creative Mode

Improvements/Changes

  • Can copy/paste into and out of the main menu text fields
  • Clients should be able to pick up and interact with things with better consistency with normal lag conditions
  • Rebalanced stats of all tools and weapons
  • Added in more variety to existing resources
  • Vine bearing fruit now detaches fully grown fruit
  • Mushroom hands are plantable
  • Many recipes have been rebalanced
  • Adjusted craft times for all items
  • Rebalanced many transmutation recipes requirements and output
  • Repair recipes now restore a smaller portion of durability
  • The requirements to craft the Artisan Workbench have been lowered to only require a Crude Hammer
  • Bronze tools and weapons now require an Artisan Workbench to be crafted
  • Bronze tier tool and weapon parts can now be crafted together in any combination of head and handle
  • The Cage Trap recipe now requires its components to be crafted individually
  • The Cage Trap will craft at the location of its floor component. The trap can no longer be picked up, but it must be broken down and recrafted.
  • Meat can now be cooked with torches
  • Projectiles now follow a more consistent path
  • Return Stones can now be used multiple times before it is used up
  • After using a Return Stone, players may hang in the air briefly before touching down to mitigate falling before the terrain generates underneath them
  • Creature AI has been expanded
  • Taming a pet now requires the player use a Vine Collar on a fully appeased kid/cub
  • If left alone for long enough, Guardian Pets set to stay will begin to slowly wander
  • Guardians now help defend their owner from threats. Cats attack aggressively and Goats attack defensively.
  • Guardian Goats now have a head butt attack
  • When attacked in any state, creatures will now defend themselves or flee
  • Wandering predators will eat their kills and other animal corpses
  • Goats will focus on consuming nearby fruit before targeting vines
  • When breeding, pets will create a nest for more visual feedback for the process
  • The Mushroom Man’s drop rate has been adjusted
  • Updated the sky with a more readable 2nd moon and other cosmic entities
  • Adjusted several player animations
  • Terrain optimization
  • More recipes added to convert blocks to more useful items as well as recipes to breakdown objects such as the rock heads that become too plentiful
  • Creatures can now be placed in creative mode

Fixes

  • Fixed normals on objects, characters, and terrain
  • Spears and potions should no longer reflect off of the throwing player’s collision
  • Damage states and warning sounds for tools and weapons
  • Creature collisions should be more accurately sized and be easier to hit and harvest
  • The collision capsule for the teen is more accurate
  • Goats no longer orbit trees
  • Goats and Cats now play their sitting animations
  • Growth potions cannot be used on something that is already under its effects
  • Fixed an instability caused by loading into multiple games within the same session of TUG
  • The Ctrl, Alt, and Shift keys should be bindable now as well as differentiated by their side i.e. LCtrl, RCtrl, LAlt, etc.

Modding Improvements

  • Fixed Modded keybind resetting after game restarts
  • Exposed NKGetCraftingArcheType, NKGetCategory, NKGetTier on GameObjectSchematic
  • Server side command registration using Eternus.GameState:RegisterSlashCommand
  • Exposed GetModdedPath on EntityFramework, used to get absolute path based on VFS
  • Exposed NKGetPath on ModScript
  • Added custom Strict Lib to DebugUtility
  • Added JSON parser to Core

Known Issues

  • Slingshot projectiles can still reflect off the throwing player’s collision
  • When Client players throw a spear, it briefly reorients itself to the hand. This is purely a visual bug.
  • The ‘|’ and ‘’ key have been removed as a bindable key
  • Cannot bind key combinations together i.e. ctrl + e cannot be bound as an action
  • Some of the new bronze throwables will appear to be spears when z-placed
  • If you leave an area where a nest is, it is not producing offspring when you return. The workaround is to stay within the area until the baby is produced.
  • In Creative Mode, the first time you click into the Search bar will cause the inventory icons to shift/shrink slightly
  • In Creative Mode, you cannot place voxels as voxels when in the Survival Placement mode unless the voxel is in hand already when you switch to that placement.
  • In Creative Mode, the object representation of a voxel is appearing even when in voxel placement mode
  • When you destroy all the voxels in a cell, it will appear to destroy all objects in that cell as well. Reloading (or leaving the area and returning) will restore those objects.
  • When a player dies and respawn from a wisp, you can briefly see a flash of their character at the wisps last position before they appear at their spawn point.
  • You can use a Health Potion when at full health.
  • AI Creatures can wander off the edge of the world.
  • The wool shirt is clipping into the default leaf pants and gauntlet

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Posted by on June 23rd, 2015

Ahoy! This is a big tech update we have going on, as it’s the benchmark for the team moving on to engine 2.0. The next several months will be spent
building and porting systems over to openGL and making the game accessible to more and more players in the community. Not only do we expand the reach of
the community, but we also get a chance to dramatically improve ALL the things for the game.

