Game Development: Milling Time

Announcements about major changes in Haven & Hearth.
User avatar
jorb
Posts: 18715
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Game Development: Milling Time

Post by jorb »

Image

We've been developing, and here's what's new.

New Implementations
-----------------------
  • Floating point coordinates. With tonight's patch we will, at long last, be converting the live server map from integer to floating point coordinates. This may have all manner of consequences know and unknown, in terms of object placements and movement interactions, and whatnot, so report any new and unexpected behaviors. It feels good to finally push this, at least. All clients need to be updated, and custom clients need to merge these changes.
  • Added "Windmill". A Windmill is a large house in which you can build a "Milling Machine". The machine is built separately from the Mill itself, in anticipation of other machineries that we may add in the future. Fill the machine with millable seeds, and watch it turn into glorious flour. There is no quality impact from the machine, and the resulting flour thus has the same qualities as the seeds.
  • Added "Wall Shelf". You can craft and hang a wall shelf on a wall, and it then functions as a container.
  • Re-added "Strongbox". The strongbox can't be built on claims without access to them, and also can't be moved.
  • You may now place locks on chests, large chests, stone caskets, coffers, and sheds.
  • There is now an informal weight system which allows us to specify weights on carried objects, and, thus, you may now carry lighter things -- pots, and whatnot -- at significantly increased speeds. A net result of this is that most things are, quite simply, a lot easier to carry. Carrying speed also increases with character strength.
Small Fixes
-----------------------
  • Stinging nettle hangs better on walls.
  • Yarrow is now a flower, and can be hung on walls
In the Pipe
-----------------------
  • The majority of the time over the past weeks has been dedicated to a push-out mechanic, by which characters, when colliding, would gracefully slide off objects, rather than clip hard on every little pixel. We had hoped to have it finished, but it isn't, albeit underway, so we decided to push what other little things we had to at least throw you a bone. Apologies for the delays, but it's kind of a big deal.
Enjoy!
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
wilkesbooth
Posts: 90
Joined: Sun Oct 02, 2016 11:37 pm
Location: Death by Cuteness

Re: Game Development: Milling Time

Post by wilkesbooth »

jorb wrote:Floating point coordinates. With tonight's patch we will, at long last, be converting the live server map from integer to floating point coordinates. This may have all manner of consequences know and unknown, in terms of object placements and movement interactions, and whatnot, so report any new and unexpected behaviors. It feels good to finally push this, at least.
Image
User avatar
shubla
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Game Development: Milling Time

Post by shubla »

Image

Also, what changes?
Update the repo please https://github.com/dolda2000/hafen-client
Or will it not be merged to main core for now?
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
burnemall
Posts: 49
Joined: Thu Jun 02, 2016 9:17 pm

Re: Game Development: Milling Time

Post by burnemall »

YES! Thank you!
User avatar
jordancoles
Posts: 14168
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Game Development: Milling Time

Post by jordancoles »

So epic lol

Thanks!
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:
Check out my pro-tips thread
Image Image Image
User avatar
Ysh
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Game Development: Milling Time

Post by Ysh »

jorb wrote:
  • Floating point coordinates. With tonight's patch we will, at long last, be converting the live server map from integer to floating point coordinates. This may have all manner of consequences know and unknown, in terms of object placements and movement interactions, and whatnot, so report any new and unexpected behaviors. It feels good to finally push this, at least. All clients need to be updated, and custom clients need to merge these changes.
Stopped there. Thank you. I am finally vindicate!
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Redlaw
Posts: 1638
Joined: Sun Oct 02, 2011 10:58 pm

Re: Game Development: Milling Time

Post by Redlaw »

Yay its an amazing update. Not to see if I want to knock down a mansion for a windmill lol.
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Game Development: Milling Time

Post by loftar »

By the way, as the FP test-server thread indicated, floating-point positioning technically allows for pixel-perfect placement of carried/built objects, but in practice I found this mostly annoying since it made it impossible to align objects properly. Therefore, when Ctrl-placing objects, the client will by default lock positions to eighths of a tile. This is adjustable, though, by way of a new :placegrid console command that will set how many positions to lock placement to. I've found :placegrid 2 to be fairly useful in common situations. Also, :placegrid 0 turns off locking entirely to allow for arbitrary placement of objects.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
vatas
Posts: 5255
Joined: Fri Apr 05, 2013 8:34 am
Location: Suomi Finland Perkele

Re: Game Development: Milling Time

Post by vatas »

Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
xADIKx
Posts: 22
Joined: Mon Nov 24, 2014 11:46 pm

Re: Game Development: Milling Time

Post by xADIKx »

WINDMILL!!! :D Dreams of my farmer comes true....

Return to “Announcements”