The testing and reports from the past two Experimental builds have performed well, so we're graduating the branch this week. In case you missed it, here's the notes for the past two weeks:
Change List
Added - Custom markers now appear on compass Added - New meteor type to Proteus 2 Added - Multiplayer data safeguards to better persist through crashes of either host or clients Added - Additional loading screen messaging for remote clients joining a host Added - More robust system for syncing save data among all clients
Changed - Upped 3 active creature ragdoll limit to 10, will evaluate more solutions soon Changed - Tweaked current mission set to lead the player through the tech tree Changed - Very old legacy worlds will no longer be migrated to the new data system to better maintain stability of current saves
Fixed - Objects can once again be built on Custom Piece structures Fixed - Removed nonfunctional customize screen on various objects Fixed - Zer planet is no longer blindingly bright in low orbit Fixed - Default language now properly is applied based on system languageFixed - Leaving an item inside the fuel window on objects such as the furnace will no longer prevent the fuel window from being accessible afterwards
Fixed - Sorting containers with multiple items in non-full stacks will no longer cause items to go missing or to be duplicated Fixed - Crashes occurring during client joining or leaving should no longer cause data losses or duplication Fixed - Logging out on other planets should no longer cause the player to spawn back in with their ship in orbit Fixed - Spaceship crash handling has been further improved to reduce the instances a player will spawn back in without/far away from their ship
Please reach out to us regarding language localization to verify it's working for you.
If you experience any problems loading please reach out to us here. The last thing we want is for you to have any trouble playing and experiencing the game.
Sincerely, -Brian
Experimental Build v0.5.226
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
Hey explorers! Experimental Branch is getting a fresh batch of stability fixes, along with some more missions to aid in learning the game's tech tree for new players. We've also been expanding the multiplayer persistency, such as a system that allows any client to continue saving it there is an unexpected drop.
Change List
Added - Multiplayer data safeguards to better persist through crashes of either host or clients Added - Additional loading screen messaging for remote clients joining a host Added - More robust system for syncing save data among all clients
Changed - Tweaked current mission set to lead the player through the tech tree Changed - Very old legacy worlds will no longer be migrated to the new data system to better maintain stability of current saves
Fixed - Leaving an item inside the fuel window on objects such as the furnace will no longer prevent the fuel window from being accessible afterwards
Fixed - Sorting containers with multiple items in non-full stacks will no longer cause items to go missing or to be duplicated
Fixed - Crashes occurring during client joining or leaving should no longer cause data losses or duplication
Fixed - Logging out on other planets should no longer cause the player to spawn back in with their ship in orbit
Fixed - Spaceship crash handling has been further improved to reduce the instances a player will spawn back in without/far away from their ship
Well, that's it for this week. In the meantime, we 're moving full steam ahead on our next larger update. Enjoy!
-Brian
I've always loved this exchange:
Cooper: Dr. Mann there's a 50/50 chance your gonna kill yourself. Dr. Mann: Those are the best odds I've had in years.
Experimental Build v0.5.225
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
Hey explorers! Just dropping a short but impactful patch this week on the Experimental Branch.
Change List
Added - Custom markers now appear on compass Added - New meteor type to Proteus 2
Changed - Upped 3 active creature ragdoll limit to 10, will evaluate more solutions soon
Fixed - Objects can once again be built on Custom Piece structures Fixed - Removed nonfunctional customize screen on various objects Fixed - Zer planet is no longer blindingly bright in low orbit Fixed - Default language now properly is applied based on system language
We'll graduate these changes to the Main Branch after they've digested a bit. Please reach out to us regarding language localization to verify it's working for you.
In the meantime, we have plenty of work ahead of us and will get back to it!
-Brian
Can anyone place this movie quote? "Just point it at Earth and fly forward; it's not rocket science!"
Lurking in the Shadows
Happy Halloween! We're celebrating by releasing loads of optimizations and multiplayer stabilizations, along with a few dark secrets.
Fantastic Frights
Be careful what you find creeping in the darkness. It might be a lost crew member's residual energy, or it might be something far worse. Also, Arachnoid and Gnat are back in action.
LOD System
We've been exploring how we can make room for more creatures, vehicles, and base items in the world and have created a powerful and robust level of detail system. Completely custom coded, lightweight and powerful, this system intelligently handles processing of all objects in any given scenario to ensure proper persistence, functionality, and item data sync. We have been testing this in the Experimental Branch and have graduated it here to Main.
