Release: 105 - World Builder Update

Fixes:

  • Changed the wall, door and hatch placement. Now the direction is determined by the direction of the player and the near or far side is determined by the side selected.
  • Fix for 2 right axis doors opening together.
  • Discovery server change to support trailblazer backer titles in the future.

World Builder New Features (Collector’s Edition only):

  • Block type migrations inline with recent changes to Oort game itself. (Some block types removed, the rest renamed).
  • World color palette changes inline with recent changes to Oort game itself.
  • Long grass changes inline with recent changes to Oort game itself, Long grass is no longer done as a decoration, but is instead done by specifying a GRASS substrate, which opens up additional UI for specifying its metadata noise that decides grass length, in addition to this there are new views in voxel visualisations to visualise the height of foliage in the world by colour. Note that you will no longer get grass automatically on-top of dirt by having dirt substrates, this is done by using grass substrates. Wherever possible the config migration should deal with these changes in the most natural way.
  • WRAPPING WORLDS!
    • Surprise!
    • The world builder now produces worlds which will wrap perfectly (Note that the game itself does not yet support wrapping worlds, but this is a first step towards that goal).
    • Wrapping worlds have their size in chunks set in the base world node and generate worlds that are completely seamless.
    • This change has a large impact on the way that noise functions work, the biggest one as far as users are concerned being that the frequency of noise functions is now discretized (Changes on frequency sliders will in general, have no effect on the output of the noise function whatsoever until it gets to a sufficiently different value that allows the noise function to wrap).
    • An additional change, is that the cellular noise functions are no longer rotate-able as this prevents them from being able to wrap.
    • Visualisation UI’s have now changed so that the visualisation size is clamped to be no larger than the size of the world (As this would be totally pointless beyond demonstrating that the do, infact, wrap). However, to help prove the point that the worlds do now infact wrap, the visualisations have an extra check box above the generation size ‘lift limits’ which will let you force it to generate a region larger than the size of the world if the world is small enough to see it wrapping.
  • Image noise node:
    • Image noise node lets you import a png image to the world builder to be used as the noise value, this png image is embedded in the world config file and can be exported back out if necessary (The world builder will convert to grey scale itself) so that the config files remain trivial to distribute and share and that changes to an image will not adversely affect any existing worlds using an old version of the image.
    • Image noise can be nearest, bilinear, or bicubic sampled.
    • The image will, by default, be sampled so that 1m of the world is 1px of the image, the node is intended for use in such things as providing a base, realistic heightmap as part of a biome’s definition.
    • As part of the wrapping world feature, the image will be stretched if necessary to enforce that the borders of the image match up with the borders of the world size so that as long as the image itself wraps, the world generated with it will also wrap.

World Builder Fixes:

  • Fix behaviour of noise functions like cave/distorted/3d when applied to singular biomes instead of the whole world. This may have an effect on your worlds if you’ve unknowingly worked around the bug.
  • Fix some GPU memory leaks in visualisations.
  • Add work arounds to some shaders that caused issues on older Intel drivers.
  • Fix many cases of trying to visualise incomplete noise graphs leading to dialog pop-ups on windows about ‘editor.exe has stopped working’.
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We can now do this with the updated World Builder! Awesome! This is where I am from. Can you tell which country this is?

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Japan that was easy :slight_smile:

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Himoto obviously.

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Any idea when we can load the worlds we create with worldbuilder? I know you guys are very busy and the game is looking great, but without actually running around in the world we create, worldbuilder just makes me sad :frowning:

We’ve got something in the pipeline to help with this…

I appreciate the modding tools are totally incomplete. But I’m still happy we’ve shared the 1st tool for people to play with, rather than waiting until everything was ready. Step by step is much better than nothing, nothing, nothing, nothing, everything.

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You do this now? While my desktop is on a break?

I feel kinda left out :frowning:

But wow i am lloking forward to what @Karko and @Squidgy can do with these things :smiley:

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It worth repeating and understanding that we’ve added image (painted) noise functions. They don’t have to be used for inputs into the height maps. They’re standard noise functions and can be used anywhere.

For example, we can use an image to define the distribution of flowers.

Resulting in:

And yes - you can use an image to control the height of grass. Want to see your face gently swaying in the breeze? Go ahead…

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Horry Sheat!

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So, if we wanted to, we could have giant Ben faces all over our worlds? :smiley:

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Amazing work lads. Seriously. The image noise :open_mouth:
@lucadeltodecso you’re a beast!

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First things first.

Thanks @lucadeltodecso and the others for this ^^ The Caves bug has been sloved!

Then… well… I can’t use my world at all… everything changed comepletely…seem’s like I have to work on Oortulus 2.0 Well… yeah… Thats sad but whatever, don’t cry about spilled milk huh? ^^

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wait so when you guys saying wrapping worlds, do you mean that if you walk in a single direction for a long time you will walk “around” the world? Or do you mean that the worlds can drop sick mix tapes now?

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Thank you so much. I can now use WB… :smiley:

The CMD looking screen said
“WARNING: forced to terminate child process < pid = 1952> after 0.109382s”
“WARNING: forced to terminate child process < pid = 5780> after 0.129623s”

But the program works and I can see the worlds I make

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The game itself, does not yet support wrapping around. However, the world builder does now ‘produce’ worlds which wrap around, which means if your world size if 64 chunks, but we generate a world for current-non-wrapping-world-game that is 256 chunks across, then standing at (0,0) will look ‘exactly’ the same as standing at (64, 0) or (64, 64) or (128, 192) chunks, and that you will not be able to tell ‘where’ the centre of the world is, or where the borders of the ‘world’ are since the terrain will be completely seamless.

This is a necessary pre-requisite to later added wrapping into the game itself.

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Awesome! Thanks for explaining how you guys did that!