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Update 01.133 - New Collision Sounds, Music Categories, Connector Safety Lock

Discussion in 'Change Log' started by Drui, May 5, 2016.

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

    Drui Keen Update Guy Staff

    Messages:
    1,415
    Summary
    This week we are adding collision/impact sounds for all metal objects - tools, components and ships. The final sound is dependent on the mass of the objects. Heavier items produce louder and more bassy sounds.
    Also, music is now divided into different categories (space, planet, building, fighting etc) and played according to the current game situation e.g. building theme when building, fighting theme when fighting. Connectors should be much more stable after today's update as we have introduced something that we call "connector welding". They now function similar to landing gears where two ships connecting together will become one physical object. Finally, weapon spread has been added to the game.

    Attention:
    From Update 01.133 on, the game will need Microsoft .NET Framework 4.6.1 to run. All dedicated server admins should update their .NET installations.
    Microsoft .NET Framework 4.6.1: https://www.microsoft.com/en-us/download/details.aspx?id=49981
    If you are a regular player (and not a server admin) you do not need to worry. Steam will update .NET for you.
    Thanks for your understanding!




    Features
    - new collision sounds
    - contextual music
    - connector safety lock
    - added ship weapons spread

    Fixes
    - fixed unstable connectors (first iteration)
    - fixed rotor/piston top part is locked to the station even when it should not
    - fixed ship sounds too loud
    - fixed camera switching when it should not
    - fixed camera getting into head during animations
    - fixed sound of switching to builder mode is playing twice
    - fixed reactor accepting things that are not uranium
    - fixed drilling on DS is pretty hard
    - fixed no ore generated when drilling in short bursts in Tutorial 5
    - fixed look around not working in first person
    - fixed slope construction models
    - fixed suspension wheel construction models differ from final model
    - fixed typing 'H' in chat shows/hides HUD markers
    - fixed LCD screens not updating until switch off and on
    - fixed voxel hand setting is not working
    - fixed connectors sometimes fall off even after getting locked

    Update 008
    - fixed crash when playing with pistons and rotors
    - fixed crash in music playing
    - fixed several music tracks playing at one time
    - fixed player spawned as spectator when suffocating in cockpit
    - fixed no sound of fall item (ore) on sand
    - fixed electric sparks sound keeps playing without a source
    - fixed cockpit issues after entering camera
    - fixed character is damaged in cockpit, but there is no red screen
    - fixed accessing seat inventory
    - fixed wheel and wheel with suspension has different price
    - fixed ownership resets to nobody after welding destroyed grid
     
    Last edited: May 6, 2016
    • Like Like x 44
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  2. zorgkirill

    zorgkirill Apprentice Engineer

    Messages:
    196
    I am first, yeah! =D
     
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  3. Jimmacle

    Jimmacle Trainee Engineer

    Messages:
    51
    Second! Now my ships can crumble to a beautiful orchestra of Clang :)
     
    • Funny Funny x 7
  4. Ricktor87

    Ricktor87 Trainee Engineer

    Messages:
    49
    Third - Weapon spread mmmm

    And them crash noises "Guess I won't hear them that much since I dont crash" :D

    Nice one - o7

    Edit - But my nights still look borked.... Le sigh.... Guess I need to just build a base at one of the poles "Packs snow shoes and fur coat" Good bye desert dwelling I knew ye well.
     
    Last edited: May 5, 2016
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  5. FlakMagnet

    FlakMagnet Senior Engineer

    Messages:
    1,551
    cool ...new collision noises. Lets go ram something and test :)
     
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  6. OfftheRails

    OfftheRails Trainee Engineer

    Messages:
    10
    Nice, looking forward to using these improved connectors.
     
    • Agree Agree x 2
  7. legendkiller165

    legendkiller165 Trainee Engineer

    Messages:
    15
    Any ETA when this game will go out of Early Access? Or will it ever leave Early Access?
     
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  8. SpecFrigateBLK3

    SpecFrigateBLK3 Senior Engineer

    Messages:
    1,133
    YES! Oh praise Keen!
    EDIT: @Xocliw, do you make those quotes up just before the video is made or are you just naturally that... Unsure?
     
    Last edited: May 5, 2016
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  9. combatsmithen

    combatsmithen Trainee Engineer

    Messages:
    47
    Yeahhhhh finnaly i can dock my miner to my connecter on a server and I dont have to worry about it jittering my base to bits!
     
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  10. ThyCrusader

    ThyCrusader Trainee Engineer

    Messages:
    37
    [​IMG]
     
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  11. gimmilfactory

    gimmilfactory Junior Engineer

    Messages:
    523
    • Hostile / Aggressive
    *cough* pointless update which took them 7 days to make.