We have some REALLY exciting times ahead of us, as we prepare to grow our team and get a bit more aggressive on the things we create. As a lot of you know,
we have always had a huge focus on modding, and much of that focus is actually going to start to shine within the next few months. While the DX11 engine
may not expand much while we move over to openGL, we have some pretty rad stuff planned for the community and a lot of modders from the MC community. Its a
great chance for us to really work out new systems we are introducing to make mod creation and discovery easier.

We will have a lot of fairly huge announcements on the future of TUG, within the next couple of months, so be sure to follow us @nerdkingdom

As per usual, report any bugs you run into, screenshots and videos are super helpful if you have the time. And if the game is not running for whatever
reason, and it was, we are more likely going to see the report email before we see the review on steam… just sayin.

Cameron has been doing a LOT of streams on builds lately, so follow him @camfergusondfw

If you want Corey to hurry the H E double hockey sticks, up with openGL, harass him @CoreyClarkPhD

And if you want to send lavish gifts and cookie bouquets, feel free to get me @inoritewtf

of course, to track when indev and release builds arrive, follow @theuntiltledgame

Alpha Patch 0.8.5

Update Warning! Game saves from v0.8.4 will not load in v0.8.5 due to terrain tech updates.

Recent changes to our physics and terrain system have been drastic enough that we have had to bump the save version. All older saves are not compatible.

Updated recipes list here.  

New Features

  • Sky Update: New look to the sky, as well as adjustments for color and density that will change depending how far you are between different biomes
  • Biomes have been made more distinct. Resource distribution, lighting, background sound, and fog density have all been updated for each.
  • Terrain voxels are now what you dig is what you get (with the exception of the ore dropping rock which gives cobblestone). Cobblestone and Thatched
    voxels will need to be crafted from rock and grass voxels, respectively.
  • Terrain Input system: biomes generally larger than before and more consistent with which biomes they are adjacent to. Biome frequency adjusted
  • Crude Door
  • Fat/Skinny body morphing
  • New clothing options for the Seed
  • Coconuts can now be harvested and planted
  • Variety of mushrooms can now be planted
  • Hitting the crafting button while crafting will cancel the current craft
  • Z-Placement Adjustments
    • Right click to place
    • Hold Left Shift to adjust the distance of the item from the camera
    • Hold Left Ctrl to free rotate the item
    • Hold Left Shift + Left Ctrl to rotate on the X-Axis
  • Creative Mode update (back to explicit tools for each function)
    • Creative Mode now has three sets of tools for object placement, voxel placement, and standard Survival interaction
      • Ctrl + MouseWheel or the ‘y’ key: Switch between Object Placement, Voxel Placement, and Survival Interaction
      • MouseWheel or Ctrl + 1-4: Switch between placement mode specific tools for each placement tool set
      • For Object Placement Tools: Z: resets the current object scaling/rotation settings
      • For Voxel Placement Tools: Shift + MouseWheel : Switch Voxel brush sizes
    • Object Placement Eyedropper Tool :
      • Primary Action : Select the currently highlighted object
      • Secondary Action : Place Item
    • Object Placement Rotation Tool :
      • Primary Action : Rotate the object on both X and Y axes
      • Ctrl + Primary Action : Rotate the object on X axis
      • Shift + Primary Action : Rotate the object on Y axisSecondary Action : Place Item
    • Object Placement Scale Tool :
      • Primary Action : Scales the object
      • Ctrl + Primary Action : Moves the object
      • Secondary Action : Place Item
    • Object Placement Delete Tool :
      • Primary Action : Deletes the object
      • Secondary Action : Place Item
    • Voxel Placement Eyedropper Tool :
      • Primary Action : Select the currently selected material
      • Secondary Action : Paints the selected material on the selected area
    • Voxel Placement Brush Shape Tools :
      • Primary Action : Removes the selected voxel shape from terrain
      • Secondary Action : Places the selected voxel shape on terrain
    • Survival Placement Tool
      • Normal Survival keybinds
  • Voxel icons now represent the type of block they place as well as representing the material of the block and any billboards
  • Tons of smaller new features and adjustments throughout the game


