Take On Mars - RaptorM60


Hello everyone!

We've got some good news today - after a couple of months of work, we're excited to finally release our major free content update to Take On Mars - the Europa Update! It's live on Steam right now, so let's go through some of the highlights of this update.

https://www.youtube.com/watch?v=q1cs5Z_ND4g

Brand new environment - moon Europa
The most important addition that gave the name to the entire update is a brand new environment to explore - 4 square kilometers of Jupiter's moon Europa. Beyond Earth, this icy moon is believed to be our solar system's best spot to find and explore a sub-surface liquid water body in the form of an ocean. Thus, it is also the most promising place so far to find traces of extraterrestrial life...

New missions and features
While in real life, we're still pretty far from sending a manned mission to Europa, in Take On Mars, we took the liberty and went a little bit ahead of time. In 2 new single player missions and a brand new coop scenario, you'll explore the surface of Europa, taking a deep dive into its freezing subsurface waters. We've added some new features to make the experience properly immersive - like new underwater mechanics or improved radiation simulation.

New equipment and vehicles
Europa's surface is a really cold place - and by saying that, we mean −170 °C/-274 °F cold (in average). In addition to that, Europa's surface gravity is even lower than what you know from Mars, and so all that calls for some special equipment. We've got you covered with a new space suit, brand new diving suit, new low gravity buggy with thrusters to keep you stickied to the ground, and a cool new mobile habitat suited for much more than just good night's sleep.

New equipment and vehicles
Along with the content package, we're also releasing a good amount of fixes, tweaks and overall game stability improvements. See the full changelog below.
Thanks everyone for the epic ride so far - enjoy the update and see you in game!

- Added black overlay when initializing cameras - Added moddable scripts for extended functionality without having to modify core files - Added Pattern Generator tool for the in-game Editor for modders, used to generate patterned objects on terrain - Added Depth and Speed GUI to the Submarine - Added cooperative multiplayer Europa scenario - Added voice overs for the 2 Europa missions - Added correct map icons and previews to the Europa vehicles - Added communication range to Mobile Planetary Habitat - Added Europa Update content! - Added multiplayer RPC, update and init calls to inventory item controllers to allow more advanced functionality for modders - Added button to in-game Editor to toggle a world light for better editing in dark areas/times of day - Added radiation protection to suits - Added high external pressure damaging to the suit helmets - Added support for suits that are not intended for space - Added support for helmets that turn with the head - Added 4 Resource Barrel holder slots to the rear side of the Manned Scout Buggy - Added support for setting camera weather effects per weather zone - Added 6 Resource Barrel holder slots to the rear side of the Manned Aerial Transport - Heart rate/breath rate increase now dependent on suit type - Optimized data that is sent by entities on initial connection to server - Replaced dead screen skull - Major improvements to ocean and water zones - Minor optimizations to sound point calculations - Increased maximum packet size for sending init data in multiplayer, increasing maximum amount of objects and data that can be in the scene - Improved Earth sky preset to look more realistic - Improved Mars Island ocean to look more realistic - Improved triggering of 'see' events in 2nd Europa mission - Improved underwater ocean effects - Changed default back-side material of modular interior blocks from criss-cross shapes to cables and wires - Changed default surface material of modular interior blocks from black fabric to imitation wood for better visibility - Adjusted atmospheric zones and water zones to allow structures and vehicles with atmospheric zones to function as desired underwater - Water effects now get switched off if Editor Light is turned on in the in-game editor - Fixed new issue of view going dark after load underwater - Fixed issue with terrain not colliding in Europa - Fixed issue where dropped inventory items did not synch position - Fixed script not compiling for the Hydroponics Station - Fixed issue where after loading a save game water would not be simulated - Fixed issue where after loading a save game particle effects via scenario were no longer playing - Fixed issue where pressing Play in the in-game editor resulted in all scripts thinking the editor was still active - Fixed several Europa terrain parts having material as metal instead of ice or snow - Fixed NULL pointer in surface Europa mission after saving the game - Fixed potential NULL pointer when a conversation was created in Europa missions - Fixed minor missing material issue in Heavy Suit 3D HUD - Fixed potential division by zero in camera underwater effect7 - Fixed excessive tripping over objects - Fixed sound simulation underwater - Fixed minor issues with stabilization and sleeping of entities in water - Fixed minor Z-depth issue of underwater ocean effect sorting incorrectly - Fixed issue in certain situations where camera could render a black scene - Fixed issue with sounds not playing correctly underwater in low pressure environments - Fixed issue of deep underwater terrain not being rendered - Fixed potential division by zero in vehicle parts when handling heat loss - Fixed potential crash related to hotspot functionality - Fixed and improved several issues with the dynamic 3D HUD mode - Fixed Manned Aerial Transport tilting to side on time scales smaller than 1 - Removed 2 badly placed dunes in Victoria Crater

