I'm working on the universe redesign, but I'm trying to do some features along the way (which is no problem anymore because of all the work done on the core). A lot of things have been done and are running in the background for the universe system, but you won't see any of it until it's (mostly) done.
Calbiri is also working hard on a better system for the recipes in crafting.
Here are some of the features I did along the way:
This mode is now a checkbox in advanced build mode when selecting the "remove/replace filter" button in the bottom. Instead of just removing, this feature will replace the blocks taken with the one selected in the hotbar. This will make refitting ships a lot easier.
Missiles can be hit (Point Defense)
Missiles can not be shot by laser. This will probably remain an advantage of using lasers. Missiles were the OP weapon in the game, and we hope, that making them attackable will allow especially smaller fighters a skill based chance to evade. Missile Point Defense is also on the way as a turret AI option, but not in this release.
Salvage to Storage blocks
You can now finally link you salvage systems to your storage blocks. Just hit C on the salvage computer and V on the storage block you want all the goods to flow into. You can also select multiple storage blocks from one salvage computer, and overflow will be put in the next free storage (if they are all full you will still loose the item), and connect from multiple salvage computers to the same storage block.
New Storage Block features
A bug has been fixed that would overwrite connections from multiple storage blocks to the same (n->1). Also you now have a "filter all" and "clear" button in your filter options to create filtered storage system much quicker. Finally you can now have the logic systems react to the fill rate of your storage blocks:
- Place an activation block next to a storage block, and it will send a "false" signal if the storage goes from not-full to full
- Place an activation block next to a storage block, and it will send a "true" signal if the storage goes from full to non-full
- Place an OR-block next to a storage block, and it will send a "false" signal if the storage goes from not-empty to empty
- Place an OR-block next to a storage block, and it will send a "true" signal if the storage goes from empty to not-empty
So basically to remember, the sigal will be "true" if the storage becomes neither empty nor full, and false otherwise
The OR-block in this case is being used to save on metadata. I'll try to make ingame information to make it more clear when these blocks can be used and what they do in those situations.
as you will quickly see, the hud has been changed a little bit to be much more slick. This is of course the work of Kupu, who did the new icons of the new weapons as well.
You will not also have a hit indication popping up. This indication is synched to the server so whenever it flashes you hit with 100% certainty. Pilots get this indication on anything (blue when shields are hit, white when blocks are taking damage, and red if an astronaut is hit), while astronauts get them on anything but hitting planets and stations.
Also, the feature that astronauts blick red when hit is now back. This feature is also server synched.
New personal weapon: Sniper Rifle
This new weapon is at the moment only available for admins with /give_sniper_weapon playername
It fires a high damage hit-scanning beam in a pretty long range but has a medium reload rate
New personal weapon: Rocket Launcher
This new weapon is at the moment only available for admins with /give_rocket_launcher_weapon playername
it fires a slot bu powerful missile and has a very long reload rate
(also some stats have been changed in the laser weapon, so ask for a replacement from your admin (or alternatively start a new character))
There are 3 new admin commands to help with the creation of PvP minigames:
- You can now use for example /sector_chmod 2 2 2 + noindications, so no player in this sector will get any indication where others are (as if everyone was jamming) (using the same command with '-' reverts it back to normal)
- You can now use for example /sector_chmod 2 2 2 + noexit (or noenter) to close down sectors from people entering or leaving
- A new command /tint r g b a, lets you tint the texture of a selected astronaut. The values for r, g, b, a have to be between 0.0 and 1.0, so /tint 1.0 0.4 0.4 1.0 would tint the astronaut in red
- The same command can be used as /tint_name r g b a playername, to tint an astronaut without having to select him
Missile Blast Behavior Change
Missiles will no longer kill astronauts that are behind walls. The kill will only occur if the blast center has a clear line to the astronaut. It's far from a perfect solution, but it's a lot better, and I already have another more realistic solution in mind. Keep in mind that the check is most likely done before the blocks are killed, so you will survive one missile even if the blocks you got behind to shield yourself are being taken out by that missile.
Amongst some other bugs (which I'm going to list next update), the power consumption of jamming/cloaking when flying with docked ships have been fixed. Special thanks goes out to all the testers :D
I will continue to work on the bigger project that is universe redesign and also continue to release features along the way.
Thanks for playing StarMade,
to give a neutral and more short way to get your latest starmade news, the youtube channel is back alive. Thanks to the overwhelming support from the youtubers we plan to have several people posting videos there. Foremost little 30sec cuts of features of dev builds.
