0.6.1 Released

Announcements and infodumps from the Species dev team.
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Quasar
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Posts: 1731
Joined: Tue May 29, 2012 2:04 am

0.6.1 Released

Post by Quasar » Sat Feb 01, 2014 10:19 am

http://www.speciesgame.com/download

Be warned, this release is likely to be amusingly buggy. Whether or not that's a good thing depends on how much you enjoy watching me scramble about like a lemur on fire trying to keep up with the necessary hotfixes. And let's face it, of course you do, that's hilarious. You bastards.

...

Changelog:
Stability Improvements

- several fatal crashes have been fixed (‘System.OutOfMemoryException’, ‘CladeDiagram.CollideBranches’, ‘UIManager.Paused_Export_Update’),
- the method for addressing problems when the game is minimised or graphics card is lost has been improved,
- built-in troubleshooting for some start-up problems (running from the zip file, running from Program Files, running on computer with unsupported graphics card) has been added

Aesthetic Adjustments

- Procedural texturing: creatures now have different top, side and underbelly textures, giving them a more distinct appearance and more recognisable body covers.
- Custom textures: beaks, claws, teeth and mouths now have their own (appropriately horrifying) textures, blended into the triplanar texturing.
- Fur: Fuzzy wuzzy was a bear, fuzzy wuzzy had no hair, but the creature’s in Species do now. And they find bear meat tasty.
- Water reflections: They only reflect the skybox, but they significantly improve the appearance of the game nonetheless.
- A new Species ALRE logo. Now with infinity% more cladeogram and cycad leaf.
- Adjusted Tree Shaders make better use of dark greys and oranges, meaning trees have more colour variety and look more natural.
- An improved wasteland texture.
- Fixed that weird blue shading on trees when you pause the game (it still happens on grass).

Content Additions

- Body coverings: fur, feathers, scales and skins. Also squid skin, toad warts, echidna spines and human forearms (ewwww…).
- Leg shapes: from 6 in 0.6.0 to 20, meaning a much greater variety of knee shapes.
- Heads: a number of additions (and of course, the existing heads had to be adjusted to provide beak and mouth textures and fur polygons).
- A selection of the Body Part Voting Competition head types.

Other

- Added an "Indirect" rover drive mode to the game options. Seriously, try it out. It's hilariously broken.

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Prokrustes
Posts: 37
Joined: Tue Dec 31, 2013 11:17 am

Re: 0.6.1 Released

Post by Prokrustes » Sat Feb 01, 2014 12:27 pm

Hooorraay!!! 0.6.1. is out! :D

However, somehow it fails to initialize the ground/surroundings and therefore the ground is always completely black and at -18 C. At least on my pc. hope feedback helps.
And yes, you did warn us! ;)

cheers

MrKyurem
Posts: 106
Joined: Sun Sep 15, 2013 1:42 pm

Re: 0.6.1 Released

Post by MrKyurem » Sat Feb 01, 2014 12:41 pm

About to test this out. I wanna see how many abominations I can make!

EDIT 1: Loaded up a world to make sure it didn't crash, no crashes. Put it in full-screen, set world size to 2 and age + mutation rate to 0.5 and this

ArgumentOutOfRangeException

This parameter must be a valid index within the array.
Parameter name: elementCount

at Microsoft.Xna.Framework.Graphics.Texture.ValidateCopyParameters[T](T[] data, Int32 dataIndex, Int32 elementCount)
at Microsoft.Xna.Framework.Graphics.VertexBuffer.CopyData[T](Int32 offsetInBytes, T[] data, Int32 startIndex, Int32 elementCount, Int32 vertexStride, UInt32 options, Boolean isSetting)
at Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer.SetData[T](Int32 offsetInBytes, T[] data, Int32 startIndex, Int32 elementCount, Int32 vertexStride, SetDataOptions options)
at Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer.SetData[T](T[] data, Int32 startIndex, Int32 elementCount, SetDataOptions options)
at SpeciesALRE.Instancing.InstancedModelPart.DrawHardwareInstancing(InstancedVertex[] instanceTransforms, Int32 numberToDraw) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Instancing\InstancedModelPart.cs:line 504
at SpeciesALRE.Instancing.InstancedModelPart.Draw(InstancingTechnique instancingTechnique, InstancedVertex[] instanceTransforms, Int32 numberToDraw, Matrix view, Matrix projection, Single gameTime) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Instancing\InstancedModelPart.cs:line 404
at SpeciesALRE.Instancing.InstancedModel.DrawInstances(InstancedVertex[] instanceTransforms, Int32 numberToDraw, Matrix view, Matrix projection, Single gameTime) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Instancing\InstancedModel.cs:line 165
at SpeciesALRE.World.World.DrawVegetation(GraphicsDevice GraphicsDevice) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\World\World.cs:line 824
at SpeciesALRE.World.World.Draw(GraphicsDevice GraphicsDevice) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\World\World.cs:line 592
at SpeciesALRE.Game1.DrawGame(GameTime gameTime) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Game1.cs:line 1328
at SpeciesALRE.Game1.Draw(GameTime gameTime) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Game1.cs:line 1155
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at SpeciesALRE.Program.Main(String[] args) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Program.cs:line 18

