Patch Notes 1.4.3 - Performance Improvements, QoL + UI Improvements, New Walls + More
Two things were causing slowdown with very big maps. On the client (the renderer, vtclient.exe), the main thing slowing it down was runaway chunk counts, on the server it was out of control entity counts. I fixed runaway chunk counts on the client and runaway entity counts on both the client + server, resulting in *massive* performance gains for playing on big maps. It seems like there's been perf gains in Singleplayer too, but I haven't benchmarked them.
While the client did unload out-of-range chunks, it was nowhere near aggressive enough, resulting in situations where the chunk loader was running faster than the chunk unloader. This could mean that after flying around the world you could have 20k chunks loaded! I improved this by making the chunk unloader act quadratically more aggressive once your chunk count reaches 1000+drawDistance^2/256. For every 2000 chunks above this count the chunk unloader will take 2x the amount of cpu time it normally does (4x at 4000, 8x at 6000, etc) - the rationale being that if you're dropping frames due to large chunk counts then we can afford to spend more time getting rid of excess chunks. The "unload" distance has been changed from unrenderDistance*4 to (1000 + unrenderDistance - nChunksOverThreshold/20), again meaning very high chunk counts means more aggressive chunk culling.
While entities that are out of player range were put to sleep (AI and physics disabled), they still seemed to take quite a bit of cpu time (must be some O(N^2) or worse stuff happening under the hood). On the client, all entities (mobs, vehicles, etc) that are 1000m from the client are locally despawned. On the server, if the entity count exceeds 100 any bandits that are 1000m from the player are despawned, and if the entity count exceeds 160 base defenders will also get despawned. Any entity that is less than 1000m from any playeris exempt from despawning, and any entity involved in a base attack or base/bandit base that is under attack or a mission is likewise exempt.
The build lot screen now scales with your monitor size, making it much bigger, but not overwhelmingly so in most cases. Also water source blocks are now rendered in the preview.
I've made some wall variants that have water on one or both sides
Lots that spawn Light Planes now have double blast resistance at level 10 when colliding with an aircraft. This means that runways are much more durable and take-off/landing damage at airports is much less likely.
You can now repair *racketeered* buildings! Repairing a control point now despawns the defenders there, fixing a defender-duplication bug.
You can now enter the "/status" command and the server will tell you its chunk and entity counts. It will also give profiler info if the server is under non-trivial load (if it just says "Total XXms" that means the server is under capacity). This command is not considered a cheat and is able to be used by all players
Banks now spawn 33% more loot, Jewellery and Gun Shops now spawn 50% more loot.
VERSION: 1.4.3 - 12/01/2019 ========== - [Misc] - Made the loading screen appear faster when you first start the game - [Misc] - vtclient chunk aggressive chunk unloading threshold raised to 1000 + drawDistance^2/(256) chunks - [Misc] - Restored the "Extreme" graphics preset - [Misc] - You can now repair racketeered buildings - [Misc] - Lots with an "Light Plane/CDF Light Plane Spawning Zone" now have double blast resistance at level 10 for the purpose of aircraft/tarmac collisions - [Bugfix] - Repairing a control point now despawns any defenders (prevents defender duplication) VERSION: 1.4.2 - 12/01/2019 ========== - [Misc] - vtclient is much more aggressive in unloading chunks if there are more than 1000 chunks loaded clientside. This gets even more aggressive for each 2000 chunks loaded. Fixes the client having 20k chunks loaded when you fly around the world because the chunk loader is running faster than the chunk unloader - [Misc] - vtclient will despawn any clientside mobs that are more than 10000m from the player - [Misc] - If the server's entity count is above 100, it will despawn any bandits (not in missions or base attacks, as either attacker or defender) that are more than 1000m from any player - [Misc] - If the server's entity count is above 160, it will also despawn any base defenders more than 1000m from any player (again not involved in missions or base attackers, as either attacker or defender). VERSION: 1.4.1 - 10/01/2019 ========== - [Feature] - Added 6 Wall lot variants that have water to one side or both - [Feature] - Added the /status command, shows details of the server's status - [Misc] - Water is now rendered in the lot preview - [Misc] - The "Build Lot" UI now scales with window size (gets bigger if x resolution > 1200 to a maximum of 2x size) - [Misc] - City Gen will try to plonk 2 more 1x1 commercial lots (12 now, 10 before). - [Misc] - Jewellery shops now buy and sell precious metal ingots - [Misc] - Loot in Jewellery shops and Gun Shops has been increased by 50%. Bank loot has been increased by 33%.
