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Update 01.132 - New Ship Sounds, Minor HUD Tweaks

Discussion in 'Change Log' started by Drui, Apr 28, 2016.

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

    Messages:
    1,390
    Summary
    This week's update introduces many new sounds for ships and vehicles in the game. We're also implementing HUD improvements and providing better modding support for sounds. Sounds are now determined by the size of the ship and type of vehicle. Small ships, large ships, and wheeled vehicles now all have their own unique sounds, and there are also unique sounds for gyros, thrusters, and reactors.
    Cockpit sounds also now differ based on player perspective - in first person, you'll hear a 2D sound, but from a distance you'll hear a 3D sound. Each ship category has its own set of sounds and individual settings (volume, pitch range, etc.) and modders can now create and modify these ship categories.
    Finally, HUD improvements mean that they now scale properly for resolution and multiple monitors.



    Features
    - new ship/vehicle sounds
    - better modding support for sounds
    - HUD improvements

    Fixes
    - Argentavis Pirate Carrier now spawns less frequently
    - added HUD marker icons explanation to F1 help screen
    - fixed Space Master does not really delete floating objects
    - fixed Health low and health critical voice warning not playing correctly
    - fixed DS Configurator crash when there are no worlds saved
    - fixed locked landing gear halves jump distance
    - fixed ragdoll lost after switching models in medical room
    - fixed HUD markers don't render correctly on extreme resolutions
    - fixed graphics/HUD distortion
    - fixed cryochamber sound still playing while far away from cryopod
    - fixed "Body position" GPS point also appears after NPC dies on his body
    - fixed vent sound is too loud
    - fixed GPS markers should have their own icon

    Update 011
    - fixed crash in network logic
    - fixed crash when destroying pistons
    - fixed crash when breaking rotors
    - fixed crash in audio
    - fixed crash when joining MP
    - fixed build mode info showing in without build mode being turned on
    - fixed cyberdogs eating characters backpack
    - fixed ship able to jump inside of planet
    - fixed typo in cubeblocks.sbc
    - added DateTimeOffset to API whitelist
    - updated bug report link, so now it leads directly to official Keen forum
     
    Last edited: Apr 29, 2016
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  2. Memige Trainee Engineer

    Messages:
    21
    First!

    ***
    Looking good, and sounding good. Love the new sound system, and nice fixes, keep 'em coming :) Particularly happy about the ragdoll fix
     
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  3. SilentSymphony Apprentice Engineer

    Messages:
    201
    Was really hoping for some fixes to the massive performance issues in the last 4 weeks :/

    edit: the sounds are cool tho
     
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  4. ThyCrusader Trainee Engineer

    Messages:
    36
    [​IMG]
     
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  5. WoYo-Sensei Trainee Engineer

    Messages:
    9
    Second? Why not :)
    Damn, no :p
     
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  6. gimmilfactory Junior Engineer

    Messages:
    523
    Weeee!

    *Update*

    So there was a crazy incident just now where my back right speaker just started screeching at me while using spectator camera and space master to zoom back to my base area.
     
    Last edited: Apr 28, 2016
  7. Diegor34 Apprentice Engineer

    Messages:
    108
    Thanks for the update , let's see how is the performance

    Edit¹:
    Yeah... nothing for DS... Server closed for the fourth consecutive update...
    Come on guys, give us something in the DS department, please!

    Edit²:
    I liked the new things, it's always good to have new things in the game, but i believe it is not the time to focus on that, especially in sounds, there are numerous other areas that need more attention at this moment, but i believe in keen's work, keep up guys. :)

    PS.:
    Hello @S7E, good to see you again in the forum just pressing disagree on posts of others and not contributing with absolutely nothing, keep up the good work buddy.
     
    Last edited: Apr 29, 2016
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  8. Sky Trainee Engineer

    Messages:
    32
    oh joy.
     
  9. Esmea Trainee Engineer

    Messages:
    73
    hmm....
     
  10. Mr Engineer Apprentice Engineer

    Messages:
    467
    Yay Update! Looking amazing. Thanks for reducing the Argentavis, that thing gets kinda annoying. One map has about nine of them floating around totally destroyed. Thanks Keen!
     
