1.028 Kit. Duplicate horses (of different ages) may now compete in kit races. Game races minor pace mod. Kit. Pacifier effect added (previously there was no effect and game horses that required a pacifier would not be penalised in kit races). Nag added to export screen reminding players that non league mode game horses cannot be entered into online league.
1.027 Showcase file. 'C' now referes to male horse that has not been gelded. Fixes issue with older horses race entries. Late season. More 3youp handicaps and less 4youp.
1.024-1.026 Kit fixes. Possible active horse indexing bug fixed. Loading modded game over new code. Crash fixed. Colts becoming Stallions at 4 mostly. Now changed to 5. Group 1 winners with a form drop off more often race in lower group races. Minor mods regarding group winners entries based on recent form. More 2yo novices after July.
In this small update i have re-worked the way the game handles inventory and items. There has been no change to the visual side of the game and should have no change to any interactions.
What was the issue? Some users discovered a issue with inventory loading. I discovered that this was caused due to very large inventory sizes. Issues loading inventories with over 900 items at times.
How was this fixed? Decreasing the amount of information read/stored into the game from the steam inventory and stopping the game from iterating over duplicate items and instead incrementing your "Card Count" for that particular card over holding a entirely new instance of that very same card.
* Fixed a bug preventing the player from attacking, blocking or grabbing after blocking and catching an unequippable item (pills, slo-mo, strength boost, etc.)
ScriptAPI: * Added IPlayer.IsHoldingActiveThrowable, IPlayer.GetActiveThrowableWeaponItem(), IPlayer.SetActiveThrowableTimer(..), IPlayer.DisarmActiveThrowable(..) to be able to read and disarm current active throwables on a player. * Updated IPlayer.Disarm(..). It will now disarm any active throwables first. Also included an optional parameter 'out IObject disarmedActiveThrowable' to be able to read the disarmed active throwable (if any). This returns the same object as calling IPlayer.DisarmActiveThrowable() first. This is done to keep backwards compatibility with existing code. * Added IObjectGrenadeThrown.GetExplosionTimer(), IObjectGrenadeThrown.SetExplosionTimer() to be able to change the explosion timer on thrown grenades (and "reactivate" duds by calling SetExplosionTimer after the first timer runs out). * Added IPlayer.GetCorpseHealth(), SetCorpseHealth(float value), GetCorpseMaxHealth() to be able to update the durability of a dead player's corpse. * Added IObjectWeaponItem.GetCurrentAmmo(), IObjectWeaponItem.GetMaxAmmo() to be able to read ammo from current item. * Added IObjectWeaponItem.RifleWeapon|HandgunWeapon|RangedWeapon|ThrownWeapon|PowerupItem|InstantPickupWeaponItem which returns the item information struct about the specified item. * Added MeleeWeaponItem.CurrentValue, CurrentValue.MaxValue to read durability (0-100). * Updated ProjectileHitCallback to handle deflections by: - Adding ProjectileHitArgs.IsDeflection, ProjectileHitArgs.DeflectionNormal to be able to read if a projectile hit is a deflection. - Updating ProjectileHitArgs.RemoveFlag so it's now false during deflections. - Updating ProjectileHitCallback so it's now fired when projectiles are blocked or deflected by players and deflected on ProjectileDeflectZone. * Added IProjectile.PowerupTotalBounces to read projectile's maximum total bounces that can be performed. IProjectile.BounceCount can now be written to to change current amount of bounces. * Players deflecting a bullet now counts towards the bullet's total bounce count as if it bounced on a wall. * Moved IPlayer.DealDamage() to base IObject.DealDamage() and added bool IObject.Destructable readonly property to be able to deal damage to objects in a more convenient way. * Added IPlayer.CurrentPrimaryRangedWeapon and IPlayer.CurrentSecondaryRangedWeapon. Both return a RangedWeaponItem struct containing the same properties as RifleWeaponItem and HandgunWeaponItem. * Added LazerEquipped property to RangedWeaponItem, RifleWeaponItem and HandgunWeaponItem to be able to read if a ranged weapon has a lazer upgrade attached. * Removed IGame.WriteToConsole(string text) in favor of the new IGame.WriteToConsole(object param[] args) to avoid ambiguous calls between the two. * IGame.WriteToConsole now prints <null> for null values. * IGame.WriteToConsoleF no longer crashes if you input an invalid format, instead a default format will be generated and used. * Fixed a bug where SupplyCrates created in the editor or ScriptAPI would show the wrong category icon for lazer, bouncing fire and explosive fire powerups. * Fixed Events.PlayerWeaponRemovedActionCallback not running correctly when a player gets gibbed or removed in certain situations. * Fixed a bug where projectiles created inside ProjectileCreatedCallbackEvent wouldn't work properly. * Fixed a bug causing IGame.GetColorPackage() to always return null. * Fixed a bug that showed the wrong exception when a stacktrace from map scripts couldn't be parsed correctly. * Fixed a bug with IObjectPlayerSpawnTrigger.SetSpawnWeaponItem*(..) causing exceptions when calling Trigger().
