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Name

 Tabletop Simulator 

 

Developer

 Berserk Games 

 

Publisher

 Berserk Games 

 

Tags

 Indie 

 Strategy 

 

RPG 

 

Simulation 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

Release

 2015-06-05 

 

Steam

 9,99€ 7,49£ 9,99$ / 50 % 

 

News

 107 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 2862 

 

Steam Rating

 Overwhelmingly Positive 

Steam store

 https://store.steampowered.com/app/286160 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 2,000,000 .. 5,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 985  

Average playtime (last 2 weeks)

 461 

Median playtime (forever)

 596 

Median playtime (last 2 weeks)

 613 

Public Linux depots

 Tabletop Simulator Linux [3.6 G] 


DLC

 Tabletop Simulator - Superfight 


 Tabletop Simulator - Cosmic Encounter Connector 


 Tabletop Simulator - Euphoria 


 Tabletop Simulator - Mistfall 


 Tabletop Simulator - Darkest Night 


 Tabletop Simulator - Tiny Epic Galaxies 


 Tabletop Simulator - Battle For Souls 


 Tabletop Simulator - Scythe 


 Tabletop Simulator - RARRR!! 


 Tabletop Simulator - Tiny Epic Kingdoms 


 Tabletop Simulator - In the Name of Odin 


 Tabletop Simulator - Indonesia 


 Tabletop Simulator - Scuttle! 


 Tabletop Simulator - Warfighter 


 Tabletop Simulator - Spirits of the Rice Paddy 


 Tabletop Simulator - The Captain Is Dead 


 Tabletop Simulator - Zombicide 


 Tabletop Simulator - Mr. Game! 


 Tabletop Simulator - Simurgh 


 Tabletop Simulator - Wizard's Academy 


 Tabletop Simulator - Three Cheers For Master 


 Tabletop Simulator - Viticulture 


 Tabletop Simulator - Tiny Epic Defenders 


 Tabletop Simulator - Darkrock Ventures 


 Tabletop Simulator - Tiny Epic Western 


 Tabletop Simulator - Xia: Legends of a Drift System 


 Tabletop Simulator - Abraca...What? 


 Tabletop Simulator - Khronos Hunter 


 Tabletop Simulator - Cavern Tavern 


 Tabletop Simulator - Three Kingdoms Redux 


 Tabletop Simulator - The Red Dragon Inn: Battle For Greyport 


 Tabletop Simulator - The Great Dinosaur Rush 


 Tabletop Simulator - Pillars of Eternity: Lords of the Eastern Reach  


 Tabletop Simulator - Draco Magi 


 Tabletop Simulator - Tortuga 1667 


 Tabletop Simulator - Tiny Epic Quest 


 Tabletop Simulator - Deck Quest 


 Tabletop Simulator - Blood Rage 


 Tabletop Simulator - Boss Monster 


 Tabletop Simulator - Unearth 


 Tabletop Simulator - Wingspan 


 Tabletop Simulator - Dungeon Drop 


 Tabletop Simulator - Dawn of the Zeds 


 Tabletop Simulator - Down in Flames: Locked-On 


 Tabletop Simulator - Mistborn: House War 


 Tabletop Simulator - One Night Ultimate Werewolf 


 Tabletop Simulator - Rise of Tribes 


 Tabletop Simulator - Adventure Mart 




LINUX STREAMERS (15)
backflip9zactherippertwitchcasperonlinuxquasarsevilla
z0eeehexdslhamishtpbMrDaylight
jenshaetomlowshanglorddickfisttoastylinux
DJNrrddneavessidusetluna




Update v12.1 Music Player, PDF support, and tons of other great improvements!

Hey everyone, we got another great update for you today! We have added 2 very long requested features a Music Player and PDF support! There are also a ton of great additions and improvements listed below in the patch notes.



Music Player


  • The music player let's you play audio files (.mp3, .wav, .ogg, ogv) which are synced for all players.
  • Great for room music or so your DnD campaign has the right mood!
  • Supports playlists with ordering, shuffling, and looping.


Custom PDF

  • New object Custom PDF, that allows you import a PDF onto a tile.
  • This converts the PDF into a series of images, to make it easy to import your rule books!
  • Supports multiple pages: swap between them with the contextual menu, next/previous state hotkeys, or the buttons on the left and right side.
  • Can popout the PDF to the screen by hitting the hidden UI button on the top left of the PDF object.
  • You can joint this to any objects to add any visual flair you would like to match the game.


Cloud Manager Folders

  • Cloud manager now supports folders just like Saved Games/Objects.
  • When you import all loaded assets into cloud it puts them in a folder defaulting to the Game name.
  • Can now name files that are uploaded to the Cloud instead of just using the file name on disk.