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  11. 3vil_Luigi Apprentice Engineer

    Messages:
    191
    update \o/
     
  12. doncdxx Apprentice Engineer

    Messages:
    360
    Sounds like a good patch.
     
  13. kr105 Trainee Engineer

    Messages:
    28
    First page yay.

    Edit: Nice update and thanks for the fixes, the one with the Jump Drive is very much appreciated !
     
  14. Commander Rotal Master Engineer

    Messages:
    4,943
    The car sounds are amazing. Not a particularly huge fan of the Atmosphere Thruster-ones though. Actually scratch that, they take about ten seconds of update video to get utterly annoying.

    Large Ship Ion Thrusters sound like a Capital Dead Space monster, what's up with that?
     
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  15. Ricktor87 Trainee Engineer

    Messages:
    49
    No J.J. McBay effects yet :( First page o7

    Nice fixes though woot
     
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  16. doom Trainee Engineer

    Messages:
    19
    Nice fixes :).
    I just hope they fix spontaneously hydrogen spawning hydrogen tank soon. Funny bug thats taking away all the fun from survival :(

    Edit: Ok the new improvements are super nice! The 200m mark for texts for fingind ore - exactly what i (silently) wished for :) :)
     
    Last edited: Apr 28, 2016
  17. KissSh0t Master Engineer

    Messages:
    3,378
    ( ͡° ͜ʖ ͡°)
     
  18. KingdomBragg Junior Engineer

    Messages:
    544
    Thanks as always :)
     
  19. [LP] OMG Shadow® Trainee Engineer

    Messages:
    68
    Interior lights still not fixed? What a pity...
    Anyway, the new sound system is a good thing.
     
  20. Hemp Plan[e]t Apprentice Engineer

    Messages:
    157
    the atmos thruster sound makes me already nervous o.O
     
  21. Thales M. Junior Engineer

    Messages:
    982
    I think my pc has sound problem with this game (but I didn't have any sound problem in another game). Do you have any idea to fix it?
     
    Last edited: Apr 28, 2016
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  22. plaYer2k Master Engineer

    Messages:
    3,137
    Last edited: Apr 28, 2016
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  23. Phoera Senior Engineer

    Messages:
    1,711
    gues...better start optimize your render.
    have good PC, by have awfull FPS with planets.
    when games with better graphics works fine and stable.
     
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  24. Kilroy 2 Apprentice Engineer

    Messages:
    161
  25. Pegas519 Apprentice Engineer

    Messages:
    195
    "Argentavis Pirate Carrier now spawns less frequently"

    AH!! I shredded them to pieces all last week. Thank god for ALT-F10.
     
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  26. Hemp Plan[e]t Apprentice Engineer

    Messages:
    157
    nothing for DS :'(
     
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  27. Mr Engineer Apprentice Engineer

    Messages:
    467
    I was suprised to hear people are having trouble with the Argentavis, true it can be difficult sometimes to catch up to it but the main problem I have with them is coming up with new ways of blowing them up. Those new sounds are amazing and I like the new HUD features. Our suits now have an in-built ore detector?
     
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  28. -=Ripps=- Trainee Engineer

    Messages:
    82
    Goodjob with the hud changes :D
     
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  29. NikaPlays Trainee Engineer

    Messages:
    8
    First off.. disappointing, lacking and just at this point in the game not needed. sounds for different crafts should not be a priority when so few of the ppl that has actually invested their money in this game can not even play it because of all the issues YOU have created over time. things that work suddenly no longer work and so forth. how about stabilising the game before you decide to add new stuff to clutter up your code even more?
     
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  30. Pegas519 Apprentice Engineer

    Messages:
    195
    "fixed HUD markers don't render correctly on extreme resolutions"

    What extreme resolution? In DX11, the higest resolution is HIGH. We're talking about DX11 right? because extreme was only in DX9 and I thought that support was not offered any more. Am I getting this right or am I missing something?
     
Thread Status:
This last post in this thread was made more than 31 days old.