But also cross promotion with other channels is planned.
Here is the first little update video:
More will come very soon!
Thanks for playing StarMade,
If you get a crash on start-up and you have an ATI card, please turn off occlusion culling in the advanced options on startup. For some reason some drivers don't support this over 10 year old standard.
here are a few fixes:
- fixed yellow box in build mode of stations
- fixed some shader related crashes
- fixed factories being broken when old recipes are used
- fixed server list sorting
- server list item compatibility checkbox now doesn't need refresh
- normal maps from kupu are now updated with the latest blocks.
Having a little time for optimization I did some profiling and found some rather taxing parts. After optimizing those processes server performance should get a good boost (less red messages ^^)
More server optimizations are planned, especially for huge servers to bring database size and scalability under control.
Thanks for playing StarMade,
a huge update is now finally done. Here are the new features (amongst other smaller ones):
Warp technology was something I held back to really have the necessary core to be able to make work, as that can easily break game play. With all the updates to the core, as well as all values available in the config, and also combined with our now concrete plans for a universe redesign, it's finally time to put warp into the game.
Warp gates are the stationary version of structures that enable players to warp. Their rage is 8 systems (128 sectors), but that still can change if needed (available in config). They have a steady power cost on size, and also a one time cost per ship that passes through, which is based on the mass of the ship.
Once passed, your ship will take 2 seconds to warp up and then warp. Note that you can only jump to stations with an operational jump gate.
How to build and connect Warp Gates
Warp gates have to be build in a two-dimensional loop. That means, each block that is connected to the gate computer (place that one first) must exactly touch two other gate blocks. The simplest form is to build a flat square. The computer will give feedback if the gate is currently operational. Be sure to select the computer with 'C' as it also happened to me that I patched up a gate without connecting the blocks to the gate computer, and then wondering why it didn't go online.
Now that you have your gate, it's time to connect it. For that you will need need the new marker beam. It will be in your inventory as a fresh player, or you can ask an admin for it (/give_marker_weapon yourname). This new beam is not only going to be used with gates, it will be the main tool to use for inter-structure connection, which for example also comes in handy with the coming AI fleets, and more.
This marker beam has two firing modes: Right Click will mark a structure. In the case of warp gates you can shoot the gate station anywhere to mark it. Right clicking the marker beam in the inventory will not tell you that it has a marking saved. You can now shoot the marker beam on another gate to enter its destination. To do that you have to use Left Click on the gate computer you want to set the destination for. As a fast way to connect the other ons to this, you can then then shoot the gate with right click to overwrite the saved marking with that gate, go then through the now working gate, and enter the mark on the other gate. You now have both gates connected.
Kupu(tom) made the textures for all the new blocks and items.
Jump Drives are the portable version of structures that enable players to warp. You can put them on a ship, charge them up, and instantly travel up to 8 sectors (max distance is also in the config). The destination to jump can be influenced in two ways. Either you jump in the direction you were looking at when engaging the jump drive, or you can use a more precise method: entering a waypoint in the navigation panel will enable you to jump towards the waypoint no matter in which direction you look in. It even puts you directly at your waypoint sector if it is fewer than 8 sectors away.
Jump Drives can be placed like any other weapon or effect. They will appear in the weapon panel to put in the hotbar to use. Keep in mind that there is a sweet spot for jump Drive modules depending on ratio of total mass to jump drive modules. You can build them as small as you want, but they will take much longer to charge up. Placing more blocks than the sweet spot will make charging even faster, if you want to specifically build a jumping ship. But keep the power costs in mind. The statistics of where the sweet spot is are in the weapons panel if you click on the jump drive.
To charge, you have to hold the left mouse button in flight mode like shooting a weapon. After it is charged, you can press right click to jump. The mechanic to actively have to charge up the Jump Drive is in place to make it more dangerous to use in battle. The drive has a small cooldown after jumps (10sec at the moment).
But be warned. Changing the blocks on a jump drive will reset the charge immediately. The charge will also be reset if hit, so make sure you are save before starting to charge up (you can still of course do it while flying).
Save/Load Templates to paste
A new feature has been added to the advanced build mode. You can now save what you selected with "copy" and load it to paste any time you need it. The only restriction is, that you can't paste templates that exceed the mass build area dimension of the server you are playing on. These files can also be shared (located in StarMade/templates) to make toolboxes for any purpose.
