Announcements about XenoMiner


Postby Gristmill » Tue Apr 02, 2013 1:11 pm

Xenominer 1.4 (Multiplayer) release


When you first load up an old world there may be a delay as it changes over to our new format for saving. The more changes you have in your world, the longer this could take. This should only be in the first load, subsequent loads should be faster.

Auto Saves should be faster, but please let us know if you see any problems.

Change Log:

Multiplayer released in Beta (notes about this)
Gravpads will give you an impulse, at the top you will now bob up and down.
Autosave was decreased to every 3 minutes.
Containment Units are only usable by the player who placed them.
Containment Units can only be removed by the player who placed them.
Containment Units drop items when picked up.
Slight Hud Bob while looking around.
Doors have been slowed from .333 to .5 seconds per block movement to ease strain on engine.
Doors have been significantly streamlined for efficiency and should cause generally less engine strain.
Switches now have a 5 second delay on them between activations, in order to protect engine and network state. If you don't hear the "click", it's waiting through the delay.

There is an error catching screen. If the game has a problem, you will get a message about what happened. If you can try to take a picture and post it with your bug report on our forums.

Multiplayer Beta:

Activate this by selecting Multiplayer Beta in the options menu.
Only the host can acquire and control the bot.
You can make your world Public, Friends-Only or by Invitation.
Host will have the ability to Kick and Ban.
You can choose to see Avatars or the current very-beta Gristmill Voxel model (select in Options)
There are currently no animations for either model type.
There are currently no effects for either model type.
Make sure you quit to log out so the host is sent your final state information.

Bug Fixes:

The “invisible” door frame bug no longer occurs.
Reclaim fix for stacked items.
Invisible block “black hole” should be fixed.
Switches no longer take up entire voxel.
User options save as intended.
Site Admin
Posts: 1515
Joined: Thu Sep 20, 2012 1:23 pm


Postby LUMPdizzle666 » Tue Apr 02, 2013 3:15 pm

Waiting for the update still... think I will play some Devilsong while I wait :-)
Posts: 466
Joined: Mon Mar 04, 2013 8:20 pm


Postby shanethepyeguy » Tue Apr 02, 2013 3:29 pm

LUMPdizzle666 wrote:Waiting for the update still... think I will play some Devilsong while I wait :-)

Posts: 458
Joined: Fri Sep 21, 2012 1:51 pm

Return to XenoMiner Announcements

Who is online

Users browsing this forum: No registered users and 1 guest