Hi everyone - surprise update! If anyone has any suggests on ways to clean up the game screen (it's very busy) let us know . It's not as relaxing as we want it to be. Enjoy Bart and the Star Raider Ships (Star Raiders themselves are not yet revealed).
General
Island Lagoon
- Fixed Bart Patrol Behaviours,
- Bart now shoots stunning zaps, because new recruits irk him (watch out!)
- Added new audio functionality for Lagoon phase. Improved the X-38 Jet's particle system. (it has exhaust
Test Level - AI Ships and Star Raider Base Station
"See this by checking off Test Levels in the Chooser"
- The only test here is escape and shooting the robots.
- They will be armed soon, so give it a try while you can.
- Added Raider space craft and AI.
- Yours truly (Astronicus) modified bird flocking behaviour and applied it to spaceships. It works amazingly well.
- Added Raider space station and fixed lighting for the new level.
Hi everyone - surprise update! If anyone has any suggests on ways to clean up the game screen (it's very busy) let us know . It's not as relaxing as we want it to be. Enjoy Bart and the Star Raider Ships (Star Raiders themselves are not yet revealed).
General
Island Lagoon
- Fixed Bart Patrol Behaviours,
- Bart now shoots stunning zaps, because new recruits irk him (watch out!)
- Added new audio functionality for Lagoon phase. Improved the X-38 Jet's particle system. (it has exhaust
Test Level - AI Ships and Star Raider Base Station
"See this by checking off Test Levels in the Chooser"
- The only test here is escape and shooting the robots.
- They will be armed soon, so give it a try while you can.
- Added Raider space craft and AI.
- Yours truly (Astronicus) modified bird flocking behaviour and applied it to spaceships. It works amazingly well.
- Added Raider space station and fixed lighting for the new level.
- Trikes have headlights at night - Trikes can turn now - much better - Trikes had a tenmporary bug, and two slots for batteries, now they have one with a lightning sign.
- Trikes have headlights at night - Trikes can turn now - much better - Trikes had a tenmporary bug, and two slots for batteries, now they have one with a lightning sign.
Hello we've posted a new build - enjoy the lagoon at night .... - Improved ATV in general - Increased battery capacity (across the game, not just ATV) - 100% more power. - Added headlights on ATV. - Battery pack is now with a bright color for better visualization. - Vehicles (ATV and Trike) complain when they need a battery.
Hello we've posted a new build - enjoy the lagoon at night .... - Improved ATV in general - Increased battery capacity (across the game, not just ATV) - 100% more power. - Added headlights on ATV. - Battery pack is now with a bright color for better visualization. - Vehicles (ATV and Trike) complain when they need a battery.
Please make certain to play the public base. There is a very special *(and almost deadly) stun package on the upper level of the large base.
Enjoy! And get some air, too.
Please make certain to play the public base. There is a very special *(and almost deadly) stun package on the upper level of the large base.
Enjoy! And get some air, too.
We've added new texture maps to Jupiter and a NASA model of the Juno Spacecraft.
Have a look, Recruits.
A lot larger than it looks, here's Juno on the ground before takeoff:
We've added new texture maps to Jupiter and a NASA model of the Juno Spacecraft.
Have a look, Recruits.
A lot larger than it looks, here's Juno on the ground before takeoff:
- Improved Juno Encounter (Jupiter!!! Enjoy!)
- Added Cassini Encounter (Saturn!! Enjoy!)
- Fixed various map selection textures
- Improved Juno Encounter (Jupiter!!! Enjoy!)
- Added Cassini Encounter (Saturn!! Enjoy!)
- Fixed various map selection textures
- Flattened Victoria crater terrain around tutorial area - Darkened in-game computer screen - Improved Atrium visuals - Fixed bee tip window - Fixed players falling through hab connections - Fixed time of day sync
- Flattened Victoria crater terrain around tutorial area - Darkened in-game computer screen - Improved Atrium visuals - Fixed bee tip window - Fixed players falling through hab connections - Fixed time of day sync
20 years and it's finally going to end - the most amazing pictures for this NASA mission can be found here:
http://www.nbcwashington.com/news/national-international/NASAs-Cassini-Spacecraft-Captures-Saturn-and-Its-Moons-419482993.html
Stay Tuned - we'll soon launch a shared scene for you to visit.
20 years and it's finally going to end - the most amazing pictures for this NASA mission can be found here:
http://www.nbcwashington.com/news/national-international/NASAs-Cassini-Spacecraft-Captures-Saturn-and-Its-Moons-419482993.html
Stay Tuned - we'll soon launch a shared scene for you to visit.
Here's a little bit of space spice about the Docking area, wherein I explain the Orbital Bee's relationship to Independence Day, orbital velocities, and sleeeeeep in space..... https://www.youtube.com/watch?v=__vBFZFgvM0&feature=youtu.be Enjoy (Video Spooling Up)
Here's a little bit of space spice about the Docking area, wherein I explain the Orbital Bee's relationship to Independence Day, orbital velocities, and sleeeeeep in space..... https://www.youtube.com/watch?v=__vBFZFgvM0&feature=youtu.be Enjoy (Video Spooling Up)
- Fixed Inventory/Care Packages not loading - Added factories to Mars1 so you can research
- Fixed Inventory/Care Packages not loading - Added factories to Mars1 so you can research
We had a couple of reports the storage box broke on the Mars tutorial -so we are fixing that. Upcoming patch...
- Tutorial storage case empty.. whaaaaa?
- Factories added to public so you can still research things.
- Stunner for 'pests' hiding at the top of a tower on shared public.
- There is a fix for the bug that "Kale doesn't trigger achievement" on the Lagoon, so you don't get earth-stuck for too long.
- Fixed a bug where you would not spawn and had no hands and feet on the beach - this occurred while we updated all the connection code to make it better - it stunk, but the new connection code is manufacturer-suggested (exit games - "photon" is what we use) and the new fix is holding and looks 100% so far (after the weekend) - good job Xefier and Khal
We are so sorry to the people that got stuck the last 3 days - but here it is!
We also made the orbit docking map public so you can go straignt there,
MP is Fixed Disconnects Solved.. Group multiplay is finally here! We tested everything and it all works, so enjoy.
Enjoy Enjoy! We get to sleep now!!!!!! ːsteamhappyː
New recruits - you need to earn your way into space, but dont' forget to use mouse pointer mode (look in the upper left) to help you build the Chiron.
****** PLEASE NOTE TURNING THE MOUSE POINTER ON AND OFF WAS A REQUEST ****
If you're not feeling it, let us know, but it's so the mouse isn't a pest and you can turn by looking.
Hiya.. I know you.re probably way busy, but if you have time, please opt into the special test build on internal by right -clicking your Star Rangers icon in the library... Find the beta tab and switch over. All those fixes were there, but earlier today (and on the weekend, ow), the servers were acting funny. Let us know if you get the "spawn without a body" bug, because that means a server disconnected... Thank-you. There's a lot of new physics in the engine update, so we have some bouncing floors - oddly... Thanks Kyleus for the great suggestions in the Discussion board TTYS Over and Out. So Google "Aaron Persad" you'll see a friend of mine in the Possum astronaut program we will send one of the SR players to! Have a good night.
Ouch - we had some very bad bugs on the weekend as we tried to fix the multiplayer join, but we hope you can hang on a little longer so we can get those fixes in.
The sales have been good, and they really help us fix bugs, but oh my gosh the reviews in the last 24 hours were brutal.
If you can handle posting a good review - be 100% honest on the directions the game is going, both good and bad - please do, but only if you feel you can (thanks).
While the developers watered the cats and turned off the lights, a bad bad bug slithered into the build that stopped new players from continuing.
While I watch some of the new players groan and grovel on the sand on the lagoon, unable to move or launch their spacecraft, something else happened:
a miracle ! The game started selling well all over the world.
For those 9 players who got stuck in the mud while we tested a build I am really sorry, please come back and try again.
To all of you loyal supporters - well keep on keeping on; we've launched a contest to show our support as as soon as we collect another 90K or so in sales (to be very blunt), we'll be able to send one of you to astronaut training down in Florida.
When we do about 10 times as much we can send one of you up up and away.. (must be 18 ;) probably a couple of years from now.
The details to win are coming, and yes, it involves playing the game - of course.
Thanks Again,
Astronicus.
https://2017.spaceappschallenge.org/
_Hopefully_ this is done this morning for an upload later today. New players need to be able to get into space with no problems (just the game ones), so there's a timer on the "HATCH" on the island, and there's also full testing going on today, before we push the new build. I saw someone get stuck, so we'll just have to wait there until the full on upgrade. - Xefier is coming in to do a special before going home to sleep. TTYS. Please note - if you want to see the new features, jump from map to map on an established character in the "internal" branch.
You won't make it to Mars until this patch goes up if you're new... :) It's fixed and we're prepping it for you. ːsteamhappyː Caught that one. Have a great weekend!
We uncoverered an issue in the new rooms that was stopping people from being able to join. In the new build coming tonight: (just let it update).
- rewrote the "join base" code from scratch over the last 36 hours - like seriously - just got rid of that old code.. ːsteamfacepalmː
- found and fixed that using Kale was not showing your secret base.
- while we were up, added Sweden, Australia and a pirate flag - sure and by request. ːsteamhappyː
- brightened up Lagoon terrain and some parallax issues
- took away wall climbing in the atrium as it has a multiplayer bug (for now), and let you float
- tidied up smoke streams generally as they had some lag issues.
- middle mouse button lets you turn and use the hidden stun gun in the new large public Mars 1 lookout tower on the highest floor (that's for those who read this far).
Enjoy! Star Rangers Spring Sale Starts Tomorrow
Making the switch now - make sure you "Properties Right Click" and OPT OUT of Beta (TAB), in case you have an old build.
We'll likely be moving the new build live in about 2 hours; this week we need to do a complete database dump of player data; so your character will restart their milestones (go to lagoon, then into space, then to Mars etc). Fixed (Last Night): - awful Chiron rocket launch bug - multiplayer join fixes - less code, yay!
So, by request, an always-on map called Mars One is coming soon and will be available to play.
There's a few hard-to-find items around so enjoy (test defensive items and the artemis items you need).
Multiplayer has been overhauled so you may join maps with friends much more easily.
Sorry this took so long, truly, but at least it's fixed (that fix incidentally is in the current build - I see people running through the lagoon right now).
Don't twist the Lagoon rocket too much you will explode.
PLEASE NOTE: land carefully; if someone dies while you land, you will jump out. This bug has been fixed for early next week - but the two BIGGEST fixes are you may join other's maps with ease, and second, the game is much faster. Enjoy the massive features changes - Unity Logo will go away shorty. Engine Changes (unity 4 to Unity 5):
- Massive Physics upgrade (Performance and quality) Nvidia PhysX Updated from 2 to 3. Lighting, Reflections, and Rendering Quality has improved significantly. General Performance Increase (Higher Frame Rate)
- Star Raiders - they *may* not be "bad" guys. ;) Just different.
