0.7.0 Development Thread

Announcements and infodumps from the Species dev team.
Natural_20
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Re: 0.7.0 Development Thread

Post by Natural_20 » Wed Sep 17, 2014 6:36 pm

Good to hear that the unhandled exception errors are fixed, those were pretty irritating. "Oh, you want to stop this world and start another? Exception error!"

Creatures not being blobs forever is also nice. The blobbing behavior always seemed to be applied somewhat arbitrarily, but I didn't realize that was a bug.
Quasar wrote:Dammit, we forgot to sell the psycho drugs and now the chickens are ODing.

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White parrot
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Re: 0.7.0 Development Thread

Post by White parrot » Wed Sep 17, 2014 7:58 pm

Quasar wrote:the save/load function seems to work (which is normally one of the last things I remember to fix), so progress is definately being made.
PRAISE THE LOOOORD !!
At this point, we shouldn't be surprised by anything nature does. She's like a meth addict whose drug-fueled rampages unfold in slow motion and span millions of years.
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Quasar
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Re: 0.7.0 Development Thread

Post by Quasar » Thu Sep 18, 2014 9:37 pm

A glimpse into my magnificently complex organisational system/text file:
Couldn't find clade diagram on Primum Specium Start
Neck movement causes heads to jigger up and down
Need to compensate for droop-induced energy losses
Need to implement compression forces

Creatures dying out even though there's plenty of food - Possibly related to HeadHeight (see below)
PerceptionDistanceSquared not being set in event of LOD3 invisible babies?
Invisible babies - LOD related. Seems to occur when creature has LODLevel 3 but is stil on screen?
Putting ddown Picked Up Creatures

LOD blobs remaining blobs despite being close to camera
Selection Circle and Bone display not resizing with growth
Attack Animation fails at 10x speed
Limb's not evolving

CreatureWorldMatrix should probably be in Specimen
Single Joint Leg Being Silly
Colour Code Close Button Being in wrong place
Load World Doesn't Load Water
Torso Freezes and stops moving when creature LOD converts to Sprite
Limbs evolve faster than anything else
Bones should only display in Creature Details

Bones should only display in Physiology Tab (?)
Tail model looks weird and lopsided
Bones not being mirrored
Low LOD Necks & Tails are werid
FEATURES NOT EVOLVING

Crash when building a new world after quitting while creature details is open (?, unable to replicate)
Clade Diagram not displaying fossils in loaded game
Creatures spinning: un-eatable plants (?)
Creatures spinning: blind carnivores targeting trees
Creatures spinning: approaching trees they can't reach
Crewatures spinning: when fleeing

Heads sometimes flicker to looking straight up
Legs that don't reach the ground shouldn't animate
Legs that don't reach the ground shouldn't affect stats
Add ability to delete exported creatures

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AngerDomeAble
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Re: 0.7.0 Development Thread

Post by AngerDomeAble » Thu Sep 18, 2014 10:03 pm

I tested the
Crash when building a new world after quitting while creature details is open (?, unable to replicate)
I left the game running for around 15 minutes brought the overview of the creature up and quit to main menu.
Upon starting a new game I could no longer use the wasd keys and zooming out with my mouse scroll took a lot longer then normal though holding right click is still perfectly fine.
No error message
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20 is against common sense.
Don't believe his lies.

Natural_20
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Re: 0.7.0 Development Thread

Post by Natural_20 » Thu Sep 18, 2014 11:44 pm

AngerDomeAble wrote:I tested the
Crash when building a new world after quitting while creature details is open (?, unable to replicate)
I left the game running for around 15 minutes brought the overview of the creature up and quit to main menu.
Upon starting a new game I could no longer use the wasd keys and zooming out with my mouse scroll took a lot longer then normal though holding right click is still perfectly fine.
No error message
Click the "camera mode" button (looks like an eye) and it will go back to normal.
Quasar wrote:Dammit, we forgot to sell the psycho drugs and now the chickens are ODing.

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Quasar
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Re: 0.7.0 Development Thread

Post by Quasar » Wed Sep 24, 2014 2:33 am

I must be running out of things to fix. Caught myself today reworking the Climate Device model which, while not unwarranted (it looks pretty placeholdery), is hardly the most vital of tasks that ever there was. I still do have a few things that are annoying me, but they're nowhere near game-breaking. Hmm...

... [thinking] ...

... okay, yeah, it's time to break out the p-word. t minus 7 hours.

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AngerDomeAble
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Re: 0.7.0 Development Thread

Post by AngerDomeAble » Wed Sep 24, 2014 3:43 am

The p word?
20 is against common sense.
Don't believe his lies.

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Quasar
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Re: 0.7.0 Development Thread

Post by Quasar » Wed Sep 24, 2014 7:33 am

AngerDomeAble wrote:The p word?
You're doin' it wong. You're not supposed to pragmatically ask for clarification when a game developer makes a cryptic comment. You're supposed to speculate wildly and come up with a wide variety of insane theories about what it could possibly mean, and then continue to defend those theories even when later proven false.

I mean geez, you could at least try to be fanatically obsessed with my every utterance.

:D

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Quasar
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Re: 0.7.0 Development Thread

Post by Quasar » Wed Sep 24, 2014 8:47 am

The p-word was playtesting. :D

Or possibly prerelease, I forget. :)

MrKyurem
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Re: 0.7.0 Development Thread

Post by MrKyurem » Wed Sep 24, 2014 3:33 pm

Quasar wrote:The p-word was playtesting. :D

Or possibly prerelease, I forget. :)
*YES.wav*

*goes to download*

*realises he can't do the thing on this comp*

*have to wait an entire day*

*cri ery tim*

I'm looking forward to seeing what new improvements there are, as I've not kept up with the development a lot! You're kinda lucky that you got it done early, as if I remember the official release date correctly, you were fighting for my attention with SSB4.

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