PlaneShift
Announcements => PlaneShift News and Rules => Topic started by: Talad on November 19, 2013, 06:55:10 pm
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PlaneShift Team is proud to present another major milestone in the development of PlaneShift! Release 0.6.0 is now live. The release will actually happen in two phases, first we release it to you, our beloved fans, so we can test it together for few days. It's in fact available as an update of the 0.5.x release you should already have installed. Then we will release it officially also to magazines, web sites and press, with more massive advertising and full installers. For the official launch (few days away) we have some additional good stuff to release!
Here is a summary of the 0.6 changes!
User interface
- New Shortcut window. The quick spell bar has been combined with the shortcut bar. The new shortcut bar includes support for:
- Icons in addition to text
- Dragging of items from the spell book (the icon on the right) or inventory which will automatically generate use commands
- Drag and drop of shortcuts to reorganise them (this option is toggled on/off with the lock icon)
- Character specific shortcuts and key bindings. Now each char has its own set!
- New active magic window. Whenever you have an active spell (buff or debuff) an icon will show in the active magic. Much more compact and user friendly than the old one. There are some known bugs in the bar, like the display of some icons may be duplicated.
- Slight improvements to Quest book, guild window, chat window, options window.
- "Basic chat" window removed to allow for setting of visible chat tabs without restarting the client.
- Added ability to type in the chat window by just having the cursor over the chat window so you don't have to also click on it. This can be enabled in the advanced config chat window settings.
- Added a new skin "Minimatuux", feedback is encouraged. You can select the new skin from the launcher.
Games and Mechanisms
- Added engine support for mechanisms. These allow developers to add items in the world, like giant boulders, which can be moved by players by pressing a button or moving a lever.
- Added ability to "use" certain static objects in the world.
- Enhanced mini game support.
Moving objects
- Fixed support for 'sequences and triggers' to allow things like the wheels in the sewers to move again. This will allow in the future to add more interactive elements to the areas.
Big Bosses
- The game now supports scaling of characters, this will allow developers to create 'giant' or 'miniature' creatures from the current models. Hope to finally see some big bosses to fight!
Art
- Welcome the male Nolthrir! Complete with all standard animations, armour, robe, and some customization options.
- Bracers now show for -all races-.
- Icons now available for all bracers so you will no longer have a sack filled with pink rings.
- The new "Ash brotherhood" lair.
- A new map and a new creature, undisclosed at this time, will be available as part of an in game event very soon.
Crafting
- Many platinum-steel weapons have been made available for crafting (thanks to Tuathanach), you will find some of them are already available in the released crafting books (all common blades) while some (like axes and superior swords) will require new crafting books and will have to wait for a quest to introduce them.
- All crafting, mining/harvesting and the Musical instruments now support the use of higher quality tools, in the future they will be available as quest rewards.
Spells
- 11 new spells added, some will require a new quest to introduce new glyphs not yet available. New spells include: spells able to morph the spellcaster, new low level direct damage spells for azure and brown way spells. A new spell able to "charm" weak monsters, this is experimental and will be the first of a new series of spells.
Others
- Added a multiplayer minigame "Tic Tac Toe" in Kada'el tavern lower floor, right click on the right table to start playing with a friend.
Crash reporting
- Added support for crash reporting to Linux and Window builds. Whenever your client crashes, it will send a report to us with the details, so it can be analyzed. We also have a server side component which lists the most frequent crashes, so we can focus on the high priority ones. Lots of thanks to Talad, Eredin and Jilare for getting this done.
There is a lot more in this release, you can read the additional list of changes here (http://www.planeshift.it/ChangeLog0.6)
Big thanks to all developers who made this release possible, be sure to read the in game credits to see them all!
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first comment
P.S. cool update!! ;D
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Do you know if there are new minimum hardware requirements?
Also, if the new client does not work for a player, can they use the old client fora period of time?
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\\o// \\o// \\o// \\o// \\o// \\o//
An impressive list. Downloading the update now. Looking forward to the new features.
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BEST UPDATE SO FAR! WINNER 2013! AWARD!
BEST FREE OPEN SOURCE GAME ON WORLD WIDE WEB 2013!
I LOVE the SHORTCUT ICONS! So Many CHOICES!
Developers are getting BETTER at movable GUI parts, screens and tabs!
Developers are getting BETTER at NPC (AI) Systems!
TUTORIAL Starting Area: Is 100% Perfect now! I enjoy helping new players who log in that area!
Thank you for also adding more and better IMAGES for ICONS and other objects in the world!
\\o// :thumbup: :woot: (Magitex Glossenique) is very pleased!