- Permanent Multi-Building Structure on Every Map in Campaign Mode = SUPER HAB
- Permanent Joinable Mars Level - Mars One
Notes for the Upcoming Build
Who are the Star "Raiders"? In the design of Star Rangers, the Raiders have always been a part of the story. Someone, whom you suspect is Professor Thadeus, has been accepting candidates for body-modification. These modifications include extra organs to survive the rigours of space and perform tasks such as replacing calcium, and keeping blood pressure in check on other organs such as the eyes - a very hard problem to solve in micro-gravity. The concept of the Raiders is based on real science, and if the Raiders in the game happen to get in your way, well that's because they may not be very happy about the changes to their bodies in the long run. They don't like Ranger habs, but they do like not having to work as hard to get their own supplies. Why? Maybe you should find Thadeus and ask.
Previous Notes: "RG, our resident artist designed these raiders to reflect an alternate near-future path to space exploration. With body modification, such as extra, new and more resilient organs, such as kidneys, specialized, lungs and others, comes a risk. We know now that much of our identity and even "intelligence" is based on our own bodies: how we use and move in them. Will mankind change as we enter space. Change is coming, but will humans resist or try to change themselves fundamentally to enter deep space? Time will tell, but in the meantime, lets see what that might look like."
We're Listening.. !
Next Build Features: -as we bring everything up to speed, -we're adding a somewhat scary NPC (so far): the Star Raider. - a persistent base for some fast loading gameplay so you can focus on objects like vehicles and plants rather than habs. - Ceres is getting a mini-update as well, with one of the new persistent buildings and new airlock (from our end programming, yours: stability).
Right Click Star Rangers in your Steam Library
Select Properties
Click on the BETAS Tab
On the Drop-Down Menu Labelled "Select the beta you would like to opt into:" select "internal -"
We'lll tweak it up and then start rolling out new features and a new map!
Started this about 1 month ago.. Basically we are upgrading to the new game engine. It is much faster - more to play with very soon.
Please enjoy version 1 of the Ceres Landscape.
There is a holiday easter egg if you care to hunt for it!
CERES
-Discovered: January 1,1801 by Giuseppe Piazzi of Italy (first asteroid/dwarf planet discovered)
-Size: 975 by 909 kilometers (606 by 565 miles)
-Shape: Spheroid
-Rotation: Once every 9 hours, 4.5 minutes - sped up to be about 1/3 of our accelerated earth day.
The object is known by astronomers as "1 Ceres" because it was the very first minor planet discovered. As big across as Texas, Ceres' nearly spherical body has a differentiated interior - meaning that, like Earth, it has denser material at the core and lighter minerals near the surface. Astronomers believe that water ice may be buried under Ceres' crust because its density is less than that of the Earth's crust, and because the dust-covered surface bears spectral evidence of water-bearing minerals. Ceres could even boast frost-covered polar caps.
Astronomers estimate that if Ceres were composed of 25 percent water, it may have more water than all the fresh water on Earth. Ceres' water, unlike Earth's, is expected to be in the form of water ice located in its mantle.
https://www.nasa.gov/mission_pages/dawn/ceresvesta/index.html
"Dawn delves into the unknown and achieves what's never been attempted before. A mission in NASA's Discovery Program, Dawn orbited and explored the giant protoplanet Vesta in 2011-2012, and now it is in orbit and exploring a second new world, dwarf planet Ceres."
http://dawn.jpl.nasa.gov/mission/
So I just wanted to ask for your patience as we work on bugs; thanks for it. There are also some extra items showing up before Christmas - but the bugs are the primary item. From a business side, we've got some hurdles to jump over before November, but we'll be there. Thanks again for your patience. Little side note: I know Elon Musk's designer on Facebook. If you have any questions about the new Mars ship, I can ask them privately for you.
While we work on of course, bugs, we thought we'd drop in another map. This is our universe after all, so who knows what we might find...
Next week I'll be posting a contest announcement.
_The_ contest for Early Access.
We’d like your review if you bought Star Rangers and here are some thoughts on the review system change - it's not all good news for a game like ours. Thank-you to all that support Star Rangers with your words, thoughts, playtime, and pocketbook. As I'm sure some of you are already aware, Steam has removed the counting towards a positive percentage all reviews written by those who activated games using a Steam key; i.e. those who bought the game elsewhere or was given it as part of the community (fundraising, humble bundle, flying bundle, community members). The reviews show up, but the thumbs up do not count in the overall rating. Sad. Wot: http://store.steampowered.com/news/24155/ Since Star Rangers started with a fundraiser (a hearty thanks again), anyone who in fact bought the game that way & received a key, and anyone working on the Intern team no longer has their reviews counted. That’s okay - but unfortunately, it means that our ratings don’t reflect about 50% of our players ( :( ), and enthusiastic ones, some of whom donated 50 or 200 dollars or even more. That’s very unfortunate because it means Mostly Positive suddenly became a Mixed Rating, and that affects how we build a community. In response, the developers would like to ask, if you have time, those who have purchased the game to write a review. Please: be honest. Star Rangers grows from criticism, even Den’s [Khal made me write that DMJ :] because it allows them to grow and learn from those mistakes. Personal Reflection from Dragon the Intern When I, Christian, an intern, started working with the Development team, I was given charge of creating a group of game players, who have provided what we consider valuable feedback, and even more importantly, game time! The team also wrote reviews which are still posted, and yes, also flagged honestly we received the game for free, so that’s another group of supporters, that are not counted herein. But their feedback is important none the less. -Dragon Personal Reflection from Astronicus On behalf of the Project Whitecard Team, I thank you all the players and supporters (Den, DMJ March, Flying Cheesecake, SydKhaos), and we shall continue to work hard to bounce back from this temporary setback, and we would have never gotten this far without all of you guys' support, and for that I thank you, and the people here at Project Whitecard thank you. Reviews are honestly less important than the feedback you’re giving on the discussion board, and sales are up due to the Juno level. Reviews for an Early Access game should take this into account the fact that it’s just so: Early Access. But in conclusion, it’s actually better if we don’t have to focus on reviews too much, we’re slowly but surely finding our audience. I built this game to have a platform to have fun with, and so let's celebrate that. -Astronicus (Khal). :)
Main Changes: - New map selection menu - New Juno map - Fixed map borders to prevent players from falling off - Audio level settings now save/load correctly Changelist: r7353 - Fixed room password bug - Fixed room IsTutorial bug --------------------- r7352 Removed MapSelection Highlights, changed font, made borders transparent to fix missing fonts. --------------------- r7351 Changed Fonts on My Bases Window and Global Chat Input Field --------------------- r7350 Added MapSelection Highlights --------------------- r7349 Fixed rhino chill bug --------------------- r7348 - Polished MapSelection for build - Added Test Levels check box - Implemented server status --------------------- r7347 here is the scene with faster rotation of the earth. --------------------- r7346 - Implemented Multiplayer service status in MapSelection - Updated solar system selector to support new map selection - Refactored map selection scene to Game Settings - Implemented basic location filtering - Fixed an issue where the preview window would show incorrect texture --------------------- r7345 Created Custom Input Module For UI Element Scrollbar Focus. Implemented Scrollbar Focus on elements selected by methods other than mouse clicks. --------------------- r7344 Fixed RhinoChill messages --------------------- r7343 Fixed Horizontal Spacing in all layouts Fixed Global Chat Input alignment with odd aspect ratios Room Info Window Scaling is fixed (child of Global char holder Start Base Button has been fixed. Fixed spacing in connectionstate text. --------------------- r7342 Scrollbar Focus on keyboard-selected items in SelectionMenuUnityUI.unity Fixed scroll in general on menus. Connection status text is now a layout group with multiple texts. --------------------- r7341 Fixed Layout Grids on SelectionMenuUnityUI.unity Added in drop-down menu for game type and required functionality. Now almost fully implemented. --------------------- r7340 - Integrated new map selection into main menu path - Updated map selection scene to fix base loading --------------------- r7339 Fixed map edge colliders --------------------- r7338 Implemented basic map load service/view --------------------- r7337 - Updated MapSelection with Create/Join functionality - Sorted tutorial maps to top - Don't show password dialog for tutorials --------------------- r7336 Fixed click focus on UI scene --------------------- r7335 Fixed wrong window open --------------------- r7334 Fixed layout for odd aspect ratios --------------------- r7333 Fixed window sizing in preparation for grid layouts --------------------- r7331 Added image for juno info box. --------------------- r7330 - Updated create window to load selected map - Implemented improved back end for loading scenes in multiplayer - Added owner to rooms - Fixed typos in GameSettings --------------------- r7329 Added functionality to PasswordWindowUi.cs --------------------- r7328 material fix on space printer --------------------- r7327 Player's online text added --------------------- r7326 Corrected Juno orbit --------------------- r7325 ButtonKeyboardSelect.cs implemented --------------------- r7324 Added KeyboardButton components to MapCreationViewItem.prefab and RoomJoinViewItem.prefab --------------------- r7323 - Fixed My Bases Menu. - Made Preview Window Independent of Create window. - Created new PreviewWindow component --------------------- r7322 Updated MapSelection scene --------------------- r7321 GameSettings now includes BlockedBlueprints which stop players from receiving or printing particular blueprints. Minerva parts are added to the blocked blueprints list. --------------------- r7320 Fixed a small typo in the intro story --------------------- r7319 Button references in password window are added --------------------- r7318 Implemented player list for room selection --------------------- r7317 Fixed Game Breaking Bug stopping players from playing on Titan_Landscape_OberonsCrossing.unity --------------------- r7316 Fixed underground Lander-Exit bugs --------------------- r7314 - Improved MapSelectionViews/Services - Corrected listening to PhotonEvent: ReceivedRoomListUpdate --------------------- r7313 - Made Audio Category Volume Prefs Load when the level starts. - Added audio volume functionality to scenes that don't have gamemanager.prefab --------------------- r7312 Created Juno level ---------------------
Hidden among the other things in the _Internal_ build (see last announcement in "News" for how to load it), is to-scale map where you can check out the Jupiter Spacecraft, now in orbit around Jupiter.
Enjoy the new map selection. Thanks Xef.
The new Star Rangers build is now internal for QA testing http://steamcommunity.com/app/333340/discussions/0/350540974014596086/ Map Selection has been replaced and needs thorough testing: - Test Create Base, My Bases, Join Base windows - Test game type selector when creating a base - Test join map filtering (If you can only see Earth then you should only see Earth rooms when joining) - Test deleting character then progressing from Earth to Mars (Should only see available maps as you progress) - Test creating a base then loading through Load Base - Test Continue button (Make a home base) - Test leaving mars in a Chiron - Test Join auto-refresh (Have someone create a room while you're sitting in the join window) - Test room passwords (Shouldn't be able to join a room without the correct password) - Test "Test Levels" checkbox (Filters Create/Join to only show test maps) - Test new Juno map (Test Level)
Small Update: Up next is the patch for the Map selection, as mentioned before. Following that we'll take a close look at the doors on the habs, and their functionality, rewriting it as much as needed. A Juno map will be added of Jupiter orbit, so that you may view the current mission.
Just a reminder - the map selection and join and create is being rewritten from the ground up it's the next thing to be released, and soon. That is the most important bug, and the second most important one was making the lagoon gameplay smooth (blueprints are automatically researched for the rocket parts when you arrive. Thanks for sticking by - I see a lot of new players today. Take care. Khal.
