Total Miner Forums

Total Miner Development => Development Updates => Topic started by: Craig on November 17, 2014, 11:34:40 PM

Title: 2.2
Post by: Craig on November 17, 2014, 11:34:40 PM
The main focus of this update is item wielding and bug fixes.

Item wielding is having an overhaul. Players will be able to choose between single hand wielding using either your left or right hand, and dual wielding - both hands.

Single wielding will work like Minecraft in most cases. There will only be one cursor on the hotbar.

Dual wielding will allow you to wield any item in either hand.

The main motivation for this update is to remove player confusion with the current hotbar system (2 cursors) and to remove the need to know which hand to use for which items.

A side product of this overhaul, a lot of inconsistencies with how items are used or how they behave are being rectified. And custom item swinging animation by item is now supported.

Change Log:

* Dual Wielding (Both Hands).
* Single Wielding (Left or Right Hand).
* Skills Revamp. [1]
* Bobbing (optional).
* Terrain preview from Lobby.
* Terrain custom tree frequency.
* Generate Trees creative tool.
* Some new Blocks and Items.
* Some weapon stats rebalancing.
* System Shops & View Scripts permission.
* Stained Glass - 16 colors.
* Sound, SkyColor, TintColor, IsRandom, MessageBox, Menu, Clan, IsClan, Skill, SkillAddXP script commands.
* Mining tool power and XP rebalancing.
* Set Zone builder via Zone script command.
* Some new item swinging animations.
* Held out shield gives double deflection chance.
* Stepping sound management improved.
* Arrows break glass blocks.
* Arrows power script blocks on/off.
* Tweaks to mob spawning on Skill enabled Survival worlds.
* Using Bonemeal on a Sapling now causes the tree to grow even if Finite Resources is off.
* Triggers can now be used for Page Up/Down on World Select screen, Unlockables screen and others.
* Remote avatars now show items held in both hands.
* Around 50 other minor tweaks and improvements.

[1] Skills Revamp.
* Total XP needed to reach level 99 is reduced to around 2 million.
* Local XP worlds supported - All players will start at level 1 when they first enter the world. Their XP is saved against the world so when they rejoin, their XP is set to what it was when they last left the world. Local XP worlds currently do not affect a players Global XP.
* XP Multiplier for Local XP worlds. The host can choose the rate of XP gain (as a multiplier against the standard rate).

[2] The Skill command allows scripts to set the Skill level of a player on worlds using Local XP.
The SkillAddXP command allows scripts to add XP to a players current XP for a skill, on worlds using Local XP.

Bug Fixes:
* Major improvements to Multiplayer loading times.
* Player maximum walking speed too slow (particularly on diagonals).
* Some unlockable avatar requirement bugs fixed.
* Components with recently added textureable blocks not loading.
* Problem of sign text being lost is fixed.
* Keyboard input screen going into a hard loop.
* Grave markers not showing unless there is at least one normal marker.
* Gravity bug not allowing climbing up stairs, ramps, half blocks.
* Can hurt oneself if flying upwards too fast.
* HasInventory [true|false] parameter fixed.
* Move and Copy script commands affected by No Edit zones.
* Matchmaking screen now shows world file size correctly.
* Spawn timing fixed on MobSpawner blocks.
* Proximity block bug fixed.
* NPC dialog screen bug in Multiplayer.
* A couple of instant death bug fixes.
* Some script Test Syntax bugs fixed.
* Some circuitry errors fixed (phantom power).
* Some networking errors fixed.
* Teleports bug fixed.
* Shop bug fixed.
* Around 50 other minor bug fixes.
Title: Re: 2.2
Post by: Craig on November 19, 2014, 04:52:57 AM
Title: Re: 2.2
Post by: Craig on November 30, 2014, 03:59:59 PM
The changes for the 2.2 update have been done.

All that is left to do now is tying off some loose ends.

The plan is to have the update into peer review by the 12th or 13th of December.

If all loose ends are tyed off before then we'll spend the remaining time fixing bugs from the bug reports.
Title: Re: 2.2
Post by: Craig on December 14, 2014, 07:53:02 PM
I've missed the deadline of 13th December. Other things got in the way. I have to go away until the 23rd, so will start work again on the update after Christmas. The update shouldn't take too much longer to finish after then.
Title: Re: 2.2
Post by: Craig on March 18, 2015, 08:29:51 AM
Over the the last 3 days I've spent about 25 hours play testing the 2.2 update. Everything is looking good. A couple of our testers have also been helping.