Optimization for up to 50% more fps (depending on hardware)
Occlusion Culling was a technique I tried over and over to make work over the past 4 years. The problem is that it has a very narrow line of performance taken to gain performance. So a wrong design or a small mistake will cause it to not give any performance boost, or even lower the overall graphics performance.
Some graphics cards have not full support of this feature (even if they say they do by specification), so if you get any flickering, you can turn it off without having to shutdown the game in the in-game options. A one time message when starting the game will also provide this info.
Technical: Basically, occlusion culling is the technique to not draw parts of geometry that is behind other objects (occluded). What sounds easy informally, is one of the hardest problems to get working right. The first problem is, that at the time of draw, you don't know which objects are occluded without drawing them first. Draw too few, and the objects that would be normally occluded will be falsely drawn, draw too much, and there is no actual gain in performance, as you have already basically drawn it. The second problem is that graphics processing is happening in a pipeline and asynchronous, so the data is not actually there yet at the time the draw command returns. That means a lookup to check if an object is occluded forces the pipeline to a halt to have all the data flushed before being able to continue. And this of course means immense slowdown. The third problem is that occlusion culling require objects to be drawn front to back (else they objects wouldn't known to be occluded), and blended draw (for glass etc) requires back to front.
To combat the first two problems, there are two techniques used based on the same premise: "If one object was not visible in this frame, it's highly unlikely to be visible in the next". What is done is drawing all chunks that are known to be visible, then (very fast) bounding boxes are drawn for each chunk that may be visible or not. At the start of the next frame, the results of the query of the last frame are pulled to have no pipeline stall. The again, all possibly visible chunks are drawn based on the new result, and the rest as bounding boxes.
The 3rd problem is lucky already solved by design. StarMade sorts chunks threaded, and vertex storage is done in a way so non-opaque parts of chunks can be drawn separately.
Movement cancel (cancel rolling of big ships)
Pressing 'V' (but you also can assign it to the break button) will now cancel any mouse movement. This is especially handy for bigger ships, when you start to roll the ship and want to stop.
Storage blocks filters
Another big feature are storage block filters. The storage blocks now essentially work like factories, but have a distinct use case. You can make list of which blocks and how many of them to take each cycle from other storages. Just open up your storage block and click on filter. The blocks will be taken out of any block that is connected to this one with 'v'.
This way you can not only sort items after production or from looting, you can also split them up and direct them into a factory system to make exactly what you need.
Each storage block or factory can be turned on and off now. Please note, that factories placed in the old version had the default active state "false", which means you will have to switch those back on again. All newly placed factories or storage blocks are switched on by default though.
The whole system now also is fully logic capable, so you can connect storage/factories to activation modules to control your production and item sorting with the press of a button.
Oculus Rift support
StarMade now has full oculus support, including head tracking. It was an amazing experience to try out for the first time.
By fiddling with the way StarMade versions are built and deployed I was able to decrease the size of the main program to 5-7MB. That means, that unless there are more files to download (like in this update, as you have to download all the libs one time, as well as textures), an update will only be 5-7MB with the new launcher.
Launcher version 14
Downloadable from the main download list, the new launcher version is now fully deployed. Some bugfixes have been done based on the feedback from the tests. One new feature since v12 is that downloads will now be a lot more stable, as they can actively resume. As a test, I was able to resume downloading after disabling my network card for 30 seconds.
StarMade Server List
StarMade now has its own dynamic server list. You can now click on the server list button next to multiplayer and get an overview of all StarMade servers that choose to annouce themselves to the list.
For Server Admins:
Announcing to the Server List is just a few server.cfg parameters:
This is an example for the test server
ANNOUNCE_SERVER_TO_SERVERLIST = true //announces the server to the starmade server list
HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST = play.star-made.org //this must be a valid hostname (either ip or host, e.g. play.star-made.org)
SERVER_LIST_NAME = Official Test Server //max length 64 characters
SERVER_LIST_DESCRIPTION = Unlimited building //max length 128 characters
please make sure, that the host name is right. The server list server will check if there is indeed a real starmade server on the other side.
Port is set automatically by the running game server. You can also enter multiple instances from the same server that run on different ports.
The server will usually appear within a few moments of starting it with correct parameters.
The personal salvage beam now has a 25% chance to harvest an extra raw resource each harvested block. This setting can be of course modified in the config.
The personal power supply beam now provides a lot more power per hit to be a lot more usable in survival situations. Also the display bug of factories showing 500/100 has been fixed.
Calbiri is currently working on missing recipes as well as overall tweaking on the balance. It's now also possible to set the manufacture time of each block individually to allow for more balance options.
Lots of Bugfixes
There has been a lot of testing and a lot of fixes. Thanks especially to AndyP, der_scheme, gamesaucer, Lancake, Spaceking, testkil, and all the other testers! You guys are awesome!
Next updates will include more small features, as well as more work on the universe redesign and creature AI.
Thanks for playing StarMade,
here is another update full of bugfixes to long time annoying but also newer bugs, and some small features.
Shield Supply/Drain Beam
This new beam will work like the power drain/supply beam with the difference that instead of power, it will drain/supply shields. This is just a first version, and it might not be balanced yet, but that will be done as soon as possible.
New Moddable Tutorial System
When going into the main menu, there is now a new option "Tutorials" on the bottom, where you can select from a list of topics. These are at the moment mostly drafts as the most work went into making the system to externalize the tutorial system. The refinement, organization, and more of those tutorials will be done over time, as basically now anybody can make and change them. The data for them is in StarMade/data/tutorial, and itis based on a simple finite state machine.
The lag from entering a large ship the first time should now be gone.
Planet generation has been improved to look a lot better on the edges. The algorithm now adapts per distance to the edges gradually in itself (hard to explain without getting technical (basically the noise generation is smoothing itself).
This will lead to a lot less hard lined cliffs.
Not that that only planets that haven't generated yet are affected by the change. Planets you visited, or flew by in a one sector distance will not change until universe reset or deletion of the raw planet files individually.
Importing sectors with planets will now also finally work as intended. You will have to export the sector again though, as the exporting was flawed and didn't include the planet core.
A very annoying bug, that the players faces glitch through helmets is now also fixed.
Also, missile radii were calculated with a wrong base always causing small craters, which is now fixed. Additionally we now have the option to assign explosion absorption to the block stats. This means the block damage itself will still be based on hp and armor, but the overall damage the missiles goes on to do in a bigger radius is lessened. This option isn't in use for any blocks yet though, to not accidentally make something overpowered.
And lastly one extremely annoying bug for basically ever was that the build indicator in moving ships was flickering. This has now be finally fixed, too.
Here are the other bugs fixed. Resolved means, that they are not 100% confirmed to be fixed.
Thanks for playing StarMade,
after waiting and verifying for SSL signing the certificates are finally here, and I was able to sign the executables. That means upon starting, there should not be any malware warning, which happened because of missing certification.
I'm not raising the current minimum launcher version, so players using the old one will not get a message that a new one is out until public testing is done.
Both launchers should work at the same time.
Download them here (Please make backups just to be sure):
Here are the new features:
Download only differences in updates
When downlaoding a new version, the launcher will no longer download files that havent changed. This makes the base download slightly bigger (since it's no longer zipped), but regular patches will be as low as 30MB. We will further reduce that size by externalizing even more.
In the top menu there is now a new item for installation settings. You can either enter a relative path from where your launcher is (like it is now), or choose a fixed location. Also you can use this to switch between installations on the fly. The launcher will automatically scan the selected directory for an installation.
Also in the installation settings, you can now choose the branch of builds: Release (default and recommended), Pre, Dev, and Archive. Please note that if there is no entry for a branch (like pre, and archive currently), an error message will pop up. Leaving it as release is best at this point.
Dev versions are accessible now, but they will soon be exclusive usable by testers.
A new options button the main panel has been added. In this panel you can choose to go to any version and build of the branch you selected, so rolling back if your server is on an older version is no longer a hassle. The differences between the versions are of course downloaded here as well.
By selecting the latest version in the options, you can not repair a damaged installation (if the damage is not in the player database but the game files of course). It works like the steam file verification and re-downloads every file that became corrupted or changed. You can also choose to force re-download every file of the chosen version, which of course will take longer.
Better Download Statistics
The progress bars are now much more detailed giving you exact information of what the launcher is doing
Before every version change you now have the option to either backup every file, or only backup the player database, which can be a lot smaller for singleplayer worlds. You also of course have the option to not backup at all.
Finally the display of the latest news is fixed. Also there were quick links added to the most common StarMade resources.
For future fixes and updates on the launcher, the system now can update itself, which makes updating to a new launcher version just clicking one button. WARNING: since i didn't raise the minimum version yet, doing this option now will replace your new launcher with the old one
Please send any problems with the new launcher to either one of the testers (better for me to handle), or to my email.