Here's a little Video https://www.youtube.com/watch?v=G-1HWJm4n0Q Enjoy.
Star Rangers Lagoon Update. -Fading on Teleports Update. -Easier Blueprints in Lagoon Update (Finally). -Improved Elevators on Lagoon (new meshes). Zero G in Atrium Update(!) -Player Can climb on walls. We are working on the level selection for next patch. Thanks! -Astronicus
We're only going to work on Bugs for the next 8 weeks at least, so please let us know of any whoppers. It's important also to toss old aspects that are no longer needed (such as picking up items on the lagoon table). We hope you're enjoying the First person and new control aspects, so let us know what is tossing you sideways the most. Talk to you soon, Astronicus.
We're going to fix up the ease with which one can operate the underwater printer. An extension of parts assembly using the Artemis as an example is coming... https://www.youtube.com/watch?v=zJHEWQrcAJ0
""Star Rangers: Now with Less Poop. Faster start times mean less waiting! Ration to Biomass!" - Astronicus Main changes: - You can research BiomassBP in BiologyHabitat, which can be used to print 1 BiomassItem from 1 Ration - Loading time was sped up by 20 seconds Changelist: r7260 Artemis Battery Connection moved --------------------- r7259 Artemis: - Resolved Player animation state missing error - Will not take off without battery - Lands on Exit - Network Ownership Transfer Error Solved --------------------- r7258 Improved loading by decreasing load time by 20 seconds --------------------- r7257 Updated English.txt to include IOR messages --------------------- r7256 - Added the ability to print Biomass from Rations (1 for 1) - Changed Ration to a GatherableResource --------------------- r7255 Artemis battery and auto-land functionality added. --------------------- r7254 Added item pickup message to IORHusk --------------------- r7253 Added passenger transform to Artemis Prefab and ArtemisEnter component --------------------- r7252 Improved Artemis scale --------------------- r7251 Improved Artemis colliders --------------------- r7250 Artemis controls added, in and out and serialization, flight, networking. ---------------------
r7260 Artemis Battery Connection moved --------------------- r7259 Artemis: - Resolved Player animation state missing error - Will not take off without battery - Lands on Exit - Network Ownership Transfer Error Solved --------------------- r7258 Improved loading by decreasing load time by 20 seconds --------------------- r7257 Updated English.txt to include IOR messages --------------------- r7256 - Added the ability to print Biomass from Rations (1 for 1) - Changed Ration to a GatherableResource --------------------- r7255 Artemis battery and auto-land functionality added. --------------------- r7254 Added item pickup message to IORHusk --------------------- r7253 Added passenger transform to Artemis Prefab and ArtemisEnter component --------------------- r7252 Improved Artemis scale --------------------- r7251 Improved Artemis colliders --------------------- r7250 Artemis controls added, in and out and serialization, flight, networking. ---------------------
A few things:
- Artemis is working.
- Creative Mode is too Liberal ; we will have special maps for creative mode in the near future and not a switch - enjoy it while you can.
- In anticipation of the astronaut training contest, the long-term goal of creative mode is to have people be able to create their own maps to share.
- Blueprint for rations is at this very moment being prepped for the next release
"Chassis-Building" - the real gamechanger.
Artemis is based on the attached design:
and in order to "have" one, you'll have to research some parts and build it with the addition of an IOR (intelligent order recognition), which will assemble it from those funny jacks, rockets. chairs, and blocks you see on the test level - that's planned for very soon. Hit the same pattern, and you'll get an artemis.
Here's close- to done flying...
:)
http://youtu.be/3NdUfXvRPuk
That's it for now!
New build is live, full changelist will be uploaded tomorrow. Main fixes: - Objects falling out of habitats - Hexpot issues
A little more fun to tide you over while we work on the bugs... Artemis Test Flight #2! Cheesy announcer voice by request of the dev team... https://www.youtube.com/watch?v=6X0w7jJUyPM
Artemis Hovering Vehicle - test flight - letting you see while we work on the bugs with Hex's. http://youtu.be/g_vGoidSV7s
Really desiring to push a build today!
Fixing Hexpots and Lots of Little Things
We've discovered a new bug on continuing a base with Plants growing; things spawn a little oddly, blocking the doors. Recommend you unbuild your plants for now before saving - we're working on it. Find a sledgehammer to destroy a Foo'd Hab if you need to.
http://steamcommunity.com/sharedfiles/filedetails/?id=737696061 This is a creative mode; please check out the instructions.
We pushed a fix to the connection problems inside the habs (that came from creating a feature to hold onto items inside the habs).
Here's the RoadMap - we're trying a Hotfix Today - for Hab Connections and Creative mode(!!!) You will love spawning things in creative, I assure you.
Known Bug - Trying to Connect Objects Inside the Hab - we'll be working on this - sorry for the bug - it's because we now keep objects inside the hab when they shake and move; we're working on it.
The build is finally up; we had a lot of trouble getting the input fixed (it's new), so please let us know how it goes.
Known issues: - In multiplayer, clients will see newly spawned habitats fidget (Anchoring or reloading map should fix the issue) - Pressing O and P at the same time toggles all menu visibility on/off (Recently discovered as cause for flag input disappearing, will be fixed in the next release) r7205 Fixed roberts collider --------------------- r7204 Lagoon conversations bring up mouse cursor now --------------------- r7203 Fixed the earth , and the lagoon has new colliders. --------------------- r7202 Fixed bug where game objects would force themselves to disable constantly. --------------------- r7201 Added Google Analytics into the GameManager Prefab. Moon Occlusion. --------------------- r7200 Fixed scoreflash text --------------------- r7199 Male and female uniform implemented gender equality for the head shadow and the look targets. --------------------- r7197 Disabled flag input menu drag (Could throw it off screen) --------------------- r7196 Fixed story dialog not being disabled by default --------------------- r7195 Created input graphic --------------------- r7194 Removed LeftControl text from story dialogs --------------------- r7193 Disabled Mouse0 in Input --------------------- r7192 Disabled waypoint in main menu --------------------- r7191 Fixed moon stepping FX --------------------- r7190 Fixed ParentRegion staying disabled on clients --------------------- r7189 Fixed habitat connections in Multiplayer (Including tunnels not showing up) --------------------- r7188 Implemented new Base Name Menu --------------------- r7187 Started beacons (Spawnable no blueprints yet...) --------------------- r7186 - Fixed ParentRegion syncing in Multiplaye - Updated ParentRegion to Ignore Raycast (Fixes hab connections) --------------------- r7185 Gracefully handled photonView missing from objects in habitats --------------------- r7184 Improved objects not falling out of habitats in Multiplayer --------------------- r7183 - Fixed mouse mode on lander-exit. - Added mouse-mode text to top right. - Added physic materials for terrains (not yet applied) - Moved non-pvp map information to GameSettings --------------------- r7182 Fixed center of mass of flag --------------------- r7181 Implemented NetworkedParent (Multi player testing required) --------------------- r7180 Added waypoint distance limits to game settings --------------------- r7179 Updated GUI skins to fix font while mining. --------------------- r7178 - Added pickaxe hotkey. - Fixed Chat input field cinput bug. - Added guiStyle to gamesettings --------------------- r7174 Fixed IORs not saving --------------------- r7169 Base status menu slightly improved functionality with mouse toggle --------------------- r7168 Added keyboard shortcuts for common interactions (Hold, Drop, Use, Drive, Exit, Take, Inflate, Harvest) --------------------- r7167 Fixed SetParent photon errors --------------------- r7166 Hud won't display the IOR count when there are no IOR's in the map. --------------------- r7165 Fixed objects falling out of habitats --------------------- r7164 Improved IORs (Converted to gatherable resource and triggered data cache on pick up) --------------------- r7163 Fixed the lagoon and added help to the dialogue menu. --------------------- r7162 Fixed Waypoint Disable Toggle Fixed some mouse mode toggle --------------------- r7161 Improved lagoon tutorials --------------------- r7160 Prefabs for IOR now do not get destroyed when you touch them, and the new image for input is in the build. --------------------- r7159 Tagged Iors as IOR --------------------- r7158 Added ControlsTutorial to English.txt --------------------- r7157 - Added Walk/Run Toggle key binding - Added controls tutorial to lagoon --------------------- r7156 Re-added data caches to IOR --------------------- r7155 - Fixed Inventory mouse not showing - Fixed PauseMenu MouseMode toggle issues - Added Inventory to key bindings --------------------- r7154 Implemented IOR spawning + Handled unspecified prefab names during scene object conversion --------------------- r7153 - LeftControl MouseToggle issue fixed - Mouselick-hold now limited to one object at a time - IOR count displayed on HUD. - Lander now uses the jump key, and tells the player which key it is. --------------------- r7152 Started IORs --------------------- r7151 Added new cInput mappings --------------------- r7150 Removed hardcoded hotkey hints
Input Menu Expansion #2: https://www.youtube.com/watch?v=m3xNo-rj-fc We also did quite a few other things with the Habs and Ior hunting and so on, but it's not right to push it until we checked the bugs. * -_-_-_-_Astronicus Out-_-_-_-_ * Planned for Morning of July 29th/2016 - Watch for Updates
Sign up to the Official Mailing List for Star Rangers for news outside the norm!
http://eepurl.com/b_vb1T
Happy camping, Recruit!
We've been mostly working
-on the interface; making it cleaner and the hotkeys programmable.
-We also are making things stay put in the Habs, even when you move them and that's important, so people don't get spaced by accident.
As well Humble Bundle has Added Us
https://www.humblebundle.com/store/star-rangers
So if you've got a buddy you can give to charity and save a little on the purchase.
Thanks all and talk to you soon.
Thanks Billy ! Check the news: better tutorial on the way. Peace! https://www.youtube.com/watch?v=-RbbogIb6o0
Please, don't forget your battery in the correct slot.
One of the updates coming next week! I think this was MrWarDJ's idea, and Denn, your waypoints "off" is back in the mix, too.
1. My Floor: It is Not Solid! It seems the number one thing to do is get the items to stop falling through the floor. We have an approach that we are working on. 2. IOR Visibiility A Iittle OR was added to our new build a couple of days ago. IORs are attached to datacaches. We want to give people a reason to explore the maps., and that's a good one. 3. Controls We also hear you about how to announce controls. We're going to add a list right at lagoon start. Maybe some "trials" for 4 below - control testing. 4. Tutorial Lagoon Add? What do you want to see here? Control tutorial seems high on the list. There's demand - what's most important? A Hab? Blueprint Research?
These were always around, but now they are datacaches and you'll be able to track them better.
Change list: r7149 - Fixed saving always failing for new characters - Fixed repetitive character deletion after deleting character once - Added Inventory loading progress --------------------- r7148 First person has been corrected for most spacesuits --------------------- r7147 Fixed game type text (Stuck on Pre-Game). Removed spendable experience from the HUD. --------------------- r7146 Improved MouseMode toggling. Fixed exit-text on story window.
