Alpha EXPERIMENTAL 9.4

Discussion in 'Announcements' started by EleonGameStudios, Feb 8, 2019.

Thread Status:
Not open for further replies.
  1. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

    • Developer
    Joined:
    Oct 20, 2014
    Messages:
    1,604
    Likes Received:
    10,241
    [​IMG]

    Update: February 10, 2019 (Build 2274)

    POI Update:
    - Updated several POIs (Abandoned Mine, Orbital Spire, Weapon Bunker etc): thanks to Frigidman, Ramachandra, Pantera
    - Complete rework of Ghyst POIs > thanks to Frigidman
    > more to come (Talon POIs, etc)

    Changes:
    - Exporting "FoodDecayTime" to Config.ecf
    - Exporting more blocks to Config.ecf (eg ElderberryBushDeco etc)
    - Do not display HullTest in Creative Menu anymore (we will add these shapes to an own group after A9.4 release)
    - Temporarily removed DoorFrame shapes from normal building blocks > will be added to special block group soon

    Bug Fixes:
    - Fixed: [MP] Plants spoiling after being picked when rejoining a server
    - Fixed: Ship movement controller delay (restored ship movement from A9.3)
    - Fixed: Ventilator Oxygen supply
    - Fixed: Picking up Dropcontainer with SHIFT-F when inventory slots are full, excess items are destroyed
    - Fixed: Debug radar fix
    - Fixed: POI cutout area had a gap to the terrain and sometimes terrain was not removed if checkbox "Flattens Ground" was not checked
    - Fixed: In some circumstances info-popups are not readable in the tech-tree - refine placement of tooltip based on actual height of panel
    - Fixed: Problem that new HV thrusters always returnd HV Thrusters M
    - Fixed: HV MultiTurret / DrillTurret > Naming wrong Block Group
    - Fixed: POI-Ground textures on DESERT playfield are showing black
    - Fixed: Unable to start game when adding probabilities to Moon Playfield types.

    ===========

    Update: February 9, 2019 (Build 2269)

    Changes:
    - Improved preview in SSG so that you can now see the terrain (stamps and textures) as it appears ingame
    [​IMG]

    - Updated model of Teleporter
    - Added possibility to scale grass on a per-biome basis (added YScale param to playfield_dynamic.yaml - see eg TemperateStarter or ExamplePlanet)
    - Improved behaviour of Troop Transport: it now also targets the player
    - Use 'N/A' for orbit 'planet size' in new game windows, rather than hiding the button.
    - Depth-of-Field effect does not change with Quality Presets anymore - similar to SSR effect (if switched off, stays off even if Quality = Best)

    Bug Fixes:
    - Fixed: Some Thrusters cannot be removed
    - Fixed: NPC Spawn trigger area is larger than shown
    - Fixed: BarrenMetal did not always show up in random solar system (now higher probability of BarrenMetal)
    - Fixed: Clicking on resources in Statistics display shows internal names
    - Fixed: Ore scanner outline not working with Drill Turret

    ===========

    Hi Galactic Survivalists!

    We just released the EXPERIMENTAL version of Alpha 9.4, adding an all new planet, new block shapes, many model updates, new CV cargo container models, dynamic grids for large cargo containers, a new grass shader, new HV thrusters, calculation of hitpoints and mass according to the shape of a block and a whole bunch of important bug fixes.

    Please read here for the new bug reporting procedure: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/

    Thanks in advance for your feedback and bug reports.