EDIT 2: Can confirm that this is a direct result of having World Size 2.

EDIT 3: Them trees though. They look reallllly nice.

Skylimit
Posts: 361
Joined: Tue Jul 10, 2012 5:57 pm

Re: 0.6.1 Released

Post by Skylimit » Sat Feb 01, 2014 2:03 pm

worldsize 2

ArgumentOutOfRangeException

This parameter must be a valid index within the array.
Parameternaam: elementCount

bij Microsoft.Xna.Framework.Graphics.Texture.ValidateCopyParameters[T](T[] data, Int32 dataIndex, Int32 elementCount)
bij Microsoft.Xna.Framework.Graphics.VertexBuffer.CopyData[T](Int32 offsetInBytes, T[] data, Int32 startIndex, Int32 elementCount, Int32 vertexStride, UInt32 options, Boolean isSetting)
bij Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer.SetData[T](Int32 offsetInBytes, T[] data, Int32 startIndex, Int32 elementCount, Int32 vertexStride, SetDataOptions options)
bij Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer.SetData[T](T[] data, Int32 startIndex, Int32 elementCount, SetDataOptions options)
bij SpeciesALRE.Instancing.InstancedModelPart.DrawHardwareInstancing(InstancedVertex[] instanceTransforms, Int32 numberToDraw) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Instancing\InstancedModelPart.cs:regel 504
bij SpeciesALRE.Instancing.InstancedModelPart.Draw(InstancingTechnique instancingTechnique, InstancedVertex[] instanceTransforms, Int32 numberToDraw, Matrix view, Matrix projection, Single gameTime) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Instancing\InstancedModelPart.cs:regel 404
bij SpeciesALRE.Instancing.InstancedModel.DrawInstances(InstancedVertex[] instanceTransforms, Int32 numberToDraw, Matrix view, Matrix projection, Single gameTime) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Instancing\InstancedModel.cs:regel 165
bij SpeciesALRE.World.World.DrawVegetation(GraphicsDevice GraphicsDevice) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\World\World.cs:regel 824
bij SpeciesALRE.World.World.Draw(GraphicsDevice GraphicsDevice) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\World\World.cs:regel 592
bij SpeciesALRE.Game1.DrawGame(GameTime gameTime) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Game1.cs:regel 1328
bij SpeciesALRE.Game1.Draw(GameTime gameTime) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Game1.cs:regel 1155
bij Microsoft.Xna.Framework.Game.DrawFrame()
bij Microsoft.Xna.Framework.Game.Tick()
bij Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
bij Microsoft.Xna.Framework.GameHost.OnIdle()
bij Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
bij System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
bij System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
bij System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
bij System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
bij System.Windows.Forms.Application.Run(Form mainForm)
bij Microsoft.Xna.Framework.WindowsGameHost.Run()
bij Microsoft.Xna.Framework.Game.Run()
bij SpeciesALRE.Program.Main(String[] args) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Program.cs:regel 18

Skylimit
Posts: 361
Joined: Tue Jul 10, 2012 5:57 pm

Re: 0.6.1 Released

Post by Skylimit » Sat Feb 01, 2014 2:43 pm

The game has been running fine for quite a while, till I start doing stuff in creature selection mode

No big deal, it crashed, but cannot load the last saved world

This exception while loading

InvalidOperationException

The array is not the correct size for the amount of data requested.