Sound Improvements

  • Custom Objects that are set to dice or coin will now get that correct sounds for their selected material type.
  • Improved sounds for objects interacting with locked objects.
  • Added glass material type for Custom AssetBundle and Custom Model.


Alpha Transparency Support

  • Added alpha support to the color picker.
  • Can now draw with semi tranparency.
  • Can color tint objects to have alpha transparency, which goes nicely with the new glass material type.
  • Objects with alpha transparency will not cast shadows.


Magnify Revamp

  • Magnify (hotkey m) overhauled to be round.
  • Scroll up or down to control the zoom level of the magnify.
  • Fixed visual issues with previous magnify.


General Improvements

  • Added loading percent next to the player names on the top right.
  • For the top bar in-game the Scripting, Workshop Upload, and Cloud Manager menus have been moved under "Modding".
  • Improved auto-raise to work better with overhangs.
  • Added a workshop indicator next to the chat window that you can hover over and get info about how far along the workshop subscription check is at.
  • Moved physics mode (semi-lock, locked, etc) from Configuration to Server Options.
  • Greatly improved compatibility with old AssetBundles shaders. This will fix a lot of broken DLCs.
  • Improved Fog of War performance.
  • File Browser now remembers the last opened path.
  • Updated Voice Chat plugin.
  • Voice chat is now using a higher quality setting.
  • Added hidden zone opacity sliders to Misc settings.


Scripting Improvements

  • New global class Vector:


Constructors:

Vector(num, num, num) --> return a vector with specified (x, y, z) components

Vector(table) --> return a vector with x/y/z or 1/2/3 conponents from source table (x/y/z first)

Vector.new(...) --> same as Vector(...)



Vector.max(vec1, vec2) --> return a vector with max components between vec1 and vec2

Vector.min(vec1, vec2) --> return a vector with min components between vec1 and vec2

Vector.between(vec1, vec2) --> return a vector pointing from vec1 to vec2

vec:copy() --> copy self into a new vector and retur it



Component access:

vec.x, vec.y, vec.z --> read/write component

v[1], v[2], v[3] --> read/write component

vec:get() => num, num, num --> returns x, y, z components of self





Methods modifying self and returning self:

vec:setAt(key, num) --> same as "vec[key] = num"

vec:set(num, num, num) --> set x, y, z components to passed values

vec:add(otherVec) --> adds components of otherVec to self

vec:sub(otherVec) --> subtracts components of otherVec from self

vec:scale(otherVec) --> multiplies self components by corresponding compnents from otherVec

vec:scale(num) --> multiplies self components by a numeric factor

vec:clamp(num) --> if self magnitude is higher than provided limit, scale self down to match it

vec:normalize() --> scale self to magnitude of 1

vec:project(otherVec) --> make self into projection on another vector

vec:reflect(otherVec) --> reflect self over a plane defined through a normal vector arg

vec:inverse() --> multiply self components by -1

vec:moveTowards(otherVec, num) --> move self towards another vector, but only up to a provided distance limit

vec:rotateTowards(otherVec, num) --> rotate self towards another vector, but only up to a provided angle limit

vec:projectOnPlane(otherVec) --> project self on a plane defined through a normal vector arg



Methods not modifying self:

vec:dot(otherVec) --> return a dot product of self with otherVec

vec:magnitude() --> return self magnitude (length)

vec:sqrMagnitude() --> return self magnitude (length) squared

vec:distance(otherVec) --> returns distance between self and otherVec

vec:sqrDistance(otherVec) --> returns squared distance between self and otherVec

vec:equals(otherVec, num) --> returns true if otherVec same as self (optional numeric tolerance param), false otherwise

vec:string(str) --> return string describing self, optional string prefix

vec:angle(otherVec) --> return an angle between self and otherVec, in degrees [0, 180]

vec:cross(otherVec) --> return a cross-product vector of self and otherVec

vec:lerp(otherVec, num) --> return a vector some part of the way between self and otherVec, numeric arg [0, 1] is the fraction

vec:normalized() --> return a new vector that is normalized (length 1) version of self

vec:orthoNormalize() --> return three normalized vectors perpendicular to each other, first one being in the same dir as self

vec:orthoNormalize(otherVec) --> same as vec:orthoNormalize(), but second vector is guranteed to be on a self-otherVec plane



Operators:

vecOne + vecTwo --> return a new vector with added components of vecOne and vecTwo

vecOne - vecTwo --> return a new vector with subtracted components of vecTwo from vecOne

vecOne * vecTwo --> return a new vector with multiplied components of vecOne and vecTwo, NOT a dot product (!)

vec * number --> return a new vector with all components from vec scaled by a numeric factor

number * vec --> same as "vec * number"

vecOne == vecTwo --> return true if both vectors identical or within a small margin of each other, false otherwise

tostring(vec) --> return a string description of a vector


  • New global class Color:




Constructors:

Color(num, num, num) --> return a color with specified (r, g, b) components

Color(num, num, num, num) --> return a color with specified (r, g, b, a) components

Color(table) --> return a color with r/g/b/a or 1/2/3/4 components from source table (letter keys prioritized)

Color.new(...) --> same as Color(...)