Improvements

  • Increased performance of script processing significantly as a whole by allowing scripts to schedule their own update rates
  • Large performance optimizations to AI character processing when looking for objects or other characters
  • Greatly optimized networked game object performance managed by the server when clients are connected
  • Fine-tuned serialization interval times for game objects, gaining some performance when clients are connected to the server
  • Added billboard mipmaps, reducing visual noise of billboards at a distance, as well as potentially gaining some rendering performance
  • Improved shadow appearance
  • Large improvements to networking bandwidth usage
  • Various terrain performance improvements
  • Adjusted blending threshold for terrain to give a more distinct separation between terrain layers
  • Miscellaneous performance gains in various parts of the engine and gameplay
  • Updated AI system when making decisions for their state


Fixes

  • Fixed a crash with Intel systems and certain AMD systems using 8 or more cores
  • Fixed an issue with with mouse cursor and window focus when using the Windows Classic Theme
  • Expanded initial range of spawn locations to more consistently start new players in a Forest biome
  • Fixed a runtime memory leak when cleaning up objects and terrain
  • The player is no longer capable of consuming a coconut whole
  • If there are additional items of the same type, stacked items in your hand will refill when used up.
  • Polar, desert (sahara), bedrock and red cliffs biomes are back in the main Survival Generation
  • Adjusted the angle of terrain that billboards appear at
  • Shields now occupy the same inventory slot as gauntlets
  • Fixed several tool/weapon animations
  • Fixed a potential crash when first loading new assets. Unfortunately, this will increase the initial load time the first time you launch a new
    version
  • The keybinds not saving for the current session is fixed. Be sure to save your settings after rebinding them.
  • Sprint can now be rebound to another key
  • Pressing caps lock will no longer lock the brush shape size
  • Arrow keys and mouse buttons 3+ should be mappable
  • Adjusted poison damage values upwards
  • Adjusted crafting priorities of several transmute recipes
  • Softened the torch sound effects
  • Fixed environmental FX not appearing
  • Fixed an issue where renamed save game directories were still referencing their original directory
  • Fixed some issues where placing objects would put them inside of the player (such as Vine Fences)
  • When crafting, recipe checks will now look for all active crafting stations which should side step issues with crafting near multiple crafting
    stations
  • Pressing G again after initiating a craft will cancel out of the craft
  • Fixed issue where loading a save would advance the time of day further than what it should have
  • Certain recipes (primarily alchemy conversions) now stack when creating more than 1 object
  • Fixed various issues with MaxViewDistance not taking effect properly in certain circumstances in a networked environment
  • Fixed several issues with clients disconnecting then reconnecting while dead.
  • Fixed an issue causing bouncing sounds to not play for clients when other players jumped on Mushroom Beds or Double Cap Mushrooms.
  • Single player no longer hard-sets port 6600 when launching, it now retrieves an open port from the OS. This can be retrieved in game by typing
    /port in-game

    • Note: To go from single-player to multi-player, you can type /allowconnections <true|false> while in-game
    • To set a multiplayer game initially to just find a free port, enter ‘0’ as the port number. You will need to use /port to find out
      which port was allocated.