Multiplayer Stabilization
Chasing down desyncing in multiplayer has been a huge focus all month, and after a couple of rounds of identifying edge cases we've applied more fixes and graduated these updates to the main branch.
Change List
Added - Lurking in the Shadows Event Additions Added - Makeshift Marker to utilities and dungeon early game crafting options Added - New experimental chunked LOD system, currently implemented on only a few objects, but eventually should assist with performance on larger or more populated maps if testing continues well
Changed - Localization will now automatically default to your local system's default language NOTE: Saved localization language setting has been reset to local system's default language with this update Changed - Partially reworked multiplayer Savegame handling to increase reliability during network/performance instabilities, more changes coming to further increase stability and reliability Changed - Reworked multiplayer persistent object spawning to increase reliability Changed - Space Station travel route calculation is now much faster (Reworked and greatly optimized connected structure collector code) Changed - Reworked Spaceship Crash handler
Fixed - Rocks and plants should no longer be invisible after a trip into the mines Fixed - Reduced severity of common framerate hitches when navigating around a large space station Fixed - Azalea bush should remain visually harvested at a distance Fixed - Persistent objects that were previously dismantled should no longer reappear after reloading Fixed - More instances where spaceships were getting duplicated after travel between planets Fixed - Conduit Bender now properly works in third person Fixed - Multiplayer disconnects should be much less frequent Fixed - Performance impact of droids and creatures should be greatly reduced Fixed - Various instances of Spaceships getting lost after the game is force closed Fixed - Spaceships that are respawned after a crash or force close should now properly spawn with the player inside and be fully visible Fixed - Persistent buildables duplication should be much less prevalent in multiplayer due to reworked multiplayer saving, even during network/performance instability Fixed - Droids that are lost under the world will be teleported back to the surface after a short time Fixed - Vehicles that are lost under the world will be teleported back to the surface after a short time Fixed - Various issues with connected structure collection code that caused the route calculation on the Space Station to take far too long
NOTE: Work In Progress (WIP) - Not yet visible systems, still requires setup on all moons and planets for these changes to be visible in gameplay.
Current creature spawn system is operational and unchanged, will be disabled once new system is operational.
(WIP) Added - New approach to handling creature spawns to avoid distracting creature pop-in, leveraging new LOD system to maintain performance at scale (WIP) Added - New Creature Conductor that manages creatures daily schedules, efficiently updating them when they are distant from the player (WIP) Added - Persistent creature system, creatures will only visually despawn when out of range, and will be saved and loaded with the world, and will be respawned over time (WIP) Added - Support for dynamic creature patrol routes (WIP) Added - Support for different AI States in creature AI logic to differentiate behaviours among various species
Be sure to have yourself and fun and spooky Halloween! -Brian and the Osiris: New Dawn team
Experimental Build v0.5.216
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
Hey explorers! We've been listening to you, recording any errors reported, and have a healthy set of fixes/improvements for you this week on the Experimental Branch. Let's get right to the change list...
Change List
Added - New Optimized system for detecting when an object is under the world, increasing performance in overpopulated worlds and better handling objects that have fallen through the world
Changed - Partially reworked multiplayer Savegame handling to increase reliability during network/performance instabilities, more changes coming to further increase stability and reliability Changed - Reworked multiplayer persistent object spawning to increase reliability Changed - Spacestation travel route calculation is now much faster (Reworked and greatly optimized connected structure collector code) Changed - Reworked Spaceship Crash handler
Fixed - Various instances of Spaceships getting lost after the game is force closed Fixed - Spaceships that are respawned after a crash or force close should now properly spawn with the player inside and be fully visible Fixed - Persistent buildables duplication should be much less prevalent in multiplayer due to reworked multiplayer saving, even during network/performance instability Fixed - Droids that are lost under the world will be teleported back to the surface after a short time Fixed - Vehicles that are lost under the world will be teleported back to the surface after a short time Fixed - Various issues with connected structure collection code that caused the route calculation on the Space Station to take far too long
Hopefully these additions and fixes solve the issues some of you have found. Once we've confirmed stability we'll graduate all these changes to the Main Branch. In the meantime, we'll be testing these changes further and moving ahead on our next round of material.
-Brian
And now for a truly classic piece of movie dialogue:
Leia: "I love you." Solo: "I know."
Experimental Build v0.5.214
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
Hey explorers! We're back after a brief break and jumped right into your feedback from these past couple of weeks. We decided to pause on the new material we've been working on and instead put focus on multiplayer stabilization and performance optimizations. It might look like a shortlist, but a couple of these items were quite involved.