    CHANGELOG: Alpha EXPERIMENTAL 9.4.0 (Build 2263)

    Added new Planet “Barren Metal”:
    [​IMG]
    - It is a highly radiated, dead planet with extreme temperatures
    - Added BarrenMetal to random solar system generator
    - Added new stamps and POIs for BarrenMetal

    Added more shapes for Building Blocks:
    - This is a first iteration to expand the shapes atlas (which was limited to 64 slots before).
    - The shapes added right now are some of those that were created a while ago, but did not fit into the old atlas as it ran out of slots.
    - We already created a list of desirable new shapes from all your suggestions (and beyond). Those will go in production soon, but it might take a while until more will be added (Alpha 10)
    Note: We might move DoorFrame1 and DoorFrame2 into another group - so please do not yet use them for your creations until public release.
    [​IMG]
    (thanks to Frigidman for this overview)

    Model Update and Additions:
    - Updated models of SV/HV Containers and Controllers
    [​IMG]
    - Updated models of CV/BA Container Controllers
    - Added new CV Cargo Containers (Palette)
    - Added new plain emissive block texture (Xeno Steel)
    - Updated Talon Crossbow model
    - Updated sofa model
    - Portal model has now a non-transparent backface to make clear that you cannot go through it

    Thruster Update:
    - Added 3 new HV Thrusters
    - Updated Techtree for HV thrusters
    - Added missing specs for some thrusters (temperature, radiation)
    - Increased Thruster Force for all HV thrusters
    - Balanced other parameters based on the changed Thruster Force for HV Thrusters
    - Slightly adjusted SV Thrusters and Jet Thrusters
    - Slightly adjusted CV Thrusters

    Gameplay:
    - Using voxel shape of blocks to calculate their weight and hitpoints
    [​IMG]
    - Added gameoptions.yaml parameter to limit the max number of spawned AI entities (MaxSpawnedEnemies): per default = 50
    - Added dynamic grids for containers with VolumeCapacity larger than 8000 SU: the grids now extend if they are full
    - Constructors using internal data containers (e.g. Portable Constructor) now also uses stuff from OUTPUT grid to craft next items
    - Reduced impact of actions on reputation > Feedback required
    - Removed motion sensor and light barrier sound > Feedback required
    - Added Tx signal to Retractable Landing Gears
    - Landing Gears are now visible in CP
    - TotalHorror NPC: Reduced attack range and reduced probability to get AlienParasite

    Major POI Update:
    - Over 30 POIs adapted > Big Thanks to Taelyn, Fractalite, Frigidman and Pantera
    - Abandoned Buildings: Switched most of the Aln Buildings to Flat spawners and set to "Static" so you can actually clear an area without respawns.
    - Polars: Fixed door codes so you do not need to blast doors when on neutral/friendly/honored state.
    - Fixed: Wrong y offset of POIs (some POIs were not lowered sufficiently into terrain)

    Updated Grass shader:
    [​IMG]

    - Better visuals (more realistic wind effect, grass looks wet when raining, etc)
    - Better performance

    Changes:
    - Updated "Shadows of Starlight" scenario and made it visible again: Thanks to ASTIC > Feedback required
    - Updated SSAO / Bloom Effects: should now have less performance impact
    - Better ordering of block stats (Mass, Volume higher up in list)
    - Directional sensor tuning for AI: should improve direction in which do animals wander or run away from the player
    - Updated gameoptions_example.yaml: added better descriptions and fixed several inconsistencies (it is now also generated for Default MP scenario)
    - Updated Example Planet playfield_static.yaml
    - Updated UI of "planet info" in-game (Planet Size: Small, Medium, Large, Extra Large; Added Planet Difficulty; Removed Weather)
    - Constructor Filter: Improved tooltip texts to better explain the filter's meaning

