So I just uploaded a new bug fix which will resolve the load and save bug.
We did 400 hours of intensive playtesting and the last 200 hours were without a crash. I also disabled asynchrone saving because this was the reason for the bug. The water for example kept to be simulated while the map was saved to the disk and this corrupted the maps.
If you have a corrupted map file just write me when you want that I repair it. Unfortunately the game cannot do this automatically.
I also added a glitch prevention system which will prevent you from falling through the ground. If there are problems with it please report this.
Along with this a lot of bugs in the monsters, items, hud and the rendering system where resolved.
Puh, the last days where very stressful. I hope the new version is ok. Have fun!
Tweet: Save / load bug
Found a trace of the load and save bug. There seems to be an error in the synchronisation of the threads / processors.
Will make more tests in the next week in order to find a bug fix.
And by the way found 50 more bugs and corrected them.
Tweet: More tests
Added more tests to the stress test: All entities are tested, fighting and weapons too (including respawning)
I have a question for you guys who had problems saving and loading the world: Did you add electronics (LED, Wires) to the world? Because I found there a bug regarding save / load.
Tweet: Stress Test
As some of you had problems with the load and saving of worlds I started now a stress test. This means that I let the game load and save worlds thousands of times automatically. And then we will see if we can find the bugs...
And there are also some bugs which I will correct:
- The glass is not rendered correctly
- Falling through the ground
- And I will look into the problem of holes in the landscape
Tweet: New Update
Uploaded a new release which resolves the HDR bug.
And the game now works on ATI/AMD graphics cards. Sadly I had to disable asynchrone texture loading when such a graphics card is detected.
New Version Uploaded: Anti-Aliasing, Smooth Texture Blending, New Textures
Hey, I uploaded a new version! And it is not an unstable release any more.
Here is a partial change log:
- Anti-Aliasing:
- Along with Anti-Aliasing comes a complete new post processing effect pipeline.
- Detail Textures
- High Resolution Textures (Completely new ones):
- Smooth Texture Blending in the Landscape:
- Lot's of bug fixes
- And the new far landscape is now working correctly. You need to create a new map in order to use it.
- Birch Tree
- Fixed Coral Reef bugs.
- Removed most lags (under Linux, under Windows there are still some, will investigate this!)
Important:
I use now textures which are up to 16384x8192 pixels. If your graphics card cannot handle this it is usually detected. Else you can change it via the "World Texture Resolution" under "Graphics" in the settings menu.
Hint: This is a windows only released as I have broken the Linux and MacOS compile pipeline. I will repair this. The release is uploaded to all branches
As always backup the worlds before you try out a new release.
Tweet: Online Building
The online building is working. That means that NPC's can build buildings during gameplay (for testing proposes the barack was built into the air!):
The start:
In the middle:
Only the roof and the furniture is missing (still need to implement this):
C Mod Interface: We also exposed all Lua Plugin functions via a C interface. So it is possible to make plugins via C++.
Smooth Far Landscape Renderer: I also improved the far landscape renderer to support smooth surfaces and plants and trees. Here is a non (!) voxel example of a landscape:
Now I only need to finish the new trees so that they can be send to the rendering system.
Support for High Resolution Textures on Intel Graphics Cards: A low resolution texture is loaded if now hardware support is detected. But it still looks good because of the detail map!
Archive Support: That was only some fun thing. I found a good library which can read zip/7zip files. Now I can put all game files into one archive.
And I also changed the grass rendering so that small dirt blocks are not visible any more.
Tweet: Screenshots of new textures
Here are 2 screenshot of high resolution textures+detail textures. At the highest resolution we have 1 Texel per 0,4 mm.
Look on the ground to see the detail texture:
Tweet: High Resolution Textures
Improved the texture resolution by the factor 4 (now 1024x1024). With detail textures the surface are now so sharp so that the single texels are not visible.
Tweet: My day
Puh! My day: Start the game, go to the room with the ai test monkeys, push one monkey into the attack range of the other one, watch the game crash :-( #gamedevelopment #voxels
From a technically view point I am testing the range attack and the destruction of entities (the normal AI planning algorithms do not seem to support the destruction of objects).