Take On Mars - RaptorM60


Hello everyone!

We've got some good news today - after a couple of months of work, we're excited to finally release our major free content update to Take On Mars - the Europa Update! It's live on Steam right now, so let's go through some of the highlights of this update.

https://www.youtube.com/watch?v=q1cs5Z_ND4g

Brand new environment - moon Europa
The most important addition that gave the name to the entire update is a brand new environment to explore - 4 square kilometers of Jupiter's moon Europa. Beyond Earth, this icy moon is believed to be our solar system's best spot to find and explore a sub-surface liquid water body in the form of an ocean. Thus, it is also the most promising place so far to find traces of extraterrestrial life...

New missions and features
While in real life, we're still pretty far from sending a manned mission to Europa, in Take On Mars, we took the liberty and went a little bit ahead of time. In 2 new single player missions and a brand new coop scenario, you'll explore the surface of Europa, taking a deep dive into its freezing subsurface waters. We've added some new features to make the experience properly immersive - like new underwater mechanics or improved radiation simulation.

New equipment and vehicles
Europa's surface is a really cold place - and by saying that, we mean −170 °C/-274 °F cold (in average). In addition to that, Europa's surface gravity is even lower than what you know from Mars, and so all that calls for some special equipment. We've got you covered with a new space suit, brand new diving suit, new low gravity buggy with thrusters to keep you stickied to the ground, and a cool new mobile habitat suited for much more than just good night's sleep.

New equipment and vehicles
Along with the content package, we're also releasing a good amount of fixes, tweaks and overall game stability improvements. See the full changelog below.
Thanks everyone for the epic ride so far - enjoy the update and see you in game!

- Added black overlay when initializing cameras - Added moddable scripts for extended functionality without having to modify core files - Added Pattern Generator tool for the in-game Editor for modders, used to generate patterned objects on terrain - Added Depth and Speed GUI to the Submarine - Added cooperative multiplayer Europa scenario - Added voice overs for the 2 Europa missions - Added correct map icons and previews to the Europa vehicles - Added communication range to Mobile Planetary Habitat - Added Europa Update content! - Added multiplayer RPC, update and init calls to inventory item controllers to allow more advanced functionality for modders - Added button to in-game Editor to toggle a world light for better editing in dark areas/times of day - Added radiation protection to suits - Added high external pressure damaging to the suit helmets - Added support for suits that are not intended for space - Added support for helmets that turn with the head - Added 4 Resource Barrel holder slots to the rear side of the Manned Scout Buggy - Added support for setting camera weather effects per weather zone - Added 6 Resource Barrel holder slots to the rear side of the Manned Aerial Transport - Heart rate/breath rate increase now dependent on suit type - Optimized data that is sent by entities on initial connection to server - Replaced dead screen skull - Major improvements to ocean and water zones - Minor optimizations to sound point calculations - Increased maximum packet size for sending init data in multiplayer, increasing maximum amount of objects and data that can be in the scene - Improved Earth sky preset to look more realistic - Improved Mars Island ocean to look more realistic - Improved triggering of 'see' events in 2nd Europa mission - Improved underwater ocean effects - Changed default back-side material of modular interior blocks from criss-cross shapes to cables and wires - Changed default surface material of modular interior blocks from black fabric to imitation wood for better visibility - Adjusted atmospheric zones and water zones to allow structures and vehicles with atmospheric zones to function as desired underwater - Water effects now get switched off if Editor Light is turned on in the in-game editor - Fixed new issue of view going dark after load underwater - Fixed issue with terrain not colliding in Europa - Fixed issue where dropped inventory items did not synch position - Fixed script not compiling for the Hydroponics Station - Fixed issue where after loading a save game water would not be simulated - Fixed issue where after loading a save game particle effects via scenario were no longer playing - Fixed issue where pressing Play in the in-game editor resulted in all scripts thinking the editor was still active - Fixed several Europa terrain parts having material as metal instead of ice or snow - Fixed NULL pointer in surface Europa mission after saving the game - Fixed potential NULL pointer when a conversation was created in Europa missions - Fixed minor missing material issue in Heavy Suit 3D HUD - Fixed potential division by zero in camera underwater effect7 - Fixed excessive tripping over objects - Fixed sound simulation underwater - Fixed minor issues with stabilization and sleeping of entities in water - Fixed minor Z-depth issue of underwater ocean effect sorting incorrectly - Fixed issue in certain situations where camera could render a black scene - Fixed issue with sounds not playing correctly underwater in low pressure environments - Fixed issue of deep underwater terrain not being rendered - Fixed potential division by zero in vehicle parts when handling heat loss - Fixed potential crash related to hotspot functionality - Fixed and improved several issues with the dynamic 3D HUD mode - Fixed Manned Aerial Transport tilting to side on time scales smaller than 1 - Removed 2 badly placed dunes in Victoria Crater