    I love how updates that I've never even heard of as bugs, make it in week by week.
    But a game breaking bug which is very very very easily reproducible on many computers and copies of the game, as I have found few of, remain present over half a year later without ever being even remotely addressed.

    *EDIT*
    Dawwww did I poop on people's parades? So many dislikes for simply stating a fact.....dawwwww.....

    lmfao.......
     
    Last edited: May 7, 2016
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  12. The Churrosaur

    The Churrosaur Junior Engineer

    Messages:
    744
    Gatling death fields here we come!
     
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  13. Kham

    Kham Apprentice Engineer

    Messages:
    478
    Improved connectors sounds very promising. It used to always be that they were safer than landing gear, then landing gear got fixed and somehow connectors became the deadly weapon. Glad to see this change and looking forward to testing it out.

    Little sad to see that there's no mention of a fix for the 'gyro ship rotation' bugs on DS yet, three weeks we've had that now.
     
    • Like Like x 1
  14. Commander Rotal

    Commander Rotal Master Engineer

    Messages:
    4,979
    "Connectors behave like Landing Gears now."

    Sooooo they've become bombs?
     
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  15. Diegor34

    Diegor34 Apprentice Engineer

    Messages:
    109
    Ty for:

    "fixed rotor/piston top part is locked to the station even when it should not"
    "fixed drilling on DS is pretty hard"
     
    Last edited: May 5, 2016
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  16. Bloody_Kain

    Bloody_Kain Apprentice Engineer

    Messages:
    277
    Have you fixed the actual Problem with the Atmospheric thrusters?

    Problem: If you use them and press the crouch button to throttle the power for a landing maneuver, the Atmo ship will stand in the air insted of getting lower.

    Sorry, can't explain it so good because the english language gives me some times some problems if I try to explain things. ^^
     
    • Agree Agree x 2
  17. doncdxx

    doncdxx Apprentice Engineer

    Messages:
    438
    I've been wanting that contextual music for a while. I hate the intense music while just doing light base maintenance and chill music while dodging fire.
     
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  18. Rdav

    Rdav Apprentice Engineer

    Messages:
    117
    A good update this, with many things I've been hoping for for a while, especially the contextual music, although I'm not sure how it judges when and when isn't a battle,
    Fixes for the connectors! Very happy about that, big thanks :D And the new collision sounds sound pretty nifty too, sounds like clang has a new orchestra,

    Weapon spread wasn't covered in the video? Guess I'm going to have to start the game up to see what this one is about, Great work guys!
     
  19. The Tubby Muffin

    The Tubby Muffin Trainee Engineer

    Messages:
    2
    looking forward to that! :)
     
  20. Pie

    Pie Apprentice Engineer

    Messages:
    116
    Good news on the connectors!

    Unfortunately it looks like the 'impossible to go down on a planet with no downwards engines' issue is still there. I'm guessing that however it got broken it's not a trivial fix but can you give some idea as to how long? Could it sneak into tomorrows patch? If not I'm going to have to start bolting temporary additional engines to atmospheric ships.
     
  21. EnjoyCoke

    EnjoyCoke Trainee Engineer

    Messages:
    72
    This is amazing.
    Keep up the good work, Keen \o/
     
  22. KingdomBragg

    KingdomBragg Junior Engineer

    Messages:
    544
    Thanks guys :)
     
  23. Barrio575

    Barrio575 Apprentice Engineer

    Messages:
    290
    Never gets old! ha
     
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  24. EnjoyCoke

    EnjoyCoke Trainee Engineer

    Messages:
    72
    @Pie
    I don't have downwards thrusters on my escape pod, for obvious reasons, and it works in multi player. Is this a DS issue?
     
  25. Thales M.

    Thales M. Senior Engineer

    Messages:
    1,005
  26. jockomo

    jockomo Trainee Engineer

    Messages:
    5
    Is this the "Stable" release that Marak mentioned in his Blog?

    "in the coming weeks we will start updating both Medieval Engineers and Space Engineers on two branches – one stable branch, and a second development branch."
    1) The stable branch will be the default branch. In other words, if players do nothing, they will be playing on the stable branch. If you would like to access the development branch, you'll need to change to it on Steam (instructions for how to do this will be posted when the change is made).
     
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  27. Echillion

    Echillion Senior Engineer

    Messages:
    1,334
    Contextual music? I nominate Diggy,Diggy Hole for mining.....
     
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  28. Pie

    Pie Apprentice Engineer

    Messages:
    116
    Yes - it's exclusive to DS.
     
  29. TheFurryLion

    TheFurryLion Trainee Engineer

    Messages:
    6
    sounds in space ... here goes the realism keen wanted to keep
     
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  30. Jarod997

    Jarod997 Apprentice Engineer

    Messages:
    246
    The sounds need more "screech" of metal rubbing metal - on top of the loud bassy booms.
     
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Thread Status:
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