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Weld Tool Update 0.1.27

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Hi Mechanics!

We have a really special update for you today!
By popular demand, we are happy to finally add the Weld Tool to Scrap Mechanic.
Not only can the Weld Tool fix broken creations but it can also create machines that were not possible before, such as tank tracks, side rods on wheels and suspension forks.

Check out the Weld Tool in action!
https://www.youtube.com/watch?v=6SaJc7ds1NA
The Weld Tool has two main features right now!

1. Weld lose creations to other creations by pressing the left mouse button to pick it up and then left mouse button again to weld it onto a surface.

2. If you have a creation where you want to connect two parts on separate bearings.
Make sure the creation is on the lift and that the parts are touching each other.
Then simply hold the left mouse button on the first part and drag to the other part to weld them together.


We will add more features to the Weld Tool in the future to make it even better.

Here are the patch notes:
  • Added Weld Tool!
  • Fixed framerate issue caused by the sensor.
  • Network synchronization improvements.
  • Fixed a bug that sometimes caused an incorrect seating position.

We at Scrap Mechanic HQ wish you a creative weekend!

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Hotfix 0.1.27b plus new windshields

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Hi Mechanics!

Unfortunately the Weld Tool update came with some multiplayer issues that made it
difficult to play with friends. This is now fixed!
As thanks for your patience we have added two new building parts.
The large windshield and the small windshield.
Hope you like them!

Here are the patch notes:
  • Fixed multiplayer join issues.
  • Fixed a crash that occurred when the object picked up by weld tool was modified by another player.
  • Added two new parts. The large windshield and the small windshield.

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Patch notes 0.1.28

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Hey Mechanics!

A new update is here.
This time, we have a big sound update for you.
Since release, we felt that the sounds were not as responsive and satisfying
as we wanted them to be. So we decided to give the sounds some extra love.
The collisions are more noticeable now and we even added sounds to sliding objects.
Your creations will sound better now!

We also took the time to fix a bunch of other things.

Here are the patch notes:
  • Major collision audio rework.
  • Shape building is no longer canceled when other players update the same creation.
  • Players can now switch between multiplayer and single player without restarting the game.
  • Weld tool performance and interaction fixes.
  • Q and Escape can now close Paint tool GUI.
  • Various Connect tool fixes.
  • Stability fixes.
  • Various other bugfixes.

Keep in mind that small updates like this
do not affect the work we do on optimization, bigger requested features and survival mode.

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Devblog 8 is here!

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Hey Mechanics!

First, thank you! Thank you all - the Mechanics that have been sticking with us since the start and all you new Mechanics. It’s pretty awesome to see how quickly the Scrap Mechanic community has grown - you Mechanics are the best game dev fuel ever! We especially hope that you like the Weld Tool that was just recently released - all feedback on that is hugely encouraged, so we can make it as good as possible.

Anyway, another great month has gone by with a lot of great progress here at the Scrap Mechanic HQ so it’s finally time to give you Mechanics an update on what we’ve been cooking!




- Creation Saving, Loading and Steam Workshop
We are happy to see that many Mechanics have requested a way of saving creations
so they can be used in different worlds and shared through Steam Workshop. We thought hard about this, and decided that the best way to do it was by adding a feature to the lift. So, this is how it’ll work. Pressing E on the lift will open a display that lets you save or load a creation as well as upload it to Steam Workshop. You will also be able to delete anything that is on the lift so you don't have to delete a creation piece by piece. Another useful trick will be that you can see the number and type of pieces making up any creation, so you’ll know exactly what parts you need to build your favorite vehicle in Survival mode.
We are really excited about this! The lift just got even better!



- It’s Logical, Captain
Are you tired of not being able to close a door with two different buttons? Are you bored of running the long way round to open a gate? Have you got stuck in your house? Hey, we’ve all been there. No worries, the Logic Gate Block is in the works and it’s awesome. It will let you easily create everything from simple button setups to some really advanced creations.
Here is the first look at the Logic Gate. We want to make sure that it is easy to learn and use before we release this mighty cube.


