Hallo Takki,
das ist merkwürdig
Wird denn ein "errorlog" oder eine "hs_err_pid" Datei im Verzeichnis des Spiels erzeugt nachdem es abstürzt?
Was für ein Betriebssystem benuzt du?
Hallo Takki,
das ist merkwürdig
Wird denn ein "errorlog" oder eine "hs_err_pid" Datei im Verzeichnis des Spiels erzeugt nachdem es abstürzt?
Was für ein Betriebssystem benuzt du?
A small bugfix has just been released, fixing a few bugs from the previous update, and also bringing a new, helpful (at least in multiplayer) function.
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Changelog Bugfix 2014-09-09:
Hey folks!
It's about to happen again: A new update ist available! ![]()
This update brings some new and quite important features! The most important feature is the ability to create chests, which serve as a storage for your items. There are currently several different chests available, some wooden chest, a metal chest and also a wooden barrel. Apart from that, some of the regular furniture also offer storage space, for example the sidetable, desk and some kitchenets. You can also use the "Gear" function of a camping tent now.
Next, this update brings trashcans, which are used for the disposal of items, and also a new craftingstation, an anvil. In the same vein, we changed some of the recipes; for example, if you want to create a pickaxe now, you first need to forge the head of the pickaxe as a single component, and then combine it with a stick to get the final item.
Last but not least, this update brings more new objects: For example a ceiling fan, different grates and rails, a new bed and a new chair.
Apart from the new content, we fixed several bugs (e.g. the tent context menu works now again) and did some other minor changes.
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Full changelog:
I know what you mean. The problem is that it's difficult to find features which could be omitted for a demo, so it's more suitable to release a demo version when the game is in beta state (and more feature-rich).
Buying the game in alpha state could more likely be considered as active support of development ![]()
We will think about a way how to implement something like master keys
But lockable doors don't have a very high priority anyway, so it takes some more time.
But yes, keycards should be no problem, so when we introduce keys, we will also introduce keycards ![]()
Sounds nice, good idea!
Only thing you can't do this way is something like master-keys, but I guess that doesn't matter.
Lockable doors anyway only make sense in combination with a lua script for example. Otherwise you could simply destroy a locked door, or dig a hole through the wall next to it^^
the keypad feature would be good which is pretty useful
Yeah we will definitely implement that
In the future, when our electricity system is fully implement, we also want to bring a standalone-keypad into the game, that is generally used to send a signal after entering the correct password (for example to open several doors, activating the lights or an elevator etc.).
I'm sorry to hear that this issue occurs. It seems to be related to Mac OS, and has to do with the SSAO shader. A workaround would be to open the config.properties in the main folder of your game with a texteditor, and to change the value "graphic_ssao" to false. This disables the nice-looking SSAO effect, but the game should work then. We're working on a fix for this issue.
If the value is already set to false, or changing the value does not really work, we need a log file. To create one, set the flag "game_debug_console" to true in the config-file, start the game, and as soon as the error occurs and the game stopps running, a new log-file should be created in the "Logs" folder.
You can also send it via mail to support[at]jiw-games.net (log file in attachment and your username is sufficient for us).
Offtopic: Seriously? The forum recognizes an errorlog as brainfuck source code??
//Edit: Seems that you was a lot faster than me
It's good to hear that changing the value(s) made the game running again, my compliment for finding a workaround yourself, good work!
As mentioned, we work on a fix for the broken SSAO effect on MacOS.
Sounds good! Especially the thing with the hotel is something we're currently also working on for our official mulitplayer server, but that's another matter ![]()
The thing about keys is a little bit complicated: How are you able to create keys? What happens if a key gets lost, or the player with the rented key in his inventory stopps playing on the server? If we have a solution for this, keys would be a great thing ![]()
Otherwise, lua scripting probably is the "securest" way to create something like rentable rooms on multiplayer servers. At least that's the way we do it for our server.
But lockable doors are necessary anyway, without having to write custom gamemodes with lua. We just have to find a good way. Apart from solutions like password-protected doors, we can also implement a door that can only be opened by yourself for example.
Okay, thanks for the information! We will take care of the issue and will fix it as soon as possible.
Hey,
I'm sorry to hear that there is trouble concerning the activation. We will look into this issue. Thanks for letting us know! ![]()
Does hotmail move the mail into the spam-folder, or doesn't the mail arrive at all? Your account seems to be activated now?
A support forum for website-/forum-related stuff makes sense, I'll set it up.
Hi folks,
we just want to inform you that paysafecard is now finally available as payment method!
You're now able to buy the game on our homepage either via PayPal, or via paysafecard.

Yeah, since the previous gameplay video was more a "fun video" (which was very amusing anyway), it's nice to see some serious intentions to build a town in this video ![]()
Make sure you don't miss the latest gmaeplay video about Concept by DionDiBlank
You'll see some features of the latest update in the video ![]()
Der neue Bugfix ist nun verfügbar und behebt das Problem mit den Steinen. Das mit den Fackelhalterungen müssen wir mal im Auge behalten, grundsätzlich könnten alle Objekte von diesem Problem betroffen sein.
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A new bugfix is available, fixing a problem when crafting blocks: Even when having stone in your inventory, the game claims you don't have any stone.
Changelog 2014-08-28:
Das mit den Stones stimmt!
Das wird schleunigst behoben, morgen (also effektiv heute) Abend werden wir einen neuen Bugfix veröffentlichen, danke für den Hinweis!
Das Problem mit den Fackeln ist uns bislang leider nicht bekannt...
d.h. also ohne, dass du etwas verändert hast, haben sie im Laufe der Zeit ihre Position verändert? Wie "alt" sind die Fackeln denn? Wenn die quasi sehr alt sind, kann es sein, dass kleinere Änderungen an der Weltgenerierung (das war ja seit dem "Licht-Update" schonmal der Fall) dazu führten, dass die Höhlen möglicherweise jetzt einen geringfügig anderen Verlauf haben (während sich die Objektposition nicht anpasst).
Wenn das irgendwie erst kürzlich passiert ist, dann ist das sehr spooky. Oder kann man den Fehler ggf. sogar reproduzieren?
Note: A small bugfix has just been released!
There was a problem when placing objects, resulting in a slightly wrong rotation.
Changelog 2014-08-27 small bugfix:
Hi folks!
Here is a new update, bringing a lot of stuff!
First of all, this update contains a new feature: Ladders. Currently there are two wooden and one metal ladder available, also a few variations for the wooden ladders. Every ladder is available in two different sizes, short (2 blocks height) and long (4 blocks height). When you want to place a ladder in the world, and there is already an existing ladder, you can directly connect the new part to the already existing ladder. This brings us to the next feature: Modular building. This feature allows you to connect objects seamless with each other, but it's currently only available for ladders and kitchenets (since it does not make sense for other objects).
Apart from that, there are more new building features: For example, you're now able to place multiple blocks in a row at once. This massively speeds up the process of building.
Another feature is the ability to freeze objects while placing, for example to look at them from the other side. When unfreezing them again, the offset from your previous position to your new position is saved. Keep in mind that this feature is still WIP.
Last but not least, you get a bounch of new objects with this update, for example sanitary facillities (toilet, lavatory etc.), new shelfes and new doors. And as usual, this update also contains smaller changes (e.g. we replaced the old object dummy icons by real thumbnails) and bugfixes.
Have fun! ![]()
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Changelog:
Once again a video by DionDiBlank, showing (amongst others) the ability to play piano (at ~3:50) ![]()