Modding Improvements

  • Implemented ModScript save, serialize and event systems
  • StaticModels, textures and mesh colliders can now be swapped on GameObject from lua
  • Mod can now create additional sound file
  • Mods now have the ability to define additional keybinds
  • Fixed the initializing order to prevent most lua loops
  • Updates and fixes to existing Lua API documentation, mostly correcting missing documentation, but also typos and definition mis-matches
  • Tons of new, modified and deleted Lua API calls. Here are some of the most notable changes:
    • Players can now be queried for their biome weights
    • Many new Sky controls
    • NKRefernce/NKDereference have been removed in favor of a better relevancy system in the engine.
    • Networked Script events are now registered on a per object level instead of global
    • New NKGetFilteredGameObjectsInRadius for searching for a particular item in range using the GameObjectSystem
    • New NKGetRadius API on the graphics component
    • Tons more! (see the EternusAPI Documentation for more details)


Known Issues

  • Tools can affect voxels they normally would not interact with when using larger voxel brush sizes
  • Repeatedly leaving and joining games within the same session of TUG can cause excessive memory issues.
  • Helmets are not wearable yet
  • Seedlings and Teens have their own sets of clothing right now. You can’t currently mix/match them. So if you are wearing Seedling leaf
    clothing when you grow up, it will not visually appear on the Teen even though it is still in the equipment slot.
  • The size of a Teen’s head is shrunk compared to the Seedling
  • On of the cactus icons is missing in Creative
  • When players die, all their inventory is placed at their feet. Some smaller items may require digging to retrieve (depending on the slope of the
    terrain).
  • The console/command window isn’t in the bottom left of the window when you go full screen
  • If you travel roughly 10000 coordinate points away from your initial spawn location, collision and object generation will cease
  • At certain angles and movement, projectiles can reflect off of the player that throw them
  • Rarely, Clients will have gaps in their terrain generation.
  • Rarely, players will see a cell of missing billboards.
  • When placing square voxels so that only a single point/corner touches, graphical issues can occur. Usually, it will appear as streaks or black
    triangles
  • Objects do not save while they are in motion (they must stop and settle)
  • The radius of torches scaring certain creatures is too long
  • Pets are missing sound effects
  • Pet taming timer is not accurate and sometimes you can overfeed a wild critter before it turns into a pet
  • Recipes that use tools in the hand are not causing durability damage to those tools
  • When digging or placing billboard voxels (like grass), the billboards do not reappear until after you have reloaded that game
  • The Skull Stick is craftable, yet its uses are mysterious and unknown (or possibly not done yet)
  • Animals/players caught in cabbage traps are not visible until the trap has completely reopened after releasing them.
  • Creatures will sometimes run small circles around their targets if they can’t quite reach the food item they are trying to eat
  • Tools can affect voxels they normally would not interact with when using larger voxel brush sizes

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Posted by on March 11th, 2015

Ahoy! You know where you can cram it?!?!?! IN YOUR WORKING CHEST! Finally got around to getting storage containers working, along with equipables and a few other bits… not to mention my personal favorite, TRAPS! I think by now we all know, that any researcher has a little bit of troll in them, so things can start to get a little more fun. We are starting to get into some of the more “RPG”ish stuffs, so see plenty of other bits below.

Ghost and I got to spend a bit of time at PaxEast this past weekend, it was an absolute blast. We got to hang with the dudes from Forge, Mindcrack and ForgeCraft (so many forges!), and got lots of interesting insights about tools, maps and all things shameless minecraft clone. It was encouraging to also hear that the things that drove us with this project, are also things that are important to the dev community… so with that, expect some more mods along the way from a few modders you may recognize.

Speaking of modders! We are going to be starting a mod jam here in the next couple of months (TUG Jam?), so we can start showcasing some new tools, and offer up some gift cards/prizes to modders that could help them beef up their rigs in the process. Don’t have all the details, but working them out with Lex (Forge) and Pahimar (ForgeCraft) over the next couple of days and will announce that soonish, so be sure to troll me on the twitters for deets (cause I just deleted my Facebook, its true, the most epic unlike of all time).

As usual, if you run into any bugs, crashes, splosions, please leave it as a review for how terrible this game was and how much of a rip off it was… I mean… email support *cough* or post to the bugs forums. Your feedback helps us make better tech, which means better game, and even better mods, so be kind and leave feedback behind (T-Shirt!).