If you have a saving issue (so bad that loading hangs ), please report it. We're trying to make sure everyone gets the new patch as soon as possible - so it will help if we can read those As we work on if. Thanks!
Just Check it out... enjoy and thanks for demanding it. https://www.youtube.com/watch?v=4u01Ni-VX1U&feature=youtu.be
Known issues:
- Habitat care packages will fall through the floor when connected/loaded
- Ground buildings don't have functioning care packages
- Mouse toggle needs polishing
Changelist:
r7146
Improved Mouse Toggle
---------------------
r7144
Improved visibility of chiron parts in lagoon printing chamber
---------------------
r7143
Fixed first person mode on death
---------------------
r7142
Improved Mouse Toggle
---------------------
r7140
Added error handling for non-networked Parts
---------------------
r7139
Improved Mouse Toggle
---------------------
r7138
Implemented habitat care package persistence
---------------------
r7136
Implemented First Person mode
https://www.youtube.com/watch?v=CLLFzY19Q4Y
---------------------
r7135
Improved Mouse Toggle
---------------------
r7134
Improved Inventory persistence:
- You can no longer save while loading
- Inventory save errors are now visible to users
- Inventory is no longer deleted before saving (Shouldn't lose your Inventory if saving failed)
---------------------
r7133
Diamond materials Update
---------------------
r7132
Improved LandingPad colliders
---------------------
r7131
Improved WindFarm/SolarArray (No longer deals collision damage, WindFarm can be pushed)
---------------------
r7130
Limited base names to 32 characters
---------------------
r7129
Added colliders to LandingPad feet
---------------------
r7128
Started Mouse Toggle
---------------------
Just a heads-up: we've got Feedback that we should drop the price a little from what we launched at with the discount.
We promise to make it up to the early adopters as we learn the Steam store rules and bonuses for players. I wanted to let you know before it happens (it still needs to be approved by Steam, however.).
Good old Notch did something similar back in the day [Minecraft], and since I once crashed his party in San Francisco where he had hired the supergroup "NERO" for his own music, he must know a thing or two.
Then we'll go to 19.99 at Beta later, much later, and then around ~30 for the launch, leaving early access.
Update:
Update coming really soon - here's a taste of the First Person so many of you demanded.
Thanks and Talk Soon,.
Astronicus
r7127 Updated build settings to fix Linux r7126 Fixed not being able to drop Rex arms + You can no longer equip rex body r7125 Disabled building upgrades because they aren't ready (Too buggy) r7124 Fixed Bart part printing + You can no longer equip bart body and trike body
r7122 Added setting to toggle Inventory previews (Developer only) r7120 Improved build automation r7119 Fixed radiation, freezing, base parts colliding r7118 Fixed blueprint menu crash + Improved blueprint not found handling + Fixed Scanner_MK2 blueprint r7117 Added screenName to google analytics and added the google analytics object into GameManager.Prefab r7116 Updated build settings to enable resolution dialog by default
MrWarDJ made a nice little guide (I think you need to make it public?), and I a phat screenshot of the techtree posing as a guide so Gibson can see it . Have a great weekend everyone and thanks for getting us off on the right foot with early access.ːsteamhappyː I just want to add a note and say thanks to all the people who made this happen this week; we really couldn't have done it without players being there for the soft launch, and it feels great. It's a crazy amount of work to make a game like this, and there is a lot to come. We're following Valve's suggestion of making regular but important updates, with bug tweaks here and there (a lot of you are surviving a little longer than you _should_ on Mars and at least one dev will tackle that on the weekend; talk soon. -Khal
Hi everyone, we thought it was pretty important to fix the hab flying issue and the tutorials immediately, so that's done now. Right-click to force your update to download. There was also a Joanna chat issue which we might have fixed - let us know.
Thanks and talk to you soon.
r7114
Improved habitat physics + Fixed habitats flying into sky on load
r7113
UseInteraction.cs is updated to no longer be a Photon.Monobehaviour This may have been causing the problem where players were unable to talk to joanna. However it is hard to reproduce, so further testing it required to prove that. It was te...
r7112
Fixed connected bases flying into air on load
r7111
Camera on tutorial level no longer sees the yellow 3dvectors around the lander.
r7110
Fixed tutorial care package
p.s. Gameskinny posted an article about the game:
http://www.gameskinny.com/nyz7e/join-the-star-rangers-today-early-access-available-on-steam
p.p.s.
And thanks to Gibson for his quick and FIRST! Beginner's guide. Props.
Watch Juno!
The Star Rangers video game is now released on Steam Early Access, the name of the game service owned by Valve, the world's preeminent publisher of games. Star Rangers will be featured prominently on the store while it’s gaming community works with the developers to refine it and create opportunities for user-created content, like music, texture, and stories. Khal Shariff, a creative developer and CEO of Project Whitecard Studios in Winnipeg, Canada, spent part of the last year completing an office network with launch partners in Seattle and Florida, as part of Canadian Digital Media Network's Soft Landing program. While his team finished the scientifically-accurate game that's been 28 months in the making with a budget of 2.8 Million dollars that took as many more months to raise, Khal made use of time with Valve in Seattle in the spring to refine Whitecard's corporate culture and marketing plan for Star Rangers, scoped out an office downtown, and audited astronaut training in Florida with partner Project Possum. Future space explorers may finally play the Star Rangers video game on their PC, Mac or Linux computer through the Steam store. Star Rangers is a game that allows game players to experience being an astronaut, realistically, in the near future, about the year 2035. The game includes information on the solar system, which was provided by NASA, assistance from the University of California Irvine, who in turn brought the Bill and Melinda Gates Foundation and the MacArthur Foundation to back the endeavour to introduce real science content into a video game. The Canada Media Fund also backed the effort with about 1 million dollars to produce the game. An original musical score was funded by Factor (dot) ca with Winnipeg musicians and has arrived on iTunes. Project Whitecard, the company who developed the game, has worked with the Canadian Space Agency and NASA on other projects developing innovative education platforms, and has lately expanded into education and medical uses for virtual reality (another technology that Valve in Seattle is pioneering). Star Rangers is being developed with the Steam store community’s involvement. With this approach to development, the creation of Star Rangers will now progress in the direction the community chooses and contributes to, such as emphasizing asteroid-mining, or ramping up buildings for Mars habitats. Star Rangers is a robust, multiplayer open ‘sandbox’ of the local solar system incorporating NASA content, and with an emphasis on surviving and thriving on worlds other than Earth. The game has been in private beta on Steam for several weeks already, for vocal members of its fan base. The beta features over 6 maps on Mars, including the Victoria Crater, the Million Mounds area of the Moon, and a best-guess depiction of what it’s like under the ice on Europa. Those who have participated in the beta will be able to continue enjoying the game as it moves over to Steam Early Access. The game may be purchased on http://star-rangers.com Star Rangers will award official Mozilla Digital badges for building and operating custom rocket-sleds, asteroid mining operations, rovers, robot operations, and the kind of activities that you'd expect any striving astronaut to complete. ### http://store.steampowered.com/app/333340 For more information visit http://www.star-rangers.com Twitter: @TheStarRangers Facebook: /Star-Rangers Website: http://www.star-rangers.com E-mail: press(at)projectwhitecard(dot)com Toll Free: 1-855-269-0718 http://www.projectwhitecard.com
Well that's the last bug working - habs stay connected when you come back, and also joining another player's map. There's a bit of bouncing. We'll see you in the morning!
Early Access - One Bug to Fix - would like to have late-joiners to a level see the habs connected we are working on that (because right now if you are late you don't get ramps!).
There was a bug where you couldn't interact with holograms (First noticed on the lagoon). This should be fixed now. The hint was also updated to tell you to press the "Use" button rather then pressing "T".
1.0.1.0b Is Now Live - You May Have to Restart Steam - We ran an internal release over the weekend. Known bug: we had an admin version crash friday night floating mineral ovents in the air for 2 days.
- Item-Dropping physics improved to avoid - Commander Robert's AI Behavior Tweaked. - Grace NPC Character Appearance improved - Grace NPC has been given a voice - Rubble Piles and Backpacks do not expire in PVP anymore. - Chat Window Overlap is fixed. - PVP Computer Flag no longer hovers in the air. - Oxygen bug fixed on various mars maps. - You can no longer swing the sledgehammer while falling. - Fixed general UI bugs - Bart PVP AI has various improvements. - PVP Computer team now creates circular bases instead of randomly placed habs. - Tomato ownership in the Lagoon is fixed for waypoint transfers. - PVP Player counts no longer show up in campaign games for those who join an existing room.
Incoming Live Transmission:
Attention Recruits! New build is online with all the following errata and requests taken care of. Counting down to earl access. Let us know if there are critical errors before we open the doors.
Thank-you as always.
r7077
Fixed HandExtender and GrowLightsLong prefabs. Added biomass to PVP care packages and renamed rockaxe parts to pickaxe
r7076
Fixed an issue with Roberts
r7075
Fixed item dropping physics. Inflatables should no longer fly apart when dropped at the same location
r7071
Generated more nav meshes
r7070
Fixed angle of climbing animation slightly
r7068
Improved Team Selection Window
r7067
Cleaned up the database files for the dialogue system
r7066
Added non-PVP map information to Game Settings. Added more maps to non-pvp. Implemented xml non-pvp functionality into room selector
r7065
Fixed ExitVehicle error on load
r7064
Fixed Kill zones killing you after respawn
r7063
Fixed getting stuck in vehicles after dying
r7062
Fixed other players in PVP loading their Inventory (Should be blocked)
r7061
Fixed an issue with bart in PVP
r7060
Fixed blueprint saving/loading
r7059
Added missing id's to blueprint data and fixed an issue with chat and pvp ai.
r7058
Fixed Whitley hab research menu (Blank screen)
r7056
Generated some nav meshes
r7055
Fixed Bart pvp patrol points
r7054
Added number of players on each team to HUD in PVP.
r7053
Fixed Team Selection Window for players joining PVP game
r7051
Added credits
Star Rangers 1.0.0.7 It's up Busy Bees...
The Whitecard team has been working tirelessly since the beginning of June on enhancements. The Lagoon is a real beaut with new graphics and Roberts voice performance: ….you’ll find a significant number of improvements made around game saving and many optimizations for graphics were created.
Cloud saving has been optimized by a new team member .
Occulsion was added to every level and we've seen frame rates double - let us know.
You may want to abandon your old bases to take advantage of the new saving.
Dive in and try it out!!! Go Bart Go! Let us know what you think.
r7050
Fixed missing prerequisite
---------------------
r7049
Fixed vehicle rigidbody fighting in Multiplayer (Properly implemented driver exit fix)
---------------------
r7048
Team Select Window should not come up for non-master (PVP) until they are out of the lander. (Untested, needs to be tested with 2 players who have these changes)
---------------------
r7047
FlagComputerTeam.prefab has the proper cross hair hit target name
---------------------
r7046
PVP flags no longer make the incorrect Set New Text when you place them.
---------------------
r7045
Fixed You can no longer drive after a passenger gets out of your vehicle
---------------------
r7044
Level 2 habs no longer upgrade in PVP while the Game Settings XML has it turned off.
---------------------
r7043
Fixed Blueprint prefabs not enabling research that includes them as prerequisites.
