v1.0.26-27 - Distant Lights and Corner Pipe Joints!
Author: Deltars,
published 4 years ago,
[img]https://clan.cloudflare.steamstatic.com/images//28842908/61161f57a4ae2b052745aa20e0d92bda93c7f748.png[/img]
Dear Stormworkers,
Happy New Year!
It is time for a minor update! This week we bring light highlights, so you can now see lights in the distance. This is a huge help for identifying runways, vehicles, or seeing distress flares and strobes.
This week, we have also added the long awaited 3 way corner pipe junction in pipe and block form! This component is frequently requested and completes the set of pipe pieces.
[b]Distant Lights[/b]
[img]https://clan.cloudflare.steamstatic.com/images//28842908/17263cc3d9b3ad6b6f5a0e2da91743800578d15c.jpg[/img]
Omni-directional lights now produce small glints in the distance, to better model the appearance of lights when they are far away.
This is particularly useful for Stormworks, where runway lights are very important to be able to see from distance, or where you are trying to locate a vehicle or player who have navigation lights, flares or emergency strobes. In effect, this small change to the cosmetics to lights is actually a very mechanical update, and is all about navigation and locating objectives.
It also makes vehicles and lights look better at distance, and improves the effect of navigation and landing lights, to help communicate your direction and intentions.
[b]3 Way Corner Pipe[/b]
[img]https://clan.cloudflare.steamstatic.com/images//28842908/8d46c26470dbdb91692898bc2cc55bafd7c00f05.gif[/img]
The final pipe piece is here! The pipe set is finally complete!
The corner pipe works just like other pipe components, creating junctions for fluids, gasses, or torque to travel along. This piece is useful where space is limited and the layout of other parts makes this particular junction necessary to fit everything in.
[b]Winter Break[/b]
It has been a busy winter break! We have moved to our new office and were working hard over the break decorating the walls and reconditioning our furniture. Here in the UK, we are not allowed to use our office yet due to Covid-19, but we hope to move in soon enough. In the mean time, we will continue with our development plans working from home.
[img]https://clan.cloudflare.steamstatic.com/images//28842908/0a79b2d5db19b2fee445e0c161da45f0decbe0c0.png[/img]
[b]Questions and Answers[/b]
In case you missed it, we did a [url=https://www.youtube.com/watch?v=3DUk9-Ev9xE]Q&A video over on MrNJerseys Youtube channel[/url]. It was really fun to talk about Stormworks and share upcoming development info, and we think these should become a regular feature to engage with players and better communicate the development plans.
We plan to keep progressing and balancing the new modular engines, and are very excited to get to new fixes and features in this new year.
[img]https://clan.cloudflare.steamstatic.com/images//28842908/4e8f8562921bbf9fd15049a1016a51eddac1c075.jpg[/img]
As always, there are plenty of other changes and fixes in this update, so please see the full change log below for details.
We look forward to reading your thoughts and feedback on this new update!
Much love <3,
The Stormworks Developers
v1.0.26
Rework - Experimental Internal torque damage is now tied to 'Engine Overheating' setting instead of general 'Vehicle Damage'
Fix - Wheels killing/launching players
Fix - getPlaylistIndexByName() functionality
Fix - Disabled Load button during Saving
Fix - Multiplayer CTD caused by returning a vehicle to workbench that is connected via rope to another object
v1.0.27
Feature - Runway Lights and Distant Light Flares
Feature - Pipe Angle Corner and Pipe Angle Corner (Enclosed)
Fix - CTD on setCharacterSeated with an object with no loaded dynamic object