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XenoMiner 1.4: Multiplayer Update

Well, it’s been a hard couple weeks of intense testing and bugfixing. It’s incredible how many issues crawl out of any update, but MP has taken the cake.

We’re getting close. You’re going to ask when. “When it’s ready” or “Soon” or “Very soon” – take your pick

After a 12 hour sunday jam, we finally smashed three of our biggest, longest lingering bugs that had been really slowing us down. Unless some unseen issue comes up, we’re down to minor bugs and quick fixes.

We’d like to re-iterate that the MP coming out is a work-in-progress. We’ll be labeling the button “Multiplayer Beta” in the menu for a reason. It should be solid code, just not polished. By not polished I’ll mention again that we won’t have any animations for the player models (avatar or voxelized), any special fx outside of rotating the model if they grav boot, and that the voxelized player model is very rough and first-pass. We’re really pressing full-court on getting something playable out first, then we’ll come back and make it pretty.

As has been mentioned in other threads, I’ll consolidate here:

Containment Units will be private. Only the person who placed them will be able to use them (and also remove them, again for now).

The bot will start as Host only.

Relays, Cores, Centriforges, Gravpads etc will still function for all players.

There is no trade window or public containment, but you can exchange items by Dropping them (the other person can pick them up). Drop is X on a stack in the inventory screen.

There will be a Public, Friends-Only and Invite-Only multiplayer mode as currently planned/implemented (subject to testing feedback).

The host will be able to Kick and Ban unwanted guests.

You will be able to use a mini-voxel model for players, or Avatars. The choice is client side for now, so you choose what you see (each player in the same game can choose differently).

It is really fun to run around with several other people building massive structures.

Multiplayer is a gamemode you can turn on (or off) for ANY world. While playing a world, in the pause menu, there will be a new Multiplayer Beta button, which leads you to the selection screen for activating MP.

Containers will not longer be allowed store containers with things in them. You can store containers, but they will have to be empty. Containers will empty their contents when dug up to ensure this. (There are a host of serialization and networking issues that come from infinitely recursive storage, as well as the fact that from a gameplay stance, it is pretty game-breaking. It was intended that this would never be an option to the player, but alas, it’s taken this long for us to get around to fixing it). We highly suggest that if you are using containers to store containers (with things in them) that you take the time to empty them out and sort your things as you’d like.

We’ll be doing another heavy round of testing and debugging tomorrow night, which should get us pretty close to being bug free unless something nasty rears its head this late in the game.


XenoMiner Version 1.31, coming soon to an Xbox near you

Alright XenoMiners.. In order to save your Xboxes from becoming Exboxes, we’ve pushed out version 1.31!

Fixed the container bug for all your old school worlds PTL!

We modified the conduit texture to be less wire-y.

Updated the textures for copper and silicon and xenotech walls.. No more squinting at the screen and then raging at us on Facebook 😀

Fixed reclaim screen bug

Fixed bot memory issues

Fixed spawning inside the world

So make like that proto hominid in Act I of 2001, raise your bone high in the air and carpe diem with a barbaric yawp!


XenoMiner Version 1.3 Change Log

The much anticipated, not fabricated, unmasticated and hopefully congratulated change log for XenoMiner!

Game Engine
Faster Load Times
Less hitching when terrain loads
Lighting is done better (Lights fade into the corners)
Ability to have Transparent types
Radiation is not tied to Lighting (Transparent types let light through but not radiation)

Block Types
Added Door Frame (3 levels)
Added Door Panel
Added Switch
Added Conduit
Added Clear Glass
Added Cloudy Glass
Changed both Capped Regoliths to Surface Regolith
Made Crystals and Diamonds translucent
Most Textures have changed to Artwork done by LithiumSound

UI
Moved Battery and Oxygen information to the top of the HUD
Changed Health and Radiation Levels to a number at the top
Incoming radiation is now a wave at the top of the HUD
Added selector for gear items
Changed Font on the reticle for readability

MiniMap
Is now locked to your orientation (Forward is always where you are looking)
Added items placed in the world
Lights are now colored
Added a dot for the Bot
Changed the dot to hollow for dropped items

Gameplay
Grav boots are now selectable (deselecting will reset down)
Jetpack is now available through suits
Binoculars are available through helmets
Minimap adjustments (range) is available through helmets
Items in Centriforge are now grouped by type that you tab through
Repair and reclaim items in the Centriforge
Items take damage when you do, become less effective until repaired
Door frames allow you to build doors in any rotation
Use Switches and Conduit to control doors
Adjust Sensitivity and Brightness through Options
Added Game Difficulty levels


XenoMiner Version 1.3 has gone to playtest!

It’s now in the XNA Creator’s Club PlayTest section (if you are a member and have access feel free to help us test it).

We’ll run it there for at least a day, and if nothing comes up we’ll be heading into Peer Review.

Sent it last night and finally got some sleep after 3 days!