Today it's 34 years since the worst man-made disaster happened, and of course we're about the explosion on Chernobyl nuclear power plant. This event left a sad trace on lives of many people. There is a lot of books, games and movies about Chernobyl, and Bus World is one of them. But in this project we're doing our best to recreate the location as close to real life as possible even before the tragedy.
Fix: Loading an (older) tile map project could lead to project corruption.
Fix: Random error when using (e.g.) Ctrl + 1 to unzoom after opening/closing projects.
Increased max layers to 256.
New shortcuts for layer navigation: Move layer up / down, top / bottom, toggle layer lock.
Fix: Right mouse button tile erase not working in tile map pick place mode. When you have a tile as brush and place it with the right mouse button then a full tile erase should be done. This worked with indexed transparency but not with alpha transparency. An "action aborted" message appeared.
Improved keyboard shortcut management. Now keys like "Tab" can be used as well.
Fix: Licensing engine not working with UTF8 characters. Names with Asian characters have been displayed as ????
Free edition project management improvement. Due to a restriction to have two projects open at a time only, certain sample projects could not be loaded. It should be possible to load every existing project while creating a new project is only possible if you have only a single one open.
Fix: Different clipboard transfer glitches. Creating new project from clipboard did not use transparency if an image was copied to the clipboard that used indexed transparency. Getting data from clipboard as brush not working with clipboard image using alpha transparency.
Increased export scale max value to be 20.
Fix: Brush container could not be placed on second monitor. Always returned to top left corner of main window after startup.
Fix: Main window not maximizing again after minimizing all Apps using WinKey + D and switching back to Pro Motion.
More Shortcuts... Toggle bucket isolated fill on and off Toggle pen pressure sensitivity (known as 'brush tip size') on and off Toggle brush pattern fill mode (technically, being able to cycle through fill modes on the fly)
Fix: Shortcut using F1 and any extra key opens help instead of when F1 pressed only.
Store option to display or hide home screen for next start up.
Fix: Export only plugins accessed even when only checked for supporting to read a file.
Fix: Outside border selection modification one pixel too small.
Fix: ESC not working with "Create Animation Window". ESC now stops a running preview and closes the window otherwise.
Fix: App windows not disabled when no project active. If home screen is active the app windows could be used leading to different sorts of errors.
Stencil improved. Stencil operations now stored in undo history. Warning message if selection is to be changed while stencil auto update feature is enabled because this reverts the operation so that nothing would happen. Initially "deselecting" a color must invert stencil first, automatically.
Added message if Windows Ransomware Protection blocks access to documents folder.
Added warning when trying to save alpha transparent image/animation with incompatible file types.
Improved overlay hint texts for the option icons in the layer window. There are a couple of icons in the layer window to show if alpha is enabled, stencil, global palettes and spare frame. Their text descriptions for when these options are active or inactive have been improved to make their state and function more clear to the user.
Added separate white color index for transparent pixels when loading alpha enabled images/animations. When image/animation files (e.g. png) where loaded then there was only a single white color used for fully transparent pixels and opaque white pixels at the same time. Now there is a separate white palette index for the transparent pixels.
Fix: Create project from clipboard contents not working correctly. With alpha enabled images the empty area was not correctly cleared. The palette was not taken/built from the image data but from the current project default.
When creating an alpha enabled project now color 0 is used as white and transparent instead of 255.
Fix: Errors in palette window when "alpha only" edit mode is enabled. If you clicked into the alpha palette then an error occurred. Also the vertical size of the alpha gray scale palette was wrong.
Potata Company is glad to announce a new game - "Almost my floor"!