bij Microsoft.Xna.Framework.Graphics.VertexBuffer.CopyData[T](Int32 offsetInBytes, T[] data, Int32 startIndex, Int32 elementCount, Int32 vertexStride, UInt32 options, Boolean isSetting)
bij Microsoft.Xna.Framework.Graphics.VertexBuffer.SetData[T](T[] data)
bij SpeciesALRE.World.Ecosystem.VegetationNode.CreateGrassVertices(GraphicsDevice device, Vector4[] grassTile, QuadTerrain t, Int32 nodeGrassIndex) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\World\Ecosystem\VegetationNode.cs:regel 199
bij SpeciesALRE.World.Ecosystem.VegetationGrid.GenerateGrass(GraphicsDevice device, Rg32[] FertilityTemperatureStorage) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\World\Ecosystem\VegetationGrid.cs:regel 292
bij SpeciesALRE.World.World.LoadVegetationGrid(BinaryReader reader, GraphicsDevice GraphicsDevice) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\World\SaveLoad.cs:regel 690
bij SpeciesALRE.World.World.LoadWorldFromFile(GraphicsDevice GraphicsDevice, String FileName, GameCamera cCamera) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\World\SaveLoad.cs:regel 443
bij SpeciesALRE.World.World.BuildWorld(GraphicsDevice GraphicsDevice, String& loadGameFilePath) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\World\World.cs:regel 185
bij SpeciesALRE.Game1.Update(GameTime gameTime) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Game1.cs:regel 648
bij Microsoft.Xna.Framework.Game.Tick()
bij Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
bij Microsoft.Xna.Framework.GameHost.OnIdle()
bij Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
bij System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
bij System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
bij System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
bij System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
bij System.Windows.Forms.Application.Run(Form mainForm)
bij Microsoft.Xna.Framework.WindowsGameHost.Run()
bij Microsoft.Xna.Framework.Game.Run()
bij SpeciesALRE.Program.Main(String[] args) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Program.cs:regel 18

Szatesz
Posts: 12
Joined: Sat Feb 01, 2014 9:57 am

Re: 0.6.1 Released

Post by Szatesz » Sat Feb 01, 2014 3:54 pm

Prokrustes wrote:Hooorraay!!! 0.6.1. is out! :D

However, somehow it fails to initialize the ground/surroundings and therefore the ground is always completely black and at -18 C. At least on my pc. hope feedback helps.
And yes, you did warn us! ;)

cheers
Yea the same ,the ground is black and the creatures are invisible

Skylimit
Posts: 361
Joined: Tue Jul 10, 2012 5:57 pm

Re: 0.6.1 Released

Post by Skylimit » Sat Feb 01, 2014 4:59 pm

With worldsize not too big (e.g. 1.5-1.6) the game runs fairly stable for longer time
Worldsize one enable you to reload the game after it crashed, ..., I think the bug with loading games occurs with larger than default worlds

The clade diagram is a very interesting tool now. I use it all the time
It is especially nice in larger worlds where species get isolated ... you tend to see some very very distant cousins after a while

Haven't got around the new import feature... mostly because I try to keep the simulation running for a long time, and don't succeed in reloading after crashes

User avatar
AngerDomeAble
Posts: 1319
Joined: Mon Jul 08, 2013 4:40 am

Re: 0.6.1 Released

Post by AngerDomeAble » Sat Feb 01, 2014 9:29 pm

Just a small question, are you going to wait for all the hot fixes or will you make a youtube video before then?
20 is against common sense.
Don't believe his lies.

Skylimit
Posts: 361
Joined: Tue Jul 10, 2012 5:57 pm

Re: 0.6.1 Released

Post by Skylimit » Sun Feb 02, 2014 1:11 am

In order to get an idea as to what may evolve over time, you can try with randomized startup creatures
I've seen some pretty weird guys ...
The visualisation details have improved a lot compared to previous versions

But I'm also pretty sure by now that the max supported worldsize on my pc is lower than before (2 does not even start, but was also a bit too big in previous release to run stable)
In order to see interesting results with isolated species, and competing species that are very distant cousins I think you need to be around 1.7-1.8 worldsize

The game does run on 1.77 for me, for about 30-40 min at 10x
All in all, the crashes are a lot more frequent than before
So, even with the load game bug fixed, this will be a bit annoying, and it will still be difficult to get results from long running simulations

My vote for hotfix 2 goes to, looking into the game crashes, so the game runs for ~2 hours before it crashes
It also did that in previous releases, but it then allows you to run the game unattended at 10x, and just needs an occasional restart from save file

Skylimit
Posts: 361
Joined: Tue Jul 10, 2012 5:57 pm

Re: 0.6.1 Released

Post by Skylimit » Sun Feb 02, 2014 2:11 am

Trying to get the most out of the runtime that is given

With randomized creatures at startup, I have spotted -1 herbivores, with specialized beaks
We never had 100% herbivores, so that is also a big plus

I have seen them evolve towards omivore -0.3, and also their appearance changes to be better equipped for the new diet

I guess if we get it running long enough we'll see herbi -1 and carni 1, both running around in the same simulation, with entirely different appearances
But that is just a guess... to be explored further

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