• Register

The on-going space voxel project by the six sibling studio, ZanMgt! A labor of love, Blockade Runner is an ever-evolving development that's currently undergoing a major engine overhaul to provide a solid foundation for the game's bi-weekly builds. We've found the bi-weekly builds to be an enjoyable and healthy development cycle and are anxiously preparing the game for their return!

Post news Report RSS Blockade Runner Multiplayer 0.59.1 is up!

An all new physics engine has been integrated, the new master server should be up and operational tomorrow, and Gabe's replaced the...

Posted by on

Download 0.59.1


0.59.1 is available!

An all new physics engine has been integrated, the new master server should be up and operational tomorrow, and Gabe's replaced the DirectX9/XNA powered cursor with a pure Windows handled one! (fixing some issues with letterboxing, as well as mouse traveling upwards, etc).

The wyUpdate.exe included with 0.59.1 should function properly with future update as well. The recent server move had previously caused a few issues that should now be resolved.

Multiplayer Indev 0.59.1

New Physics

The new physics system allows for ships to immediately receive tighter bounding boxes and more responsive collision, so you can finally do things like strafe the Starbreaker without worrying about being knocked out into space by the old wonky collision spheres!

Multiplayer Indev 0.59.1

We did some bouts in the multiplayer to try out the collisions and had a blast during some dogfights!

We've even kept some little debug boxes floating about for you to run your ships into; its given us some ideas on debri that could fly out of a busted ship to smack up against your cockpit... =D

We have unfortunately picked up on a few bugs however; one where it appears the collision box is being knocked out of place from the model allowing you to occasionally fly through portions of larger ships like the Starbreaker, and another where you can force your way through an opponent during the online play.

Although we'll be investigating these issues, humanoid movement is the main focus for this next week now that the physics have been integrated!

New Mouse

We've replaced the mouse cursor with a proper windows cursor instead of a DirectX/XNA cursor for a few reasons: 1) the DirectX cursor could "hang" or for some reason travel across the screen unexpectedly 2) A windows cursor is far more responsive, and 3) it allows us to maintain a two-dimensional style of collision.

Multiplayer Indev 0.59.1

Update - Gabe discovered a glitch where the mouse cursor can get to be a bit offset and inaccurate if you move the Blockade Runner window from its starting point, so try to keep the window dead center!

Prefabs Fixed

MrVorgra kindly shared a bunch of his prefabs with us for 0.59.0 that had their placement and firing data a askew. This has been corrected in 0.59.1, so give the new prefabs a try!

Community Prefabs by MrVorgra Community Prefabs - by MrVorgra Community Prefabs - by MrVorgra
Community Prefabs - by MrVorgra


Changelog

Release Notes - 0.59.0 > 0.59.1

  • Added new collision engine for entities and future Blockade Runner objects
  • Added temporary space rectangles to run the ships into to help debug collision
  • Added option to lock the mouse within the window
  • Fixed prefab collison / firing positions now work properly
  • Fixed numerous bugs with multiplayer and master server
  • Fixed wyUpdate should update correctly
  • Improved collision boxes are now tight to the entities and no longer use spheres
  • Improved mouse cursor is handled by windows instead of DirectX/XNA
  • Improved mouse cursor now accounts for letterboxing

Report bugs in the Bug Reports Thread, and stay tuned for further updates!

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: