The standalone should work now
Sorry for the inconvenience!
no_bro: Expect a fix for that in a few minutes
The standalone should work now
Sorry for the inconvenience!
no_bro: Expect a fix for that in a few minutes
@Brash: Hehe, that's true! Thanks for letting us know ![]()
Hi folks,
A big update is available! This update greatly improves the visuals, especially since all trees and plants have been reworked, and most textures have been replaced. In addition, we did some major improvements to all existing sounds, and also added ingame music! Those changes create an even denser atmosphere, and increase the immersion factor.
This update also provides more possibilities when it comes to farming: You can cultivate more plants now, among others potaoes, salad or broccoli - time for a healthy diet ![]()
Another important change, you no longer have to search apples in dense grass after cutting down a tree: Just pick some from an appletree now. Or what about a tasty lemon, from a lemontree?
Even though this update brings so many changes, one important aspect is missing, contrary to expectations: Biomes. They still need more work, and since we want to provide you some great looking results, it's necessary to put more time in it. We hope you understand that. It shouldn't take too long until they're finally available!




Also note: The new changes are still work-in-progress. Expect another update within the next days. Feel free to leave some feedback and let us know what you think ![]()
Changelog:
This update should have broken this up into smaller steps. Releasing such a huge update at one time can introduce a myriad of issues in the code base.
Yes, that's partly true. We could have put some features into separate updates
But on the other hand, some of those things were necessary, e.g. we had to implement new plants for the new biomes, and since they're looking completely different than the current ones (in terms of detail), we had to replace the existing ones too - otherwise it would result in an ugly mishmash ![]()
But having more time than usual was also a good opportunity to work on some smaller features and to make the game more user-friendly. During the regular update interval, we usually don't have enough time for these things...
EN: The previous update changed the format of many textures. In most cases we use DDS Textures now. Due to this change, all old texturepacks are no longer compatible with the game, and need to be converted. Below you find information about all important game folders that contain DDS Textures, together with information about the used compression, and texturedimension (Note: In some cases there are two versions of a texture, a high and low resolution version).
There are several tools out there that can be used to create DDS Textures, for example the Nvidia Photoshop Plugin
Note: There will be more changes in the future, as long as the game is in alpha. Especially the textures in "Items" and "Player" folders will change once the new items and playermodel are ready.
DE: Das vorherige Update hat das Format vieler Texturen verändert. In den meisten Fällen nutzen wir nun DDS Texturen. Aufgrund dieser Änderung sind alte Texturenpacks nicht länger kompatibel mit dem Spiel, und müssen Konvertiert werden. Unten finden sich Informationen über alle wichtigen Spielverzeichnisse, die DDS Texturen beinhalten, zusammen mit Informationen über die verwendete Kompression, und Texturauflösung (Hinweis: In manchen Fällen liegen zwei Varianten einer Textur vor, eine hoch und niedrig auflösende Version).
Es gibt mehrere Tools um DDS Texturen zu erstellen, z.B. das Nvidia Photoshop Plugin
Hinweis: Es wird in Zukunft noch weitere Änderungen an den Texturen geben solange das Spiel sich in der Alpha befindet. Besonders die Texturen in "Items" und "Player" werden sich ändern sobald die neuen Items und Spielerfigur fertig sind.
| Folder | Compression | Dimension |
| Constructions | DXT1 | 256x256 and 512x512 |
| Fluids | DXT1 | 512x512 |
| DXT1 | ||
| Objects | DXT1 | 512x512 |
| Objects/Mask | DXT3 | 512x512 |
| Plants | DXT3 | 512x512 |
| Vegetations/Barks | DXT1 | 512x1024 |
| Vegetations/Fruits | DXT3 | 512x512 |
| Vegetations/Leaves | DXT3 | 512x512 and 1024x1024 |
| Vegetations/LOD | DXT3 | 512x512 |
| Vegetations/Plants | DXT3 | 256x512 |
| World* | DXT1 | 1024x1024 |
| World/Ores* | DXT3 | 1024x1024 |
Is the "early next week" based on the fact that those are the final days in September, or based on something Red said that mentioned "early next week" explicitly?
It's indeed scheduled for Monday or Tuesday (or in case of necessity Wednesday)
We really want to bring out the update in September, I mean, when it still does not work next week, we can't release an unfinished update of course, but I'm confident.
so... it seems that we will likely see the update come out early next week. which is sweet. just wonder though @red51 if you could perhaps post another pic or two too tide us over .... so i can sleep better
. Maybe a pic of one of the plants you teased .. if your feeling generous
I'm afraid a screenshot would spoil too much ![]()
Dang thought it would be this weekend there might be something wrong that needs fixing
There are just too many features we wanted to push into this update
Unfortunately some of those features take longer than expected.
Freut mich, dass das Problem behoben ist
Die Fehlermeldung "Pixel format not accelerated" tritt in der Tat dann auf, wenn entweder kein Grafiktreiber installiert ist (bzw. nur der Standard Windows VGA Treiber), oder nur eine veraltete Version vorhanden ist. I.d.R. hilft in solchen Fällen also immer, den aktuellsten Treiber von der AMD/Nvidia Homepage herunterzuladen und zu installieren.
Das Update ist für diesen Monat angedacht, am Wochenende wird es wohl nichts, daher denke ich Anfang kommender Woche.
We already felt the need to add something like a "ore detector" when we implemented ores
Maybe we can add it shortly after the biomes update
It's indeed planned that fireplaces and furnaces require fuel
I hope it won't take too long until it's finally implemented.
We also discussed if torches should burn out after a period of time, but are not sure about that. Eventually that will be added at a later stage^^
In this case the "no authentication possible" message indicates that your brother's client cannot communicate with our HIVE server (for verification). Is the connection icon in the right top corner of his screen green or red? It does not seem to be related to your server ![]()
Is he able to connect to other online servers? Maybe his antivirus program is blocking the connection to our HIVE, what antivirus program does he use?
Since the game establishes an SSL connection, it's also important that his system time is set correctly.
Freut mich, dass es funktioniert ![]()
Single- und Multiplayer (über den LAN Button) teilen sich bereits den gleichen Worlds Ordner. Den Dedicated Server wollen wir aber nur ungerne ins Spielverzeichnis reinpacken, der hat da eigentlich nichts zu suchen
Prinzipiell kannst du den aber selber bei dir einfach dorthin packen, müsste eigentlich ohne Probleme funktionieren (er würde dann auch den selben Worlds Ordner nutzen).
Make sure you shut down the server, then put your name into the 'server.properties' file (next to the "admins" field indeed), save the file and start the server again. You should have admin rights now (you can see it when holding tab, there should be a red "Admin" tag next to your name).
I'm happy to hear that it works now
Usually when hosting the game on a local machine, it's recommandable to leave the ip field blank^^
Hmm.. bist du denn bei einem Kabelanbieter (Unitymedia, Kabel Deutschland etc), oder hast du DSL (Telekom, 1&1 etc)? Wie ist dein Computer mit dem Router verbunden, Kabel oder WLAN?
Things like a battle arenas can be created with Lua
Not sure about "more complex" games like mini-golf, hockey, football etc. We have to think about it. Currently only small games (card games, board games, video games) are planned ![]()
Tatsächlich ist ein Rohrsystem für später geplant, natürlich mit Funktion
Aber solange Wasser noch nicht im Spiel ist, wollten wir uns da noch nicht so viele Gedanken machen^^ Vermutlich wird es eher spät kommen, zeitlich ungefähr so in der Phase wenn wir auch am Stromsystem arbeiten.
Das Spiel erzeugt nur neue Weltordner, wenn du eine neue Welt im Spiel erzeugst. Beim Laden wird immer nur auf die vorhandenen Welten zugegriffen (bzw. beim nicht-vorhandensein wird eine Welt in der Liste gar nicht erst angezeigt).
Anders sieht es beim Server aus, welcher beim Start die in der server.properties Datei angegebene Welt neu erstellt, falls sie nicht vorhanden ist.