Follow updates to our Game & Tech here: @TheUntitledGame

Check out some concepts and random bits of stuff n things here: @Nerdkingdom

If you are tired of this DX11 limitation, spam this guy here: @CoreyClarkPhD

If you want 1980s style freeze frame jumping high fives, yo: @inoritewtf

New Features

  • Added the Bronze Cudgel and resources used for crafting it
  • Added the Poison Potion to apothecary
  • Added several new traps: Pumpkin Trap, Spiked Trap, Leaf Canopy and Vine Fence Cage. They are activated by placing them and then right clicking them to activate.
  • Crude Slingshot now in game
  • Updates to all potions in apothecary
  • Crude Chest/Leaf Backpack can be used to store items
  • Crude equipment is now in the game; they are craftable and wearable. They can be equipped by dragging it into the appropriate slot or by equipping it in hand and left clicking. Backpacks are not yet wearable.
  • Crude equipment will save between game sessions
  • Bronze Plated Glove armor piece has been added to the game along with resources necessary to craft it
  • Several new cosmetic furniture: Lotus Chair, Bamboo Table, Bamboo Stool
  • Mushroom Bed
  • Updates to triggers on terrain objects
  • Bouncing on Double Mushroom Caps and Mushroom Bed
  • Updated the iconography of potions to get them more distinguishable by color blind players
  • Swords can be used to temporarily remove grass billboards
  • Added a Billboard Frequency slider to Video Options
  • All tables and large objects are placed facing the player with a set orientation
  • Clean up to the recipe crafts and added a priority system to help with overlapping recipe resources
  • Added new punch animation for the player

Fixes

  • Fixes to the Cabbage Trap to get it working in multiplayer
  • Performance fix for object culling and view distance
  • Networking bandwidth optimizations
  • Fixed several missing sounds and sounds bugs
  • Improved physics performance and stability
  • Fix scaling issues for some UI elements
  • General animation cleanup and fixes

Known Issues

  • For any existing saves, the player’s inventory has been wiped. This is due to the gear/equipment updates
  • Player collision is slightly desync’d from their visual location. It is lagging slightly behind where a player has moved from
  • In Creative Mode, when clicking on the inventory UI, the player will also grab objects out of the world
  • Z Placement of large objects will orient the object in a static direction and not the camera
  • Player does not stay in throw mode for the poison potion
  • There is a potential crash when exiting TUG
  • There is a rare crash when first loading a world (or joining a server)

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Posted by on January 30th, 2015

Hello everyone! We’re back from PAX South and back to more frequent updates!

It was a blast getting to meet people at PAX South and the game played really well for everyone who stopped by the booth. We noticed a few nagging issues during the event that we wanted to get a patch out for and that’s what you’ll find in this update.

Now that we have the first phase of multiplayer out, we’ll be shifting back into more content creation. We can’t wait to get you even more things to do in TUG!

Check out the list below for all the fixes and additions you can expect in this update. If you run into any issues not mentioned below, feel free to let us know on our forums or contact us [email protected]

If you feel the urge, send any best wishes, cyber hugs or well meanings to me on the twitters @X_Nekochu_X

Have fun and keep surviving out there on TUG!

 

Design

  • Torches now have a limited number of uses to light a Fire Pit or Furnace
  • Gourd torch has been adjusted to work as a light source but not a fire based torch
  • Adjustments made to the stalker spawn and the player’s starting position
  • Crude tool repair recipe has been adjusted to work similar to the bronze tool repairs
  • Bamboo Shaft can now be used in any recipe that formerly only used the Wood Shaft
  • Small rocks no longer affect terrain
  • Removed spacing check on growing items; still have a radius check to plant the initial seed

Fixes

  • The Esc key will now close the Inventory menu
  • Terrain should finish generation until before the loading bar fills
  • The sword applies a run speed buff again
  • Creative Mode UI was not disabling when the UI Toggle was used
  • Lua errors when a Client is in motion when a Server shuts down
  • Thrown and stuck spears not saving
  • Objects not being cleaned up properly when stacks were merged in the backpack
  • Damage States for weapons/tools not showing up
  • Gourd Torches making fire sounds
  • Layers of voxels were generating too many times below ground
  • Dropping a stack of seeds would consume a full stack of seeds for one plant
  • Damage taken when starving was interrupting the eat animation
  • Crude/Bronze Hoe were held too close to the head in first person view
  • Fixed known bug where cells were not being saved in certain situations
  • Addressed some saving corruption issues
  • Proper sounds now play when you eat something
  • Crude/Bronze Hoe now takes durability damage when farming
  • Cached physics collision meshes are cleaned up with each new engine release to a player, which fixes certain items having offset physics and graphics meshes
  • Tools and weapons now take damage from attacking other players
  • Removed the “reload assets” key (default F5). Lua scripts can now be reloaded by leaving the game and reloading it. This also addresses some occasional graphics glitches that could sometimes be experienced
  • Various minor fixes to the engine and gameplay have been addressed