Take On Mars - Dram
Hello everyone!

Just now we released another post-launch update. This one features a major net-code revision which fixes the crashes in multiplayer related to building blocks, and we spent most of the past two months on this.

Technical:
We re-wrote the flow of 'new', 'Remote Procedure Call (RPC)' and 'delete' for packet flow. In the past this was always carried out in the following order:
1) New - any objects created on the server were created on clients
2) Delete - any objects deleted on the server were deleted on the clients
3) RPC - These procedure calls were carried out in the order they were sent

This led to a major problem however, as sometimes it was necessary to first call an RPC and then delete the object, such as ungrouping of blocks when a group was deleted. This led to desynch issues, broken functionality and downright crashes. The game code itself had been written in a way so as to handle this flow, however we recently uncovered certain situations where the code could never handle the situation 100%, so a revision was needed.

The revision of the packet flow has led to each event being called in the exact order it was sent, but this required a very substantial revision. After the code was revised, the game code then too had to be revised and adjusted accordingly.


But apart from this major fix, we also added the tools (Construction Tool, etc) to the 3D Printer, and also added a new vehicle!

The new vehicle is the Manned Aerial Transport, a small light-weight thruster-powered aircraft used for flying between areas and transporting smaller objects such as barrels. It is printable via the 3D Printer.

Next we plan on focusing on the remaining bugs as well as some additional content.

Thank you again for your support everyone, we hope the new update makes multiplayer more enjoyable than it has been in the past. Enjoy the new vehicle too!

Kind and sincere regards from the Take On Mars team!

9th May 2017 - Fixed Life Support Module not working correctly on clients on joining a game in progress - Fixed building block group creation code breaking multiplayer with new net code overhaul 3rd May 2017 - Added 3D GUI monitor to the Manned Aerial Transport - Added Manned Aerial Transport to the 3D Printer list 2nd May 2017 - Added character tools, such as the Construction Tool etc, to the 3D Printer list 28th April 2017 - Fixed spawning issues that cropped up due to massive changes to the net code - Fixed dynamic atmospheric zones in vehicles not synching due to massive changes to the net code - Fixed infinite spawn loop in 3D Printer 3rd April 2017 - Added new vehicle Manned Aerial Transport 24th March 2017 - Massive multiplayer net code overhaul where the flow of 'new', 'delete' and 'RPCall' functions were not consistent on clients, possibly causing instability

Take On Mars - Dram
Hello everyone!

Just now we released another post-launch update. This one features a major net-code revision which fixes the crashes in multiplayer related to building blocks, and we spent most of the past two months on this.