[ 2019-01-12 00:46:50 CET ] [ Original post ]
I've done some work to boost the game's performance, particularly on big maps, and I've also made some QoL improvements
Big Map Performance Improvements
Two things were causing slowdown with very big maps. On the client (the renderer, vtclient.exe), the main thing slowing it down was runaway chunk counts, on the server it was out of control entity counts. I fixed runaway chunk counts on the client and runaway entity counts on both the client + server, resulting in *massive* performance gains for playing on big maps. It seems like there's been perf gains in Singleplayer too, but I haven't benchmarked them.
Chunk Unloader Optimisation (Details)
While the client did unload out-of-range chunks, it was nowhere near aggressive enough, resulting in situations where the chunk loader was running faster than the chunk unloader. This could mean that after flying around the world you could have 20k chunks loaded! I improved this by making the chunk unloader act quadratically more aggressive once your chunk count reaches 1000+drawDistance^2/256. For every 2000 chunks above this count the chunk unloader will take 2x the amount of cpu time it normally does (4x at 4000, 8x at 6000, etc) - the rationale being that if you're dropping frames due to large chunk counts then we can afford to spend more time getting rid of excess chunks. The "unload" distance has been changed from unrenderDistance*4 to (1000 + unrenderDistance - nChunksOverThreshold/20), again meaning very high chunk counts means more aggressive chunk culling.
Entity Count Optimisation (Details)
While entities that are out of player range were put to sleep (AI and physics disabled), they still seemed to take quite a bit of cpu time (must be some O(N^2) or worse stuff happening under the hood). On the client, all entities (mobs, vehicles, etc) that are 1000m from the client are locally despawned. On the server, if the entity count exceeds 100 any bandits that are 1000m from the player are despawned, and if the entity count exceeds 160 base defenders will also get despawned. Any entity that is less than 1000m from any playeris exempt from despawning, and any entity involved in a base attack or base/bandit base that is under attack or a mission is likewise exempt.
UI Improvements
The build lot screen now scales with your monitor size, making it much bigger, but not overwhelmingly so in most cases. Also water source blocks are now rendered in the preview.
Water Walls
I've made some wall variants that have water on one or both sides
Plane Runways
Lots that spawn Light Planes now have double blast resistance at level 10 when colliding with an aircraft. This means that runways are much more durable and take-off/landing damage at airports is much less likely.
Repair Improvements
You can now repair *racketeered* buildings! Repairing a control point now despawns the defenders there, fixing a defender-duplication bug.
Server Diagnostics
You can now enter the "/status" command and the server will tell you its chunk and entity counts. It will also give profiler info if the server is under non-trivial load (if it just says "Total XXms" that means the server is under capacity). This command is not considered a cheat and is able to be used by all players
Balance Changes
Banks now spawn 33% more loot, Jewellery and Gun Shops now spawn 50% more loot.