Known Issues

  • If you are unable to change your brush/block size, tap the Caps Lock key once.
  • Any recipe crafted using the Bamboo Shaft in place of the wood shaft does not reflect the bamboo wood in the final result
  • Cabbage trap never opens after growing to full size and does not trap anything
  • Clients lose stamina while walking with a Sword in hand
  • When full screen the gems on the volume slider bars cannot be grabbed with the mouse cursor
  • Large items can get stuck in the player’s head when placed near a wall or in a low ceiling area

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Posted by on January 23rd, 2015

Its been quite a while since we have brought a build off of indev and into the main branch, so this update is a really big deal for us. We have gone through quite a lot in the past several months, and it feels great being able to hit this milestone with the engine getting the first phase of multiplayer running, and letting all of you guys enjoy TUG with your friends *cough*.

We moved new terrain into the main branch, and its faster than its ever been. With that, we also have got some non blocky blocks within the world for various interactions in survivor and a bit of an overhaul on controls in creative mode, to allow you to scroll through shapes. Its all still a bit crude, but it will help get things done. This is a big step for us, but its nowhere near the last… lots of big stuff is still on the way.

A big chunk of our team is on their way to PAX South today, and setting up to show off some progress to the gaming community, so this is a big deal for us. You can visit us at booth #1483. With this milestone, we are also pushing that price increase we have been talking about for some time. But, to allow some last minute backers/contributors/buyers/people, we are putting the game on sale at the $19.99 price point (which means its gonna sit at $10 for a while). Not sure if we are going to do a price increase again… but as we did in this case, we will share those thoughts as soon as we know… it will all just come down to how far we can push this project.

Below, you can check out a descriptive list of things we’ve fixed and still need fixing. You will see some more focus on features and content with the next few updates, and the occasional hot fixes. And If you come across any errors, crashes, or weird instances that just don’t seem right, feel free to let us know on our forums or contact us [email protected].

As always send all your cuddles to me on the twitters @inoritewtf and any potential nerd rage to @joshuabrookover, hes one of our new engineers… and he needs a good hazing. Also, gratz to Cobell who was moved up from PM to Producer on TUG! (get a twitter already… GOSH).

 

New Features

  • New Terrain Engine
  • Multiplayer
  • New UI System using CEGUI
  • Expanded Mod capabilities
  • Return Stone
  • New AI Characters

 

Creative Mode

  • Significantly changed controls

 

Fixes

Menu functionality

  • Creative Mode is now functioning and multiplayer ready
  • Fixed several window focus issues
  • Fixed some display errors with the Load Game and Delete Game menus
  • UI Toggling should now work by default (without needing to rebind the key)
  • Using the ‘h’ key to move your hand item into your backpack should now add that item into any available stack
  • The Debug console should now be disabled by default
  • You can once again create copies of your saves and have them appear on the Load Game menus

Stability

  • Fixed an error pop up with crafted Leaf Backpacks
  • Stability updates when creating, leaving, or exiting a game
  • Server’s entering the menus will not stop the processing of the game world
  • Fixed an error pop up with the Return Stone being set and used when very far from other players
  • Fixed a crash when a player tried to join a server where other players were actively digging and performing other actions

Terrain

  • Fixed the issue where generated objects could appear above and below the terrain
  • Fixed an issue where the Sun was piercing through the distance fog and terrain
  • Fixed some seams when altering terrain
  • Fixed a some terrain desync issues
  • Rock cannot be directly tilled