I've got a couple of minor bugs to fix and a few networking / multiplayer bugs to fix, but hopefully they won't take long.

I'm confident we will get the update into peer review before the end of March.

Unfortunately the peer review website is currently broken so no one can peer review games. I'll have to wait until that's fixed before submitting to peer review, but hopefully it will be fixed soon.
Title: Re: 2.2
Post by: Craig on March 24, 2015, 08:29:16 AM
All items for the 2.2 update are done, just some last minute testing left to do, then peer review.
Title: Re: 2.2
Post by: Craig on March 27, 2015, 02:21:00 AM
The plan is to submit 2.2 to peer review in 48 hours. Will keep you updated.
Title: Re: 2.2
Post by: Craig on March 30, 2015, 07:26:16 AM
I haven't submitted the game to peer review yet. I was hoping to get everything finished over the weekend but I was thwarted.

We've also found a few last minute issues that must be fixed.

I'm now aiming to submit to peer review Wednesday or Thursday.

Title: Re: 2.2
Post by: Craig on April 02, 2015, 04:40:49 AM
I created this world in 5 minutes with the new Creative Tree tool.

Title: Re: 2.2
Post by: Craig on April 02, 2015, 04:41:24 AM
The 2.2 update includes the most exciting fix to multiplayer loading times since multiplayer was introduced.
Title: Re: 2.2
Post by: Craig on April 02, 2015, 05:39:26 PM
Title: Re: 2.2
Post by: Craig on April 02, 2015, 05:55:07 PM
New Terrain Options:

Setup: Note the Tree settings


Preview: To check the custom terrain is what you want.


Actual world in game.


Overhead Map:

Title: Re: 2.2
Post by: Craig on April 02, 2015, 06:05:54 PM
The update is ready for peer review as far as I'm concerned.

I just want to do one more serious multiplayer test with as many of our testers as possible concurrently before submitting to peer review. Hopefully we can do that in the next 24-48 hours.

I'm really excited about the improvements to multiplayer load when playing as a remote (joining a hosted world). I just wish it hadn't taken me 3 years to get it right :\
Title: Re: 2.2
Post by: Craig on April 08, 2015, 07:23:37 AM
We found a few more issues in final testing which need to be fixed. I'm not going to commit to a date now because I'm always wrong, but we are very close.
Title: Re: 2.2
Post by: Craig on April 09, 2015, 04:55:30 AM
All issues found are now fixed.

Will do another final test. If no (must fix) issues found, then peer review.
Title: Re: 2.2
Post by: Craig on April 16, 2015, 02:40:37 AM
My apologies for yet more delays. We've found quite a few things that needed to be fixed up over the last week.

We're now again at the point where I think everything is done, and only some final testing remains.
Title: Re: 2.2
Post by: Craig on April 22, 2015, 02:10:51 AM
We fixed 15 different bugs yesterday, I suspect we won't find that many again today.

2.2 is by far the best version of the game (do I always say that?).

We're close now.
Title: Re: 2.2
Post by: Craig on April 22, 2015, 11:02:48 AM
Just 4 bugs fixed today, that's all we found.

But I did add a couple of nice new permissions midst bug hunting. One of them thanks to TM Clerical, and one of them thanks to Dryym + Conmaan

Currently our "must fix" bug list is empty. We will continue bug hunting tomorrow. If the list is still empty by the end of the day, then I will start the peer review process.

Title: Re: 2.2
Post by: Craig on April 24, 2015, 02:58:21 AM
Our final testing has failed to find any more game breaking bugs.

So I'm now going through final preparations for peer review.

Which means update 2.2 should be in peer review within the next 24 hours.
Title: Re: 2.2
Post by: Craig on April 26, 2015, 08:27:18 AM
Let's try that again :\

Update 2.2 should be in peer review within the next 24 hours.
Title: Re: 2.2
Post by: Craig on April 29, 2015, 05:59:55 AM
Since the last post we found two more serious bugs that needed to be fixed, i.e. they couldn't be left to patch.

Unfortunately they were hard to fix, one took about 22 hours to fix, the other took about 10 hours, and I spent a few hours tiding up some other small issues.

So the bug list is empty again. We will give the update one more test overnight, and if no more serious bugs are found, I'll put it in to peer review tomorrow afternoon.

If any minor bugs are found, we can patch them later.