Change List
Added - New experimental chunked LOD system, currently implemented on only a few objects, but eventually should assist with performance on larger or more populated maps if testing continues well Fixed - Conduit Bender now properly works in third person Fixed - Multiplayer disconnects should be much less frequent Fixed - Performance impact of droids and creatures should be greatly reduced
Hello New Players!
Also, I wanted to welcome all the new players that joined the Osiris family recently! To give you some background, I'm Brian - the creator of the project (nice to meet you!). I launched OND in late 2016 and have been cranking away on it ever since. Now we're a small but strong team on a clear path towards finishing EA and onto the next chapter for OND!
Why We Do Experimental Builds
We also have two branches, one for Experimental Builds such as this one, and the other is the default Main Branch build. Because OND is so vast and all systems are incredibly deep and overlapping, we find that it's best to release Experimental Builds to get feedback from you before going to the Main Branch. We typically do this for system changes, tweaks to core code, or large gameplay changes. This also gives us the opportunity to show you progress frequently, without the risk of introducing an obscure game breaking bug on the Main Branch.
I also like to give quotes from movies that inspired the game.
"I am definitely going to die up here ... if I have to listen to any more god-awful disco music.." -Brian
Dark Horizons
Hey explorers! Consisting of the past 6 weeks, we decided to give this body of work the name “Dark Horizons.” Vast underground areas have been added along with the expansion of many core features, such as adding recycling of items to the crafting system, so the name seemed to fit perfectly. Plus, it hints at something foreboding and sinister, which is kind of a cool bonus.
[previewyoutube="K8RpEDUoo3w;full"]
As we’ve been going full throttle on the next round of material we managed to hit a few minor items on the todo list and added them into today’s build.
Change List
Added - Custom map markers are now removable Changed - Improved positioning of Creature Health Indicator Fixed - Creatures should no longer despawn immediately after spawning Fixed - Desync issue in multiplayer with repairables Fixed - Spaceship will no longer collide with floating rocks when leaving or entering atmosphere Fixed - A couple instances of syncing errors in Multiplayer when a second player loads the world
Also, today marks the start of our latest Steam sale and if you’re a new player we welcome you to our little neck of the universe!
And for us it's onto the next round of material, primarily amping up the horror elements with improved creature animations and story implementation. Also, thank you so much for playing, it means everything to us, and we fully appreciate all your support! -Brian
And now, one of my favorite exchanges from the 1986 movie Aliens:
Ripley: HUDSON! This little girl survived longer than us with no weapons and no training. Hudson: Why don't you put her in charge?
Main Build Update v0.5.206
Hey explorers! Our latest Experimental Branch tested well, so we are graduating the Experimental Build to the Main Branch. In case you missed it last week, here's what has been added:
Sleep Mechanic (Single Player Only)
Now, in any bed or hut, you can choose to sleep for a few hours of game time. This kicks off a cinematic event where you can watch the time go by, compressing many hours into just a few seconds.
Approach a Bed and see the option to Sleep - Single Player Modes Only.
Cinematic showing time acceleration begins.
Cinematic completes after a few hours of game time passes.
Drone Commands
The commands in the GPS section are now buttons instead of number key inputs. The Send to Position has been fixed up, and all commands are working.
Green cross hair appears for setting Drone position. Confirm by pressing "Set Position Target".
All Drone Commands: 1. Patrol - this will put the Drone into it's idle state. 2. Stay - this will force the Drone to freeze in its current position. 3. Follow - forces the Drone to go to and follow the player. 4. Send To Position - brings up a green cross hair on the GPS, and when confirmed the Drone will path to that position.
Biodome Lighting
Lights in the Biodome now work just like the HAB. Simply power up the Biodome with a Solar Panel and enter the dome to receive lighting.
Nicely lit Biodomes for night time crop viewing.
Space Ship Collision System
The Space Ship now detects when colliding with an obstacle while in a planetary atmosphere, at which point will automatically cut power to the engines and force the hover flight mode. This will allow the pilot to safely maneuver around obstacles and get back on course.
If you fly into a surface while in atmosphere, the Space Ship will detect this.
Once collision occurs, the Ship will go into hover mode, allowing you to safely pilot in all directions.