A new version with a lot of bug fixes is on the way (thanks to all the testers!), and the planning for the new universes as well as ftl-related things is almost done, and implementation can begin probably next week.
Thanks for playing StarMade,
another hotfix patch is being uploaded now (available in about 15-30 min from this post). (Edit: Upload takes a little longer.)
- fixed rendering glitches (structures not or only partially drawn). I looked in to problems with intel, but in this case it wasn't intel at all. Due to the optimization in chunk lighting calculations, some raytrace counts selected in the options would cause the bug because of a rounding error. You can now also change the raytrace count ingame without having to restart
- Nacht ore blocks should now give you the correct raw ore when harvesting.
- As promised, I implemented a simpler dynamic lighting model for older graphics card to gain some fps (can be selected in the ingame options)
- Some more optimizations have been done to shaders to further gain some fps in the default lighting model
- New textures for new light blocks and new tinted glass have been added (Arwork from Tom(Kupu) of course).
Sorry about the inconveniences,
thanks for playing StarMade,
*Just a reminder, the Station Contest will be closing at the end of August 12th*
another update is up. It it foremost bugfixing and optimization, but also contains a nice gameplay feature.
Infinite Chain Docking
Chain docking is no longer limited. The only restriction is, that you can't currently dock anything on a turret.
Some major fixes have been done. Especially in the unwanted rotation when undocking or entering a ship. Also the initial docking process when loading in ships with a lot of turrets has been made more robust to not cause lag on server or client.
Several causes for crashes have also been identifies and fixed.
Also, debris now falls down on planets.
Shadows have been optimized by a lot, and you should now get a lot higher fps when using the.
Also some small optimizations have been made to general drawing performance.
I also plan a new reduced dynamic lighting mode, that will boost fps for slower machines, but that isn't in this update.
Also, optimizations to the lighting calculations have been made, so chunks should now display much faster.
Most of the time this week however went into a new launcher/updater system. The new system will have the ability to only download files that have actually changed. Furthermore, you will be able to change the installation directory, manage multiple installations, and switch to any older version with just a few clicks.
For planned features, it's finally time to design a new more interesting structure for the universe, and with that various forms of FTL.
Thanks for playing StarMade,
there were a few urgent bugs which have been fixed now. More bugfixes are being worked on.
- Armor harden now also caps at 50% to prevent invulnerability
- Crash when accessing personal factories after opening a block factory inventory
- Factory blocks could not be connected
- fixed server crash when player faction suddently becomes unavailable (player leaves faction in battle)
- players in battle are now killed when changing or leaving factions to prevent exploitation
- ship copy is now done in a more safe way to prevent corruption (block connections lost)
- winner display has been fixed
- players in battle are now updated life in the leaderboard panel (k)
- specktators are now instantly warped into battle if there is one going on (killed fighters can watch the rest of the battle)
- if the battle cannot start because the sector cannot import because it's still active, all players in that sector will be killed.
Thanks for palying StarMade,
the crafting update is finally in a working state. Also an all new
Game Mode called "BattleMode" was added.
The crafting system essentially replaces the currently recipe system (random recipes still work, but will be taken out gradually).
Basically, each block has now a number of other blocks they consist of. Those blocks then again have something they consist of, and so forth. This forms the basis of the crafting tree.
New Raw Resources and Rocks
There are two types of raw resources: ore and shards.
Those are now separated from blocks. That means they can spawn in any rock. If you salvage a rock that has a resource in it, both the rock and the resource will be placed in your inventory. If you destroy the block, the resource is lost, too.
Raw resources have to be processed first! There are two new factories to do that: The capsule factory, which turns raw resources into capsules, and the micro assembler, which turns capsules into either metal meshes or circuits which are used as basis for blocks.
Capsules basically are refined resources made from raw ones. You'll get multiple from each raw resource you put in.
There are also 8 new types of rocks used in recipes. Those are now spawned on asteroids. You will also find 2 types of ores/shards on asteroids and planets now. On asteroids, depending on the asteroid type, the same resources will spawn. On planets it will be 2 random resources.
New Crafting Items
Several new block types were added as part of the crafting system, although they serve only as an intermediate stage in the crafting of other blocks, we gave them textures that you might find useful in decorating parts of your ship. With Kupu’s changes to the texture sheet, and the addition of these new crafting items, there are a lot of new looks to try out on your ships and stations!
