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New! Update 1.187.2 - More Improvements

Discussion in 'Change Log' started by Drui, Aug 23, 2018.

  1. Drui Keen Update Guy Staff

    Messages:
    1,383
    Summary

    Hello, Engineers!
    We are releasing another update to make our multiplayer code even more efficient and fine-tune issues that have been reported to us by the community. Thanks for reporting them - it really helps us locate and fix everything.

    If you want to help, please visit our new support page and make a report: https://support.keenswh.com/

    image13.png



    Fixes for issues
    • [Player Report] Europa is not editable by voxel hand
    • [UseResponse] Assembler's cooperative check-box doesn't work
    • [UseResponse] Broken control for grids traveling over 200 m/s
    • [UseResponse] Cars speed artificially capped at 52.5 m/s
    • [UseResponse] Crash when activating timer block for specific BP
    • [UseResponse] F1 screen link update
    • [UseResponse] Graphic settings forced to medium
    • [UseResponse] Invisible players on DS when using cockpit or cryo and restarting server
    • [UseResponse] Limited random range for projectiles, so they hit close to maximum range
    • [UseResponse] MotD substitutions missing
    • [UseResponse] Ore GPS markers stay on screen on DS
    • [UseResponse] Part of the Light Armor Inv. Corner 2x1x1 TIP is walkthrough
    • [UseResponse] Remote API – wrong name for resource
    • [UseResponse] SDK bin64_profile does not have profiling or dev menu
    • [UseResponse] Welding/Grinding interrupted during DS saving
    • [UseResponse] Wheels cannot be placed if you have fenders around it
    • 32bit version of VRageEditor not built in ModSDK
    • Add detection of .net framework to DS and DSGUI, fail gracefully
    • Admin feature – AI not targeting
    • Change character orientation with ship rotation change
    • Character falling in a loop on client but standing on server
    • Character parenting to surface of specific objects can lead to rubber-banding
    • Crash at Sandbox.Game.Entities.Cube.MyGridClipboard.UpdatePreviewBBo
    • Ctrl + Del combination deletes without asking
    • Default language only official
    • Desynchronisation issue with Big grid parenting
    • DS Mod Dependencies disable feature
    • Enable admin to assign ownership to offline players
    • Game almost freeze when throwing red ship to planet ground
    • Hovering ship in planet's gravity is being tilted by subgrids
    • Joining a lobby via Steam shows confirmation dialog about inviting yourself
    • Jumping on surface of flying grid rubber-bands in the direction of flight
    • Lower minimum CPU freq for DS to 3.2GHz
    • Make buttons for experimental just greyed
    • Make game remember all admin check-boxes after restart of the server
    • Mod-Crash screen polishing
    • Modded Respawn Ship icon is not working
    • One of the predefined asteroids disappears when drilling the asteroid and reconnecting
    • Outdated czech translation
    • Respawning on an already rotating grid
    • Save not blocking main thread when saving Voxels
    • Simple grid with rotor shaking on DS
    • Small ship welder and small ship grinder have small effective radius
    • Tutorials for first time players
    • Voxel changes are not synchronized (on spawned planets) on DS
    • Voxel destruction not synchronized to client when throwing Red Ship, leads to rubber-banding
    • Wheels are jumping off the surface
    25/08/2018
    Hotfix 1.187.204

    • fixed crash when grid is being merged to a station
    • fixed crash after collision with asteroid
    • fixed crash in respawn screen with modded respawn ships
    04/09/2018
    Hotfix 1.187.205

    • fixed issue with lander sinking into the planet ground on DS
    • fixed shadow flickering on AMD Vega
    17/09/2018
    Hotfix 1.187.206

    • added GTX gaming banner to Join Game screen
    • fixed forming of larger than normal physics clusters causing slowdowns
    • fixed lobby for friends not being joinable
    • fixed host of a Lobby game hearing others placing blocks
    • fixed hydrogen bottles not updating on HUD
    • fixed light offset not persisting through reload / reconnect / restart
    • fixed safe zone shapes being drawn incorrectly after reload
    18/09/2018
    Hotfix 1.187.207

    • fixed writing in multiline textboxes
    21/09/2018
    Hotfix 1.187.208

    • fixed crashes on extremely large worlds
    • fixed bug with newest NVIDIA drivers
     
    Last edited by a moderator: Sep 21, 2018 at 18:24
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  2. Entersprite Apprentice Engineer

    Messages:
    107
  3. Tmoire Trainee Engineer

    Messages:
    9
    Thanks for fixing 3 things I submitted
     
  4. Sarekh Senior Engineer

    Messages:
    1,017
    Awesome! Thanks for the fixes! And on a Thursday! <3
     
  5. ZhakalenDk Trainee Engineer

    Messages:
    22
    Awesome!
     
  6. DigitalStone Apprentice Engineer

    Messages:
    254
    Has got to be quite a puzzle to "just fixing this or the other bug".
    And then there is this complete ROW of these puzzles.
    You guys are completely awesome.
     
  7. franky500 Trainee Engineer

    Messages:
    47
    good list and great to highlight things fixed by reports, really shows interest and makes it feel worth reporting the little things! Thanks
     
  8. beelzerob Apprentice Engineer

    Messages:
    429
    Again, a really healthy bugfix list. Very encouraging.
     