Change List
Added - Sleep Mechanic Added - Sleep option to Bed, Crab Hut, Skeliopod Hut, Debris Hut and Inflatable Dome Added - Sleep cinematic displaying local time acceleration Added - Space Ship Collision System that auto throttles ship into hover mode on impact Added - Biodome Lights Changed - All Drone commands are now buttons in the GPS instead of number key inputs Changed - Lowered volume on Biodome Climate Controller Fixed - Drone commands
In the mean time we're cranking away on the next batch, primarily creature animations and story implementation. All of which is going well. Thanks again for your support, we really appreciate it! -Brian
A quote from the movie Sunshine, which probably has one of my favorite soundtracks. "Remember, Capa, we're just stardust."
Experimental Build v0.5.206
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
Hey explorers! Sort of a short week because of the holiday on Monday, but we managed to get some nice new stuff in along with addressing some issues found by the community.
Sleep Mechanic (Single Player Only)
Now, in any bed or hut, you can choose to sleep for a few hours of game time. This kicks off a cinematic event where you can watch the time go by, compressing many hours into just a few seconds.
Approach a Bed and see the option to Sleep - Single Player Modes Only.
Cinematic showing time acceleration begins.
Cinematic completes after a few hours of game time passes.
Drone Commands
The commands in the GPS section are now buttons instead of number key inputs. The Send to Position has been fixed up, and all commands are working.
Green cross hair appears for setting Drone position. Confirm by pressing "Set Position Target".
All Drone Commands: 1. Patrol - this will put the Drone into it's idle state. 2. Stay - this will force the Drone to freeze in its current position. 3. Follow - forces the Drone to go to and follow the player. 4. Send To Position - brings up a green cross hair on the GPS, and when confirmed the Drone will path to that position.
Biodome Lighting
Lights in the Biodome now work just like the HAB. Simply power up the Biodome with a Solar Panel and enter the dome to receive lighting.
Nicely lit Biodomes for night time crop viewing.
Space Ship Collision System
The Space Ship now detects when colliding with an obstacle while in a planetary atmosphere, at which point will automatically cut power to the engines and force the hover flight mode. This will allow the pilot to safely maneuver around obstacles and get back on course.
If you fly into a surface while in atmosphere, the Space Ship will detect this.
Once collision occurs, the Ship will go into hover mode, allowing you to safely pilot in all directions.
Change List
Added - Sleep Mechanic Added - Sleep option to Bed, Crab Hut, Skeliopod Hut, Debris Hut and Inflatable Dome Added - Sleep cinematic displaying local time acceleration Added - Space Ship Collision System that auto throttles ship into hover mode on impact Added - Biodome Lights Changed - All Drone commands are now buttons in the GPS instead of number key inputs Changed - Lowered volume on Biodome Climate Controller Fixed - Drone commands
Well, that's it for us this week. We'll be gauging your feedback and hope to graduate these features and last week's fixes to the Main Branch soon. Until then, happy exploring!
"I'm having trouble with the radar, sir. I've lost the bleeps, the sweeps, and the creeps." -Brian
Experimental Build v0.5.205
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
Hello brave explorers! Here's just a small patch to solve some glaring pain points. We also added some nice new soundtracks to the underground areas and increased the speed of the repair tools, which feels WAY better.
Help! I'm stuck in Space!!!
A few players have reported missing space ships or getting lost in space, and we are tracking down what may be causing this. however, if this happens to you, you can do the following with our really handy Console Command system:
1. While in game, press the "/" key to open up the Console Commands. 2. Type "warp". This command will allow you to warp to any planet surface. 3. Options will appear in the console command system to guide you. 4. Note in "warp" there's also an "unstuck" command.
Help! I lost my Vehicle/Drone/Item!!!
Also, if you lost data, such as a Vehicle or Item, you can also spawn them in with this tool:
1. Press "/" to open the Console Commands. 2. Type "spawn" then "vehicle" or "item". 3. Options will appear to allow you to warp in what you need.
Change List
Added - Underground Soundtrack Added - Added support to have more detailed LODs on Minerals Added - World boundaries back in on Proteus 2 Site B Added - Rocks in mine pits to allow traversal out of pits Changed - Increased speed of Repair Tools Fixed - Clean up all mine entrances and exits Fixed - Exit of Epsilon Mine Fixed - Theta Mine mineral harvesting Fixed - Icarus Mine entrance Removed - Shovel no longer has green gizmo box
Anytime we do something with minerals it warrants pushing to Experimental first, since so much of the game is built around resource collection. Our internal tests have all checked out, but we just want to be sure before pushing this patch to main. Until then, enjoy, and have a great weekend!
"Put That Thing Away Before You Get Us All Killed!" -Brian