Technical:
We re-wrote the flow of 'new', 'Remote Procedure Call (RPC)' and 'delete' for packet flow. In the past this was always carried out in the following order:
1) New - any objects created on the server were created on clients
2) Delete - any objects deleted on the server were deleted on the clients
3) RPC - These procedure calls were carried out in the order they were sent

This led to a major problem however, as sometimes it was necessary to first call an RPC and then delete the object, such as ungrouping of blocks when a group was deleted. This led to desynch issues, broken functionality and downright crashes. The game code itself had been written in a way so as to handle this flow, however we recently uncovered certain situations where the code could never handle the situation 100%, so a revision was needed.

The revision of the packet flow has led to each event being called in the exact order it was sent, but this required a very substantial revision. After the code was revised, the game code then too had to be revised and adjusted accordingly.


But apart from this major fix, we also added the tools (Construction Tool, etc) to the 3D Printer, and also added a new vehicle!

The new vehicle is the Manned Aerial Transport, a small light-weight thruster-powered aircraft used for flying between areas and transporting smaller objects such as barrels. It is printable via the 3D Printer.

Next we plan on focusing on the remaining bugs as well as some additional content.

Thank you again for your support everyone, we hope the new update makes multiplayer more enjoyable than it has been in the past. Enjoy the new vehicle too!

Kind and sincere regards from the Take On Mars team!

9th May 2017 - Fixed Life Support Module not working correctly on clients on joining a game in progress - Fixed building block group creation code breaking multiplayer with new net code overhaul 3rd May 2017 - Added 3D GUI monitor to the Manned Aerial Transport - Added Manned Aerial Transport to the 3D Printer list 2nd May 2017 - Added character tools, such as the Construction Tool etc, to the 3D Printer list 28th April 2017 - Fixed spawning issues that cropped up due to massive changes to the net code - Fixed dynamic atmospheric zones in vehicles not synching due to massive changes to the net code - Fixed infinite spawn loop in 3D Printer 3rd April 2017 - Added new vehicle Manned Aerial Transport 24th March 2017 - Massive multiplayer net code overhaul where the flow of 'new', 'delete' and 'RPCall' functions were not consistent on clients, possibly causing instability

Take On Mars - Dram
Hello everyone!

We just released another post-launch update! This one fixes multiple bugs and issues. We are continuing on improving and polishing further, and have a bit of a surprise planned, more on that later.

Another update is planned and will be released within another few weeks.

Below is the complete changelog for the update, and again we thank you all for your patience and feedback! It has been extremely helpful.

Kind and sincere regards from the Take On Mars team!

13th March 2017 - Fixed minor issue with 3D Printer area display in yards having too many digits, extending the text beyond view 10th March 2017 - Added tinnitus sound effect when really loud sounds are played 9th March 2017 - Fixed exiting ladders on clients in multiplayer, now puts the character in the correct position - Fixed Fuel handler occasionally filling empty barrels with resource non-corresponding with slot attached to - MML: Fixed oxygen leaking if ramp was closed but airlock door were opened 8th March 2017 - Fixed empty barrels falling off vehicles after a load or save - Refinery: Fixed occasional bug stopping current process after saving game 2nd March 2017 - Fixed unpleasant strobing of mission objectives GUI on low FPS - Mission 4: Fixed dialogs priorities (mission restart required) 1st March 2017 - Fixed issue in the Manned Descent Vehicle where after the Manned Ascent Vehicle launched, the fairings closed but not the construct, leading to breakage - Fixed helmet HUD showing global air pressure instead of local - Fixed Medium Bed exit position throwing the player forward a bit (requires respawn) - Fixed Small Bed exit position bumping the player forward a bit (requires respawn)
Take On Mars - Dram
Hello everyone!

We just released another post-launch update! This one fixes multiple bugs and issues. We are continuing on improving and polishing further, and have a bit of a surprise planned, more on that later.

Another update is planned and will be released within another few weeks.

Below is the complete changelog for the update, and again we thank you all for your patience and feedback! It has been extremely helpful.

Kind and sincere regards from the Take On Mars team!

