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Update 01.135 - Bug Fixes and Improvements

Discussion in 'Change Log' started by Drui, May 19, 2016.

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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 brings you several improvements for modders that we've merged from our community on GitHub, plus more bugfixes. From Tyrsis we have production API changes and terminal changes, so modders can now create their own terminal interfaces such as buttons, sliders, etc. Another addition is Malware's Ship Data update and remote control fixes that makes Coop mode work when a conveyor block (or any block that doesn't have an owner) is between the master and slave assemblers. And last but not least, we have Rexxar's projector ModAPI changes which have added more ModAPI interface to the projection API.
    Our GitHub source code has also been updated.
    Many thanks to our entire community for helping us develop the game and raise the bar for modding possibilities. We're simply in awe of all the mods and creations you guys publish on the Workshop :)



    Features
    - modders can now create their own terminal interfaces (by Tyrsis)
    - production API changes (by Tyrsis)
    - projector ModAPI changes (by Rexxar)
    - added ship mass, velocity and gravity information to IMyShipController (by Malware)
    - source code on GitHub updated to current version

    Fixes
    - remote control fixes by (Malware)
    - fixed issue with welders repairing themselves
    - fixed switching colors even when bar is not visible
    - fixed faction tags GUI spacing
    - fixed the infamous rotor gap
    - fixed HUD markers being distorted after restart on triple monitor resolution
    - fixed issues with rolling ships while holding ALT
    - fixed incorrect damage from rockets
    - fixed crash when loading into a scenario
    - fixed mass of welded ships being broken on grid modification
    - fixed issues with basic tutorial 1
    - fixed various soundblock issues

    Update
    - fixed crash when loading animations
    - fixed crash on connectors
    - fixed crash on HUD notifications
     
    Last edited: May 20, 2016
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  2. Sero93 Trainee Engineer

    Messages:
    43
    first
     
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  3. ThyCrusader Trainee Engineer

    Messages:
    36
    [​IMG]
     
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  4. |Ñ| Ederrn Trainee Engineer

    Messages:
    57
    Second!
     
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  5. Don Jacobs Junior Engineer

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    657
    Awesome
     
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  6. KingdomBragg Junior Engineer

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    544
    Thanks as always :)
     
    • Like Like x 1
  7. FlakMagnet Senior Engineer

    Messages:
    1,551
    OK...some bugfixes....but not any that have been a problem for me.

    Must have a delve into some more of the modding stuff though.

    Liking the 'sound' of hte new sound system :) Especially the changes when opening the visor
     
    • Agree Agree x 2
  8. Speshal_Snowman Apprentice Engineer

    Messages:
    175
    Yay! Totally not first though... :p
     
  9. Cmdr_Forge Apprentice Engineer

    Messages:
    157
    Speaking of faction tags, any chance we will ever get a higher tag letter count? NPC factions already get 4, but we're still stuck with 3. couldn't we get a new max of 5 to least have better tags than AI?
     
    • Agree Agree x 7
  10. Gwindalmir Senior Engineer

    Messages:
    1,000
    Love the terminal improvements, been waiting FOREVER for them!
     
  11. BiggLou55 Apprentice Engineer

    Messages:
    358
    Thanks for the update and the hard work!
     
    • Like Like x 1
  12. Shatara422 Trainee Engineer

    Messages:
    47
    SPINNY CHAIRS YAY

    I mean, uh...*cough*...do those remote fixes mean pirate drones working again?

    Also space sound looks to be coming along nicely.
     
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  13. noname42 Trainee Engineer

    Messages:
    95
    these sounds are really nice
     
    • Agree Agree x 2
  14. sankti Trainee Engineer

    Messages:
    45
    click update or not hmmm ... after every patch i have issues with stability and need to format whole windows on ssd, how to play without updating ?
     
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  15. Memige Trainee Engineer

    Messages:
    21
    Damn, nice sound teaser, that's pretty badass. All the <3 to Tyrsis, Rexxar, and Malware
     
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  16. DasStrudelMonster Trainee Engineer

    Messages:
    76
    The teaser for the realistic sound settings is so friggin' cool - awesome work guys!
     
    • Like Like x 1
  17. Hyperion Trainee Engineer

    Messages:
    50
    The new, realistic sound system is definitely what I'm now looking forward the most, as it has far surpassed my skeptical expectations- fantastic job, sound guys at Keen!
     
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  18. Commander Rotal Master Engineer

    Messages:
    4,943
    Not that i didn't expect it but Realistic Sound just feels like i've got water in my ears. Imma gonna go ahead and pass on that one, kkthx.

    Edit: ouch. People be savage today.
     
    Last edited: May 19, 2016
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  19. Hyomoto Apprentice Engineer

    Messages:
    242
    I cannot even begin to guess at what sort of a wonky, unstable system you would have that require an entire reformat of Windows to update Space Engineers. Might I wager a guess that either your wording here is bonkers or you may be doing it wrong?

    You have a weird sense of humor.
     
    • Agree Agree x 6
  20. SilentSymphony Apprentice Engineer

    Messages:
    201
    Definitely liking the direction you're going with the sounds, a few heavily requested features seem to be making it in there :)
     
  21. Wayne Barraclough Trainee Engineer

    Messages:
    24
    Still hoping for an ambient lighting fix. As someone that doesn't use mods the last few updates have been less than interesting. Thanks anyway. I'll keep waiting. =(
     
    • Agree Agree x 2
  22. Harrekin Master Engineer

    Messages:
    3,077
    Ship data...available easy as pie?

    Fixed remote control?

    @Malware

    We are not worthy.
     
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  23. ghofmann Trainee Engineer

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    19
    Awesome work guys! Keep it up! So looking forward to all that you are working on behind the scenes.
     
  24. Phattty3 Trainee Engineer

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    18
    Great work guys.... any update on the backgrounds staying the same when switching to spectator whilst in a cryo pod?
     
  25. Apsyc Apprentice Engineer

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    108
    As a vanilla player, I'm very excited.
     
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  26. Pie Apprentice Engineer

    Messages:
    108
    Good update for modders and glad to hear you're still working on the server :) Despite the fact my 2 current pet bugs (going 'down' on planets on DS and projector rendering) aren't fixed progress is good all the same.

    I did notice one thing however when updating the server to test:

    Havok License Keys:
    Physics_2012 : KeenSoftwareHouse_SpaceEngineers_PC_Linux_Mac_XBoxOne (expires 2016-05-25)

    Does that mean Space Engineers will stop working next Wednesday?? :-O
    Or maybe the laws of physics will no longer apply and we can do aaaaaanything.... Mwahahahahahaaaarrrrrr...
     
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  27. Amerikanovich Apprentice Engineer

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    317
    So projector bugs still not fixed? :(
     
    • Agree Agree x 5
  28. REDSHEILD Junior Engineer

    Messages:
    888
    Fun fact: they tried doing TOS with realistic sound during the opening (no whooshing sound when things flew by at high speed) but they added in the sound effects because it freaked out viewers.

    I, for one, appreciate our new sound overlords. Ooh, I wonder if hollow objects will ring when struck!
     
  29. Malware Master Engineer

    Messages:
    9,082
    I didn't "fix the remote control"... I fixed some small aspects of it, just some actions that didn't work. You make it sound a lot bigger than it really is... :p But it now also exposes a simplified version of the waypoints, as requested by some people here.
     
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  30. Mr Engineer Apprentice Engineer

    Messages:
    467
    Slim pickings for this week's update. Some of it looks externally sourced. Oh well, next week! Love that teaser!
     
Thread Status:
This last post in this thread was made more than 31 days old.