Home Artists Posts Import Register
Patreon importer is back online! Tell your friends ✅

Downloads

Content

EDIT: OK this one has a large issue too but its a random chance if it triggers or not! the variable I use to scale the camera doesn't get it's value initialized correctly until the player loads in in this version, however, the world renderer initializes before that! therefore it just uses whatever garbage data was already in the spot in memory it assigns the variable to! this means it can do very bad things depending on what the math does with that 'number' in the few frames before player init sets it right, garbage data either causing the renderer to hang, or whatever it does, I don't know, all it means is there's a chance you can't load in, nothing is wrong with your player data, it isn't corrupted, I was just dumb and didn't initialize a variable with a sensible value

Original post:

This time I did all my major testing on windows

if anyone needs the mac build just poke me for it and I'll put it together
probably will try to get the linux build later or tomorrow if someone pokes me about it

this is the first version in a while I'd consider playable, not everything has returned from 2.8 yet, there's still some cleanup to do, point out anything that seems off

I believe I've fixed the performance issues by making sure animation controlling functions are only called on the master of the entity

scaling in size should be saving correctly now so one shouldn't get stuck in the floor, or hover in the air after a warp or loading back in

being let out from a pred should snap you to the floor if you got stuck in the floor from that

we made the camera zoom in and out with you when you shrink/grow! I think this is great fun but if people would rather this be an option we can figure out an option for it

the game also won't break your character if you load them in with a status effect that doesn't exist, it'll just, remove itself from the character easy, the game should have done that from the getgo but, starbound be starbound

we made monsters interact with vehicle seats correctly, so now they rotate and are layered between the fg and bg of the vehicles correctly, which is great

quadrupeds haven't had their animations fixed yet, but we did change the behavior of how rotation arms work slightly, so they won't constantly flip in place if you hold the cursor above them

remember the annoying ass "lock item" thing we had in SBQ, it is gone, we murdured it, it was something we needed before engine mods but it was fucking terrible and stupid and confused people and it was just bad, now we can just, have the vehicle seat itself choose what items are allowed to be used in it, which is great, Zy even went as far as to edit the behavior of the hotbar slightly so it would grey out items you aren't allowed to use

there's probably something else I forgot, we're going to make sure to make a cohesive changelog and documentation on new engine functions when 3.0 is finished though

the next goal involves violently ripping vehicles out and just making everything run on the player/NPC script itself by making them a loungable entity

Comments

firespikez

I'm very interested on the Linux build when you have free time, no hurry. Both server and client. Want to try mounting the server on a miniPC and test how much resources doest it consume.

Rivan

I tried to run it but I sometimes get Access Violation exceptions when I start. Furthermore, when it launched successfully and I create a new survival game it hangs. It seems like some memory leak as it keeps increasing in RAM usage. Maybe it is partly due to some mods, but I have tried it with only Stardust Core/Stardust Lite, and with the Monster compatibility loader. Sadly Nothing seems to work. So there seems to still be an issue.

LokiVulpix

took a bit but the issue was found, it was randomness! explanation in the post edit

Rivan

Ah I see. I guess my PC is a bit too fast. But I did find a way to boost your odds: You will need to stress a CPU core and set the affinity via Task Manager of starbound to that core and set the priority of starbound to low. This will make starbound only use the assigned core and prioritize the stressing program over starbound which will give it more time to process the player calculation first. Got to love those Race conditions.