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I must the tutorial is finally ready now that you can access the help file I wrote about 6 months ago but wasn't released with the actual tutorial (much to my annoyance).
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By the way: Version 0.6.0 was named
Azure Spirit :whistling: :innocent:
After all that hazzle around the poll, where the decision is still not yet officially revealed, I had to spoil it here.
__
Not too much more spoiling ... but I could imagine that the coming new map might be related to the new loading screen in the client-base...
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Nice work on this :)
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\o/
now to spend a couple of days trying to build the server to update the postcard project...
is the svn up to date?
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\o/
now to spend a couple of days trying to build the server to update the postcard project...
is the svn up to date?
What is svn? example?
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\o/
now to spend a couple of days trying to build the server to update the postcard project...
is the svn up to date?
we always build the client and the server executable in production from SVN
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@ Adash:
SVN = Subversion (http://en.wikipedia.org/wiki/Apache_Subversion) is a software to manage contributions (source code as well as assets) of a whole team. This is not really trivial, because often contributions from different team members may change the same file in different locations, therefore it is necessary to keep track of local changes to be able to revoke an older change after several newer changes got established, if it is later found to cause problems.
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we always build the client and the server executable in production from SVN
Wich revision was used for this building I was testing and old one.... ?
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Cal3D
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Revisión obtenida: 507
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CS
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Revisión obtenida: 38934
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PS
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Revisión obtenida: 8800
This is the higer revision I was able to build for 3.2.0-4-686-pae #1 SMP Debian 3.2.51-1 i686 GNU/Linux
By the way I'm glad to see new changes, graphics and so on :-D
ThAnKs dEv'S
:sorcerer:
\\o//
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Nice job one and all. The chat window handling is now excellent! :thumbup:
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good job luca and team. way to keep on keeping on after all these years.
:flowers:
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Thanks for the update! Probably the biggest one in a long time.
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Now everyone, don't miss "Danow's Quest" this saturday; apparently the event calendar is a little unreliable at the moment, though.
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I would like to point out that as of writing this -NONE- of the new spells have fully/correctly been mirrored on to the production server yet so you will not be able to research any.
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Thanks for the tip Vanalan!
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Also (on next server reboot if that hasn't happened in the past few days), be on the lookout for the new athanor. A late entry from the art dept. on that one. \\o//
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Hello,
I'm Fantasios, a newbie of this game.
Thank you for the fantastic game.
When I log in it says an update is available, but you don't have the correct permission...
What does it mean? i play on windows, maybe it depends on that?
Thank you for your help
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If you are on windows you need to right click 'pslaunch' and chose to 'run as administrator' when you do you will be able to update perfectly (fingers crossed).
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Welcome to PlaneShift.
If you had searched the forum, especially the area about issues before entering the game, you should have found several threads already, explaining that the launcher needs to change files in the UAC protected "Program files" branch, if you installed it there, and therefore you have to select the option "Run as Administrator" in its context menu (right-click on its icon). That would not be necessary if you had installed it elsewhere, where the Windows UAC does not protect your installed applications from unintended changes.
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Thank you guys,
I shouldn't say I'm a programmer, anyway I ran as an administrator the first time I installed it and i updated it, so i forgot about it. Now it began to update, but my antivirus blocked it, so i will try to figure out how to solve it....
I was thinking... Isn't there some more user-friendly way to give admin permission on windows (hacking in the UAC)?
Maybe i could search it and try to create some admin starting link.
I think these errors stops many potential players from playing this fantastic game.
Thank you for this game anyway again!
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It is certainly possible to create a link including a Run-as-Admin property, so it will popup the UAC query automatically. But additional permissions are required only during an update, and only when installed in %ProgramFiles% or %ProgramFiles(x86)%. During the normal use, the launcher can run under any user's account, because it doesn't need to exchange any binaries. A temporary "escalation of permissions", only when an update is available, would be interesting to be implemented, I'll create a feature request in the bug tracker (http://hydlaaplaza.com/flyspray/) about it.
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Well done to all for the brilliant update and all your hard work \\o//
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I don't suppose someone would be kind enough to post screenshots of in game updates for lurkers?
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I did not yet shoot many. Just one from the entrance of the new lava cave, during Danow's Quest:
(http://www.ligh.de/PlaneShift/DanowsQuest.jpg)
And because it was you asking: Kran need food, too! Therefore, special tools to make them:
(http://www.ligh.de/PlaneShift/Stonehead06.jpg)
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This ( The red hot cave shown above ) definitely looks like it could be a lot of fun for a group event. I only got part way though, but then well, being all by myself, I got into a bit of a predicament that might have been fixable had I tried it with others. This is definitely worth checking out.