---------------------
r7042
Fixed dropping tools in Multiplayer (Added Smooth Photon Movement to Repair Kit/Rockaxe)
---------------------
r7041
erosion brush for later use in the editor
---------------------
r7040
Fixed Mining issue
---------------------
r7039
Removed Text to Voice for Early Access (Fixes reflection error)
---------------------
r7038
Implemented Killzone countdown + Attempted to fix Killzones in Multiplayer
---------------------
r7037
added text to voice and voice chat for the release.. let them go at it.
---------------------
r7036
Hey
---------------------
r7035
Started working on disabling level 2 habs in PVP. Code commented out but partially complete.
---------------------
r7034
Fixed "You pick up a ice"
---------------------
r7033
please use this for LVL 2 buildings check.
---------------------
r7032
Game Manager Prefab has some PVP UI Elements now disabled by default.
---------------------
r7031
ice easter egg and dust fix.
---------------------
r7030
Enabled RemoveAll in Unity
---------------------
r7029
Level 2 habs now have points and don't remove level 1 points
---------------------
r7028
Fixed blueprints
---------------------
r7027
here is null ref fix...
---------------------
r7026
Removed strange cubes from Mars BioPrefabNetwork.prefab & MarsHa Prefab Network.prefab
---------------------
r7025
Updated Wheel/CarAudio to gracefully handle Camera.main == null
---------------------
r7024
Fixed argument out of range exception
---------------------
r7023
Fixed saving broken item error
---------------------
r7022
Fixed Starting building issue
---------------------
r7021
here is new roberts audio - let it load.. thanks...
---------------------
r7020
roberts audio fix - rotation error fix on holograms (rotate worked but they migrated to left. roberts whisper added.
---------------------
r7019
Updated Inventory to gracefully handle adding/removing null items and when an object fails to instantiate
---------------------
r7018
Roberts Actor Voice Added for lagoon dialogue.
---------------------
r7017
Fixed accidental commit of GameManager MarsGame.cs where starting objects were blocked from being instantiated. -Curt
---------------------
r7016
Fixed revision 6986
---------------------
r7015
just added the multiplier for long games
---------------------
r7014
Fixed research/inventory bug Added xp and score to upgrading habs
---------------------
r7013
Simple fixes and LOD including chat vik and new GameSettings Xml Data.cs
---------------------
r7012
Attempting to fix PVP tech tree bug. Must Test multiplayer.
---------------------
r7011
Increased inventory loading by 20 seconds (Removed wait)
---------------------
r7010
Added disabled debug stats to BrainCloud Entity
---------------------
r7009
Updated GameManager MarsGame to gracefully handle Terrain.activeTerrain == null
---------------------
r7008
Fixed error in Ensure Tag Consistency.cs
---------------------
r7007
Medium Printer Networked.prefab and Mineral Oven Networked.prefab now ensure tag consistency to offset any tag resets.
---------------------
r7006
Fixed release build compilation error
---------------------
r7005
Disabled serialization for Gatherable Resources
---------------------
r7004
Fixed Getting Knocked out with equipped item in hand does not disable the button + Fixed various prefabs
---------------------
r7003
Finished Engineering_Garage_Networked_L2.prefab
---------------------
r7002
Fixed item ownership (Dropped/stored items are scene objects and picked up items are owned by player)
---------------------
r7001
Fixed block Loading
---------------------
r7000
UpgradeCapsule.cs uses InfoManager.Instance.SetNewText now, AppliedSci_L2_Carepackage.prefab is now spawned with upgrade of Applied science
---------------------
r6999
Updated Jacks chair and rocket prefabs to match the new xml data.
---------------------
r6998
Added Jacks Chair and Jacks Rocket to ItemXmlData.xml.
---------------------
r6997
New Carepackage prefab for applied science L2 Upgrade
---------------------
r6996
Fixed problem with aeronautics_noanim_02.prefab connecting too far away
---------------------
r6995
Moved Story Collider for dialogue to Joanna's House
---------------------
r6994
Fixed Joanna waypoint bug in Launch_Lagoon_Revamp.unity Fixed Construct ATV waypoint bug in Launch_Lagoon_Revamp.unity
---------------------
r6993
Fixed the fast mars running accidental commit
---------------------
r6992
Added audio sound and experience to ScannerMark2 Changed another printer type in BlueprintXmlDataLive.xml
---------------------
r6991
Fixed Game Manager Team Selection Window. PVP games now block all inventory loading.
---------------------
r6990
More PVP functionality. Engineering Garage now upgrades into a L2Draggable.
---------------------
r6989
Fixed minerals requiring medium printer instead of mineral oven
---------------------
r6988
Nickel Ingot was using wrong printer
---------------------
r6987
Implemented IInventoryItem.IsInInventory + Refactored RenderViewEnabled to parent class + Fixed Chiron parts + Improved sledgehammer to support changing damage values
---------------------
r6986
Flag Material metadata
---------------------
r6985
More improvements to PVP. Victory and GameMaster Windows chat messages can both be sent with enter key. Victory window at the end of a PVP game disables all other HUD elements. Duration for non-master players now updates to the proper value...
---------------------
r6984
colliders fixed in jo's house
---------------------
r6983
New SALSA with RandomEyes and new chiron reflections, whale splashing, optimized particles, and new Johanna Academy Port Building.
---------------------
r6982
Added sledgehammer blueprint and added it to XmlData/Resources/BlueprintXmlDataLive.xml
---------------------
r6981
Sledgehammer added to tech tree
---------------------
r6980
Adds flag for AI Fixed photon view on GameMaster/resources/GeneratorForGameMaster.prefab
---------------------
r6979
Added more PVP AI functionality: - Computer Team has a Flag - Computer Team building prefab for geo hab fixed - There is a checkbox to enable or disable computer team in gameMasterWindow. - Computer score disables when there is no computer ...
---------------------
r6978
Uploading BartAIWorkingArea
---------------------
r6977
lagoon revamp is done.
---------------------
r6976
fixed lagoon ... turned off parachute
---------------------
r6975
Updated versions in preparation for the next build
---------------------
r6974
added new waterfall...
---------------------
r6973
Added maps with occlusion data
---------------------
r6972
Fixed SetEquippedState over photon
---------------------
r6971
Improved Inventory persistence for Care packages
---------------------
r6970
Occulusion added.
---------------------
r6969
here is the water with the Pro bug fixed. the water is selectively reflective of the sky to reduce the draw calls but still look real. ( no terrain reflection just because of popping.
---------------------
r6968
Improved Inventory persistence to save entity data (Such as battery capacity/charge) + Unit tested PersistentInventory + Renamed PlayerInventory to PersistentInventory + Added force flag to ISave.Generate/LoadEntityData
---------------------
r6967
please test this
---------------------
r6966
Committing Leftovers. Physics force is no longer applied to jumps that come out of a climb. Some new blueprints are added to the Academy TechTree Model.asset
---------------------
r6965
Got rid of Accept Button in GameMaster Window Fixed PVP Flag bugs in FlagDraggable.cs. Flags now can't be picked up after dropping a base, and you can't drop a base while holding the flags. ComputerTeamPvpAi.cs now picks a randomized spot f...
---------------------
r6964
ChatVik repeating fix
---------------------
r6963
changed the sand mesh to a water looking mesh because of chiron launch. put in another crawl animation just in case.
---------------------
r6962
finally fixed the lagoon but added many sharks for looks.
---------------------
r6961
Lagoon Water perfected - frame rate fixed .
---------------------
r6960
Forgot to include new layer
---------------------
r6959
removing old water packages from build - optimized water with eric w.
---------------------
r6958
Improved Lagoon ocean refraction/reflection
---------------------
r6957
Fixed a PVP bug when joining a room that doesn't allow PVP. Numerous PVP Improvements and Bugfixes (Not Build-Ready) Including: - Base Drops can only be called 50m away from other flags. - The chat windows populate with chat history when th...
---------------------
r6956
TeamSelectionWindow comes up for non-master players upon joining a room.
---------------------
r6955
Fixed Bart prefab settings
---------------------
r6954
Updated BartPatrolGuard to use Smooth Photon Movement
---------------------
r6953
Improved PhotonOwnerShipEnforcer to check for ownership on Update + Improved Bart movement syncing
---------------------
r6952
Fixed Victory PVP Window input field
---------------------
r6951
Implemented PhotonOwnershipEnforcer + Fixed Bart on Photon
---------------------
r6950
Added UnityTestTools
---------------------
r6949
Implemented/Tested EntityDataCache to optimize map persistence + Removed starting items from Inventory (Added to care package instead) + Fixed BatteryPack serialization
---------------------
r6948
Fixed GameManager.prefab to not show Victory window on startup.
---------------------
r6947
Added computer score to victory window, updated GameManager.prefab
---------------------
r6946
updated the tracking URL to be secure and use the domain for google analytics
---------------------
r6945
Added some new blueprint prefabs for Jacks and JacksRocket.
---------------------
r6944
Added plenty more functionality to PVP. Fixed various timers Fixed message broadcasting Fixed score checkers and victory window score fixed chat input bugs removed unused buttons Stopped players from starting a second game during the origin...
---------------------
r6943
added new analytics tracking to the main menu
---------------------
r6942
let's do the kill zone fix - revamp was corrupted so has been reversioned with the changes to the infrastructure hiding.
---------------------
r6941
revamp
---------------------
r6940
here
---------------------
r6939
chat fix
---------------------
r6938
prevent spam of same message
---------------------
r6937
Here is the better code chat
---------------------
r6936
updated chat to broadcast when a player chats.
---------------------
r6935
chat and controller animation climb change.
---------------------
r6934
Updated starting CarePackage (Moved start items to it) + Optimized StorageOctalDraggable.WaitForInventory + Optimized ParachuteInteractiveLogic
---------------------
r6933
glass is back.. and jump alteration.
---------------------
r6932
More improvements to climbing. Now climbs faster.
---------------------
r6931
Got rid of an unneeded debug log on SrpgcKeyboardMovementControllerStarlite.cs
---------------------
r6930
Improved climbing. Added new diving and stand animations for climbing. Added directional climbing.
---------------------
r6929
AI behaviour bart added to scene of lagoon.
---------------------
r6928
Added tie game functionality to PVP and Victory Window
---------------------
r6927
Improved Climbing animation. Only climbs on terrain, began implementing threshold code to avoid the character coming in and out of climb animation on bumpy terrain.
---------------------
r6926
climbing started - almost working....
---------------------
r6925
Prevented Lagoon from adding starting items to Inventory
---------------------
r6924
Fixed Inventory/Map duplication bug
---------------------
r6923
Changed brine shrimp to rations in Whitley_Hab_base.prefab
---------------------
r6922
Removed Flag Waypoint on Flag.prefab
---------------------
r6921
Fixed BlinkRunningLights null reference exception
---------------------
r6920
Updated atrium now includes grace lookat logic.