- Speaking in Tongues
For all you Mechanics who would love to play the game in your mother tongue, we will soon be adding a few new languages to the game. Some of the languages that will be added are French, Spanish, German, Russian, Chinese and Japanese. If that’s not one of yours, don’t be shy - let us know what language you would like to see in the game (But no Farmbot language since it’s impossible for our fragile human brains to understand.)


- Our own engine
Not everything we do is fun. Sometimes you just have to fix things so the game runs better. Scrap Mechanic was originally made with OGRE as the rendering engine. For an open source engine, it’s doing a great job. But after making us yell bad words at the screen a few times we decided to make Scrap Mechanic run fully on our own engine. We call this masterpiece… hmm… We don't know yet. Give us some name suggestions! Our engine gives us full control over the graphics optimization, which will save us a lot of time. It will also let the game run on Intel graphics cards like the 530 and 520, which some players have had issues with.



- Timer Traps
Have you ever wanted to have something activate some time after a sensor has been triggered? The Timer Block will let you decide when something will work, making it possible to make more timed transformations. The timer block will also be very handy together with the logic gate. To be honest, we’re expecting you guys to make some really unpleasant traps with this one once Survival is out.


- Modded for Survival
Oh! The cool stuff we are working on right now for the survival mode. It’s so cool. It’s painful to not be able to show anything yet. But we want it to be a surprise for later. And the Farmbots won’t let us. So we are holding on to all this awesomeness. We promise it will be worth the wait! Oh, the Farmbots are letting us say just one thing. The survival mode is being made like a mod from the ground up using Lua language. This is so all you Mechanics with passion and talent for creating stuff can get in there and start modding. It will be awesome! We’ll let you know how to get involved with this as soon as possible.

I think that’s it from us. Don’t worry, we’ll be back soon. And, until then, keep scrapping!

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Help us test the Scrap Mechanic Workshop

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Hi Mechanics!

We just uploaded a new beta with the upcoming Workshop update! 
If you like to help us test it out you can do so now by following these steps



Keep in mind that you can only play the beta in multiplayer with
other players if they are playing the beta as well.

This is how the new lift feature works:



Save creation
To save your creation, make sure it’s on the lift and then press E on the lift to access the menu.

Build saved creation
To build saved or downloaded creations you need to have an empty lift and press E on the lift.

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For the mod creators only!

We have decided to makes things easier for you and the Mechanics.

In preparation for official mod support we have decided to replace the id system for parts to uuids. This will ensure that ID's don’t clash when a player have more then one mod installed
at the same time.
More info[en.wikipedia.org]

To make your mods continue to work in patch 0.1.29 make sure to add a randomly generated uuid to the part definition.
We recommend using this generator[www.uuidgenerator.net] to generate the UUID.
You have to keep your old id (or legacy_id) entry to make worlds upgrade correctly.
For example:

{
"legacy_id": 300,
"uuid": "69e362c3-32aa-4cd1-adc0-dcfc47b92c0d",
"mesh": "wheel.mesh",
...
}

Basic materials also require a id/legacy_id which corresponds to the order in the file starting from 1.
For example:

{
"legacy_id": 1,
"uuid": "a6c6ce30-dd47-4587-b475-085d55c6a3b4",
"dif": "blk_concrete01_dif.tga",
...
}

It’s a little headache to change your current mods. But it will make it possible for our lovely mechanics to have any number of mods installed at the same time.

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Workshop Update 0.1.29

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Hi Mechanics!

Steam Workshop is now finally in Scrap Mechanic!

We would like to thank all the mechanics who helped us test the Scrap Mechanic Workshop beta. Thanks for all the feedback!

Now we really look forward to see your awesome creations in the Scrap Mechanic Workshop!
There are already a ton of creations shared that you should check out.

This is how the new Workshop lift feature works:
  • Save creation
    To save your creation, make sure it’s on the lift and then press E on the lift to access the menu.