We will keep you up to date with the development and are planning to release a demo build in the near future. Don't forget to add game to the wishlist and subscribe to us in social media!
In this video, I cover a few of the new QoL improvements, and show off a few of the new map layouts and skyboxes. I have also added a new station interior, and will continue to create new ones until each faction has a unique station interior.
I have worked a bit more on the market code, and I have added demand for all raw resources at all the station with markets. I will continue to tweak the campaign map stations.
I have a few new structures coming in the next update, and I am also working on a way to allow you to respec your character by returning all the skill points, and allowing you to re-train the skills you want.
For those requesting the ability to mod new station images into the game, this is now a thing. You can access the images a station uses by going to the MOD/stations/images folder. This will provide access to the ads and the logos of the stations.
BUILD 0.0096 - Fixed mission data refresh bug for mission panel on game load. - Fixed map editor load data bug not refreshing map props. - Fixed old station image code, replace resources with images folder. - Fixed bug preventing custom station images being loaded. - Fixed turn speed stat on module mouse over tooltip.4 - Fixed bug with station storage space and cargo storage max display. - Fixed display bug with credits when over 1 million. - Fixed various spelling errors on mouse over tooltips and notifications. - Fixed market price bug when selling items that have no demand. - Fixed DPS calculations to include missiles and torpedo count. - Fixed engine trail tracers when docking at station. - Fixed long decimal display for DPS stat on item mouse over. - Fixed bad void raiders logo path. - Adjusted campaign map 109 (Capital Void). - Adjusted campaign map 108 (Allabentoris). - Adjusted campaign map 107 (Daefore). - Adjusted campaign map 105 (Astrelia Gentris). - Adjusted campaign map 106 (Crown of Imperium). - Adjusted campaign map 104 (Junia). - Adjusted campaign map 103 (Vindicati). - Adjusted campaign map 102 (Lightless). - Adjusted campaign map 101 (Brimstone). - Adjusted campaign map 99 (Semja). - Adjusted campaign map 97 (Valley of Truths). - Adjusted campaign map 96 (Arch of mori). - Adjusted campaign map 79 (Dragon Sea). - Adjusted campaign map 13 (Jala). - Adjusted campaign map 12 (Alias Outpost). - Adjusted campaign map 10 (Lux). - Adjusted campaign map 9 (Forges of Mintar). - Adjusted campaign map 8 (Moon of Crystalis). - Adjusted campaign map 7 (Echo Springs). - Adjusted campaign map 6 (Atrius Lightfield). - Adjusted campaign map 5 (Enoch Estates). - Adjusted campaign map 2 (Merces Academy). - Adjusted all station markets now have demand for resources. - Adjusted background skybox prop generation code for faster load. - Adjusted all beam weapon speeds with an increase of 150mps. - Adjusted all mining drone base harvest strength by 1.5 dmg. - Adjusted station billboard code for better performance. - Adjusted lounge news layout and bg image. - Adjusted lounge entertainment layout and bg image. - Adjusted all station close panel buttons sizes. - Adjusted market demand code for pricing flux on buy and sell. - Adjusted durability display on module mouseover panel. - Adjusted station lighting for ship when docked. - Revamped map editor and cleaned up code. (dev only) - Added DPS stat data to the garage active modules. - Added vertical station interior, based on station interoir seed. - Added new Skybox background props. - Added lounge news faces to the station load rountine. - Added lounge entertainment faces to the station load rountine. - Added passive scanner data settings to new saved game files. - Added autopilot data settings to new saved game files. - Added load of passive scanner settings from player_data.txt - Added load of autopilot settings from player_data.txt
... in the thick darkness of fairly silent night of April 26th 1986, small town in Ukraine suffered from a powerful explosion. It woke up many citizens, but they didn't know what happend yet. They just saw distant buildings on fire and wondered why the air was glowing.
Today we comemorate all those who lost their lives due to Chernobyl disaster All those who were lost during or after being on a "front line", fighting the effects of explosion. But also all those who were just unlucky to be affected by this.
Thousands of Pripyat residents left everything behind them evacuating in the following days. Noone expected the tragic scenario, everyone was affected.
We visited the place many times. And to be honest being among that abandoned buildings does make you think. Seeing the scale of this disaster makes you respect the tragedy of that feral night of April 26th 1986. And all the nights that came later.
Chernobylite is an entertaining game, but remember - it is also a way to commemorate and respect that distressing event.