  9. Bronney Hui Trainee Engineer

    Messages:
    7
    Thank you, now can finally play airplanes.
     
  10. nukeguard Trainee Engineer

    Messages:
    90
    Excellent! Does that
    • Admin feature – AI not targeting
    mean that with that enabled that I don't get shot by player grids whilst performing admin stuffs?
     
  11. Petr.Minarik SE Producer Staff

    Messages:
    32
    yes exactly
     
    • Agree Agree x 1
  12. sammyvoncheese Apprentice Engineer

    Messages:
    144
    still no fix for overpowered magic missiles :(
     
    • Agree Agree x 1
  13. Syncaidius Junior Engineer

    Messages:
    822
    Good update. Lots of great fixes. It's nice to see a distinction between user-reported bugs and Keen's own bug hunt, simply because it shows Keen are listening to reports. ;)
     
    Last edited: Aug 23, 2018
  14. Bronney Hui Trainee Engineer

    Messages:
    7
    It isn't just that but the speed at which they fix, test and deploy. It's nice seeing someone taking their work seriously and I respect that a lot, Keen.
     
    • Agree Agree x 2
    • Like Like x 1
  15. Cetric Junior Engineer

    Messages:
    680
    Suspecting an update on classic thursdays still has its merits... ;)
     
    • Like Like x 1
  16. Ecthelon Trainee Engineer

    Messages:
    14
    • Informative Informative x 3
  17. GrindyGears Senior Engineer

    Messages:
    1,787
  18. Alli Trainee Engineer

    Messages:
    29
    Besides that the ship welder is bug now...
     
  19. posthy Apprentice Engineer

    Messages:
    110
  20. Thrak Apprentice Engineer

    Messages:
    402
    Nice list. Thanks for all your hard work! I hope the randomly looping sounds issue gets fixed soon, too. It's maddening.
     
  21. Zhiila Tester Staff

    Messages:
    487
    Hi @Alli ,

    what is wrong with ship welder? Can you be more specific?
     
  22. Cetric Junior Engineer

    Messages:
    680
    Hey, from former "randomly exploding things" to "randomly looping sounds" it is already one small step for man, one giant leap for that part of mankind following KEEN softwarechurch. :D
     
    • Like Like x 1
  23. drzendoom Trainee Engineer

    Messages:
    4
    You know if you are going to have a bug-fix for something that happens at a speed that can only be obtained by modding the game maybe it is time to make the speed limit something you can control with a game setting.
     
  24. Malware Master Engineer

    Messages:
    8,979
    @drzendoom Fixing bugs to help mods work is not the same as having a vanilla setting, which means they would have to support said speeds - which they can't ;) You should be happy they're willing to do stuff like this for us, because technically - they most certainly do not need to. Because as you say, in vanilla you can't obtain those speeds so why should they worry about what happens when you change their game to go that fast anyway?
     
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    • Agree Agree x 1
  25. Thrak Apprentice Engineer

    Messages:
    402
    I believe the thread on the support forum about this said they were fixing it because, while it was an issue most obvious with a speed mod, it was also affecting gameplay in rare cases less than 100 m/s.
     
    • Informative Informative x 1
  26. Ronin1973 Master Engineer

    Messages:
    4,443
    Hi Keen devs.

    I'm not sure what this means. Does this fix the bug when un-merging two grids? Whenever I unmerged two grids (large or small), they would physically separate into new grids but maintain attributes of the single old grid (such as total mass) until the server restarted. So a small grid would have to contend with the old relative center of gravity as well as the old mass. Unmerging in natural gravity was perilous at best.

    I looked for a bug report but didn't find one that seemed to match in the title. I haven't tested the new update and as a player, that's a lot of risk to my hard earned grids. Anyone with admin privileges want to test this on the revised update? Simply merge two ships and then unmerge them and see if they handle properly. This is extremely apparent in natural gravity as a smaller grid will take on the old mass and drop out of the sky, being under-powered for the over-calculated mass.
     
  27. Kaemmelot Trainee Engineer

    Messages:
    6
    I would love to, but I still don't get any email after filling the registration form... No account for me then ;)
     
  28. DigitalStone Apprentice Engineer

    Messages:
    254
    I have trouble with safety zones.
    Whenever i whitelist a grid (ground vehicle, 4 wheels, 2 rotors), it still isn't allowed.
    A flying vehicle (no subgrids) is no problem.
     
  29. noobymcnoobcake Apprentice Engineer

    Messages:
    128
    Small grid welders range is still not as it was months / years ago and are not fixed. Below shows the images with the red blocks blocks that used to weld but no longer do

    [​IMG]

    [​IMG]

    [​IMG]

    Many blocks that sued to weld around the welder do not. When you have fighter designs that rely on these single blocks to weld each large thruster, or PMW printers that do the same it breaks EVERYTHING

    please fix this keen
     
  30. [MEC] Dr.Thunder7 Trainee Engineer

    Messages:
    22
    Thats a bit over kill in my opinion. What they have now is fine. That's just playing slow creative with that range