Winter SALE (60% OFF!) Update with Workshop Support Added
It's been a while... the main reason for the slow updates most of this year: Data had a baby - turns out that is very distracting! However, we have pulled together a super cool thing: Being able to create or edit any planetoid, game mode, pioneer, tool, item, weapon, monster, vehicle, or robot in the separate editors available through: https://store.steampowered.com/app/300260/Planetoid_Pioneers/ ... and then publish and play directly to the new Workshop here in Planetoid Pioneers ONLINE! Your friends who subscribe to your new mod will get the latest version automatically, and you'll all be able to play the totally custom content (images, audio, scripts, etc) you or someone else from the community has made - no hassle, no sending files to anyone! And whenever you update your mod with some cool tweaks, that gets sent to all subscribers before the next game starts as well.
HIGHLIGHTS:
Hosting subscribed workshop scenes and automatic downloading for players who joined that lobby
Performance improvements in text rendering, lua scripts, and engine percision
Added host chat cheat commands /a /b /g
Host can run lua code in chat via /c
FULL CHANGELOG:
ADDITONS
Added makeCalcOncePerFrameFunc()
Added host cheats /a /b /g /c
Added one more workshop error
Using new write funcs for mp:addMessage(), chat etc
Base battle sky island also added win cam and intruder alert
Added url DRL Steam
UPDATES
4x faster performance of UI, optimizations in pioneer
Optimized pp_camera by 50%
Disabled chat hint as it is now triggered and handled by script
Optimized gun_helper in with many guns, mostly primoid
Updated server man for new location and databaze, also game sends logs to new server man
More optimizations
Clarified the drag n drop error message
One more check on server for scene name not containing folder or extension
Can't drop scene to PPO when the same in workshop folder and red warning
Removed workshop hosting debug prints
Chat over spark test
Start on speech bubble over spark
Can also get crafty racet ach in SP
Set 'Whole program optim' and 'FPU model Fast' on PPO DevRelease and Release
In regular PP now preloading all blueprints to also solve blueprint Preview pictures in particle Systems
Cant join lobby if scene name not found on workshop (yet)
Deb prints
Also cant start scene in 1 plr lobby if not downloaded yet
Tagged Blank Planetoid "Online Multiplayer" and excluded it manually from PPO menu
Testing FPS and showing in lobby
Disabled pp.AI auto assigning teams, which breaks things like respawning sometimes
Removed some multiplayer scenes from asteroid belt
Prepared primoid achivement
Changed so MO can be charged with aurium while it is being consumed
Tweaked rocket aurium consumption and breaking
Rocket using aurium
Enabled whole program optimization for PP Release config
Optimized GetMOsInRange and similar functions
Made GetAssembliesInRange with optional param include hidden, same for other functions GetAssembliesInRangeByTag, GetMOsInRange, GetExplosiveMOsInRange, GetJointsInRange
Showing all IO warnings in dev release
Made GetHumanControllerTC local test
Player names on game start written with new write()
Changed PP DevRelease config to FPU:fast and whole program optimization
Floaty texts use new write function
Fixed new Write update pos and background glitch
Joint updates for crazy physics fix, wip. not affecting current physics
Updated menu write() test
Made c2d:GetCurrentFPS() return 0 when in networked game - indeterministic
Detecting steam overlay activated and pausing game if single-player
Chat string max 100 chars
Mad Enter key activate chat too, unbound form EnterExit during game but not in menu
Another small update to blank planetoid
Updated blank planetoid
Can host workshop scene after sub without restarting game test
Flashing game window if new player joined lobby
Showing scene info when selecting lobby scene
Hosting workshop scenes test
FIXES
Fix: chat could be be open also in edit mode
Fix: deactivating chat input in html when loading scene
Fix: setting final camera by player also after scripts run
Fixed scenes name mismatch sometimes on clients when scene was changed in lobby
Fixed scene folder sometimes appeared in scene name in lobby
Fixed worm spamming "?" debug prints
Fixed bubble position over spark
Fixed base def getting stuck at high wave, fixed some english names, showing blueprint names in loot choice in base def
Fixed lua error in pp_steam
Fixed text getting stuck on screen
