zarklord_klei

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About zarklord_klei

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  1. Bug Fixes Fixed missing inventory icons on new skins. Fixed fireflies using bugnet durability without being caught. Fixed a bug where the character talk animation would cut off the end of some animations. Fixed the logic for picking random items in Loot Stash. Fixed a bug causing attacking with the left mouse button on a new creature to fail if you were already fighting a creature. Fixed a bug causing retargeting of a new creature to have significant delay Currently retargeting is instant, meaning you won't even finish your current attack if it's in progress. Changes Added WX-78 menu music. The music volume of Chorusbox Circuit is now limited by the Music slider in the options menu. The Processing Circuit can now also be learned by scanning a Moon Moth. Added talking sounds to Wigfrid’s refusing to eat animation. Steam Deck Added an official Steam Deck controller layout Added default bindings for the underside buttons: L4: chat L5: unbound R4 and R5: camera zoom It is strongly recommended that you reset the controller layout to default to apply the latest changes. Fixed a number of issues in the chat screen. Notes for Modders RemapSoundEvent now allows for removing a previously set mapping by using nil, "", or the first argument as the second argument. This will let new PlaySound calls play the original audio. Ex: RemapSoundEvent("dontstarve/HUD/click_mouseover_controller", "") Added wrapper function RemoveRemapSoundEvent to mod env for ease of access.
  2. Bug Fixes Fixed missing inventory icons on new skins. Fixed fireflies using bugnet durability without being caught. Fixed a bug where the character talk animation would cut off the end of some animations. Fixed the logic for picking random items in Loot Stash. Fixed a bug causing attacking with the left mouse button on a new creature to fail if you were already fighting a creature. Fixed a bug causing retargeting of a new creature to have significant delay Currently retargeting is instant, meaning you won't even finish your current attack if it's in progress. Changes Added WX-78 menu music. The music volume of Chorusbox Circuit is now limited by the Music slider in the options menu. The Processing Circuit can now also be learned by scanning a Moon Moth. Added talking sounds to Wigfrid’s refusing to eat animation. Steam Deck Added an official Steam Deck controller layout Added default bindings for the underside buttons: L4: chat L5: unbound R4 and R5: camera zoom It is strongly recommended that you reset the controller layout to default to apply the latest changes. Fixed a number of issues in the chat screen. Notes for Modders RemapSoundEvent now allows for removing a previously set mapping by using nil, "", or the first argument as the second argument. This will let new PlaySound calls play the original audio. Ex: RemapSoundEvent("dontstarve/HUD/click_mouseover_controller", "") Added wrapper function RemoveRemapSoundEvent to mod env for ease of access. View full update
  3. We just pushed a small hotfix to resolve the crash when holding F.
  4. Hey everybody! We wanted to push a test build that should resolve the combat targeting issue, we decided to push this as a test build so that if something goes wrong we have the proper time to investigate and resolve any further issue without inconveniencing other players. There is only a couple patch notes for this update, any other changes you notice will eventually make their way to the live version of the game in the next hotfix, and will not be listed here. Fixed a bug causing attacking with the left mouse button on a new creature to fail if you were already fighting a creature. Fixed a bug causing retargeting of a new creature to have significant delay Currently retargeting is instant, meaning you won't even finish your current attack if its in progress. If you would like to test, please follow the steps here to opt into the Beta Branch. Please only report combat retargeting or input related bugs on the Beta Branch Bug Tracker, if you encounter any issue with combat targeting or input, please report them with as much of the following information as you can: If you have mods, please temporarily disable them and confirm it still occurs. A video of the issue occurring. Whether your connecting to a server on the server browser or if you hosted a world. If you hosted a world, are caves enabled? Whether Lag Compensation is enabled. (You can check this in Settings -> Advanced -> Lag Compensation) Any steps to reproduce. How consistently it occurs. Your client and server log files. if you encounter any other bugs, feel free to report them on the Main Bug Tracker instead.
  5. Hey everybody! We wanted to push a test build that should resolve the combat targeting issue, we decided to push this as a test build so that if something goes wrong we have the proper time to investigate and resolve any further issue without inconveniencing other players. There is only a couple patch notes for this update, any other changes you notice will eventually make their way to the live version of the game in the next hotfix, and will not be listed here. Fixed a bug causing attacking with the left mouse button on a new creature to fail if you were already fighting a creature. Fixed a bug causing retargeting of a new creature to have significant delay Currently retargeting is instant, meaning you won't even finish your current attack if its in progress. If you would like to test, please follow the steps here to opt into the Beta Branch. Please only report combat retargeting or input related bugs on the Beta Branch Bug Tracker, if you encounter any issue with combat targeting or input, please report them with as much of the following information as you can: If you have mods, please temporarily disable them and confirm it still occurs. A video of the issue occurring. Whether your connecting to a server on the server browser or if you hosted a world. If you hosted a world, are caves enabled? Whether Lag Compensation is enabled. (You can check this in Settings -> Advanced -> Lag Compensation) Any steps to reproduce. How consistently it occurs. Your client and server log files. if you encounter any other bugs, feel free to report them on the Main Bug Tracker instead. View full update
  6. At the current time we require a server admin to be present for server pausing to be allowed. That being said, we have fixed the bug causing the game to improperly say its paused when it isn't. Changed Status to Fixed
  7. Thanks for the bug report, at the current time we require a server admin to be present for server pausing to be allowed. That being said, we have fixed the bug causing the game to improperly say its paused when it isn't. Changed Status to Closed
  8. I'm not sure I'm understanding what your saying, but if your saying "I left a server when a hound wave was coming, and then when I came to the surface eventually, I got two hound waves.", then that's probably working as intended, if you leave the server with an active hound wave, nothing is stopping a regular hound wave from locking onto you while the delayed hound wave is coming, causing what appears to be two hound waves at once (with that said improving the audio overlap could still be done), if that is not the situation, then if you could please give me as detailed of steps as possible for how you get this to occur, thanks.
  9. Unfortunately none of these dumps contain the information we need to find the source of this crash, the next time this crash happens, if you could upload your client_log.txt and the donotstarvetogether_client.dmp that will be in \Documents\Klei\DoNotStarveTogether\ that would be very helpful to resolving this issue, thanks.
  10. Can you upload the file written at Documents//Klei//DoNotStarveTogetherBetaBranch/donotstarvetogether_client.dmp? Thanks
  11. I'm not quite sure what you're remembering, because as far as I'm aware no version of the game has ever had this feature. Story Time: Back before I worked at klei, I had the idea of implementing world seeds, I knew it was possible, since the concept of a "world seed" already existed for world gen, unfortunately there was a bug that caused worlds generated even on the same seed to be different, not wildly different, the landmass and biome placement were approximately the same, but everything was slightly "off", eventually after many hours of debugging I located the issue reported it to Scott, and then around a week or two after the game update that fixed it went live, I launched my mod that had the "Regen Same World" feature. Now, what I didn't know at the time, but I do know now, is that console's world gen is identical to pc's, it has more restricted worlds settings due to performance constraints on console, but the theoretical capability of it is identical to pc, so even if the feature did exist on console at one point in time, it never worked in the first place, that being said, I don't believe any of our console versions has ever had this feature, but I haven't done an in-depth look at the code history to definitively say one way or another...