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    • JoeW

      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      Update 5/11/2018 We do not have any more information at this time. The last we spoke to 505 indicated that the discs should be ready very soon. We will likely have more information next week; hopefully with full explanation of when and how to get new discs.    Updated: 4/27/2018

      On April 17th, the Don't Starve Megapack was released. Almost immediately, it was discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). The disc contained Don't Starve Together, but was without Don't Starve, Reign of Giants and Shipwrecked. As soon as we confirmed the problem we contacted our retail publisher to find out how this happened and what could be done. It's taken some time to get this far, but this is all the information we have at this time. The current status of the issue is as follows: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks.  When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc previous to 4/26/2018 can now contact Klei support HERE for a Playstation Store voucher code that includes Don't Starve Together, Don't Starve, Shipwrecked and the Reign of Giants DLC that you can play now. Please specify your country as certain vouchers only work in certain regions.  New purchasers of the Megapack in store as of 4/26/2018 should be given a voucher at the time of purchase on your receipt. If you do not get a code, contact us ALL purchasers will have a path to get a new disc when they are ready. We do not have details at this time, but we are comitted to ensuring that all players get what they purchased.  We are hearing from some players that some retailers are telling players that they will not be exchanging discs. We believe this to be incorrect and that particular person or location is just misinformed. 505 has ensured us that they are doing their best to make sure these discs are being replaced for all players. We will not allow anybody to fall through the cracks here. We will buy and ship the discs ourselves if we have too.   This was our first major retail release and we're extremely disappointed that our players have been let down with their purchase of the Don't Starve Megapack. We're doing our best to make sure this issue gets resolved as quickly as possible. Thanks everybody for your support and patience. We'll keep you updated.    UPDATE: (4/26/2018) We are now ready to send out vouchers to players who purchased the physical version of the Don't Starve Megapack - These codes will allow players to download and play Don't Starve and DLC as well as Don't Starve Together To get a voucher players can contact as at our support site: http://support.kleientertainment.com/customer/portal/emails/new  For the subject, choose "PS4 Megapack" and fill in the form and we'll get you fixed up as soon as possible.  We will require a picture of your receipt, your Klei account ID and the region you are located in (so we can give you the proper voucher).  UPDATE: (4/24/2018) Earlier this week, we discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). It’s a really unfortunate situation and we’ve been working hard with 505 to resolve this as soon as possible. Below is the latest information: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks. When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc will also be able to contact Klei support for a voucher code that includes Don't Starve, Shipwrecked and the Reign of Giants DLC until the new disc is ready. Please specify your country as certain vouchers only work in certain regions.  We will have more details when they become available including details on contacting us and what information we might need.  Once again, thanks to everybody for their patience while we work this out. For questions or concerns, the forum discussion can be found below:   

Some1

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  1. TheSim:QueryServer memory abuse

    Please, just take a quick peek on this.
  2. Currently I'm working on utility mod, which will upload all changes in strings to our translation server. Of course, I use built in TheSim:QueryServer function. Recently I noticed, that it uses enormous amount of memory to send data, if this data is larger than 20-30kb. For instance, to send up 70kb data dump it requires more than 2gb of memory (and a lot of cpu aswell)! Go, check it yourself! P.S. b.t.w. can you reveal all TheSim:QueryServer parameters meaning? Is it TheSim:QueryServer(string domain, function callback, string method, integer timeout) ? Is it possible to modify this function, so that it would be capable to process user-given http request header fields? Currently I'm unable to provide normal cookie-based login, cause this function doesn't allow me to get/set cookies, as well it doesn't allow me to change content-type field, which could be crucial in particular conditions. The way I see this improvement is to add an optional table-parameter, that would override existing and add new header fields to request: TheSim:QueryServer(domain, callbackFn, "POST", {["Cookie"] = "....", ["Content-Type"] = "application/x-www-form-urlencoded"}) and callbackFn should have fourth table parameter, filled with responce header fields: function callbackFn(data, status, resultCode, headers) print(headers.Cookie) end What do you think?
  3. There is a minor problem with dumtable function, if you use it to show tables with mixed type of keys. Let's say, we have the following table: tbl = {a = 1, {} , ""} --a table with one string key named "a" and two number keys 1 and 2 dumptable contains table.sort function, which can't sort tables with mixed type of the keys, so the game would throw us an "attempt to compare string with number" error. To avoid this you should add custom comparator, which would make the job, s.a.: ... --part of dumptable local table_keys = {} for k,v in pairs(obj) do if type(k) == "table" then table.insert(table_keys, k) else table.insert(keys, k) end end local function compareMixed(a, b) if type(a)~=type(b) then --convert both to strings first, then compare return tostring(a)<tostring(b) else return a<b --this should stay to maintain normal order for numbers (55 is greater than 8, while "55" is less than "8") end end --and only after that... table.sort(keys, compareMixed) --using comparator ...
  4. I'm pretty sure this is not what is meant to be:) INVALIDNEWHOST_TITLE = "Creating your first world?", INVALIDNEWHOST_BODY = "We recommend trying the game alone in a private world while you learn the ropes and get the hang of not starving. But it's totally up to you!", You also already have this (which seems to be correct): NEWHOST_TITLE = "Creating your first world?", NEWHOST_DESC = { ALONE = "Play alone in a private world where you can collect your bearings and get the hang of not starving. This is recommended for your first time playing.", TOGETHER = "Start an online server where other players can join in your adventures. It's up to you whether it open to everyone, or just your friends.", },
  5. Take a look the following example: function FrontEnd:OnMouseMove(x,y) if global_error_widget ~= nil or self:GetFadeLevel() > 0 then return false end if self.lastx and self.lasty and self.lastx ~= x and self.lasty ~= y then self.tracking_mouse = true end self.lastx = x self.lasty = y end Don't you think, there should be "and (self.lastx ~= x or self.lasty ~= y)"? It looks, like current implementation ignores straight mouse moves (i.e. when lastx is not equal to x AND y stays the same, or vice versa).
  6. Russian Language Pack

    Эта проблема решена в последних версиях русификатора (начиная с 4.2b и выше). К сожалению парень, который занимается выкладыванием версий, до сих пор не обновил файлы. Простите за задержку. Скачать последнюю версию можно здесь. Простите за неудобства.
  7. Russian Language Pack

    В DST иероглифы вместо текста означают то, что у вас старая версия игры. В игре последних версий (159550 и выше) изменена кодировка, соответственно она изменена и в русификаторе версии 4.0 и выше.
  8. @Granis, you can easily check it by looking any fnt contents.
  9. Russian Language Pack

    Кнопки уже давно есть. Версия для Тугезер тоже. Начиная с версии 3.8 появилась возможность вводить русские буквы на Mac OS и Linux.
  10. Yes, you have to do it manually, however I may help you with your problem:)
  11. This sounds frightening in the view of those guys, who work on translation of game content to other languages:)
  12. I always think ahead So in that case I just think to myself, why don't add all those glyph, it could save a lot of time for ohters.
  13. Hey, @AzureBalmung, why don't you just use my versions of those? They seem to have all glyph you need:
  14. @rooks, I think it would be nice, if you provide people with bmfont presets, as Brook did for me. Though developing of those presets without assistance could turn to true headache, you know... Yeah, and even some extra-fonts, which were deleted during past steps of developement
  15. @CharlesB, PeterA have told me, that he's going to convey my request to you (He said Charles, so that's why I'm addressing to you ). I'm still curious, if you've had a chance to investigate this, and I want to know, if it possible to fix this or not. I assume, that the problem is much more complex, than it looks at first sight, because windows uses 8-bit implementation of input and 8-bit codepages, which are language-specific. At the same time linux may (just guessing) use full unicode implementation of text I/O, which yields a constant headache to you and other DS dev's, because of that our lua is totally 8-bit. The easiest thing to do here is just to provide pure unicode input flow, however in that case people will see double and triple byte sequences instead of desired symbols. The second thing you can do is to use standard lookup tables in accordance to windows ansi codepages, which basically are national unicode symbols, perfectly mapped to 8-bit range. Of course this will mean that you should built in those codepages into the game core. But I might be totally wrong, so you're free to laugh on my fancy thoughts Anyway, to put it briefly, I'll be happy, if you answer me, how do matters stand with this stuff