Color.fromString(colorStr) --> return a color from a color string ('Red', 'Green' etc), capitalization ignored

Color.fromHex(hexStr) --> return a color from a hex representation string (e.g. '#ff112233'), hash sign and alpha are optional

col:copy() --> copy self into a new color and return it



Color.Purple [etc] --> shorthand for Color.fromString('Purple'), works for all player and added colors, capitalization ignored



Component access:

col.r, col.g, col.b, col.a --> read/write component

col[1], col[2], col[3], col[4] --> read/write component

col:get() => num, num, num, num --> returns r, g, b, a components of self



col:toHex(includeAlpha) --> returns a hex string for self, boolean parameter

col:toString(num) --> returns a color string if matching this instance, nil otherwise, optional numeric tolerance param



Methods modifying self and returning self:

col:setAt(key, num) --> same as "col[key] = num"

col:set(num, num, num, num) --> set r, g, b, a components to passed values



Methods not modifying self:

col:equals(otherCol, num) --> returns true if otherCol same as self, false otherwise, optional numeric tolerance param

col:lerp(otherCol, num) --> return a color some part of the way between self and otherCol, numeric arg [0, 1] is the fraction



Operators:

colOne == colTwo --> return true if both colors identical or within a small margin of each other, false otherwise

tostring(col) --> return a string description of a color



Other:

Color.list --> table of all color strings

Color.Add(name, yourColor) --> add your own color definition to the class (string name, Color instance yourColor)


  • Added an overload to UI.setXml() and UI.setXmlTable() to take a CustomAssets as the last param.
  • Music Player exposed to Lua.
  • Added logString function, which returns a string representation of a lua object (the same representation the log function uses)
  • Fixed cleanup issue with Xml custom assets UI from lua for clients.
  • Fixed turns not network syncing for Lua.


VR

  • Improved movement - added movement inertia. Can be calibrated or disabled in VR settings.
  • Grid overlay now renders in VR.
  • Fog of War now renders in VR.
  • Added VR documentation to api website: https://api.tabletopsimulator.com/vr/


Spectator Mode

  • Spectator window may now display the view grey players have (for example, cards in your hand will be hidden). Enable with +spectator_restrict_view
  • Spectator window now renders the grid. May be turned off with -spectator_show_grid


System Console


  • Added documentation for system console to tabletop api website: https://api.tabletopsimulator.com/systemconsole/
  • Inline variable evaluation changed to use { and } (instead of < and >). See above page for details.
  • You may now use alias to run commands when a toggle variable's value is changed.
  • skip now allows for various comparisons, and fuzzy equality check.
  • Added ui_anchor, ui_label and ui_toggle commands (to accompany ui_button), allowing you more options for easily running commands / changing setting during play.


New commands: (for more info see above page, or use help )


  • append - Adds text, or the last entered command, to a text variable.
  • camera_reset_on_load - Whether the camera resets its position when you do a Save & Play in Atom.
  • chat_input - Activates chat input box.
  • component_examine - Sets game component currently being examined.
  • component_move, component_rotate, component_position, component_rotation - Apply movements to components.
  • eval - Evaluates an expression and stores it in a variable.
  • examine_position, examine_rotation - Return information on the currently examined component.
  • hidden_zone_showing_opacity, hidden_zone_hiding_opacity - Set visual opacity of hidden zones.
  • lua - Execute a lua statement.
  • music_add, music_mute, music_next, music_pause, music_play, music_prev, music_repeat, music_shuffle, music_timecode - Commands to control new music player.
  • spectator_restrict_view - Whether the spectator window shows your view, or that of a grey player.
  • spectator_show_grid - Whether the grid is rendered in the spectator window.
  • team - Stores / sets team you are currently on.
  • ui_anchor - Sets position UI elements are made relative to (default is 0,0 - the center of the screen)
  • ui_label - Add static text UI element.
  • ui_toggle - Add checkbox UI element.
  • vector_x, vector_y, vector_z - Return an individual axis from a vector variable.
  • vr_move_with_inertia - Whether you have inertia in VR.
  • vr_move_friction - When you have inertia, how quickly you slow down.
  • vr_scale_rotate_rate - How much smoothing is applied during scaling/rotating.


Fixes

  • Fixed scroll wheel being inverted for Linux.
  • Fixed Components menu chess Wood White King being missing.
  • Fixed search and expand for Games menu.
  • Fixed misc issues with spectator camera.


[ 2019-08-17 00:22:15 CET ] [ Original post ]