But now you can not only use factories to craft, it can also be done in the player inventory. The capsule factory and micro assembler are permanently available there. They work slower than factories, but they can do all basic things. The last one available in the inventory is the factory crafting, where you can make the macro factory. The macro factory makes ALL other blocks in the game.
This means, even if you are stranded on a planet without any block, you can make a core from nothing, survival mode! Here is a little rundown on how
to make a core:
1. collect ore or shards (type is irrelevant but it's better focus on either shards or ore exclusively at first)
2. open inventory and click on the capsule button
3. place either ore or shards in the slot. Don't place both, or else you won't have enough space for the product to be put there.
3. You should be getting capsules
4. Place the produced in your inventory
5. click on the micro button in the inventory and place your produced capsules there. You should be getting either circuits (from shard capsules) or metal meshes (from ore capsules). Also only place one type at a time in the slot, as there has to be space for the product to be placed.
6. with 20 metal meshes or 20 circuits you can finally make the macro factory, which can produce all other blocks. put the 20 meshes in the slot after you press the factory button in the inventory.
7. place down your factory.
8. open the factory with R and select the ship core as production. In the graph you can see that other than circuits, you require metal grills. A factory can only do ONE STEP OF THE TREE at a time, so you will first have to change the production to metal grill
9. place in some metal meshes and the factory should now produce metal grills. Because factories require power and you don't have a power block, you can shoot it with with the new personal PowerSupplyBeam weapon until you can produce a power block.
10. when you have enough grills, put in some circuits and select "core" as product again.
11. your factory will now produce cores if you have the required resources.
Calbiri did a great job conceptualizing all the recipes applying them to the game. Still, the recipes may be adjusted as the need arises, it’s not always easy to predict every issue in a new crafting system.
It was not small work:
As before, factories can be linked together. Linking a factory to another has the effect, that the factory can move elements out of all other factories that are connected into its own inventory and proceed to use them for production. This means, you can basically rebuild a crafting tree with the necessary factories linked together to be able to create anything from just resources and rock.
To fix the economy, prices will also be based on what blocks are made of. The option is available in server.cfg but not on at the moment, as not all base elements and prices are fully balanced yet.
On a completely other area, an all new game mode has been added to StarMade. Because PvP in sandbox is always connected to time consuming rebuilding, fleeing ships, and other things that don't allow for quick simple fun, battle mode was created. Essentially, an admin can either run this mode on top of sandbox, or dedicate the server to the mode.
Dedicated means, that players will spawn in a personal sector that has its own unlimited shop. They can't leave that sector though.
This is how battlemode works:
1. A countdown will run down. Players can press k to look up the current status and leaderboards.
2. To enter a battle, the players have to join the battle factions defined by the admin. Those factions will always be open to join from the faction hub menu. Logged out players are automatically removed
3. Depending on what faction configuration have the most players, an FFA (if more players are in the FFA faction), or team battle (if more players are in the team factions) will start
4. upon start, all players are warped into battle in that ship they are currently in. A copy of that ship will remain in the personal sector. You can also warp into battle as an astronaut
5. Before the battle starts, the ships can neither fire nor move, except the astronauts, so they have time to man a turret of a teammate
6. The battle itself is deathmatch or team deathmatch at the moment, but more modes will come.
7. After the match, the players are brought back to their sectors where they can make changes to improve their fighters.
Admins can also define the map that is used in the battle secor by simply exporting a sector and setting that name in the config.
All the necessary options are in the server config. Please do not turn on personal sectors on existing sandbox servers as it might jail players (the sector mode to not be able to enter/exit can be set with admin commands).
I’ll add a tutorial on the config options for battle mode shortly.
Two new personal weapons have been added. A healing beam that also works on astronauts, and a power supply beam that will supply power to ships/stations/planets.
Both new weapons will be in the default inventory, and soon be craftable. There are also (amongst others) new admin commands to acquire them.
All updated commands can be found here: http://starmadedock.net/threads/admin-commands.1283/
Some performance updates include better shard management to combat lag spikes from them.
Special thanks to all the testers! In the following week I’ll try to make the bug count a lot smaller.
Here are the fixes for this version:
If there are any problems, please don't panic. As always I'll try to fix it as soon as possible.
Thanks for playing StarMade,
the new release is here. The crafting system is almost done, and most of the elements are already ingame. Here are the new features:
New Texture Pack
A whole new texture pack by kupu has been added to the game. It is called "Default", and as the name implies will be the new default texture pack.