---------------------
r6919
new material and main menu fix
---------------------
r6918
Implemented TimedDestruction to destroy rubble pile + Updated rubble Inventory to disable serialization + Updated rubble to clear Inventory on Destroy
---------------------
r6917
Fixed some blueprints that were missing prefabs (CuboBlockBlueprint.prefab, GlassBlockBlueprint.prefab, StairsBlockBlueprint.prefab, OctoBlockBlueprint.prefab, FoundationBlockBlueprint.prefab) added gizmo visualization to AdjustCenterOfMass...
---------------------
r6916
Added a windows to the atrium, and normal maps for the shutters, and a couple of things in the docking level.
---------------------
r6915
Fixed the camera bug underneath habs. Fixed the ladderjump null reference exception.
---------------------
r6914
Fixed Space_Mars_Orbit_RoomSelection_New.unity menu bugs.
---------------------
r6913
Changed version number in main menu with global messaging
---------------------
r6912
new script update for typing and bee flares reduced.
---------------------
r6911
mainmenu.unity scene commit for GlobalServerMessaging.cs.meta
---------------------
r6910
Removed /n from badge message
---------------------
r6909
Implemented badge1 in Atrium
---------------------
r6908
Updated versions for next build
---------------------
r6907
Fixed Biology Hab (Not Wagner) exit glitch
---------------------
r6906
Updated BrainCloudManager to limit the number of retries, and prevent retrying when there are simultaneous logins
---------------------
r6905
Added warning dialog when loading too many entities + Added Loading Entities count on Loading Screen
---------------------
r6904
Adding JacksChairBlueprint.prefab
---------------------
r6903
Adding geology spacestation
---------------------
r6902
Added UseInteraction Component to Grace in Mars 15-2
---------------------
r6901
mainmenu messages now come from the WWW
---------------------
r6900
Fixed CollisionDamageDealer running during load
---------------------
r6899
Re-applied change: Renamed feedback button from "FORUM" to "FEEDBACK"
---------------------
r6898
Added UseInteraction Component to Joanna in Quarters
---------------------
r6897
Added UseInteraction Component to Grace in Atrium
---------------------
r6896
Added UseInteraction Component to Joanna/Roberts in Lagoon
---------------------
r6895
Implemented UseInteraction Component for fixing Talk trigger issue
---------------------
r6894
Versioninn NewRoomSelectorMenu
---------------------
r6893
Use mine
---------------------
r6892
Added extra time for Roger's dialogue
---------------------
r6891
Tag manager and revamp of lagoon with fish and orbital bee
---------------------
r6890
Improved feedback for braincloud retry/timeout (Bug: Braincloud timeout during load)
---------------------
r6889
Fixed feedback button
---------------------
r6888
Implemented Display Braincloud status on Main Menu
---------------------
r6887
Continued work on AI
---------------------
r6886
Added draggable script to Barts pieces which prevents weird spawning behavior
---------------------
r6885
Further progress on PVP AI.
---------------------
r6884
Fixed fatal bug in ComputerTeamPvpAi.cs
---------------------
r6883
Made more improvements to PVP AI.
---------------------
r6882
Continued progress on PVP AI.
---------------------
r6881
Missing change from previous commit
---------------------
r6880
Refactored IsLevelLoaded from PersistentPlayerProfile to EntityManager (Eric Welwood)
---------------------
r6879
Implemented IsLevelLoaded in order to fix radiation damage while loading (Khal and Curtis)
---------------------
r6878
Added no-PVP to academy_quarters too
---------------------
r6877
Fixed Room-Select Menu: Can no longer choose PVP on NON-PVP-Capable levels.
---------------------
r6876
oRBITAL DOCKING LEBEL UPDATES.. RIDICULOUS CLOUD UPDATE. spacecontrol.psd for shift and space rhinochill null exception fix.. lighting add to bees
---------------------
r6875
Updated version
---------------------
r6874
Updated mainmenu version
---------------------
r6873
Fixed Solar Array center of mass
---------------------
r6872
Implemented CollisionDamageDealer (Used to deal damage when WindFarms/Solar arrays collide with buildings) + Fixed Engineering Garage crash
---------------------
r6871
Fixed the unfinished questions calibration text
---------------------
r6870
Added ladder ejection to stop player from disappearing when on a ladder that get's disabled when connecting buildings.
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r6869
Fixed bug to start radiation damage only after loading ends
---------------------
r6868
New animation and sound for it.
---------------------
r6867
new sounds new jump new BUILDNESS
---------------------
r6866
Running jump clears obstacles!!
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r6865
Added some safety measures for IIC data cache upgrades. Margin of error in full working order.
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r6864
Margin of error added to datacache upgrades. Almost complete, slight modification needed still.
---------------------
r6863
added datacache for spectrum gatherable resource - only get experience by pickin. successful.
---------------------
r6862
Fixed Joanna interaction occasionally fails + Deleted extra shaders + Prevented null exception when TechTreeUnit.bpc is NULL
---------------------
r6861
Updating Puffy shader
---------------------
r6860
Fixed Grace Conversation
---------------------
r6859
lagoon update KillZoneTrigger
---------------------
r6858
Lagoon fiz for Killzone
---------------------
r6857
Updated EntityManager to gracefully handle PhotonNetwork.InstantiateSceneObject returning null
---------------------
r6856
Fixed incorrect
---------------------
r6855
- Removed Chiron VehicleRide button
---------------------
r6854
Exit vehicle if die
---------------------
r6853
main
---------------------
r6852
began adding jacks chair to BlueprintXmlData.xml
---------------------
r6851
flag flag fix and killzones and orbital bee AI
---------------------
Main Menu Global Messages are implemented Braincloud Connection status added to main menu PVP Selection on non-PVP-enabled maps bug fixed ːsteamsadː Added fish in lagoon ːsteamhappyː Fixed Commander Robert's Dialogue bugs ːsteamboredː Proper "Use Interaction" implemented for talking to NPC's/Holograms Fixed collision bug during load ːsteamfacepalmː Added Entity counter while level is loading Updated BraincloudManager to limit connection-retries. Players are now notified when there are simultaneous logins on the same account. Fixed Biology Hab Exit Glitch ːsteamfacepalmː Mozilla Open Badges System is Live! ːsteamhappyː Decreased the flares on Orbital Bee.ːsteamhappyː
Issues with Health and Radiation while loading the maps that are large is fixed (you do not get hungry or radiation while the map is loading).
Changed Running Jump to New fun roll and Assist Climbing Hills (collider height moves while jumping). Changed Bug where you took damage on loading. Changed Windfarms and Reflectors so you cannot build them inside a hab (destroys the hab). Stopped solar reflector from tipping over. Changed experience points exploit of dropping and picking up your own minerals to pick-axe experience points. Fixed bug where you die while climbing ladder and connecting habs at same time. Cleaned up shaders error causing some people to crash. Sometimes Game Stops - Stare at Nothing – caused by above or clicking on things while in Hab. Added Spectrum datacache upgrade – datacaches are permanent – find some on test level N. Montes to try. TO DO : Bart Parts
Temporarily rolling back to 1.0.0.3b due to a critical error in 1.0.0.4b.
Fixed Chiron Rocket so that gravity pulls it down. Added important killzones to game. Fixed a bug whereby the maps on Mars would not load if you had built a foundation block blueprint; also gracefully fails instead of pausing game at 98% Added a Warning for killzones (ocean) Added a jump ramp to the lagoon path. Replace map colliders on the lagoon with killzone areas. Updated Grace in Atrium to have heatsink dialogue. Jump has been made faster in Earth Gravity. Arms still swing, but this is intentional at the moment. Known: needs to be able to leap over objects better. Wanted to fix: Objects dropped sometimes go to the spawn point and not in front of the player (big bug thanks Den). Shared missions for all players on the base (completed together).
The new build has contextual help, yes, but we also solved loading issues with old inventory and duplicated blueprints. In addition the IIC interface has been added and some objects (the trike can be updated). That means, there will be upgrades for completing the science, and coming: Extra Achievement Badges for Upgrading and many more datacache hidden upgrades spread throughout levels.