    Bug Fixes:
    - Fixed: Landing gears animation stuck after removing other landing gears
    - Fixed: Multiple NPC Trader spawn at one location after POI regenerates
    - Fixed: T key not switching between player tool bar & virtual tool bar when using the personal drone.
    - Fixed: When a AI Turret reloads on a vessel the mounted weapons will be forced to reload.
    - Fixed: Problem that sometimes POIs were empty because NPCs have been despawned and did not reliably respaw when player re-enters POI (could happen especially for static spawners)
    - Fixed: PDA not showing chapters in certain cases.
    - Fixed: Strange cutout of stones in water on Alien Planet
    - Fixed: Animals spawning inside freshly build POI
    - Fixed: Superspeed glitch teleport to the end of the universe
    - Fixed: Console command 'ag' not working properly
    - Fixed: Problem that one could start in orbit in Akua-Omicron scenario and then fall on planet
    - Fixed: Exception spam in client & PF logs due to AI Planet Vessel
    - Fixed: When POI's with the 'BP flattens ground' box is checked the structures can get displaced & terrain can become deformed
    - Fixed: Issue with selecting singleplayer & coop options in Start game menu > button was not always very responsive
    - Fixed: AI Hint system: WormDesert did not react if another WormDesert was damaged
    - Fixed: Problem that not all AI were able to “open doors” and “trigger sensors”
    - Fixed: Telluropod not following you under water reliable
    - Fixed: When copying a save game, the new created game copy does not get highlighted
    - Fixed: Holographic screen was not switched off on Scifi Deco Table without power
    - Fixed: Clustering in Terrain shader
    - Fixed: Typos in PDA
     
    #1
    Last edited: Feb 10, 2019
  2. Numonar

    Numonar Lieutenant

    Joined:
    Dec 31, 2018
    Messages:
    37
    Likes Received:
    39
    So that's why there wasn't an update for so long. Well done ! A lovely list of aditions and fixes :)
     
    #2
  3. cp6891

    cp6891 Commander

    Joined:
    Mar 24, 2017
    Messages:
    181
    Likes Received:
    205
    I didn't expect to see 9.4 already, this is awesome!
     
    #3
  4. Frigidman

    Frigidman Rear Admiral

    Joined:
    Mar 19, 2016
    Messages:
    5,829
    Likes Received:
    8,745
    Please test it if you can! The more the better before this goes to base branch.
     
    #4
  5. victusfate

    victusfate Ensign

    Joined:
    Feb 5, 2019
    Messages:
    20
    Likes Received:
    8
    Dig it!

    Related to last patch notes: Is there an example of a scenario floating around for a random orbit start? Saw that mentioned in the last patch notes but couldn't find a set of config files to show it off and have been pulling my hair out to get it working (the idea is to have the players start on a horrific space hulk, starting with the spacedungeon group but hopefully including custom random ships/space bases as well)
     
    #5
  6. JTurbo

    JTurbo Commander

    Joined:
    Feb 19, 2017
    Messages:
    47
    Likes Received:
    119
    Containers look cool.

    about window blocks have forgotten? More window blocks for cockpits are really needed.
     
    #6
    Cleff and Combat Wombat like this.
  7. LiftPizzas

    LiftPizzas Rear Admiral

    Joined:
    Sep 28, 2015
    Messages:
    4,601
    Likes Received:
    7,596
    I can't wait to play with the new blocks. :)
     
    #7
    Beerbag and Sofianinho like this.
  8. SacredGlade

    SacredGlade Commander

    Joined:
    Oct 18, 2016
    Messages:
    208
    Likes Received:
    229
    now that is what we love to read - better looking at better performance!
     
    #8
  9. LiftPizzas

    LiftPizzas Rear Admiral

    Joined:
    Sep 28, 2015
    Messages:
    4,601
    Likes Received:
    7,596
    I hope they add a hv/sv cockpit like this, too. :)
    [​IMG]
     
    #9
    Beerbag, GoldDragon, eLLe and 6 others like this.
  10. Combat Wombat

    Combat Wombat Lieutenant

    Joined:
    Oct 10, 2017
    Messages:
    84
    Likes Received:
    70
    So we gonna get window blocks flushed out finally? IMO we really needed those more than this.
     
