This Week In Veloren 155

This week, we hear about many small changes to the renderer, the agent system,
skiing, inventories, and anthropods. We also hear about how the development of
the new mount system is progressing.

– AngelOnFira, TWiV Editor

Contributor Work

Thanks to this week’s contributors, @flo, @zesterer, @unvariant, @imbris,
@Maveth1, @JakobDev, @Slipped, @Kember, @Sam, @terrarier2111, @Isse, @Pfau,
@Yurimomo, and @Tormod!

@Capucho has gotten Veloren working with WGPU and OpenGL! Right now, we’re able
to use WGPU with Vulkan, however, this meant that older GPUs that couldn’t run
Vulkan couldn’t run Veloren. This is a step towards some more backward
compatibility.

@James broke up the monolithic agent system into several modules that will
hopefully make it easier to work with. @Christof got skiing and ice skating into
a playable state and made a video:

@tormeh made item shortcuts in the hotbar independent of inventory sort, so you
can sort your possessions without losing the hotkey for your potions. @Snowram
added a new skeleton to the game; the arthropod. Here is the new batch of
creatures you will encounter soon…

Mounts by @zesterer

I’ve been working with @Slipped on getting mounts ready for players.

We did already have a mounting system, but it was weird, arcane, and
fundamentally broken in a variety of ways. It integrated very poorly with the
rest of the game and was full of bugs. For this reason, it wasn’t player-facing:
only admin-spawned entities could be mounted.

This week, that all changed! I finally had the time to sit down and rewrite the
entire mounting system from the ground up. It’s now very reliable, has fewer
bugs (although there may still be some: please report them!), and has more
features. New features include:

  • New jumping/mounting animations (thanks @Slipped)
  • Interaction hints when close to entities (talk, trade, mount, pick up, etc.)
  • Mounted combat: you can use weapons while mounted, to a limited degree
    (certain moves are disabled for now)
  • Teleporting while mounted now works. You can use /home while riding a mount!

@Slipped gives a shoutout to @Snowram and @imbris too for setting up the mounted
animation some months back, which now gets to be used.

Devblog Recap by @Dalyc

Be sure to check out last week’s devblog recap by @Dalyc if you missed it! There
are also videos for
#153 and
#152.

As the lookout calls ‘land ho!’, the ship runs aground. See you next week!

Support our devs!

Veloren Open Collective

This Week In Veloren 153

New week, new year! We hear about upcoming fixes to daggers, and hear the audio
changes that are being made to rivers.

– AngelOnFira, TWiV Editor

Contributor Work

Thanks to this week’s contributors, @Sam, @DaforLynx, @imbris, @XVar, @tygyh,
@UncomfySilence, @xMAC94x, @Ubruntu, @AngelOnFira, and @flo!

This week, @AngelOnFira worked on fixing the Github mirror of the project. It
turns out that there was a bug in the most recent version of git-lfs. On the
game server-side, the entity_sync system was reworked to become parallel! This
was a large issue that came up during the last release party. Once 150+ players
were on the server, it started taking more time each tick than any other system.
Hopefully, we get to test the improvements at the next release!

Lunar New Year by @AngelOnFira

With the Christmas holiday event just ending, we’re looking forward to the next
event, Lunar New Year 2022. However, our dev team doesn’t have many people who
celebrate this holiday. Because of this, we’d like to get more help on this!

If you’d like to help us get this event ready, feel free to join the effort in
the #aesthetics channel on our Discord server. This can include music,
decorations, information, and any other ideas. Give me a ping if you want to get
involved!

Dagger animations by @Ubruntu

This week, I worked on dagger animations.

I started with some experimentation using the live reloading feature cargo run --features "hot-anim". I did some investigation into why daggers had such a
different orientation on character models compared to all other weapons. I
couldn’t find a reason in the animation code itself, so I opened the dagger
.vox models in MagicaVoxel and found that they were horizontal whereas all
other weapon models were positioned vertically.

This was my first time using MagicaVoxel but I managed to rotate the models to
the same orientation as other weapons, and after that, it was a matter of
playing with orientations in the animation files to make them look naturally
positioned on the character model. I took some artistic liberty and positioned
the daggers at the hip instead of across the back like other weapons and that
received some positive feedback. I also tied the “tempbasic” dagger attack skill
to a basic swing animation that one-handed swords use, just for the time being.

Daggers still aren’t acquirable normally in the game and still aren’t as
polished as other weapons but now they definitely don’t feel as “under
construction” as they were before. At this point, however, players can spawn
them with commands in singleplayer and try them out. We can now start to think
of making new dagger .vox models and NPCs that use daggers as weapons, as well
as work on animations for attacks that will use these cool weapons.

@DaforLynx

This week, I worked on re-implementing sounds of flowing water for rivers.
Before this feature was removed a while ago, it sounded very sparse and rather
un-riverlike. I took a different approach this time, making small bubbling
sounds emit from a single random water block every tick. The result is that
rivers sound a bit like a babbling brook now, and it gets appropriately louder
as you get closer.

Also, new town music by @phoenix13032005 and @Thy-SFX-[Velorian]- was added.


What’s this ship doing here?! See you next week!

Support our devs!

Veloren Open Collective