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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Posted by on September 23rd, 2014

Good News, Everyone!

A day late, but better late than never right? The Bronze Age is now upon us but what about magic? We are excited to bring the first phase of magic with the introduction of alchemy in the world of TUG. Sacrifice your energy for the love of magic and bring forth some new surprises…didn’t you like our last one?

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The Awesome News/Update:

  • Alchemy System

The early stages of alchemy is in the works and introducing a few new recipes to help you survive or…be eaten. You may see some new crystals spawning around in your world once we have it out.

  1. Trap

What more to say here? Just don’t get eaten alive! Be sure to check the in the works video tomorrow for more details.

  1. Transmute!

Craft the alchemy table or fully utilize the magic tree stumps to convert even more items at the cost of your energy.

  • Multiplayer [High priority]

A lot of progress have been made on the new network code. Unfortunately, still no confirmation date yet until we make a bit more progress and can provide a better estimate.

  • Terrain Generation v2 [High priority]

Progress have been made and we finally have some voxel manipulation and placement working. It still requires a lot more optimization. We have some work to do to get the caves in and also recreating existing biomes.

In The Works:

Here are the latest work in progress videos if you missed it.

  • Metallurgy

  • Bronze Age Weapons

  • Terrain Gen v2 Sneak Peek from Azzy

Shoot us an email at [email protected] if you still haven’t claimed your TUG early access key on Steam. They have been sent out since April :-p

To follow our development go to our 2014 Dev Board on Trello

Tweet Tweet? @TheUntitledGame

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Join our circle in Google+ here

If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.

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Posted by on September 16th, 2014

Good news, everybody!

Another day another update. Finally coming out of the stone age… maybe we will be less a caveman simulation now *cough*. It’s our first step to advancing an age in TUG with crafting and a few additional bits, along with an adorable, and also very annoying little surprise.

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As usual, don’t forget to share any bugs you run into, on the forums (here) follow us (here) and follow our progress on our trello (here)

*high five*

Patch Notes

Art

  • Bronze weapons and tools

  • Surprise!

  • Metallurgy set with a Furnace, Bellows, Sandcast Mold, and Stone Anvil

  • New Ores that can be combined to make bronze

  • Updated textures to the predator

Design

  • Ores set up to generate from certain rock materials

  • Material drops from terrain and trees adjusted to match new block digging sizes

  • Updates to the predator behavior, it now fears campfires and hunts other critters

  • New recipes added for all bronze tools and new tables (Bellows, Sandcast Mold & Stone Anvil)

  • Existing tables also received new recipes in line with the new age of tools

  • Repair and deconstructing recipes added for bronze tools

  • Rock heads for crude tools have a chance of dropping from terrain materials

Code

  • You can now dig/place voxel blocks in two different size. You can now place/dig a 2x2x2 cube.  The 1 voxel cube size can still be used. Holding down the Shift key + scrolling with the mouse scroll wheel will shift between the sizes.

Eternus API

  • Modders now have the ability to register and create their own slash commands.  RegisterSlashCommand(“command”, “functionToCall”).  Arguments are passed over as a table.  See Survival:TargetInfoCommand function for an example!

  • New function on game objects NKIsInWorld(), a simple query to find out if a given object is in the world or not.  

Known Issues

  • Proving Grounds has been temporarily disabled.

  • Multiplayer has been temporarily disabled while we revamp that whole system.

  • Fruits have durability bars

  • When a fruit is held in your hand, the voxel ube outline for a tool appears.

  • Thrown (not dropped) spears stuck in the world aren’t saving properly

  • Critters don’t save their positions between game sessions

  • Critters love to get stuck on the terrain and other objects.

  • The location to harvest Critter bodies tend to be slightly lower near their feet. When looking at the correct spot, the menu pop up will appear.

  • Can place items (right click or Q) through voxels if you are too close to the voxel.

  • When (right-click) placing a Vine Fence, it places inside of the player.

  • The game can crash on exit.

  • Sometimes when resuming the game, the same sounds will play

  • Weapon/Tools placed in the environment return to full durability between game sessions

  • The shovel’s animation is not playing correctly. The shovel can still be used to dig.