Change Log
VERSION: 1.4.3 - 12/01/2019 ========== - [Misc] - Made the loading screen appear faster when you first start the game - [Misc] - vtclient chunk aggressive chunk unloading threshold raised to 1000 + drawDistance^2/(256) chunks - [Misc] - Restored the "Extreme" graphics preset - [Misc] - You can now repair racketeered buildings - [Misc] - Lots with an "Light Plane/CDF Light Plane Spawning Zone" now have double blast resistance at level 10 for the purpose of aircraft/tarmac collisions - [Bugfix] - Repairing a control point now despawns any defenders (prevents defender duplication) VERSION: 1.4.2 - 12/01/2019 ========== - [Misc] - vtclient is much more aggressive in unloading chunks if there are more than 1000 chunks loaded clientside. This gets even more aggressive for each 2000 chunks loaded. Fixes the client having 20k chunks loaded when you fly around the world because the chunk loader is running faster than the chunk unloader - [Misc] - vtclient will despawn any clientside mobs that are more than 10000m from the player - [Misc] - If the server's entity count is above 100, it will despawn any bandits (not in missions or base attacks, as either attacker or defender) that are more than 1000m from any player - [Misc] - If the server's entity count is above 160, it will also despawn any base defenders more than 1000m from any player (again not involved in missions or base attackers, as either attacker or defender). VERSION: 1.4.1 - 10/01/2019 ========== - [Feature] - Added 6 Wall lot variants that have water to one side or both - [Feature] - Added the /status command, shows details of the server's status - [Misc] - Water is now rendered in the lot preview - [Misc] - The "Build Lot" UI now scales with window size (gets bigger if x resolution > 1200 to a maximum of 2x size) - [Misc] - City Gen will try to plonk 2 more 1x1 commercial lots (12 now, 10 before). - [Misc] - Jewellery shops now buy and sell precious metal ingots - [Misc] - Loot in Jewellery shops and Gun Shops has been increased by 50%. Bank loot has been increased by 33%.
Voxel Turf
L Twigger
L Twigger
2017-09-13
Indie Strategy Simulation Singleplayer Multiplayer Coop
Game News Posts 63
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(512 reviews)
http://www.voxelturf.net/
https://store.steampowered.com/app/404530 
The Game includes VR Support
Keyboard & mouse
 1 
Room width requirement
 2 
Room depth requirement
 1.5 
Standing
 1 
Seated
 1 
Voxel Turf Content [253.31 M]
Voxel Turf is a block based city builder/action adventure game. Build cities or destroy them. Start businesses or rob them. Nurture your citizens or subjugate them. Build a real estate empire, or perhaps just drive around and blow stuff up. Its your choice! Voxel Turf allows you to be the force of benevolence or the agent of chaos in a city of your creation.
- Have you ever played an open world game and thought "if only I could build something here?"
- Or a city builder and wanted to drive around and interact with your creation?
- Or even a building game and thought "if only these buildings would come to life?"
If so then Voxel Turf is the game for you!
Live in a City of Your Own Creation
- Build sprawling cities with either the over 50 prebuilt buildings, or build your own in-game!
- Make amazing structures with over 15,000 types of blocks in over 100 categories.
- Or live in and modify a procedurally generated city
Get Rich or Die Trying
- Earn cash from either completing missions, crime, or managing a real estate empire.
- Establish protection rackets to make money
Some of the missions revolve around:
- Being a hired revolutionary who fights the local authorities for cash
- Participating in street races for money
- Making a career though stealing vehicles for profit
- Eliminating bandits and protecting civilians from bandit attacks
- Be a specialist architect who draws an income from making custom buildings
Unleash Chaos
- Destroy and vandalise areas with explosives, weapons and tanks.
- Ride a wide range of vehicles including cars, a tank, helicopters and even a rideable shopping trolley!
Enjoy Multiplayer
- Multiplayer over LAN or Internet
- Most missions can be done in Co-Op
- Cooperate with friends to build a city, or compete and undercut each other
Fight For Territory
- Explore and raid bandit bases for loot
- Fight Turf Wars against other factions and players to gain control over parts of the city
- Build bases and defend your territory from attack
- Engage in diplomacy with other factions in order to gain power or undermine others
Unleash Creativity
- The entire world is block based, so you can create and destroy everything.