13th March 2017 - Fixed minor issue with 3D Printer area display in yards having too many digits, extending the text beyond view 10th March 2017 - Added tinnitus sound effect when really loud sounds are played 9th March 2017 - Fixed exiting ladders on clients in multiplayer, now puts the character in the correct position - Fixed Fuel handler occasionally filling empty barrels with resource non-corresponding with slot attached to - MML: Fixed oxygen leaking if ramp was closed but airlock door were opened 8th March 2017 - Fixed empty barrels falling off vehicles after a load or save - Refinery: Fixed occasional bug stopping current process after saving game 2nd March 2017 - Fixed unpleasant strobing of mission objectives GUI on low FPS - Mission 4: Fixed dialogs priorities (mission restart required) 1st March 2017 - Fixed issue in the Manned Descent Vehicle where after the Manned Ascent Vehicle launched, the fairings closed but not the construct, leading to breakage - Fixed helmet HUD showing global air pressure instead of local - Fixed Medium Bed exit position throwing the player forward a bit (requires respawn) - Fixed Small Bed exit position bumping the player forward a bit (requires respawn)
Take On Mars - Dram
Hello everyone!

It has been a few weeks since release, and today we have released the first, post-release update. It features many fixes and improvements, as well as some minor new additions. Below is the change log detailing what has changed. We are still working on some larger issues that you have all kindly reported to us, and for that we are grateful! Expect another update within the next few weeks, further improving and ironing out the issues.

To that end we, as a team, sincerely thank you for your patience and hope these updates improve the experience.

Kind and sincere regards from the Take On Mars team!

27th February 2017 - Added a low-resolution color camera to the front side of the Small Rover, for easier control when coming in with the front-facing instrument - Fixed issue where light bumps to the head resulted in getting knocked out, now requires much more force - Fixed issue where character could easily trip over in certain situations - Mission 4: Added spare Construction tool to one of the supply drops (mission restart required) 16th February 2017 - Added unconscious overlay, for better indication of 'knocked-out' state - Added dead overlay, for better indication that the player is dead - Increased time before death of characters in a vacuum from 30s to 90s (according to reality) - Changed global sounds to fade away when the player is dead or unconscious - Fixed 'panel-surfing' bug, where you could pick up a panel that you were standing on and use it to fly around - Fixed issue where you could take off your helmet or suit in a vacuum and have enough time to put it back on 15th February 2017 - Fixed issue where disconnecting from a Rover/Lander with night vision on could leave the screen black in Mission Control 14th February 2017 - Fixed minor issue with the helicopter being able to fly even in low air densities - Mission 2: Fixed mission bug occurring if Poptent was deployed before told so - Mission 3: Fixed introductory dialog not completely heard if 'Realistic sound' enabled - Mission 4: Changed MML landing trigger to be more reliable - Mission 6: Disabled autosave after completing objective 'Produce fuel' causing possible invalidation of that objective 13th February 2017 - Fixed issue where switching between locations in the game could leave the old map image in the in-game map - Fixed MML monitors to not update when broken off - Fixed issue with Zero-G probe tutorial loading wrong world, when accessed from main menu 10th February 2017 - Added 'SPAWN FUEL CONTAINERS' button to in-game editor when a vehicle is selected, spawns barrels filled with the required resources on the vehicle
Take On Mars - Dram
Hello everyone!

It has been a few weeks since release, and today we have released the first, post-release update. It features many fixes and improvements, as well as some minor new additions. Below is the change log detailing what has changed. We are still working on some larger issues that you have all kindly reported to us, and for that we are grateful! Expect another update within the next few weeks, further improving and ironing out the issues.

To that end we, as a team, sincerely thank you for your patience and hope these updates improve the experience.

Kind and sincere regards from the Take On Mars team!