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This is definitely worth checking out.
This release has definitely shown a dev team that has the where with all to move this project forward, again, at long last.
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I just checked the new area. Is the puzzle near the white doors broken?
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it worked yesterday...
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It still works, just tested.
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I can describe what I encountered, and it was very confusing. I had no clue whether it was bugged or just a hard puzzle.
1: There are 7 positions like a hexagon with the middle, and there are 6 stones. The description however says there are supposed to be 5 stones.
2: Default images on the stones don't match what is said in the description at all.
3: Stones change their image when you click them multiple times. When you move them they might revert back, or sometimes not. This happens weirdly randomly, so keeping a chosen image is pretty hard.
Is this all by design?
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And because it was you asking: Kran need food, too! Therefore, special tools to make them:
[picture]
Oh that's nice. Now where is that grill we've been asking for since I was still actively running the tavern? ;D
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I can describe what I encountered, and it was very confusing. I had no clue whether it was bugged or just a hard puzzle.
1: There are 7 positions like a hexagon with the middle, and there are 6 stones. The description however says there are supposed to be 5 stones.
2: Default images on the stones don't match what is said in the description at all.
3: Stones change their image when you click them multiple times. When you move them they might revert back, or sometimes not. This happens weirdly randomly, so keeping a chosen image is pretty hard.
Is this all by design?
Something is by design and something no. The minigame puzzle concept has been recently expended but it's still very buggy. The puzzle itself could have been made so that only one solution would be possible but that triggered a bug preventing the teleport script to trigger. This bug has been found few hours before the release so it was not possible to fix it.
About the pieces not exactly matching the description it's a system limit, we have 14 default pieces and we cannot define different texture and icons, so for now the description will try to help the player figure out the actual meaning of the pieces.
Again the systems should be improved (and it will be in time) to make it more robust: for example at the moment the player can mess it up by removing pieces and that should be fixed too.
In my opinion the most confusing bug is the one preventing to add the additional minigame rules to enforce a single solution (I think that can really confuse the players), I think it should not be prove too difficult to fix and can probably be added in the next update.
And because it was you asking: Kran need food, too! Therefore, special tools to make them:
[picture]
Oh that's nice. Now where is that grill we've been asking for since I was still actively running the tavern? ;D
I think there is a grill ::| ... I need to check ...
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So, I didn't exactly understand, is it broken or not? Because after trying to solve it for an hour, nothing happened.
On an unrelated note, did you add any mineable resources in the cave? So far I didn't find any. Even crystals sticking out of the wall didn't yield anything. If you didn't - it makes sense to add some!
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Let me explain the puzzle problems.
1 - When the server starts it is NOT broken.
2 - Due to bugs in the code it is possible for players to FORCE a piece change, to add pieces, and apparently remove piece. Once a player forces this to happen they break the puzzle and a server restart is required to reset the puzzle.
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Ah, I see. Obviously when I started solving the puzzle it was already thoroughly messed up :D
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This update is a great step forward. :thumbup:
Looking forward to seeing the new spells in game sometime soon, but the rest of it is awesome. A very well put-together update.
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Hi all,
The update is great! Already got some sexy loot ;-)
I read that the game development room for FOSDEM 2014 is still seeking speakers, is it not a splendit idea to show how far PlaneShift is atm?
Cheers,
Sliss
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I think it should not be prove too difficult to fix and can probably be added in the next update.
Does this fix for the cave puzzle require just server side or client update as well?
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Let me explain the puzzle problems.
1 - When the server starts it is NOT broken.
2 - Due to bugs in the code it is possible for players to FORCE a piece change, to add pieces, and apparently remove piece. Once a player forces this to happen they break the puzzle and a server restart is required to reset the puzzle.
I had a similar problem today as what Gilrond described. Six game pieces instead of 5. I tried for a long time but no combination seemed to do anything.
Is it possible to add a reset button to puzzles like this so that if something goes wrong, we don't have to wait for a server reset?
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I had a similar problem today as what Gilrond described. Six game pieces instead of 5. I tried for a long time but no combination seemed to do anything.
Is it possible to add a reset button to puzzles like this so that if something goes wrong, we don't have to wait for a server reset?
A lot of the puzzle problems have been fixed and will be available at the next client/server update. A reset button hasn't been added but the systems should be more robust and more difficult to mess it up.
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Good to hear, thanks! Any hints on when that might be?
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Good to hear, thanks! Any hints on when that might be?
there is a problem with latest CS compiling in PS, so best guess is "when it will be fixed", hopefully soon.