Pp_mp fix 2
Fixed pp_mp lua error
Fixed going left on rover race, higher goal time in planium
Fixed some achievements triggering when scene aborted
Fixed base def wave 20 achievement
Fixed error in prev commit
Fixed error in prev commit
Fixed can host not downloaded scenes
Fixed finding workshop scene lobbies, added cant connect to workshop error
Fixed junk cage getting cleaned up if not broken yet
Fixed scene:GetHumanControllerTC not disabled correctly
Base def fixed enemies rushing other core
Fixed one turret team killing in base battle
Fixed consuming aurium from MO while charging MO
Fixed cameras fighting in when hud marker appears
Fixed save loading
Fixed GetAssembliesInRange finding hidden assemblies too
Fixed [scripting] button in help panel
Fixed graphical glitch - forgotten file commit
Fixed graphical glitch on ring TO (atmosphere objects)
Fixed scene:Write() was not working after scene reset
Fixed reactor add blueprints messed up by blueprint sharing
Fixed no enemies spawning in base def
Fixed lua error in some cases if remote controlling
Fixed bubble pos for multiplayer
PPO EA Build 3: In-game CHAT, Performance, Discord
It's been really cool seeing people have so much fun with the various game modes since launch - and it's a blast to be joining you from time to time too!
PERFORMANCE
We have also been working hard on nailing the biggest issues people have been having with Planetoid Pioneers Online, and this update addresses the performance one in two big ways:
First, multi-threading of the physics is working again - now alongside our perfectly deterministic networking system! That was not easy to track down.
Second, we have improved the way objects on the ground are being cleaned up during long or intense gameplay sessions.
Both these optimizations together have a huge impact on helping people with slow computers not also slow down the simulation for everyone else in any particular game. Read more about that here.
IN-GAME CHAT
The really neat thing coming out today though: The coolest in-game chat you've ever seen! Comic-book style speech bubbles over your Pioneer's head... cooperate, coordinate, and taunt - but try to keep it civil, please. We're working on a muting feature, so if what you're saying isn't appreciated, other players can just muzzle you.
DISCORD
We have opened up our community Discord server to everyone, and made all previous Contributor Edition owners special members there. Come join us to coordinate games with people, edit game modes, and talk shop: https://discord.gg/0uOKhubnen2sJ6bl
In-game chat using comic-book style speech bubbles! Just press [T]
Improved performance with parallel physics solver
Improved performance with better scene clean up script
New Menu!
Better waves in Wave Defense mode, getting much harder!
FULL CHANGELOG:
ADDITONS
Added ServerMan
Added active games count
Added discord buttons
Added and bound c2d:SetMainWindowTitle()
Added and bound GetAimPointRel
Added effect to saw if thrown while activated
UPDATES
Prepared hosting and downloading workshop scenes
Implementing chat to network and server, wip
Input updates for game chat
Game chat, wip
Updated PP build number
Changed bubble font for more readability in chinese locale
Updates for chinese font to be more readable
Showing other lobbies count wehn in lobby
Using aimPointRel() in pioneer
Set outline color in old write to screen functions back to black
Updated build number for the coming perf update!
Enabled play while waiting, returning player to lobby if someone joined
Finished new scene:Write and WriteUpdate functions
Trap death effect
Stricter clean up including old tools and other assembled stuff, tweaked some blueprints to die for clean up
Removed out announcements from bomb ball since they dont count as typical outs anyways
Respawn protection effect also in pioneers tools
FIXES
Added server and lobby count to play while waiting, fixed some errors and warnings
Fixed Write javascript error
Fixed parallel physics solver for determinism
Fix:ignoring hologram MOs in auto-mounting joints
Fixed disconnect reason was nulled in discovery state, added kicked from lobby/game
Fixed blueprint category sorting when translation is missing
Fixed camo engine not dying when removed from body
Base def: improved performance, fixed negative wave counter
Fixed ppo settings in pp
Fixed pioneer jumping in opposite direction if cursor behind sometimes
Room rush: fixed now showing "final arena"
Last Chance: Planetoid Pioneers Online for 50% OFF!
