Update:
0.5.4.3 is also now live. The structures not loading on busy servers wasn't fixed, should be now.
Hi Hurtworldians,
This hotfix should fix up all of the lag spike issues that have been occurring over the weekend as well as structures not loading in on busy servers sometimes.
I have also increased the EU East ItemV2 server to 100 players as a load test. I encourage everyone worldwide to play on this server regardless of ping (I have removed the ping restriction) so we can see how the new network engine holds up under heavy load and profile for bottlenecks.
This patch will not cause a wipe.
Full Changelog:
<*> Changed the way rare creatures are spawned to be more consistant
<*> Fixed entity overflow on initial connection to a busy server
<*> Fixed massive server lag spike whenever a player connects
<*> Increased enforcement for server simulated projectiles to deny hits for clients when their structures bug out
<*> Rebalanced armor and size coefficient values for small doorways
<*> Added failsafe for meteors and airdrops to not leak if something goes wrong
<*> Fixed memory leak on binary effects
Experimental Hotfix 0.5.4.1 Is Now Live
Hi Hurtworldians!
The new network engine and profiler has already started bearing fruit. We just detected a massive waste of network bandwidth (over half of the entire server) that didn't need to be sent.
This hotfix will temporarily disable the visualizations of binary effects (like catching fire) until we can repair the broken systems.
This is a server only patch.
This should massively reduce lag spikes on all servers.
Enjoy!
Experimental Patch 0.5.4.0 Is Now Live
Hi Hurtworldians!
In this weeks experimental patch we re-introduce creature rarity as a new source of fragments, implement paint mask visuals, lots of balance changes as well as some serious surgery in the network engine that should lead to some big performance gains soon.
This weeks dev blog is also live @
http://hurtworld.com/hurtworld-update-122/
Full ChangeLog:
<*> Mangatang map update
<*> Rebuilt a large part of the low level network engine to open the doors for some heavy optimizations. See dev blog for details.
<*> Added network traffic profiler (startnetworkprofiler / stopnetworkprofiler) for admins
<*> Added rare creature variants of each creature type. These have a ~1% chance of spawning in place of a regular creature
<*> Added creature mask items as rare drops from rare creature variants
<*> Removed vehicle engine tiers (Just one engine per type now. No weak, standard, powerful versions)
<*> Vehicle engines can now be upgraded with engine fragments
<*> Item Colorer is now stackable and cannot be amber protected
<*> Fixed several spawn mutators that were breaking client / server determinism
<*> Added SpawnMutatorCreatureHearing for adjusting creature hearing sensitivity
<*> SpawnMutatorCreatureHealth now correctly sets health reset value
<*> Item namer max stack size reduced (255 -> 10) and can no longer be amber protected
<*> Wood Workbench now has the correct return item on disassembly
<*> Increased Iron Tipped Spear pve and pvp damage (30 -> 31)
<*> Increased Improvised Bow pve damage (20 -> 30)
<*> Reduced Recurve Bow pve damage (70 -> 50)
<*> Reduced Fibreglass Recurve Bow pve damage (90 -> 70)
<*> Adjusted normalized health on creatures (affects scaled pve damage)
<*> Removed Bow Snare Fragment
<*> Added Fibreglass Recurve Bow to Iron Workbench
<*> Added spray can visualisation and mask preview to item mask consumables
<*> Fixed an issue where item masks were not considered in icon uniqueness calculation
<*> Fixed an issue where Yetis and Sasquatches could spawn with multiple horns
<*> Item masks are no longer amber protectable
<*> Reduced drop rates for item masks, item namers and item colorers
<*> Item coloring window now has manual controls for preview rotation and zoom
<*> Fixed incorrect name key on AR stock cache item
<*> Fixed scale of AR15 and AWM world items
<*> Updated AR15 icon poses
<*> Removed Melee Move Speed Fragment
<*> Increased upgrade point cost of Gear Move Speed Fragment (1 -> 3)
<*> Increased heat and radiation protection on respective gear fragments (1 -> 5)
<*> Fixed an issue where overheating would stop at 60%
<*> Increased heat levels during day time in the sand dunes biome
<*> Made sand dunes and red desert biomes cooler during night time
<*> Toned down a lot of steep hills
Hurtworld Dev Blog #121
Hi Hurtworldians!
In this weeks dev update we check out the finished chopper paint skins, flesh out some town event art, start a heavy server performance optimization pass and talk about the new features going into the next patch.
Check out the full update here:
http://hurtworld.com/hurtworld-update-121/
Experimental Hotfix 0.5.3.2 Is Now Live!
Hi Hurtworldians,
This hotfix patch fixes up some issues with item serialization that were causing UI bugs and other problems within the item system.
The item coloring window will now close other interaction windows when it opens and we've upated our default content collection in our SDK.
Changelog:
Fixed a bug where the item coloring window wouldn't close other open interaction windows
Fixed a bug where item serialization was breaking, fixes undefined behaviour bugs in item and ui systems