This version contains no major updates, but has many fixes, and works with the new server and website.
- Fixed 64 bit build issues for all OSes.
- Stopped using F9/F10 keys, to accomodate OSX.
- Fixed screenshot bugs and made it possible to capture and upload multiple instant screenshots.
- Smaller file size on screenshots for quicker upload.
- Framerate optimizations for trees.
- Moved Proxima server to faster SSD-backed server in New York.
- Now handles player logging in while already being logged in.
- Many small bugfixes on server.
- Better logging on server.
- Auto-scaling of server tickrate based on load.
- Optimizations for cross-zone object communication.
The next build will have water.
Note that in order to login to the game, if you have an existing account, you'll have to do the password reset as described in the "New Forum" thread:
Water eh? Cannot wait.
Would that be water as in seas / coasts or more like the lakes whose outline we already had?
Hey Spolmit :) Not seas and coasts. Lakes like the ones we have, plus (hopefully) streams and springs. The water we have currently is based on satellite imagery. I'm pulling in more water based on the U.S. Geological Survey "National Hydrography Dataset", which is detailed. Literally working on this right now.
I'm starting players some distance from the coast, so I want to defer ocean work until explorers reach it.
I am impressed on your use of the Survey data which I am sure will significantly add to the feeling of realism in First Earth.
I look forward to setting off downstream in search of this long-heard-of ocean :)
Water is progressing super quickly now and starting to look good. I can't even remember how many different steps it's taken to reach this. You can see the progress on my test account screens:
Is this water creating it's own flow depending on height differences or is it preset depending on map data?
It's preset based on the terrain height; so it follows the terrain. I found that trying to make continuous water flow at this scale based on land shape is an insanely hard (academic-level) problem.
I have the data structure set up such that, in the future, I could make water dynamic and calculate local flows, such as if you built a ditch, water could be calculated to flow into it based on local terrain heights. Water, terrain, and land type are all mutable data structures, though I haven't designed anything yet that would allow them to be modified.