- Decorate blocks with paint and decals
- Various non-cube construction blocks, including ramps, stairs, steps, allowing you to build things like pitched roofs and ultimately more realistic looking buildings.
- Build intricate contraptions using switches, mechanisms and circuits
- Custom player-built buildings can be saved as templates, and be placed like normal buildings
- Templates can be synced across a network
Character Customisation
- Over 50 player skins
- Support for custom player skins
- 10 hats for your character to wear, also wearable body armour.
- Weapons are customisable too! Attach weapon mods to weapons to change their appearance and behaviour. Make shotguns explosive, make your pistol armour piercing or your SMG scoped!
Modding Support
- Steam Workshop integration
- Lua Scripting for easy moddability with a C++ scratch-coded base game engine for performance
- Have you ever played an open world game and thought "if only I could build something here?"
- Or a city builder and wanted to drive around and interact with your creation?
- Or even a building game and thought "if only these buildings would come to life?"
If so then Voxel Turf is the game for you!
Live in a City of Your Own Creation
- Build sprawling cities with either the over 50 prebuilt buildings, or build your own in-game!
- Make amazing structures with over 15,000 types of blocks in over 100 categories.
- Or live in and modify a procedurally generated city
Get Rich or Die Trying
- Earn cash from either completing missions, crime, or managing a real estate empire.
- Establish protection rackets to make money
Some of the missions revolve around:
- Being a hired revolutionary who fights the local authorities for cash
- Participating in street races for money
- Making a career though stealing vehicles for profit
- Eliminating bandits and protecting civilians from bandit attacks
- Be a specialist architect who draws an income from making custom buildings
Unleash Chaos
- Destroy and vandalise areas with explosives, weapons and tanks.
- Ride a wide range of vehicles including cars, a tank, helicopters and even a rideable shopping trolley!
Enjoy Multiplayer
- Multiplayer over LAN or Internet
- Most missions can be done in Co-Op
- Cooperate with friends to build a city, or compete and undercut each other
Fight For Territory
- Explore and raid bandit bases for loot
- Fight Turf Wars against other factions and players to gain control over parts of the city
- Build bases and defend your territory from attack
- Engage in diplomacy with other factions in order to gain power or undermine others
Unleash Creativity
- The entire world is block based, so you can create and destroy everything.
- Decorate blocks with paint and decals
- Various non-cube construction blocks, including ramps, stairs, steps, allowing you to build things like pitched roofs and ultimately more realistic looking buildings.
- Build intricate contraptions using switches, mechanisms and circuits
- Custom player-built buildings can be saved as templates, and be placed like normal buildings
- Templates can be synced across a network
Character Customisation
- Over 50 player skins
- Support for custom player skins
- 10 hats for your character to wear, also wearable body armour.
- Weapons are customisable too! Attach weapon mods to weapons to change their appearance and behaviour. Make shotguns explosive, make your pistol armour piercing or your SMG scoped!
Modding Support
- Steam Workshop integration
- Lua Scripting for easy moddability with a C++ scratch-coded base game engine for performance
Game Modes
- Turf: Start in a procedurally generated city, and do what you want. Build, do missions, do crime, do whatever!
- Build: Start on a blank map and build whatever you want with unlimited blocks.
- Turf Zero: Start on a blank map and build a city from scratch. Scavenge resources from bandit bases.
- Strategy: Start in a procedurally generated city with 16 warring factions. Use diplomacy and warfare to gain control over the entire city!
MINIMAL SETUP
- Processor: 64 bit only. Intel I5Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4000
- Storage: 500 MB available space
- OS: Ubuntu 16.04. Mint 17.1
- Processor: 64 bit only. Intel Core i5 4690 or AboveMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 770 2GBNetwork: Broadband Internet connection
- Storage: 500 MB available spaceAdditional Notes: Any SSD
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