Hey TUG Community!
The new TUG build is here! Please take a look at the patch notes below and for further discussion please visit the the TUG Forums.
For NON-STEAM users, please make sure you have “FORCE” checked in the launcher to update TUG.
NOTICE: This build is for 64-bit users only; the 32-bit build will be coming out in a few days.
We are also excited to announce that “Survival Games” is now called, “Proving Grounds”! This means that… Survival Mode is now going into development!
TUG Alpha 0.6.1
This build is for 64-bit users only; 32-bit will be released in a few days.
“Survival Games” is now “Proving Grounds”
Rock pebble color adjustments for resource and weapon textures to match variations
New green thorny vine variation added
Corpse pitcher resources added
Lotus teeth resources added
Reeds resource added
Bark strips resource added
Lilly pad and lilly nut resources added
Double cap stem and cap resources added
Daisy petals resource added
Daisy clusters have more geometry
Updated daisy flower texture maps
Watouwr tree added to red cliffs biome
Young trepod plant and resources added
Mushroom hand added
Fixes for mushroom FX – ambient and on hit
New resource FX
Cypress tree model and textures added
Hostas: green, spotted, & edged; plants & resources
Ferns: peacock & paisley; plants & resources
Broadleaf plants: banana plants & elephant ear plants; plants & resources
2 handed weapon animations added to the cane staff
Added damage states to the two-handed cane staff weapon
Environmental ambient FX added across all biomes including drifting/gusting sand, snow, and fog
Fly FX (The buzzing insect type)
Unique destruction FX added to many items
New large torch
New small torch
Added rock knapping to the crafting process; players must use the round stone to break off jagged stones from small rocks and then use the jagged stone to cut down plants and tree saplings for the next level of crafting resources
Adjustments to player health and game balancing of weapons, tools & food
Missing ambient sounds added to game objects
Recipes added for weapon and tool variations based off new resources
Converted all asset files to work with exposed LUA engine scripts
Fixed ambient sound not looping correctly
Overhauled the engine and transitioned to a component based architecture. Which provides our designers (and modders) a more data-driven way of creating GameObjects
Fixed lighting, shading & bloom bugs for all FX
Script- The Eternus Engine has been integrated with Lua support! LuaJit has been selected for maximum performance.
Script – Added the first iteration of the Eternus Lua API. This api exposes numerous systems and classes for use in LUA gameplay code.
Script – Added an OOP Lua framework (available to modders) that supports complex class hierarchies- including prototypical inheritance, class/member variables, and constructor/destructor hooks. RTTI and Mixin support will soon follow.
Script – Added Lua scriptable GameObjects and GameStates that provide standard gameplay hooks into the game.
Script – Began porting existing gameplay code to lua.
Physics – Replaced Bullet physics with Havok
Physics – Added mesh decomposition. Allows for higher accuracy collisions without a massive hit in performance. Auto generated from Static meshes being used with GameObjects and a Rigidbody Component
Physics – Added “Level of Detail” collision shapes. Shapes at further distances will collide with less precision whereas shapes closer to the player will prefer to use a decomposed shape
Physics – Added collision shape caching that allows for much faster load times of physical bodies. A cache is represented by the extension “.hkt”
Physics – Added the “Gamer Position Supervisor” to provide specific details about the player’s position in the world. Saves players who fall through the terrain and also detects when a player might be stuck in terrain. lots of other functionality coming to lua
Physics – Added a world wide physics rule: The backface of a collision shape does not produce collisions. This means if you spawn in a tree, end up flying under terrain or somehow end up “inside” of any object, that you will be able to walk out
Physics – No longer using a discrete kinematic controller. The new Character Controller is a much more sophisticated implementation that allows for finer tweaking. No more running up hills spamming jump or any other weird behaviors
Updated compiler from vc++ 2010 to vc++ 2012. May require reinstall
Re-enabled Third Person DEBUG camera. Press X to enable
Known Issues (incomplete as we are still testing/fixing)
Proving Grounds games don’t end correctly if new players join an in-progress game and stay in the lobby or spectate. Game will end if these players disconnect (and reconnect after the game ends)
When loading into Creative Mode, some objects and terrain changes may not load properly. The changes/objects are still there, and additional loads may display these properly.
Mouse button 3-4 can’t be bound to actions
Game can crash if USB headphones are plugged in while TUG is running
Saved World list doesn’t update properly after a world has been loaded/created
32 bit and 64 bit clients cannot play with each other
Sprint cannot be currently remapped
Certain world generations have terrifyingly high/deep columns of ground types which can also cause large performance hits
Some special characters do not display properly when entered into chat
If you try to pick up the same tool/weapon tier of what you are holding in your hands, you will swing and potentially destroy the one on the ground
There are some performance hitches when moving through the world. To help compensate for this, objects will pop in small bunches. Reducing your view distance should help
3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed
Falling deaths aren’t sending death messages to other players
The staff cane attack animation isn’t synchronized to the actual hit and sound
In Creative Mode, if you move the mouse cursor across the quickslots, the inventory can become unclosable. Move the mouse cursor out of the game (or switch windows) and then back into the game to fix this for now
When starting a game as a spectator you will be stuck as a spectator for the next game unless you exit the client and restart
When breaking down world resources spawned items can become stuck together and misbehave
Physics GPS is based from the camera’s position in the world – not the character
When cells are being generated there is a small chance that Physics will run out of triangles for that cell’s collision shape and cause a crash
Sometimes the Physics world stops following the player
Rarely, complex objects can cause physics collision cache generation to take much longer than expected
Double jumping to get into fly mode is too sensitive / misses input
Player mass to world object masses has not been balanced. Many objects move like “styrofoam” giving the character an unhealthy amount of “Wrecking Ball” syndrome
To help stabilize physics behavior the game Engine’s internals have been temporarily tweaked to keep from updating faster than 60 fps
IT’S HERE! Almost… We know you guys have been chomping at the bit trying to get information on release, and we are happy to finally announce that we will be officially launching the early Alpha of TUG to all of you Alpha Backers this coming Monday, July 15th in the later afternoon/early evening (mind you, we are on PST). We will be sending out an email to all of you in the Alpha tiers with a link to a new account setup page where you will be able to register your key, activate your account, and download the TUG launcher. This email will also contain information on how we’ll be handling bug reports and tracking.
This account page will be your go-to place to change your password, send your gift copies to friends, and even check the status on reward items you’ll be receiving over the course development. The account is also the foundation of a new site and community infrastructure that will eventually be a home for the TUG community and any other big projects we get to work on with you guys in the future!