r6843 Last one was not build-ready. This one is actually build ready. Still a shader issue on the moon. --------------------- r6842 About to do build made some slight modifications to Inventory/PlayerInventory --------------------- r6841 fixed the GameManagerMarsGame model not start with whitley; but it still appears.. somewhere.... --------------------- r6840 Player Inventory now carefully deletes the old inventory before saving the current one in PlayerInventory.cs The tech tree now excludes researching blueprints that you already have. --------------------- r6839 Story triggers loading screen image Datacachestyle inventory delete entities by type --------------------- r6838 deleting shaders; added contextual help and help triggers! --------------------- r6837 Finished Shuriken and Shuriken Gravity Ring levels. Made WindFarmDraggable not equippable Removed the click-focus functionality --------------------- r6836 Added sound and fixed the rhinochill animation --------------------- r6835 Made new separate scene for Gravity Ring in Shuriken.unity ShurikenGravityRing.unity --------------------- r6834 Made shuriken teleport a public instance --------------------- r6833 Changed Teleport Generic trying to fix double teleport when --------------------- r6832 Fixed Rhino Chills Further Progress on IIC making description and calibration appear in the same window (still slight issues) Modified StarRangersDataCacheSTYLE.asset updated datacache XML data --------------------- r6830 Committed The preview model prefabs for: Batterypack,scanner,scannermk2,and solararray. Changed the Solar Array prefab to handle DataCache updgrades. Changed SolarArray.cs script to handle DataCache Upgrades Added Spectrum Analysis Descrip... --------------------- r6829 Made friction a default DataCache for all players. Created DataCachePreview Model for SolarArray_Full,HandheldScanner,Scanner_MK2,BatteryPack, marstrikecompletenetworked Added datacache logic to Batterypack, scanner_mk2,handheldscanner Bega... --------------------- r6828 Both Scanners (Mk1,2) and Battery now upgradable through DataCache. --------------------- r6827 Slight fixes to IIC_Computer_Group --------------------- r6826 Updated the IIC computer in the GameManager.prefab to have one empty slot that fills when a datacache is selected. Better visualization for the player when selecting Datacaches. --------------------- r6825 Fixed DataCache upgrades to require the correct answer. Modified the trike prefab to better suit the upgrades. --------------------- r6824 Lagoon. Redid hologram wheel tutorial/lesson --------------------- r6823 datacache ! instead of "object" --------------------- r6822 Added a target for the datacache --------------------- r6821 added ration pack to atrium and rolling dive to low gravity - instead of jump. --------------------- r6820 Making a sound for the fast pick --------------------- r6819 Made changes to look at the player; added an intro dialogue to the lagoon scene. --------------------- r6818 Datacaches can now have: Multiple questions, multiple answers, multiple affectors, multiple affectorAmounts DataCache adjusters can now account for all of this and everything gets parsed using | from the xml file. The CarController componen... --------------------- r6817 New Datacache adjuster system --------------------- r6816 Game manager update. IIC Calculator button modification --------------------- r6815 Fixed some basic issues with the IIC window. It now refreshes datacache buttons when it's re-enabled, so as to not include already-used data-caches. Also improved the functionality of the coin-styled collectable datacache. Created a ResetDa... --------------------- r6814 Fixed Roberts Lagoon Conversation Hologram respawn --------------------- r6813 Ready for build. Flags set home base when planted Continue button now stars you on the ground. Prospero's bug fixed where IIC window was open on level load --------------------- r6812 nrsm --------------------- r6811 Version numbers and everything are all ready for the next build. Surface spawn is fully tested and working. --------------------- r6810 Part Way Through adding spawn on surface functionality. Still some minor bugs to squash. --------------------- r6809 Added on-surface spawn when you are continuing your own existing base --------------------- r6808 Added some blur and nice stuff --------------------- r6807 EntityManager scene object instantiation fix, about to be tested. --------------------- r6806 HexBoxFix --------------------- r6805 fixed to erase the inventory and then go --------------------- r6804 Erase the PlayerInventory from braincloud before spawning again. --------------------- r6803 here is the menu --------------------- r6802 Here is a level... --------------------- r6801 climbing anim ation is in build, shaders shaved big time --------------------- r6800 Changed Chiron Prefab to have auto smoke.....Lagoon has instances of vfog removed. Game master fixed double casting as bool on 1102. Deleted camerapathLAUNCH prefab (prefab was causing issues, still in lagoon) --------------------- r6799 Got rid of some debug logs in gamemaster. Fixed chiron smoke fixed chiron trigger for camera path --------------------- r6798 Chiron AUTOSMOKE --------------------- r6797 cam path trigger fix2 --------------------- r6796 camera path local player check --------------------- r6795 flag --------------------- r6794 Changed some itemxml data for the new prefabs for growing potted plants. Added in a repositioning system in entity manager to keep physics objects inside the buildings even if they spawn first. --------------------- r6793 New flag textures.. new sound for chiron --------------------- r6792 Shuriken waypoints. Rhino chill curved materials --------------------- r6791 made it the academy logo --------------------- r6790 Lagoon Launch CamPath --------------------- r6789 Shuriken Scene Edited. Curved Rhino Chills Added to the ring. New materials created for curved Rhino Chills. --------------------- r6788 Medium Printer Colliders Fixed --------------------- r6787 Fixed the bug --------------------- r6786 Lagoon sledgehammer and random explosion fixed --------------------- r6785 Here is a revamped chiron launcher --------------------- r6784 Calculator --------------------- r6783 started working on the space station, and then the the helmet is slightly new. --------------------- r6782 DataCache_Model.fbx --------------------- r6781 need to have the empty folders. --------------------- r6780 get the lagoon from curtis - prune the extra shaders.... --------------------- r6779 added the brakes. --------------------- r6778 here is curved world --------------------- r6777 Launch Lagoon T To Talk --------------------- r6776 Changed loner to to computer team. Implemented PVP AI although disabled for now. Changed lagoon subtitle text. --------------------- r6775 Cache Upgrade system is improved. Object display in the IIC window is set up for all different preview models. Handheld scanner now has upgrade logic. XML datacache data is expanded. --------------------- r6774 Added braking to cars when no one is inside the car; spread out the flags. GeneratorForGameMaster.prefab --------------------- r6773 Added the VR package as well as some images for datacaches --------------------- r6772 XML datacache update --------------------- r6771 Victory window various fixes durationSlider is now in place scripts updated to accommodate durationSlider --------------------- r6770 setting team scores right --------------------- r6769 flattened the area where the flag starts in map 18; added waypoints to the team flags --------------------- r6768 fixed the team score positioning and then also leaving a game goes back to the main menu. --------------------- r6767 removed the animation tween and snapped it instead . Offset the flags. so animation does not match. --------------------- r6766 fixed the running of the hands. added a head shield to top of helmet --------------------- r6765 Fixed typo --------------------- r6764 DataCache more work --------------------- r6763 Here is the stub for the datacache. --------------------- r6762 weird --------------------- r6761 XML DataCache stuff incoming --------------------- r6760 here is the new interface for IIC and a trike preview --------------------- r6759 Unity 4.7 upgrade fixes in older packages to check for unity 4.67 conditions, datacache upgrade system interface html integration. --------------------- r6758 Space_Mars_Orbit_RoomSelection_New.unity HDR cameras are fixed --------------------- r6757 Datafiles XML stuff added (WIP) --------------------- r6756 Gamemaster fixed typo and elapsed gametime receiving as a float instead of double --------------------- r6755 here is the new game manager --------------------- r6754 Did some work on the learning IIC - added new sprites --------------------- r6753 Victory window fixes --------------------- r6752 Made a variable public in GameMaster.cs for testing. Temporary. --------------------- r6751 Fixed HDR on skybox cameras: ML_18,22,4a,victor,millmound,atrium,docking,quaters,oberons, --------------------- r6750 Removed the new charactercustom loop --------------------- r6749 Removed the loop --------------------- r6748 Updated the XML and pic for TITHonium chasma --------------------- r6747 updated map 18 information --------------------- r6746 Fixed private instance settings on the levels where it was an issue. --------------------- r6745 Added team window pop up after leaving the lander for non-host players (untested) --------------------- r6744 testing ty terra joining --------------------- r6743 Fixed Null reference on chatvik. Fixed timer/victory condition in pvp. ---------------------
You can continue a base from the surface, enjoy centripetal forces in the Shuriken, plants and other items start inside the bases and not on the grounds. Plants will now be growing when you rejoin your own base, and have their own state. Enjoy! r6813 : SVN Ready for build. Flags set home base when planted Continue button now stars you on the ground. Prospero's bug fixed where IIC window was open on level load Posted by Khaled to Star Rangers about 3 hours ago 1ecf33b07662fc256fd2f032cae07aae r6812 : SVN nrsm Posted by Khaled to Star Rangers 3 days ago 1ecf33b07662fc256fd2f032cae07aae r6811 : SVN Version numbers and everything are all ready for the next build. Surface spawn is fully tested and working. Posted by Khaled to Star Rangers 3 days ago 1ecf33b07662fc256fd2f032cae07aae r6810 : SVN Part Way Through adding spawn on surface functionality. Still some minor bugs to squash. Posted by Khaled to Star Rangers 4 days ago 1ecf33b07662fc256fd2f032cae07aae r6809 : SVN Added on-surface spawn when you are continuing your own existing base Posted by Khaled to Star Rangers 4 days ago C164a698571f6cf395956470bf318f0a r6808 : SVN Added some blur and nice stuff Posted by Khal to Star Rangers 4 days ago 1ecf33b07662fc256fd2f032cae07aae r6807 : SVN EntityManager scene object instantiation fix, about to be tested. Posted by Khaled to Star Rangers 5 days ago 1ecf33b07662fc256fd2f032cae07aae r6806 : SVN HexBoxFix Posted by Khaled to Star Rangers 5 days ago C164a698571f6cf395956470bf318f0a r6805 : SVN fixed to erase the inventory and then go Posted by Khal to Star Rangers 5 days ago C164a698571f6cf395956470bf318f0a r6804 : SVN Erase the PlayerInventory from braincloud before spawning again. Posted by Khal to Star Rangers 5 days ago C164a698571f6cf395956470bf318f0a r6803 : SVN here is the menu Posted by Khal to Star Rangers 5 days ago C164a698571f6cf395956470bf318f0a r6802 : SVN Here is a level... Posted by Khal to Star Rangers 5 days ago C164a698571f6cf395956470bf318f0a r6801 : SVN climbing anim ation is in build, shaders shaved big time Posted by Khal to Star Rangers 5 days ago 1ecf33b07662fc256fd2f032cae07aae r6800 : SVN Changed Chiron Prefab to have auto smoke.....Lagoon has instances of vfog removed. Game master fixed double casting as bool on 1102. Deleted camerapathLAUNCH prefab (prefab was causing issues, still in lagoon) Posted by Khaled to Star Rangers 5 days ago 1ecf33b07662fc256fd2f032cae07aae r6799 : SVN Got rid of some debug logs in gamemaster. Fixed chiron smoke fixed chiron trigger for camera path Posted by Khaled to Star Rangers 5 days ago 1ecf33b07662fc256fd2f032cae07aae r6798 : SVN Chiron AUTOSMOKE Posted by Khaled to Star Rangers 5 days ago 1ecf33b07662fc256fd2f032cae07aae r6797 : SVN cam path trigger fix2 Posted by Khaled to Star Rangers 5 days ago 1ecf33b07662fc256fd2f032cae07aae r6796 : SVN camera path local player check Posted by Khaled to Star Rangers 5 days ago C164a698571f6cf395956470bf318f0a r6795 : SVN flag Posted by Khal to Star Rangers 5 days ago 1ecf33b07662fc256fd2f032cae07aae r6794 : SVN Changed some itemxml data for the new prefabs for growing potted plants. Added in a repositioning system in entity manager to keep physics objects inside the buildings even if they spawn first. Posted by Khaled to Star Rangers 5 days ago C164a698571f6cf395956470bf318f0a r6793 : SVN New flag textures.. new sound for chiron Posted by Khal to Star Rangers 6 days ago 1ecf33b07662fc256fd2f032cae07aae r6792 : SVN Shuriken waypoints. Rhino chill curved materials Posted by Khaled to Star Rangers 6 days ago C164a698571f6cf395956470bf318f0a r6791 : SVN made it the academy logo Posted by Khal to Star Rangers 6 days ago 1ecf33b07662fc256fd2f032cae07aae r6790 : SVN Lagoon Launch CamPath Posted by Khaled to Star Rangers 7 days ago 1ecf33b07662fc256fd2f032cae07aae r6789 : SVN Shuriken Scene Edited. Curved Rhino Chills Added to the ring. New materials created for curved Rhino Chills. Posted by Khaled to Star Rangers 9 days ago 1ecf33b07662fc256fd2f032cae07aae r6788 : SVN Medium Printer Colliders Fixed Posted by Khaled to Star Rangers 9 days ago C164a698571f6cf395956470bf318f0a r6787 : SVN Fixed the bug Posted by Khal to Star Rangers 11 days ago 1ecf33b07662fc256fd2f032cae07aae r6786 : SVN Lagoon sledgehammer and random explosion fixed Posted by Khaled to Star Rangers 11 days ago C164a698571f6cf395956470bf318f0a r6785 : SVN Here is a revamped chiron launcher Posted by Khal to Star Rangers 11 days ago 1ecf33b07662fc256fd2f032cae07aae r6784 : SVN Calculator Posted by Khaled to Star Rangers 12 days ago C164a698571f6cf395956470bf318f0a r6783 : SVN started working on the space station, and then the the helmet is slightly new. Posted by Khal to Star Rangers 13 days ago C164a698571f6cf395956470bf318f0a r6782 : SVN DataCache_Model.fbx Posted by Khal to Star Rangers 14 days ago C164a698571f6cf395956470bf318f0a r6781 : SVN need to have the empty folders. Posted by Khal to Star Rangers 14 days ago C164a698571f6cf395956470bf318f0a r6780 : SVN get the lagoon from curtis - prune the extra shaders.... Posted by Khal to Star Rangers 16 days ago C164a698571f6cf395956470bf318f0a r6779 : SVN added the brakes. Posted by Khal to Star Rangers 16 days ago C164a698571f6cf395956470bf318f0a r6778 : SVN here is curved world Posted by Khal to Star Rangers 16 days ago 1ecf33b07662fc256fd2f032cae07aae r6777 : SVN Launch Lagoon T To Talk Posted by Khaled to Star Rangers 17 days ago 1ecf33b07662fc256fd2f032cae07aae r6776 : SVN Hey guys and girls - if you start a base and plant a flag, and make it home, you no longer need a lander to continue... and .. all the below is also added... Wow, huh? Enjoy! Changed loner to to computer team. Implemented PVP AI although disabled for now. Changed lagoon subtitle text. Posted by Khaled to Star Rangers 17 days ago 1ecf33b07662fc256fd2f032cae07aae r6775 : SVN Cache Upgrade system is improved. Object display in the IIC window is set up for all different preview models. Handheld scanner now has upgrade logic. XML datacache data is expanded. Posted by Khaled to Star Rangers 17 days ago C164a698571f6cf395956470bf318f0a r6774 : SVN Added braking to cars when no one is inside the car; spread out the flags. GeneratorForGameMaster.prefab Posted by Khal to Star Rangers 18 days ago
Testing is underway for the current build. We have a slight HUD issue. We'll correct that today. Let us know if you see anything else. -Team
Okay - so we've added a new multiplayer mode and lander enhancements as well as parachutes and things you'll like! MP= give it a whirl while we work on an AI to play against you. We're working on AI for mp - very simple compete mode.
