Archive for the ‘Updates & Patches’ Category

May 10th, 2012

Cobalt v106 Alpha

If you log in to Cobalt you’ll notice there’s a new update! This update is just one tiny fix:

  • Recompiled game.exe to get rid of new DirectX dependencies (the “missing dll” error message)

Cheers!

/ jeb_

May 9th, 2012

Cobalt v105 Alpha change-log

Hi again! V105 Alpha is ready and it contains fixes and tweaks to the editor and game and a new map by Frall!

During the past couple of weeks I (thewreck) have been working on laying the technological groundwork for the campaign. There has been and still is a bunch of structure dearly in need of restructuring, and that is what I’m focusing on now.

Kinten has been working on producing content for the campaign and realizing some of the concepts made by a man named Erik! I would love to show some them but that will have to wait until we know how things turnout ingame!

Frall has been streaming himself developing maps for Cobalt daily during office hours central European time. If you are interested in seeing maps being made real-time, or if you just want to hang out in the chat with others and discuss mapping, that is a great place to meet up!

Hit the jump for the full change-log!

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April 25th, 2012

Harvest Linux Build Updated

The Harvest: Massive Encounter 1.18 build has been updated to fix some compatibility issues. Tommaso also wanted to point out that you start the demo by clicking “run_harvest” :)

Get the demo here: http://www.oxeyegames.com/harvest/download-now/

Or buy the game here: http://www.oxeyegames.com/harvest/buy-now/ (don’t forget to use the “TOMMASO” discount code, which is available this week)

April 24th, 2012

Harvest Updated to 1.18, adding Linux

HarvestMassiveEncounter-Small

Hey!

It’s over 1.5 years since we wrote about the 1.17 update to Harvest, and finally we’re able to release an updated version. It won’t be 1.17, but 1.18 (fixing a couple of more things), and this time also with builds for Linux!

The game changes are:

  • Invert scroll direction setting
  • Added drag-and-place buildings, if you keep the mouse pressed the game will place the next building at the edge of the energy range from the previous one
  • Made it possible to select and sell multiple buildings at once, also added “getSelectedBuildings” Lua hook
  • Added an option for the defenses to hold fire
  • Shaded map edge
  • Map expansion marker line
  • Double-size minimap for resolutions larger than 800×600
  • Changed damage calculation of missile turrets
  • Removed the age limit of solar plants
  • Removed the boss aliens
  • Energy links will attempt to avoid sending energy to links that are pointing towards itself
  • Made it possible to change language setting in the settings menu
  • Changed so that Poseidon and Ares are unlocked by gaining award points

And we’ve also changed a bunch of stuff in the engine:

  • Replaced the standard Lua intepreter with LuaJIT2
  • Replaced BASS with OpenAL for sound effects
  • Made profiles and save games “Program Files safe” (see more below)

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April 10th, 2012

Cobalt v104 Alpha change-log

This is more or less a bug-fix update for v103!

Alterations:
profile names can now contain numbers as well as a number of special characters.
Bug-Fixes:
Loading of some maps would crash because of trying to index status
Placing tiles in the editor with a default id would crash the editor.
hud now doesnt restart when moving through doors
alarms would after being triggered many times lag the game down to a halt.
some menus in the profiles had the options jumbled
the old maps that would show up in the v103 menu will now be deleted in an ungly manner. This means that you cannot use those map names for now since they would be deleted…. =)… will remove this function in a later patch.

change-log

Alterations:

  • profile names can now contain numbers as well as a number of special characters.

Bug-Fixes:

  • Loading of some maps would crash because of trying to index status
  • Placing tiles in the editor with a default id would crash the editor.
  • hud now doesnt restart when moving through doors
  • alarms would after being triggered many times lag the game down to a halt.
  • some menus in the profiles had the options jumbled
  • the old maps that would show up in the v103 menu will now be deleted in an ungly manner. This means that you cannot use those map names for now since they would be deleted…. =)… will remove this function in a later patch.
April 9th, 2012

Cobalt v103 Alpha change-log

Hi!

Cobalt v103 Alpha is finally ready, and it contains improvements in many spread out unrelated areas, however, the biggest addition is the Map Editor! For the people who have accessed the editor previously, there is a huge amount of unlisted changes that have been made, but for the others, this will simply be the first encounter with making your own maps.

Bugs discovered post upload:

  1. Due to the reorganization of the maps, there are some oddities if you are updating from v102. You might see some duplicate maps with different names in your menu. If this happens, reinstall the game from a v103, or clean out the maps folder prior to updating. (all map files that does NOT have a .localization file next to it are old.)
  2. The map editor will crash if you try to place a tile that has a default ID (which goes for a lot of important tiles). This crash is bad enough that if you are already using the map editor, it is advisable to keep separate installations.

If you find bugs, please post them at http://getsatisfaction.com/cobalt/ we will be making another update tomorrow!

Hit more to read all about it!

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April 3rd, 2012

Back from USA!

Hi everyone!

As some of you may know, many in Mojang and the whole lot of them Oxeye went to GDC/IGF this year. For me (thewreck) it was mostly to visit enchanting San Francisco and meet (hug) other developers, while for others – like notch who had speaking obligations – things were a bit less casual. Even while engorging myself in all the casual fun I managed to fit a bunch of work on Cobalt, alas I managed to catch the flu and was knocked out for the better part of the weekend following gdc.

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January 25th, 2012

Cobalt v102 Alpha change-log

Alterations:
Jet shoes are now additive instead of reaching speed. Jet shoes can be used while rolling in the air. While using jet shoes while rolling, you will slow down you roll a lot making you vulnerable, but it also gives you very interesting control mechanics.
Throwing as been reworked. Charge time is now variable depending on how long you press which makes it snappier, throwing will try to push the throw towards your actor trajectory, giving more power over throw direction, as well as throwing in itself is more physical making up/down/backwards and strange middle of roll throws possible.
reworked scope to be a bit more useful, as well as giving a little better bullet time bonus.
auto aim now doesn’t snap back and forth frantically. If you have auto aimed against a target, and it goes behind a wall, you will keep aiming towards the last visible position.
Rolling now slows down reloading by a significant amount..
Simply moving against a conveyor belt will now move you, even if you are not grabbing it like a wall grab.
Added more upgrades to slugger revolver, slugger cobra, slugger pipe and slugger breacher.
Slugger revolver now starts as it should with no extended barrel, so there are now 2 levels. Tweaked it so that starting point is lower than normal, and ending point with max is higher than before.
Tweaked all upgrade prices so that more expensive guns have more expensive upgrades. This is because I want it to be less obvious to get them, so that alternative spending possibilities are considered, and also follow better with the economy that you have when being able to afford expensive guns.
increased price of matter army issue from 250 to 275.
switched price of spike bow and price for spike bow repeater
Sliding backwards up walls is now possible.
Made air rolling backwards as easy as rolling backwards.
Changed weapons on smooth jazz.
The Plus can now be moved with explosions and applied force.
Bomb is now called Thermal Bomb and has had its effect reworked. It is now not instant kill, instead it has damage over time. This makes is less good against tough foes like hamsters and predators. It will also not instantly kill you with shield but will wear your shield down faster than normally. Cost is 50 Volts.
Stick Grenade and Grenade now cost 15 instead of 16.
Improved the handling of the boomerang, also made it harder to hit with bullets.
Tweaked waves in survival house, as well as added 3 new tiers.
Added color blind modes to compensate for Protanopia, Deuteranopia and Tritanopia.
Reworked bird movement to be more fluent.
Added bird wing and breathing sounds and animations for when out of energy
Activated tile physics can now hurt actors!
Elevators can now crush enemies if squished by them.
Increased reload times for bird and shroom as well as lesser recoil recovery speed.
Altered layout and weapons and ai paths on cannon arena.
Missles have slightly more bullet time associated with it.
new map by frall called voodoo!
Bug-fixes:
Blowing up by a bomb no longer screws up the next life.
Fixed crash with trying to join a controller with a removed preset
Plasma assault upgrade names
Fixed stage selection loading everything too early.
Shop windows could be outside of level
laser pointer getting smoke as laser pointer.
fixed enemies being included in the aim over mechanic cause you to raise the gun above enemies instead of pointed against them.
Bounced and deflected projectiles now correctly generate bullet time
Fixed left gas bouncer in position on windy valley.
Added repair broken weapon ai.
Fixed hanging cords gathering speed invisibly, making them jump like crazy when activated. This would often make them render incorrectly too.
Max upgrade level upgrades could be left in the upgrade bench.
Did some optimizations for larger scale actor and ai code which in practice should mean smoother fps at later survival tiers.
Fixed not being able to arrange bots into teams a second time without restarting the game.
Sound at volume 0 now actually doesn’t play the samples. Also, made the sound volume curve exponential so that it has greater precision at low values.
Strange rolling down wall and then not being able to slide up it again bug fixed.
fixed buying weapon, buying upgrade, and then buying the same type of gun again.
improved transition to main menu with transparent menu disabled.
fixed upgrades not being buyable with many of the same gun. Still a bit iffy, but at least it works.
added suicide distance ai to grenades.
Bots should not drop plug for the purpose of throwing it against projectiles now.
Hud elements are now adapted to screen resolution which fixes things like shops being outside of the screen.
reload animations to shroom and bird.
shroom not sticking to ground after punch anymore as well as wall climbing more reliable.
the switches for the doors on the survival maps are now only usable by players.
fixed mouse being visible when it shouldn

We have put together a new version for Cobalt! This update has a number of changes to how certain aspects of the game works, which will be interesting to hear what you think about! We would also love to hear if any color-blind people out there find the color blind modes useful that we added in this version!

Full change-list after the jump!

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January 3rd, 2012

Cobalt v101 Alpha change-log

We have updated Cobalt to version v101 Alpha. Since the auto-updater had some bugs in it, you will need to download a new installer this time. Simply install to the same folder as previously.

Head over to http://www.PlayCobalt.com to download the new installer.

For a full change-log, click read more.

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October 25th, 2009

Harvest 1.17 for Windows

As I wrote earlier I’ve been working on a new patch for Harvest, and now the Windows version is available from our forums. Please help me beta test it (just let me know if it crashes, mmkay?)! I will upload the Mac version as soon as I’ve got it running.

Check here: http://www.oxeyegames.com/forum/viewtopic.php?f=15&t=490

/jeb


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