TUG Update Alpha 0.8.5 - 6/23/2015
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
Update Warning! Game saves from v0.8.4 will not load in v0.8.5 due to terrain tech updates.Â
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. Â
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
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
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 âyâ 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
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
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
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 â0â as the port number. You will need to use /port to find out which port was allocated.
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
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)
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 canât 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 Teenâs 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 isnât 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 canât 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 sizesÂ