    #10
    JTurbo likes this.
  11. malrose1

    malrose1 Commander

    Joined:
    Jun 9, 2016
    Messages:
    112
    Likes Received:
    205
  12. Kahrek

    Kahrek Captain

    Joined:
    Mar 7, 2017
    Messages:
    139
    Likes Received:
    346
    - Using voxel shape of blocks to calculate their weight and hitpoints

    This here, this has made my week! The changes look really good. Looking forward to spending the weekend updating all the stuff I thought was ready to post :D
     
    #12
    Cleff and Philipp like this.
  13. cp6891

    cp6891 Commander

    Joined:
    Mar 24, 2017
    Messages:
    181
    Likes Received:
    205
    Already on it. Game couldn't update and launch fast enough!

    So far just see whats new but everything seems to be working nicely.
     
    #13
    Frigidman likes this.
  14. jessneko

    jessneko Ensign

    Joined:
    Feb 8, 2019
    Messages:
    4
    Likes Received:
    4
    So how about the glitch where you get flung into space if you flip your motorbike and can't do anything except start over from scratch?
     
    #14
  15. Quarior

    Quarior Lieutenant

    Joined:
    Sep 30, 2016
    Messages:
    92
    Likes Received:
    52
    BarrenMetal is like a Mars-like :) . I hope they aren’t plant/tree on this planet.
    Is possible to see « cycle of weather » by playfield in console if we are administrator ? I know we can see all type of weather but no specific for the playfield you are else currently weather.
     
    #15
  16. Frigidman

    Frigidman Rear Admiral

    Joined:
    Mar 19, 2016
    Messages:
    5,829
    Likes Received:
    8,745
    Haha I know the feeling ... I gotta redo all the redo I just finished with lol... never gonna find time to finish some of the NEW stuff !!!
     
    #16
    dpburke2 likes this.
  17. MidareToushirou

    MidareToushirou Lieutenant

    Joined:
    Oct 5, 2017
    Messages:
    66
    Likes Received:
    44
    You can use my scenario, Conflict Arms, to build such one for yourself. That would be really cool, make it like Dead Space! :)

    These patch notes are super awesome! I can't wait for the version but make sure its solid before release. Looking forward to the new shapes and all kinds of fixes and additions, like others said. Glad we're finally starting to make that progress we've all been waiting to see!

    - Fixed: Superspeed glitch teleport to the end of the universe

    I think that is what that is? Let's hope.
     
    #17
    victusfate likes this.
  18. Frigidman

    Frigidman Rear Admiral

    Joined:
    Mar 19, 2016
    Messages:
    5,829
    Likes Received:
    8,745
    Different glitch. The fixed one was hitting godmode while moving in superspeed mode... you would end up ... biolliononnsna of km away.
     
    #18
    D00mnoodle likes this.
  19. jesterjunk

    jesterjunk Commander

    Joined:
    Nov 18, 2017
    Messages:
    86
    Likes Received:
    166
    Just noticed miss-matching name formatting of the new blocks.

    These are the names that are visible when hovering each block in the "shapes atlas".

    Code:
        Current Experimental      With whitespaces to match the rest of the older blocks
    
        CornerSmallC              Corner Small C
        CornerLongF               Corner Long F
        CornerB                   Corner B
        WallCornerRound           Wall Corner Round
        NotchedA                  Notched A
        NotchedB                  Notched B
        NotchedC                  Notched C
        CubeQuarter               Cube Quarter
        CylinderThinXJoint        Cylinder Thin X Joint
        RampWedgeTopB             Ramp Wedge Top B
        CutCornerB                Cut Corner B
        DoorFrame1                Door Frame 1
        DoorFrame2                Door Frame 2
     
    #19
  20. Frigidman

    Frigidman Rear Admiral

    Joined:
    Mar 19, 2016
    Messages:
    5,829
    Likes Received:
    8,745
    No localizations have been added yet. All names without spaces are their 'coded name'. Which will eventually translate based on what language you have set.

    Since its all WIP, they have not sent it in for localization yet.
     
    #20
    Needleship likes this.
Thread Status:
Not open for further replies.

Share This Page