27th February 2017 - Added a low-resolution color camera to the front side of the Small Rover, for easier control when coming in with the front-facing instrument - Fixed issue where light bumps to the head resulted in getting knocked out, now requires much more force - Fixed issue where character could easily trip over in certain situations - Mission 4: Added spare Construction tool to one of the supply drops (mission restart required) 16th February 2017 - Added unconscious overlay, for better indication of 'knocked-out' state - Added dead overlay, for better indication that the player is dead - Increased time before death of characters in a vacuum from 30s to 90s (according to reality) - Changed global sounds to fade away when the player is dead or unconscious - Fixed 'panel-surfing' bug, where you could pick up a panel that you were standing on and use it to fly around - Fixed issue where you could take off your helmet or suit in a vacuum and have enough time to put it back on 15th February 2017 - Fixed issue where disconnecting from a Rover/Lander with night vision on could leave the screen black in Mission Control 14th February 2017 - Fixed minor issue with the helicopter being able to fly even in low air densities - Mission 2: Fixed mission bug occurring if Poptent was deployed before told so - Mission 3: Fixed introductory dialog not completely heard if 'Realistic sound' enabled - Mission 4: Changed MML landing trigger to be more reliable - Mission 6: Disabled autosave after completing objective 'Produce fuel' causing possible invalidation of that objective 13th February 2017 - Fixed issue where switching between locations in the game could leave the old map image in the in-game map - Fixed MML monitors to not update when broken off - Fixed issue with Zero-G probe tutorial loading wrong world, when accessed from main menu 10th February 2017 - Added 'SPAWN FUEL CONTAINERS' button to in-game editor when a vehicle is selected, spawns barrels filled with the required resources on the vehicle
Take On Mars - Nelios
Take On Mars is OUT NOW
Skip years of astronaut training, political debate, and budget cuts



Hello fellow Martians!

Graduating from Steam Early Access, we're proud to finally announce the official release of Take On Mars. The special milestone is celebrated with a launch trailer, highlighting the many ‘benefits’ of playing Take On Mars over alternative options of space exploration.

https://youtu.be/TRLWO8POCCI
Starting out as mod for Carrier Command: Gaea Mission, Take On Mars began life as a passion project by our Project Lead Martin Melichárek, who was already working at Bohemia Interactive at the time. After deciding to make it into a full game, Take On Mars launched on Steam Early Access soon after in 2013. The initial focus of the game was on Mars rovers and landers. However, over the course of development, the scope of the project increased significantly to also include a manned mission part, and thus capturing the exploration of Mars in its entirety.

Take On Mars Project Lead Martin Melichárek:
“For as long as I can remember I’ve been fascinated with space exploration, and particularly Mars. Being able to make this game has been like a dream come true. It took a bit longer than anticipated, and it’s been wild ride that’s tested the patience of both us and our Early Access subscribers, but, it was a ride worth taking. We, as a team, thank all of our loyal fans, those who have never doubted us, in helping us make this dream a reality!”.

See you on Mars!

Take On Mars Development Team

http://store.steampowered.com/app/244030/
Take On Mars - Nelios
Take On Mars is OUT NOW
Skip years of astronaut training, political debate, and budget cuts



Hello fellow Martians!

Graduating from Steam Early Access, we're proud to finally announce the official release of Take On Mars. The special milestone is celebrated with a launch trailer, highlighting the many ‘benefits’ of playing Take On Mars over alternative options of space exploration.

https://youtu.be/TRLWO8POCCI
Starting out as mod for Carrier Command: Gaea Mission, Take On Mars began life as a passion project by our Project Lead Martin Melichárek, who was already working at Bohemia Interactive at the time. After deciding to make it into a full game, Take On Mars launched on Steam Early Access soon after in 2013. The initial focus of the game was on Mars rovers and landers. However, over the course of development, the scope of the project increased significantly to also include a manned mission part, and thus capturing the exploration of Mars in its entirety.

Take On Mars Project Lead Martin Melichárek:
“For as long as I can remember I’ve been fascinated with space exploration, and particularly Mars. Being able to make this game has been like a dream come true. It took a bit longer than anticipated, and it’s been wild ride that’s tested the patience of both us and our Early Access subscribers, but, it was a ride worth taking. We, as a team, thank all of our loyal fans, those who have never doubted us, in helping us make this dream a reality!”.

See you on Mars!

Take On Mars Development Team

http://store.steampowered.com/app/244030/
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