Inventory/Objects

  • Fixed issues where a Client’s hand item or Inventory overflow would appear at the Server’s location
  • Fixed issue where Clients will see red lines at the base of characters showing where physics capsule is heading to
  • Fixed an issue where consumable potions were consuming a charge when trying to place them
  • When Clients die, their hand item does not drop at the Server’s position
  • Players do not spawn in with the exact same head and headwear
  • Removed the durability display for several objects that did not wear out on use
  • Players should see other Players crouching properly now
  • Player now has animation and sound when taking damage
  • Quick swapping to another item while in Z placement will now exit the placement mode
  • Fuel (in a Fire Pit and Stone Furnaces) should now save
  • Fixed an issue with multiple death notices appearing
  • Return Stone should save it’s return position correctly between game sessions
  • The size of a voxel with a max stack count has been scaled small
  • Sound plays correctly for the brown geyser and for a failed craft at the alchemy table
  • Fixed an issue where spawn locations after using a bed were being reset

Creatures

  • Predators now again properly respect  torches held in the player’s hand
  • Spawn rate of Mushroom Man slightly increased

Fruit and Growables

  • Generated trees should no longer have extra, duplicated fruit
  • Plucked fruit should have proper icons
  • Fixed an issue with growable plants and harvesting their fruit if it was still on the vine/tree
  • Fixed an issue with growable plants not growing (during the day) if they were planted at night
  • Growable plants should not have their growth states interrupted if you leave/resume the game before it has fully grown
  • Adjusted the Cabbage Trap’s growth times

 

Engine Optimizations

  • Greatly improved performance of Terrain
  • Improved performance of Lua Scripts
  • Minor performance improvements to Rendering

     

Work In Progress

  • Multiple Creative Mode quickslot bars
  • Cabbage Trap functionality
  • Weapon Buffs
  • Tool and Weapon damage states
  • Particle FX on certain objects

 

Known Issues

  • Some keybinds do not work unless you delete you user_config.txt file
  • Sometimes you lose the ability to change the place/dig voxel size. Reloading into that world will fix it
  • Single Player and Multiplayer names are different
  • Single Player and Multiplayer maps are essentially the same. Single Player simply does not allow additional players to join.
  • If Clients all join at the same time, the Server may lock up
  • If the games crashes while the game saves, it can potentially damage that world save causing corrupted cell terrain data or user inventory.
  • If you get a port is in use error when trying to run Single Player, another program is running in port 6600. Free up that port, or start a Multiplayer game with a different port number
  • Clients can get desynced from the Server causing objects and terrain modifications to not appear. When this occurs, reconnecting to the Server should fix the issue
  • If a Server shuts down while Clients are still connected, the Clients may crash
  • When returning to an area out of visual range or reloading a save, some objects may not load correctly. Reloading the game should fix this; multiple reloads may be needed
  • Torch FX is getting detached from the torch
  • Sometimes objects will load in with no textures
  • Goats can get stuck travelling to food far out of their normal range which may lead to many goats appearing in one location
  • Cabbage Traps grow into a closed state
  • Rarely objects will turn into another random object
  • In Creative, going going full screen will shift the relative location of the quickslot bar and inventory
  • Clients that crash may sometimes leave a body in the server

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Posted by on January 17th, 2015

All the dust is finally starting to settle with our team setting up as the new “controllers” of the project and development has been keeping us pretty busy, but we are pretty psyched to be able to get this indev push of multiplayer out to you guys. Hooray, TUG with your friends!

This first phase is only survival mode, with creative to follow next week. And keep in mind, we still have a lot to do with networking alone, so expect some of the usual bug shenanigans (listed below). We really do need the help identifying issues with the game on many types of hardware, so please post those reports to the forums or send em over to [email protected] We will be watching and listening and pushing out fixes over the course of the next couple of weeks as they arise.

Also important to keep in mind, multiplayer in this iteration is still fairly early, so don’t expect crazy furry parties just yet. With more time and more tech, the experience and player count will improve. As to what that count is, we still cannot say… We are in new frontiers with the networking inside and such a heavy focus on physics AND voxels, so lots to see through development.

In addition to pushing out fixes for multiplayer next week, we are also gonna be pretty slammed getting ready for PAX S, so hang in there if we are not as speedy to get back or as active in the forums as usual.

That’s about it for now guys! Enjoy trolling your friends!

-Ino

Found bugs or just nerd raging? Send our lead programmer a tweet @auti0. If it’s hugs then tweet me @inoritewtf

Don’t have InDev branch? Opt-in here

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Note: Creative Mode is currently being reworked. While it is available in the menu, it will crash the game. It is our next priority.

The save system has been updated so any older save games will be not be valid.

