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The Indie Stone
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About MashPotato

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    Co-Founder, Developer, Well-Read Bookbee
  • Birthday 08/18/1983

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  1. I think these have all been fixed now, changes will not appear until a future build
  2. Thanks for the thorough report Capt. Motty! I've gone through them and have made fixes However, just a couple of comments regarding some things I didn't change: - I don't consider more than one light switch controlling the same light a bug; this is a fairly common feature in many homes - While I altered some fence alignments, not all are "meant" to be aligned and so they were left as-is - Quite a few of your reports of missing light switches were in rooms that definitely have light switches in my files; we're going to double-check to make sure those light switches have the correct properties, but if you still see these missing in future builds please send me a PM as that means something is majorly screwy. Also, just a note that these fixes will not appear right away, though they should be in the next build I would think. Thanks again! And everyone who gives map bug reports, please note that while I don't fix all map bugs right away (I tend to do it in batches), if you report them I will fix them! I appreciate all your help with this
  3. More feedback on performance would be great A large portion of the changes in this update were to do with that, so we need to make sure it's improving for people and iron out bugs! EDIT: jinx, Rath
  4. Hello everyone - a shorter Thurdoid this week, just a few announcements. Build 38 We've just released what will hopefully be the last IWBUMS of build 38 before we finally put it to bed. You can find the changelist for 38.25 here. We'll probably aim to go public with it on Monday, at which point the vehicle build will become the prime build and all hands will move onto it. We've pretty much got the dedicated server system set up on the new build system, so will have updated that soon and will announce it when that happens with hopefully a good chunk of the weekend left to assure no issues remain with online play for a Monday release. At which point we'll upload to GOG and finally put this version to bed! Speaking of GOG: GOG Builds In the past, due to the difficulty of how we've handled builds it meant we haven't given GOG users as speedy or regular updates and we're sorry about that, it's clearly not been good enough. However part of the focus on revamping our build system means that we should be able to investigate IWBUMS support for the vehicles build once build 38 is out the door, at which point both versions will retain parity as much as possible. (It may be however GOG Linux will lag behind a bit since it requires a zip file upload to ftp, and is not directly uploadable via the GOG backend, but it will still be a lot faster and IWBUMS compatible). Build 39 A few interesting updates here. ChrisW has been working on the new cutaway system for some time, which as you know provides sexier cutaways allowing for more buildings to appear in full without the entire world being cut away at once. He's now moved onto a rather huge optimisation in the same arena of code that should allow us to address the severe FPS loss we've been experiencing, particularly on the vehicle build. By removing unseen furniture and other tiles from inside building levels above the player that are hidden, it should massively reduce the amount that the game needs to draw, and should have a noticeable improvement on FPS particularly on a zoomed out view and in towns. As well as this Steve from BitBaboon has turned his optimisation sights onto the vehicle build, and we'll hopefully make some big gains to FPS in the vehicle build. Meanwhile RJ and Yuri continue to expand on the various vehicle systems required for release, this week with a particular focus on balancing, while Mash has been doing major work on the damage and other overlay textures. Next on the list from RJ is more work on the mechanics UI. Yuri and Martin will be looking into visibly opening trunks/hoods/doors to make interacting with vehicles much more realistic. That's all for this week, apologies its a bit of a short one this week normal Thursdoid will resume next week!
  5. yup, that gas station was all kinds of messed up with things flipped the wrong way etc. it will be fixed in the new build!
  6. re: crops; yes, I'd like to add back in vegetation at some point, but the way things are right now, the vegetation doesn't change (which is how we ended up with perma-corn). I wouldn't consider the fields a finished product
  7. Something I can answer! Yes, the corn was taken away, as it was a source of perma-corn, and didn't fit with the rest of the changing vegetation in the game.
  8. Hello! Building files cannot overlap... if you have (say) a fence that connects to two different buildings, you can either: 1) build both buildings in the same .tbx file, 2) build them in separate files with the fences that are attached to the building one tile or so outward, then fill in the missing fence tiles in tilzed
  9. Yes, the railroad should be fixed with the next map update They weren't put down before because the cells weren't done, but with EP's noise generation it should be a-go.
  10. Re: fishnets, I appear to have messed up the tile there, that's definitely not how they should look. Will fix
  11. Yes, there are more clothing and hairstyles etc. in the pipeline
  12. Yup, we're definitely going to be adding more skin tones... we actually used to have more, but I think the others were temporarily removed during our character model rejigging. You can look forward to this being back in with the upcoming animation build, or soon after
  13. The stove was actually the very first sprite I upsized in the entire game, so it might be inconsistent with what comes later. I'll take a look Thanks for the kind words, everyone!
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