A debris effect has been added to the game when taking out blocks. The game will spawn in debris modeled by Keaton (Omni).
It's made in a way to be as fast as possible for the computer. It is a client only effect so it wont affect servers in any way. It will also automatically adapt to the cpu performance, so the faster your performance is, the more debris will be kept around. There might be still some issues on spawning in larger amounts at once on slower machines, but I will sort those out. You can also just switch the debris off in the ingame options if you set the debris lifetime to 0.
Display block styles
Upon clicking on a display block (which now has a better texture), you can now change the color and the font size. Furthermore you can now use variables like shields and shield capacity as well as power of the ship in the text. More variables will of course follow. Display blocks now also save correctly in the blueprints.
The lighting system has been overhauled. The first thing is, you will no longer see any change of lighting indoors when the ship is moving. Also, dynamic shadows will no longer darken indoor areas when turned on.
Furthermore occlusion light and light source light have been separated and extended to increase lighting quality by a lot.
An option has been added (at startup) to customize the amount of raytracing rays used by the lighting system. Increasing this will not impact your fps, it will just take longer for chunks to update lighting (or load in at start). The higher the number, the finer the light will look.
The logic issues have been fixed. Signals now will only delegate if their state was changed. Because they forwarded before, logic could have a lot of false loops in them causing the logic circuit to be unusable, Loading of logic has been optimized so it should come in a lot faster.
Further optimization to system logic has been done to increase speed of loading the ship systems up and decrease its memory usage.
Several more optimizations have been done on various places.
As always, if there are any immediate problems, please report them in the support chat and I'll try to fix it as soon as possible.
Thanks for playing StarMade,
Here is the full bug changelog since the last release (Keep in mind that "resolved" are not confirmed yet (fix not tested))
As Schema mentioned a few days ago, we are holding a contest to select the new default NPC stations for the Trading Guild, Pirates, and Abandoned stations. We have written up some further information for you reguarding the types of stations and how/where to submit your entry. You can find these details, and post your entry (once you upload it) in comments to this thread.
Keep up with this thread even if your not submitting, as there will be some amazing entrys, and the community will have the opportunity to vote for their favorites to make it into the vanilla build.
we are working hard on the new crafting system, which will also include a change to world generation to make it a lot more flexible. The new system will give the game the ability to place resources inside any type of rock, soil, or other terrain type blocks. This will make the system of handling those ores much more smooth and logical. Also the graphical limitation not being able to of place for example ore in a red rock will be gone, which will make asteroids and planets look much more uniform. We also plan new and more dynamic types of planets.
This means that the after the L2-L5 ores already changed, the L1 ore will soon turn into pure rock types. Please be sure to sell them if you don't need it.
The build is currently in transition to the new system which takes a little time to get right, so I apologize in front for any instability and glitches.
But now to the new features:
Found in the "decoration" category, this block can be placed anywhere in the game. It will basically display its text content to a screen on the outside. The screen position depends on the orientation of the display blocks. It is made using starmade's streaming capabilities to use private channels and "request only what you see" to minimize impact on performance and network. Press R on a display block to edit its content. The editor is a little wonky still so your text might get cut of in it (but still is considered valid if you write on). Also, kupu already made a way better version of the background screen, which will follow soon.
Custom station spawning
In this build, admins will be finally able to customize station spawning. There is a new directory "blueprints-stations" in the main dir of starmade. in there there are 3 subfolders "pirate", "neutral", and "trading-guild" (those folders might not exist when updating, since there are no defaults yet, so you can create them if needed). Depending on the location, blueprint folders from that locations will be taken to replace the default station (which is still used if the folders are empty), and the content is spawned with the according faction.
We will also soon make a contest for stations to put as a default in the vanilla version.
Over 20 bugs have also been fixed for this version. Check out the full history in bugs.star-made.org.
Thanks for playing StarMade,
I apologize for the kind of fragmented updates. I hurried the rollback bugfix, as every day players were losing some work.
This update should finally make the Player Mail System usable. There was a bug with names containing uppercase letters not being saved correctly in the database. Also there was a client crash happening when clicking on "reply".
Also, Importing sectors should now work again (but untested)
Furthermore, the logic block problems should now be fixed. Those problem arose with a rather big feature I forgot to mention in the last update. Active logic will now save its exact state when unloading and reactivate when the sector containing the logic-structure gets reloaded.