A heads up that the launch discount for Planetoid Pioneers Online expires in only a few hours, so if you had fun playing it for free last weekend, you might want to jump on it now:
https://store.steampowered.com/app/1013040/Planetoid_Pioneers_Online/ Especially since our server stats show that most of you didn't even get to some of the deeper but most fun game modes, like Base Battle:
https://youtu.be/M35d_-3uZ1o
It's one that most reminds us of classic Cortex Command action: back-and-forth struggle to smash the sensitive core barricaded inside each teams' base bunker!!
EA Version 2: startup and slowdown fixes!
We had a really fun free first weekend playing Planetoid Pioneers Online with you all! Unfortunately, some had trouble starting the game due to obscure configuration issues with our compilers, that we now have finally tracked down and fixed.
We also noticed that players with slow computers would cause whole games to slow down for everyone, due to the way we have to do networking (via determinism) with all the crazy physics going on. So, we've added a feature where slow players are detected and the others in the game are offered to vote to have them booted out. It's not so nice for the slowpoke, but it's better than the whole game experience being ruined for everyone.
Keep an eye out for highlight videos on some of the game modes that you unlock later - Deathmatch and Base Battle are some of the ones we have the most fun with ourselves when we playtest! We'll publish them later today.
HIGHLIGHTS:
Fixed game not starting for some players
Added automatic kick vote, triggered for slow players
Fixed menu selection jumping when new lobbies appear or disappear
Auto picking best server more accurately based on ping measurement over longer time span
FULL CHANGELOG:
ADDITONS
Titleoid text gradient added, wip
Added font gradient functions, set PPORelease config by Release (PP) config
Menu selection stays even if menu lines get added
Added mp:getCurrentRealTimePassed() using real time for slowdown average calculation
Added kick vote, triggered for slow players
Added and bound c2d:KickPlayerFromGame()
Added simple slowdown warning, shift hint appears later
Race: handling disconnected player on start, showing button to enter vehicle
Auto server by ping average over last 40 secs, showing reason why lobby is filtered
Removed weird exe in shaders dir
Implemented newest SDL 2.09
Merged two messages about kick into one
Team left checker off by default
Detecting disconnect via DisconnectReason() too
Removed two potentially IP infringing textures
"Saving Failed" error only in dev release
Disabled saving in tutorial
20 sec delay on game start before auto kicking
FPU try to setup to standard on game start
Triggering kickvote at 20% avg sd over 20 secs
Calculating moving average of slowdown over 1 minute for players and using for auto kick vote
Updated memory req. and recomm. check for PPO / PP
Updated the version text
Testing ending game when complete enemy team left in bb temple
Not winning bridge battle if all other leave
Not respawning disconnected players
Bridge battle: handling disconnected players
FIXES
Fixed hold shift hint overlapping mp:message
Updated build number, so it's ready for the build with startup fix etc
Fixed menu mouse broken
Fixed bug in saving menu position
Race: fixed extra capsules in netplay
Lua error on leave fix
Fixed shift menu hint
Fixed player count wrong issues
Cortex Command is going OPEN SOURCE - and gets LAN multiplayer in B33
(image by Arne and community member MaximDude)
It's a monumental day for Data Realms..
Not only are we launching our first online multiplayer game today:
https://store.steampowered.com/app/1013040/Planetoid_Pioneers_Online/ But we are also letting our first baby out into the world! Cortex Command was something that started as a passion project in high school, and ended as a title with such an unexpected long-lasting community and staying power that we're very proud of.
Despite oodles of official content, many feel that Cortex Command was never "finished" - and we're actually extra proud of that fact. The game both grew into something far beyond our own hopes, and also remained open-ended and flexible enough to let others pick up and take it even further!
One of those people is Weegee, who joined us from the community, and has in recent years contributed a tremendous amount of work and features to the official codebase that we are releasing to the public today.
Not only did he add a ton of additional interfaces to the scripting and ini files for modders to use when accessing the engine, he has even worked out a functional networked multiplayer mode for Cortex Command! This is an impressive feat, and uses non-traditional techniques - albeit it only works well on local networks (LANs) for now.
Anyway, the codebase today contains all that good stuff, and can be considered as Build 33, with the short form changelog to be found at the end of this post.
Without further ado, here is the now open source'd repository:
https://github.com/DataRealms/CCOSS
We anticipate that releasing this will ensure CC lives on and stays vibrant for even longer than it already has! We wish you luck and hope you have fun digging through the high-school-era code in some of the older parts in there ;)
Major features:
LAN Multiplater
Implemented mass and passengers count constraints for crafts
Dynamic pie menus
Dynamic buy menus
Fixes:
Reworked loading screen to reduce loading time.
Added an option "DisableLoadingScreen" in settings.ini to disable loading screen completely to reduce loading time (Thanks Duh102, CrazyMLC, MaximDude)
Fixed InvincibleCrafts and ToughCrafts global scripts (Thanks 4zK)
Fixed a bug when AEmitter flash was drawn in the wrong position if emitter was not emitting.
Fixed a bug in Siege when incorrect units wear spawned.
Fixed a crash when calling TimerMan.TicksPerSecond in Lua script
Fixed a situation where flipped crafts dropped units in invalid direction.
Added shortcuts and bindings:
Added binding UI for weapon pick, drop, next, prev and reload for "keyboard only" and "keyboard" control schemes.
You can press CTRL + ~ (ConsoleMan.ForceVisibility = true) to toggle console which does not grab input.
F1 - Shortcut help
F2 - Reload all scripts
F3 - Dump console text to file
F4 - Dump console input to file
F5 - Clear console log
New global scripts:
Added Low Gravity and Faster walking global scripts.
Added bulky drop ships global script.
Added global scripts to disable buy menu constraints.
Added Global scripts Better jetpacks, Constant Gold Income and All Units Are Brains
Well folks, it's been a decade-long journey here, but today we launch our first internet-multiplayer game, built with our own Crush2D networked physics game engine:
To celebrate, we are making the game FREE to play this whole weekend - so get your friends in on some of the carnage! We're also giving everyone a 50% off the already low price.
Finally, those who supported us by buying Planetoid Pioneers Contributor Edition, get a free copy of Planetoid Pioneers Online to keep! We love you guys.
Pass around the trailer to get some people interested in joining you for some bashin':
https://youtu.be/yl-rqUCakUI
Planetoid Pioneers ONLINE modes showcase continues
LAUNCH DAY IS TOMORROW!
Here's today's super intense game modes:
PvE with your buddies against waves of baddies coming after your hide!
https://youtu.be/tMggKW_vEPM
Who will be the last pioneer standing - one of the most intense modes!
https://youtu.be/7BPcv-18O6g
Presenting Planetoid Pioneers ONLINE - launching THIS WEEK!
This month marks exactly TEN years since we started building the Crush2D game engine, which now finally also supports networking with perfect sync the super detailed game-affecting physics on up to four computers over the internet! We are proud to present Planetoid Pioneers ONLINE:
This technology has allowed us to make some really crazy physics-driven game modes for networked multiplayer, TWELVE of which will ship with even the Early Access launch of Planetoid Pioneers Online THIS WEEK!
Leading up to that big day, we are doing a video series showcase, demonstrating two unique game modes every day until launch. These are the first three days' worth:
PvP back-and-forth battle, room by room
https://youtu.be/E0ul0VbL9hw
Co-op building of structures to reach the highest heights
https://youtu.be/JPqSr3AidtI
Co-op defense of you and your pals' base against AI baddies
https://youtu.be/eZWLowHqj_o
Race customized rovers around entire planetoids; don't die
https://youtu.be/iMLYGaapV0g
PvP battle on tiny sky islands which can be bridged
https://youtu.be/MG0XA5LeIwE
Frantic race with grappling hooks ONLY - concussions guaranteed!
https://youtu.be/AXUPBRVC23E
Stay tuned for the coming modes in the coming days - and the Early Access launch of Planetoid Pioneers Online itself on Thursday!