Fixes

  • Multiplayer is back. We’d recommend playing at maximum around 4-5 players. You will most likely be able to play with a few more, but the Server will likely get performance issues
  • The Menu CEGUI Lua and Gameplay Lua have been separated into different VMs. Leaving a game will cause the Gameplay Lua to be fully deleted and re-created on a new game launch. The Menu VM is maintained at all times.
  • Many of the existing GUIs in the game have been ported to CEGUI
  • Put in an intermediary fix for black triangle textures on sharp edged cube voxels that share a single edge
  • Added console commands for /ban, /kick, /banlist, and /unban
  • Added a console /unstuck command that teleports you a short distance directly forward
  • Changes in generation to fix resource issues and sparse biome disbursement
  • Some items’ (tools, weapons, 2 handed objects, and food) hand attachment offsets have been fixed
  • Durability values for various tools and weapons have been adjusted
  • Black Rock has been added to generation
  • Sound issues on the AI have been fixed
  • Crude Beds cannot be used by multiple players simultaneously
  • Very large terrain cracks are fixed, small terrain cracks might still occur on cell boundaries
  • Added in a temporary fix to black-triangles on voxel normals. Still some blending issues remain
  • Fixed biome-weight determination for object population
  • Fixed a very, very rare startup crash caused by multi-threaded operations
  • Fixed offsets for items in hand

Engine Optimizations

  • Massive Terrain overhaul to support multi-player. Terrain generates faster, saves far less data, modifies more quickly, and handles tasks more cleanly in all modes
  • Massive overhaul to LUA garbage-collection logic and script processing to get better performance out of the engine
  • Many various optimizations to billboard creation and rendering
  • Overall many areas of the engine have been tuned and re-tweaked to perform more optimally

Work In Progress

  • Creative Mode
  • Dedicated Servers
  • Fall damage temporarily has been disabled
  • Additional terrain modification improvements to remove floating, 2d, and non-diggable bits of terrain

Known Issues

  • Single Player and Multiplayer names are different
  • Single Player and Multiplayer maps are essentially the same. Single Player simply does not allow additional players to join.
  • If the games crashes while the game saves, it can potentially damage that world save causing corrupted cell terrain data or user inventory.
  • If you get a port is in use error when trying to run Single Player, another program is running in port 6600. Free up that port, or start a Multiplayer game with a different port number
  • There is a potential Client-side crash when you first join a server if other players are performing actions (especially terrain manipulation). If people on the server hold off on actions until the player joins, the player should join with no problems
  • There is a potential Client-side crash if they die very far away from the Server’s location
  • Clients can get desynced from the Server causing objects and terrain modifications to not appear. When this occurs, reconnecting to the Server should fix the issue
  • If a Server shuts down while Clients are still connected, the Clients may crash
  • Clients will see red lines at the base of characters showing where physics capsule is heading to
  • If clients are out of visual range of a set Return Stone position, a lua error will pop up. Clicking okay should clear the error and allow you to continue
  • Hand held torches don’t scare away Cats. They currently need to be dropped
  • When returning to an area out of visual range or reloading a save, some objects may not load correctly. Reloading the game should fix this; multiple reloads may be needed
  • If you plant at night, the sapling will not grow to full size when the daylight arrives
  • If you pick a fruit as it is still on the tree/vine, no more of that fruit will grow. They will grow if you wait for it to drop from the tree.
  • Clients cannot see the target capsule for Cats and Goat. Clients can still damage and harvest them, but they just don’t have visual feedback to do so.
  • The default keybind (ctrl+U) for the in-game toggle UI doesn’t work; if you rebind it to another key, it will work
  • Torch FX is getting detached from the torch
  • Fruit trees may create too much
  • Sometimes objects will load in with no textures
  • Objects can generate above and below the terrain level
  • Goats can get stuck travelling to food far out of their normal range which may lead to many goats appearing in one location
  • Players are spawning in with the exact same head and headwear
  • When Clients die, their hand item may drop at the Server’s position
  • When a Client’s inventory is full, if they eat a fruit, the seed will appear at the Server’s position
  • Cabbage Traps do not capture any client players.
  • Rarely objects will turn into another random object
  • When in your inventory, table type objects all have durability bars even though they do not wear out

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