  • When digging voxels, sometimes their collision will remain there.

  • Curved (partial-voxel) surfaces cannot be destroyed at certain angles.

  • Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.

  • 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.

  • The sprint key (Left Shift) cannot be rebound.

  • Can’t bind the Mouse 4 and Mouse 5 buttons

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Posted by on August 28th, 2014

Greetings! 

Patch Alpha 0.6.4 is here, and now you finally have something to run and hide from, in game. Something that isn’t so bright, but it’s a start. We have a few really neat systems that have come online and its another step towards this big tech demo, actually becoming a game. As per usual, lots of borked stuff, so your feedback is ALWAYS needed to help us squash dem bugs. 

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New terrain gen is just trailing behind and will make it into an update VERY soon. As mentioned in a previous post, we are going to open up a second branch of ALL the things we work on, as we work on them, so content will be more frequently shown on that “InDev” branch. Play this branch at your own risk, its possible to splode… but its at the risk of seeing all the pretty new terrain and content on almost a weekly basis before it gets pushed to the main branch. 

As usual, send all complaints to @BrennanPriest42 , Why No multiplayer, bro, harass@camfergusondfw and all compliments and virtual high fives to me, @inoritewtf and follow all our stuffs, in general @nerdkingdom 

*high five* 

Patch Notes: 

Art 

  • Powdered apothecary reagents 
  • Saber Cat predator 
  • Hollowed Pumpkin Shell 
  • Pumpkin Cauldron 
  • Gourd Shell 
  • Gourd Flask 
  • Multiple potions can be created using the Gourd Flask 
  • General animation tweaks

Design 

  • Added labels to all objects 
  • Objects now have a durability and deliver differing durability damages per tool 
  • The flat rock at the campfire can be used to grind ingredients into powders and used in potion recipes 
  • Apothecary system now available with 5 different potion recipes 
  • Tools can be broken down to reclaim resources 
  • Wild alchemy tables allow for basic conversion of some resources 
  • Eating fruit produces seeds; seeds can also still be created at the workbench 
  • Adjusted the drop rates for trees and rocks 
  • Drops from harvesting objects stack and report back the number of items in a stack

Code 

  • Enabled tool tips for inventory items, can be toggled on/off from the options menu 
  • Integrated CEGUI; Reimplemented the main menu using CEGUI 
  • Implemented fall damage for controllers 
  • Crafting and recipe system has been revamped for more control 
  • More game data and logic has been moved into Lua 
  • Restructured game data directories for easier mod support 
  • Added basic mod support and selection through a text file under /configs 
  • Minor Optimizations 
  • Increased stability significantly 
  • Improved jump sequence 
  • Tweaked the logic behind spear throwing 
  • Integrate Lua Debugger 
  • Implement Debug Console for Mod Development 
  • Fixed and expanded the Input menu 
  • Disabled particle-based clouds by default. They were causing too many rendering issues.

Known Issues 

  • Proving Grounds has been temporarily disabled. 
  • Multiplayer has been temporarily disabled while we revamp that whole system. 
  • Fruits have durability bars 
  • Some fruit bearing plants are over-producing fruit and not properly despawning “old” fruit 
  • Spears stuck (and not dropped) in the world aren’t saving properly 
  • Cats and Goats love to get stuck on the terrain and other objects. 
  • The location to harvest Cat and Goat bodies tend to be slightly lower near their feet 
  • Can place items (right click or Q) through voxels if you are too close to the voxel. 
  • When (right-click) placing a Vine Fence, it places inside of the player. 
  • The game can crash on exit. 
  • Weapon/Tools placed in the environment return to full durability between game sessions 
  • When digging voxels, sometimes their collision will remain there. 
  • Curved (partial-voxel) surfaces cannot be destroyed at certain angles. 
  • Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass. 
  • 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed. 
  • The sprint key (Left Shift) cannot be rebound. 
  • Can’t bind the Mouse 4 and Mouse 5 buttons 
  • The main menu has some placeholder text 
  • Sometimes when resuming the game, the death sound will play 
  • Cats and Goats don’t save

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