Sorry again for the inconveniences. Should there be any more follow-up bugs I'll fix them asap.
Thanks for playing StarMade,
another update is done. This update should finally fix the rollback (saving) bug, that was happening on servers for some time. I can't say yet if it's 100% fixed as there is no real method to trigger it on purpose, but I'm fairly confident.
The crafting system is also mostly done in terms of implementation (it's not yet active in game though).
Players (and the system) can now finally send mail to other players even if they are not online. All data is stored in the database and consistent over logouts or server restarts.
You can open the message panel with F4 (until i find a better spot in the GUI). A message will popup if you have new mail.
Also as a first application for system mail, all players of the affected factions will now receive mail if war is declared.
Fixes and Balance
Several fixes have been done. You can look up the exact status at http://bugs.star-made.org.
Thrust and shields have been buffed more.
For people wanting thrust to less effect the max speed on servers with high max speed, please ask your admin to lower the linear damping. A new default value has been set, but it will not apply on existing servers (only when installing new).
As always: Nothing is final and more balancing is still to be done.
Thanks for playing StarMade,
I'm excited to share with you all a preview of our upcoming texture overhaul.
This overhaul will replace the existing "Realistic" option as a new default, while staying true to the majority of designs to avoid any confusion.
The designs, clarity and tiling of the new textures should not only look prettier, but make more sense visually.
I'll be displaying more in-depth samples here; and will try and answer as many questions as possible should you have any.
As always, thank you for playing Starmade.
Sorry for the small little updates.
Thrust and chield capacity has been buffed.
Thanks for playing StarMade,
- another small hotfix: The method to catch the rollback bug is throwing a false positive.
- repeating undo/redo fixed.
Thanks for playing StarMade,
Not being able to remove blocks has been fixed.
Every time i do a lot of things to dev build there is no problem. But as soon as i do one little thing (one line) untested for release, it's game breaking.
Sorry for the inconvenience
**Edit by Calbiri - Update on the thrust setting is HERE
**Edit by schema - Mac isssue should be resolved. A library was used that were compiled for java7 instead of java6. If you're wondering, why StarMade is using Java6, well, this is the reason ;)
Most of the work in the last week went into the new crafting system, and other new things that are still WIP and not available yet, but will be soon.
However, there are some new features:
New Advanced Build Mode functions,
- Undo/Redo - Players can now undo and redo their last steps of building ships. This makes it a lot easier to correct small mistakes. The size of the undo-queue can be adjusted in settings.cfg if needed.
- Copy/Paste - While still a little wonky when selected, it already serves its purpose. You can now select a region of your structure and paste it as often as you want. For block connections, they are also copied as long as the control block is in the copied area. It doesn't yet work with the symmetry planes, but that will be added soon
- Remove Filter - To quickly refit ships, this option was added. You can use it to select one block type to remove. Remove-Clicking will then only remove that type of block.
- Mass Place Size (10^3) - This may now be set to new sizes in the server config, **placing in large volume has a high risk of lag, be cautious.**
- Shields - Shields are now divided into two blocks, to allow for better balancing. There is now the shield-capacity and the shield-recharge blocks. Current shield blocks on ships will be replaced with shield capacity, so it's advisable to use the new build tools to replace some of them with recharge blocks. Shield Recharge doesn't have a texture yet, but that will be updated in a few days.
- Thrust - This is still in balancing. Thrust has been adjusted with more configurable values to be more in line with the new balance numbers.
- Block HP - Non hull blocks have had a reduction in their HP, this should eventually be followed by a reduction in their mass in a later patch.
- Crafting - The existing crafting system is changing, we are retiring the old "L1-L5" ores and replacing them with a smaller set of minerals, the 8 new metals and crystals are already in the game as the new Crystal and Ingot blocks we introduced recently, the new crafting system will be based on the ores for these as a basic resource. You can still sell off your previous minerals, but you will no longer be able to purchase them from shops. (For additional decorations, try placing the new Capsule items.)
- Collision Damage - Another update has been done on collision damage, the damage effect should now be more realistic, based on the mass/velocity of the 2 entities.
- Asteroid Names - fixed name collision in asteroid files.
- Debugging - Added debug methot to track save-reroll bug.
- Duping - fixed exploit to duplicate blocks (not giving more info.)
There have been a lot of bugs fixed. If you want an overview please visit http://bugs.star-made.org/, you may also post any bugs there that you find in this new patch.
Thanks for playing StarMade,