Medieval Engineers aggiornamento 0.5.1

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Konrad_Curze
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Medieval Engineers aggiornamento 0.5.1

Messaggio da Konrad_Curze »

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Uscito mezz'ora fà l'aggiornamento settimanale di Medieval Engineers, che porta il gioco alla versione 0.5.1.
Tale aggiornamento introduce le Pale, consentendo cosi ai giocatori di scavare la terra e di rimodellare parzialmente il paesaggio attorno alle proprie costruzioni.
Il sistema dei strumenti è stato modificato per includere tale novità, oltre che per essere più intuitivo all'uso e meno confusionario.
Il sistema delle API per le Mod è stato pesantemente modificato, introducendo alcune novità (visibili nel changelog) per renderlo più efficiente, sia per il supporto tecnico da parte dello studio, sia per i programmatori delle Mod.
Qui di seguito vi lascio il video dell'aggiornamento e il changelog completo:

Codice: Seleziona tutto

Tools
- Added the Shovel so you can now dig , add , and flatten dirt. There are even landscaping stakes to help you co-ordinate your efforts with your friends!
- Reworked the tool system to be more consistent. All of the tools and weapons now have distinct functionality. No longer will you accidentally end up digging the soil while cutting a tree, or breaking your castle trying to build it!
- Added dynamic crosshair icons to inform you what the left and right mouse buttons do, as well as your use key action!

GUI
- Added a new font! We no longer use the Miner Wars font, we have a font of our own.
- We reworked many GUI's to be easier to use, like the crafting screen and the inventory management. Now you have a short crafting queue, inventory management keys, and much more useful tooltips for items in the game.
- We have created a new server browser that is a lot more responsive and a lot easier to use. Plus, it now tells you what mods the server is using!

Character
- Added several new animations and effects to the character. Picking up items now plays a short animation, as does connecting ropes.
- Fixed lots of little things with animations.

Keybindings
- Added the ability to rebind almost every interaction in the game.
- Added a new keybindings screen.

Miscellaneous
- Removed all implementation of the old flat worlds. We will no longer support these worlds. To continue playing on the old legacy maps, you can switch to the 0.4 branch.
- Removed MyMedievalDoor and similar, old implementations of blocks. These have been replaced by other, superior components introduced in 0.4, so please use these in the future.

Mods
- Added mod version support, mods can now map to the game versions.
- Vastly increased modding support with entity components, object builders, multiplayer integration, etc.
- Added support to create moddable input bindings.
- Created many new modding guides.

ModAPI
- Overhauled inventory code. Inventory items are now objects inheriting from MyInventoryItem. A whole new API was added to complement this feature.
- Introduced multiplayer synchronization API which is equivalent to the native API used in engine.
- Improved MyDefinitionManager interface.
- Added indexing support for user types. Any indexed engine type (definitions, components, entities) can now be declared on a mod and will function.
- Subpart, Entity, and Subpart Animation interfaces moved to VRage.ModAPI.Components.Entity namespace.
- Legacy definition manager renamed to MyDefinitionManagerSandbox

Removed from ModAPI
- Majority of Space Engineers Object Builders, Definitions and Classes
- Majority Definitions/Object Builders and Classes related to Legacy World (flatland).
- Old Crafting Component (Base, Basic, Block, interactive)
- Access to lights (superseded by effects component).
- Space Mod/Ingame APIs
- Gps System

Added to ModAPI
- Added access to Sandbox.Game.Replication namespace.
- Added access to VRage.Network namespace.
- Added access to VRage.Components.
- Added access to new definition manager (VRage.Game.MyDefinitionManager) with much improved API and simplified usage.

Known Issues:
- There is a bug with the GUI while building on DS. The GUI will incorrectly say you cannot build it even though you can. Just hit it with your hammer and it will build fine. We'll fix this soon.
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