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Update 0.4.13 - Can You Hear Me Now?

Discussion in 'Change Log' started by Drui, Mar 14, 2017.

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This last post in this thread was made more than 31 days old.
  1. Drui Keen Update Guy Administrator

    Messages:
    1,327
    Summary
    Hello, Engineers! This week is light on the fixes, mostly aimed at making the life of modders better. Next week we've got some really cool stuff coming up. One of the fixes this week has to do with how audio is used. Please be aware that certain mods may suddenly be silent now, mod authors will have to update their mods. Other fixes include palisade names and icons, equipping items from your inventory in creative mode, and a crash when an animation has only events. Finally, next week Monday we'll have a Medieval Engineers stream on the official Keen Software House Twitch channel at 19:00 CET! Mark your calendars!



    Features
    - Added support for modding audio with wav files. Though we recommend you keep using xwm as the filesizes are significantly smaller, we also support wav files now. Please be aware that it is now required to properly refer to the audio files with the appropriate path. So instead of <Start>BLOCK\BlockBonfireStart3d.wav</Start> it should now say <Start>Audio\BLOCK\BlockBonfireStart3d.wav</Start>, add Audio\ to your path prefix. Modders can look at Audio.sbc for examples.
    - Example Mod: Alphorn - http://steamcommunity.com/sharedfiles/filedetails/?id=882877841

    Fixes
    - Fixed palisade block names.
    - Fixed a duplicate entry in research.
    - Fixed survival weapons being unselectable in creative mode.
    - Fixed simple table mount points preventing placing stuff on top.
    - Fixed crash when animation doesn't have actual animations, only events.
    - Fixed situation where claimblock would display incorrect tax expiration time.
     
    • Like Like x 8
  2. Manchou Apprentice Engineer

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    182
    Cool stuff for the future !!
    Aloso have you fix the bug where in categories we can see all blocks tags with <GuiVisible> to false?
     
  3. Androox Trainee Engineer

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    Haha nice ;P
     
  4. Cetric Junior Engineer

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    3rd.
    And now I go searching for fresh TEASERS in the video.
     
  5. torgo Apprentice Engineer

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    186
    Weapon rack and dining table look great. Can't wait to see that get applied to baskets, too.
     
  6. Ed Frost Senior Engineer

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    1,107
  7. SaturaxCZ Senior Engineer

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    1,717
    Good job with audio moding, weapon rack, dining table and bug fixes, waiting for ME schedule :munch:

    It would be nice use same mechanic on character model like weapon rack/dining table use, make tools and weapon visible and place them where we want have them ( swords on left, bow on back with bag, atc... ) So we can see if we attack unarmed peasants, or fight ready knights ;)
     
    • Agree Agree x 1
  8. Ed Frost Senior Engineer

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    1,107
    tbh... i had another look on that horn... IT SHOULD BE VANILLA... let the real artist redo it and then add it... its good... its fun... its... amazing.
     
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    • Agree Agree x 2
  9. Coggernaut Trainee Engineer

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    71
    THANK YOU!

    I've been asking for audio modding fixed for 1 year :woot:
     
  10. OmEgA_StOrM Apprentice Engineer

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    really looking Forward to the stuff :D

    I would love to see you tweeking the cnstruktion times of some blocks in survival. In my oppinion no block should take longer than 10 hits with an iron hammer but for example large round battlements take way to Long.

    Keep up the good work KeenĀ“.
     
    • Agree Agree x 1
  11. SaturaxCZ Senior Engineer

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    1,717
    I think classic bells ( with diferent sounds and 2 models small/big ) will fit ME beter + if you can machanicaly make them move to creat sound you can start creat realy complicated musical boxes :tu: nothink agains horn ( its well done ) i just think bells fit ME more and will beter fit with mechanical blocks later ;)
     
    Last edited: Mar 14, 2017
  12. Ed Frost Senior Engineer

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    1,107
    true,.... but lets say that bells are late game... horns can be early game.
    --- Automerge ---
    besides... in war time... horns are ideal
     
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    • Agree Agree x 1
  13. Frostik Apprentice Engineer

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    140
    Storage piles like in Stronghold confirmed! (?)
     
    • Like Like x 1
    • Agree Agree x 1
    • Funny Funny x 1
  14. SaturaxCZ Senior Engineer

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    1,717
    Thats good idea :tu:
     
  15. Ghostickles Senior Engineer

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    2,030
    Think thats a great thing to do with inventories. Will there be some kind of sound block for ME in vanilla though?
     
  16. Manchou Apprentice Engineer

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    182
    Yes i thnk. I see in data files some definition with "stockpile" !
     
  17. Sir_Moodz Apprentice Engineer

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    I had an idea to make a stockpile block before, by using the build stages to show how much stone or wood you had. We also need a faster way to "dump" stone into a storage. hopefully mechanical blocks will offer a solution and they/someone makes a good stone stockpile block
     
  18. Uranberg Trainee Engineer

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    4
    My mind's auto-complete keeps reading the title as "Can you hear the people sing" from Les Miserables ... For a moment I thought they decided to bring ME to French revolution times.
     
    • Funny Funny x 1
  19. Ed Frost Senior Engineer

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    1,107
    Looool
     
  20. Ed Frost Senior Engineer

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    give update :D
    --- Automerge ---
    you can do dis :stare::baby:
     
  21. Sir_Moodz Apprentice Engineer

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    377
    stockpilessssssss
    --- Automerge ---
    Drui online, stockpiles are coming
     
  22. Scorpion00021 Senior Engineer

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    1,409
    All aboard the Medieval Hype Wagon!!!
     
Thread Status:
This last post in this thread was made more than 31 days old.