Known bugs
- campaign mode has things fall throught the floor - not fixed yet. Buildings do not stay clicked together. TO COME - Upgrades with A.I. - during multiplayer. and campaign mode upgrades and research saving to player profile _________________________________________________________ New icon for "DROP SUPPLIES" Game master window can be closed manually. Also closes automatically on game start. Drop down text on game master window perpetuates over photon to non-masters Gametype text at top of screen is fixed scrollbar is now on chat window Starting objects have proper tags in campaign games Input field on flag (name base) limits to one line and doesn't allow bbcode anymore Made the mainmenu sing. with graphics Updated the menus. GameType in now in roominfo. Added chat while you wait for game to start in MP Networked texture needs a photon view so added it back to the two cameras to fix new lander view DO NOT duplicate to other players. Added cockpit sound.to lander & LANDER Crew Compartment Countdown to game start Fixed Multiplayer PVP issues. Fixed base/pause menu opening at same time. New camera for lander has new tag for rings.. updated all live scene maps Did a little explosion and lander upgrade (no longer snaps into place lamely) and the explosion is a nuke. Lander rotation fixed - does not snap. Finally fixed the smoke showing up and going away by making it part of the object's core states. Repair kits work now this is the smoke repair kit.... Added more game duration choices Forget of point limits. All Games in MP are time-limited. Now team scoreboards only come up on PVP games Team Scoreboard only appears in pvp games Updated team building icons to include bonus scores and check for batteries ---- Modified : /trunk/UnityTidyProjects/MiningAndSpacingPhase/Assets/GameMaster.cs UI team buildings update now (untested) In team Play loner score not needed at top of screen. loner score fixed/ Fixed HDR on 10A, 15_2, 15_2PVP, 2A, ANTIALIASING FIX - let us know. fixes for the look of the game generator Fixed the dropdown menus in the game master window. updates.... for curtis Team - Flags no longer serialize. Printer spawn loop fixed Cancel button now working on game setup window. Host-only functionality now works when game setup window is turned on. Fixed error looking for old generator bool Cleaned up generator code. Game master now perpetuates the openGameLobbyWindow bool. ---- Spaghetti game mode on hud ?? lol fixed strings vs punteams.gametype for setting and getting gametype in PunTeams.cs Fixed debug log for PVP level load Fixed endless printer bug ---- Cleanup of recent gametype code gametypeprop is moved to team extensions ---- GeneratorForGameMaster.prefab now has a waypoint. ---- Ok updated to use correct method to set the hash for the room ---- Bug squashing for joining rooms Working on debugging join room ---- punt tieams cADDSADGK!@# ---- commenting out the game type in room selection and room creation for now... messing up the join. ---- Message: Victory Window set up ---- here is the game victory screen ---- NEW PVP games ----
0.9.9.37 Fixes: - Added Parachutes to Replenishing Care Packages - Dynamic Retractable Lander Legs - Fixed bug where multiple items were serializing as Jacks - Fixed the care package prefabs to remove flickering texture - Moved the center of gravity down in the drill factory - Pickaxe mechanics are redesigned to one pick per click - Engineering garage will only deploy if the area is clear - Titan environment slight improvements - Music Player song selection fixed - Added NPC's to Lagoon - Modified Lagoon Landscape and layout - Added an ATV Vehicle - Added learning mission to Lagoon - Added Commander Roberts Hologram to Lagoon - Added NPC Hologram to the Atrium - Improved Shuriken Docking - Shuriken Solar System Screen has been changed - Rhino Chill Beds have animation - Fixed menu navigation between solar-system and level-select screens - Fixed cursor bug in solar system menu - Added click-to-focus on select objects - Added more visible icons to connection points when connecting objects - Rockets can now be fired when attached to a vehicle that is being driven - Consumable items hunger, thirst, and oxygen levels have been fixed - SolarArray and WindFarm save and load now - Base Menu has been modified - Base Name Menu has been modified
So we are planning to release a level for early access ... soon very soon. Here's a start. Things you will see:
- One Mars Level is being placed prominently for play and multiplayer play.
- "Base Status" shows you how close you are to a working base.
-
Coming up:
Lagoon Level has new interaction with Commander Roberts on programming friction information to unlock a Dune Buggy.
Just a quick note to say - hey you should visit and live on Titan for a while- it's pretty cool. :)
Major Save Fix - You may now "ABANDON" a base, and start fresh. All your bases stay updated in all locales until you abandon them. Revision: 6449 Author: khal Date: August 14, 2015 1:27:45 PM Message: here are all the fixes....for ensuring abandon button does not show up on another's base. Revision: 6448 Author: khal Date: August 13, 2015 8:11:43 PM Message: also delete the base name TODO flatteners and the advanced mission (ABANDON BASE) Revision: 6447 Author: khal Date: August 13, 2015 7:35:06 PM Message: created a new method to abandon the base - but the save is NOT working pause menu now has a working abandon button - TODO: the base must delete all and then save again. on abandon also must delete the base name. which.. is working?? Revision: 6446 Author: khal Date: August 13, 2015 4:20:49 PM Message: getting ready for "abandon base" Revision: 6445 Author: khalz Date: August 13, 2015 4:08:21 PM Message: just a new neridium for the testing. Revision: 6444 Author: khal Date: August 13, 2015 10:20:27 AM Message: Using NONE if player has abandoned home base.
This is due to our saving server being updated. We are aware you cannot currently save your bases and are working on a fix that includes "Abandon Base" . In fact - the base you see will be one from a few days ago. Apologies for the inconvenience.
Revision: 6441 Author: khal Date: August 12, 2015 4:05:17 PM Message: After fixing the "Player" always loads homebase version of the map" we fixed the cameras in quarters and in space a bit more , and a couple of missing textures. Anti-aliasing is now ON for HQ graphics. Looks incredible. Revision: 6439 Author: khal Date: August 12, 2015 3:31:55 PM Message: LoadLevelOnClick now saves the preferences so the old level is NEVER NEVER NEVER loaded.
Star Rangers™
Project Whitecard Studios Inc.
Awestruck Games
2016-07-06
Action Indie Casual RPG Adventure Simulation MMO Racing Coop EA
Game News Posts 106
🎹🖱️Keyboard + Mouse
Mostly Negative
(119 reviews)
http://star-rangers.com
https://store.steampowered.com/app/333340 
The Game includes VR Support
Star Rangers Linux (Universal) [3.58 G]
Dear Steam Users,
Well it’s time. From a surprise meeting with Bill Nye at NASA, who said “Khal, build the game you want to, not what other people think you should build” to enough funding to allow us 2 years of developing and private testing on Steam , we think we’re ready to show the public our alpha of Star Rangers on Steam. Thank Goodness for Steam.
Star Rangers is kind of a dream game of ours. I've dreamt of it my whole life – to use a game engine to imagine what space travel in the next few years will look like and build a multiplayer sandbox around it which is fun, and possible, and wow – try to do it without using guns.
That’s a pretty tall order, and there have been literally 21 developers working on the game in a peak of 15 or so 14 months ago to turbodrive our core team of 5. We want you to have as much fun as we do , and help us choose the final features of the game for release.
We really want you to tell us what customization features you want the most, from Map editors to in-game stuff:
For example – what do you crave? If you’re like us – you want robots, rockets, maps, and persistence! You want lasers and fusion reactors and 3D printers and you want it all and you want it now.
I think we have an opportunity – an opportunity to show off our best work to SpaceX and NASA and all the rest of the real scientists out there (Like Bill), and really imagine what it takes to extend our civilization off of this rock we call earth.
Some of the things we have in the mid-stages of planning – are real astronaut training for our most active players – we’re saving 10% of all proceeds in a private account so we can sponsor one of you to Astronaut Training at Embry Riddle University with Project Possum! That means one day, one of you will be a real Star Ranger with training and a mission to complete! We’re saving the overflow for an actual space flight.
So, we’re working with a team that includes former astronauts to come up with the best ways for us to add user content to the game, and that’s shaping up to start with custom uniform textures, user-authored notes, and story-mode map-sharing as a first blush.
Thanks for you for attention, and enjoy the low introductory price – you’re the pioneers we were looking for, and we’ll work with you to get everything where we need it.
-Khal and the whole Star Rangers Team
Disclaimer for Early Access:
Star Rangers is being developed with the Steam community’s involvement. With this approach to development, the creation of Star Rangers will now progress in the direction the community chooses and contributes to, such as emphasizing asteroid-mining, or ramping up buildings for Mars colonization.
Star Rangers is an open ‘sandbox’ of the local solar system incorporating NASA content, with an emphasis on surviving and thriving on worlds other than Earth. The game has been in private alpha on Steam for several weeks, for vocal members of its fan base. The first alpha will feature some 6 maps on Mars, including the Victoria Crater, the Million Mounds area of the Moon, and a best-guess depiction of what it’s like under the ice on Europa.
Those who have participated in the alpha will be able to continue enjoying the game as it now moves over to Steam Early Access (thanks Den and WarDJ- you rock).
There are test maps, including a VR map, and you can let us know what you like and what you hate.
Star Rangers will award official Mozilla Digital badges for building and operating custom rocket-sleds, asteroid mining operations, rovers, robots, and more.
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Star Rangers is an open ‘sandbox’ of the local solar system incorporating NASA content, and with an emphasis on surviving and thriving on worlds other than Earth. The game has been in private alpha on Steam for several weeks already, for vocal members of its fan base. This first alpha features some 6 maps on Mars, including the Victoria Crater, the Million Mounds area of the Moon, and a best-guess depiction of what it’s like under the ice on Europa.
- OS: Linux Ubuntu
- Processor: 1GHz Pentium 4Storage: 2 GB available space
- Storage: 2 GB available space
- OS: Linux Ubuntu
- Processor: Core i5-2410M 2.3GHzStorage: 3 GB available space
- Storage: 3 GB available space
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