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Update 01.126 - Bug Fixes and Improvements

Discussion in 'Change Log' started by Drui, Mar 17, 2016.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Drui Keen Update Guy Administrator

    Messages:
    1,369
    Summary
    This week's update is in the spirit of more optimizations, improvements and bug fixes. We've sped up download of the mods while loading/joining, upgraded the console server configurator and optimized the performance of the conveyor system. All blocks should be now rewritten to the new Multiplayer code, a long-awaited change that should improve server traffic.
    ModAPI has been changed in this release. We made most mods compile with the new references and also updated the usage. However, it's still possible there are some mods that use references directly to namespaces and won't be replaced automatically. For more details, follow the link below.
    A minor addition is new distant sounds for gatling turrets.



    Features
    - faster mod downloading
    - upgraded console server configurator
    - conveyor system optimization
    - new distant gatling turret sound
    - all blocks rewritten to the new MP
    - changes to the ModAPI: http://forums.keenswh.com/threads/changes-to-the-modapi-16-03-2016.7381306/
    - changed highlight for doors (so now the wings are highlighted)

    Fixes
    - fixed crash with inventories
    - fixed antenna broadcasting keeps turning off
    - fixed freeze when joining DS
    - fixed ModAPI - IsAttached is false for locked rotors
    - fixed highlights turning grass blue
    - fixed spiders are still spawning
    - fixed sound of entering cryochamber playing when exiting, joining DS
    - fixed unable to enter cockpit welded from projection, DS
     
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  2. Potter Apprentice Engineer

    Messages:
    496
    First!

    Nice!

    Edit: so what does that mean for desync? If all blocks are rewritten does that mean desync is either fixed or will be soon?
     
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  3. russo_bolado Junior Engineer

    Messages:
    613
    Wooow! First!

    EDIT: not so much... hahaha
     
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  4. Thomas_Jefferson Apprentice Engineer

    Messages:
    320
    Cool deal, good to see the bug fixes still! :munch:
     
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  5. g0vernor Apprentice Engineer

    Messages:
    141
    Please fix windows.
     
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  6. Potter Apprentice Engineer

    Messages:
    496

    It was a good try! Hahah
     
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  7. Suicide_Jack Trainee Engineer

    Messages:
    29
    lol, highlight on doorframe was ok why change yet again?

    we will see about the rest.
     
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  8. aka13 Trainee Engineer

    Messages:
    77
    Now that sounds very promising. I wonder if the inventory tabs finally got fixed, too.
     
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  9. Cmdr_Forge Apprentice Engineer

    Messages:
    157
    Last! lol
     
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  10. BluntamisMaximus Trainee Engineer

    Messages:
    5
    Yes server love. I love you guys . No homo.
     
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  11. Wilks Checkov Trainee Engineer

    Messages:
    32
    Good update for us server owners. Keep up the great work keen.
     
  12. Commander Rotal Master Engineer

    Messages:
    4,942
    Conveyor System? CONVEYOR SYSTEM? I need to try dat.

    Edit: Holy Shit.

    [​IMG]
    [​IMG]
    If we can now fix the microfreezes every few seconds and MAYBE do a little bit of occlusion culling to pimp the FPS...
     
    Last edited: Mar 17, 2016
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  13. DarkRubberNeck Trainee Engineer

    Messages:
    79
    YAY new patch ^_^
    With the mp improvements hopefully this means that soon mp will play almost as great as sp
     
  14. Phoenix84 Junior Engineer

    Messages:
    989
    Excellent, and thanks again for the advanced warning on modapi changes!
     
  15. coolfarmer Trainee Engineer

    Messages:
    4
    Oh no .... not AGAIN! DAMN!

    RIP Immersive game...
     
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  16. Ronin1973 Master Engineer

    Messages:
    4,427
    If you have to say "no homo" me thinks you protest too much.
     
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  17. Potter Apprentice Engineer

    Messages:
    496
    Wow. World loads WAY faster. It was already pretty quick, but mod initialization seems to have been much improved. Great job KSH :D
     
  18. Pliskin Trainee Engineer

    Messages:
    45
    Nice! Does the faster mod loading also counts for singleplayer?
     
  19. WoYo-Sensei Trainee Engineer

    Messages:
    8
    Nice changes. Like it very much :)
    I think it's finally time to rent a server for SE.
    Does anyone know when we can expect Dedicated Server for Linux? I would like to use my own server (Linux server, Wine is not an option) instead of renting one.
     
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  20. Kham Apprentice Engineer

    Messages:
    466
    Looking forward to testing the 'faster mod loading' part, connecting to my game usually takes 10 minutes.
     
  21. Diegor34 Apprentice Engineer

    Messages:
    108
    Awesome work! As a server host/admin, i have to say, big, big thanks guys! keep up the amazing work.
     
    Last edited: Mar 17, 2016
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  22. Ronin1973 Master Engineer

    Messages:
    4,427
    Well, your enabled mods are stored locally. The only time they are pulled off the net is the very first time that you load them or when they've been updated.

    As far as multiplayer, the mods are downloaded each time a player logs in (at least that's the way it used to work).

    I doubt you'll see any improvement locally. However, considering that there are servers that have lots of mods running at once, there should be much celebrating.
     
  23. Sigurd Hansen Trainee Engineer

    Messages:
    21
    There's still delay in the data given to us by MaxOutput in the programming block.
     
  24. lostjounin Trainee Engineer

    Messages:
    45
    Great update! Glad to see the ability to scroll on the server configuration menu's. Was hard to see which mods you had before :)
     
  25. Potter Apprentice Engineer

    Messages:
    496
    Loading time went down for me, and I have like 70 mods on this current world. Mod initialization seems much faster now.
     
  26. Tyrel Trainee Engineer

    Messages:
    16
    I've been out of the loop since the Planets release, as I'd play multiplayer with some of my friends and that was pretty pointless at the time (everything just kept shaking and exploding and we randomly died and stuff)

    I've seen on Marek's blog that MP will get rewritten, and have been waiting ever since then for the "NEW MP" release... but is that really going to be a thing, or it's coming in smaller portions? (no big announcement / release?)
    I've seen in some patch release notes and videos that they're mentioning MP changes and a "new MP", but it's all very confusing.

    So did the MP improve much? Is it worth firing up our server again, or is there more to come? Like... do we get a completely re-written dedicated server that is worth waiting for, or something?... I also remember mentions of a new, Steam-independent net code, what's with that one?
     
  27. CCampbell Trainee Engineer

    Messages:
    28
    Door Highlights are MUCH better... Now remove the glow effect that waste's CPU cycles every frame! Nice update with 2 of the guys are GDC.
     
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  28. demolish50 Senior Engineer

    Messages:
    1,434
    The end of those videos are so cringe worthy.
     
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  29. heartlessdeath Trainee Engineer

    Messages:
    41
    Keep Calm and Grind.

    [​IMG]
     
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  30. OmEgA_StOrM Apprentice Engineer

    Messages:
    127
    KEEN Please remove the pulsing highlighting it is awful.
     
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Thread Status:
This last post in this thread was made more than 31 days old.