  • Build saved creation
    To build saved or downloaded creations, you need to have an empty lift and press E on the lift.

Here are the update notes:
  • Added Blueprint Import and Export feature with Workshop functionality.
  • Some worlds that were crashing the game when loaded should now work.
  • Fixed a bug with the Weld Tool that could crash the game.




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Help us test some fixes

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Hi Mechanics

Time for another beta test. We have made a bunch of small fixes in this one.
For example being able to see the mechanics names above the head when playing multiplayer. We also noticed Mechanics often slipping off the lift when they try to lift themselves up. Now the Mechanic will have a better grip when standing on the lift.

Here is the full list:

  • Fixed a bug where the player could not remove connections from a seat with 10 connections.
  • The lift will no longer push the player off when raised.
  • Fixed a Weld Tool bug.
  • Added smooth camera zooming.
  • New Sledgehammer cursor appears when within range of something you can hit.
  • Added preview for tools in the inventory.
  • Added text messages for the Radio; "This Radio is connected to a Button/Switch/Sensor".

If you like to help us test it out, you can do so now by following these steps:


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Workshop Hidden Gems

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Hi Mechanics!

The Farmbots are keeping us working hard over here at Scrap HQ, but we’re not the only ones. You’ve all been busy too and we keep seeing you all sharing some amazing creations. So it’s time to dig into the Scrap Mechanic workshop for some hidden gems!


The Fancy Walker
One of the inspirations for Scrap Mechanic before the development started was Theo Jansen’s incredible Strandbeests[www.strandbeest.com]. They’re delicate automata that use air pressure to create believably organic movement. With that in mind, it’s amazing to see how well this Strandbeest was re-created in Scrap Mechanic by top creator Brent Batch. We could spend hours just watching this beautiful thing walk.
Try it out!



The Mobile Music Box
Feeling down? Is your day a bit of a bummer? Did your flying contraption escape into the sunset? Well, we have the right thing to cheer you up! Gum The Mechanic has built a music box on wheels that plays a jaunty, happy tune. Cruising around with this vehicle while jamming along puts a big smile on our faces - and we think it should do the same for you.
Try it out!



Have A Banana
What could be so special about a wooden banana? I mean, you can’t even eat it, unless you like spending a week picking splinters out of your tongue. That’s what we thought until we found… this banana.
Luap the Great has managed to build a very clever and compact… banana. We’re not going to spoil it for you. Just subscribe, hit the switch and stand back! You won’t regret it.
Try it out!



Farmbot: The Prerevengeance
We don’t know how it happened. Someone must have left a door open. Whatever the reason, the survival mode isn’t even out yet but the Farmbots have got out and are invading Steam Workshop. Mechanic Fabiano Luiz seems to have spotted one, which he’s captured and uploaded.
This Farmbot is an agricultural giant who tromps over the land like something out of Transformers and will even open his mouth when you get too close. The last we saw of Fabiano was in this short movie when he encountered this mechanical monster. Are you brave enough to subscribe?
Try it out!



Hello Dolly(cam)
Eru is one clever mechanic. He’s built a lot of impressive things, from helicopters and flying lawnmowers to the Iron Throne itself. This creation is much more practical - a camera dolly vehicle for taking steady moving videos. If you want to make a movie showing off your latest creations, then this cunning vehicle produces impressive cinematic sweeping shots. It’s easy to operate - watch this video for more details and some inspiration.
Try it out!


Have you built a interesting creation that you would like us to check out? Don’t hesitate, send us a workshop link to our Twitter.
(Original creators only, please.)


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Patch 0.1.30

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Hi Mechanics

Thanks for helping us test the latest fixes.
We got some great feedback!
The fixes are now added to the main branch.

Here is the full list:
  • Other players now have names above their head in multiplayer.
  • Fixed a bug where the player could not remove connections from a seat with 10 connections.
  • The lift will no longer push the player off when raised.
  • Fixed a Weld Tool bug.
  • Added smooth camera zooming.
  • New Sledgehammer cursor appears when within range of something you can hit.
  • Added preview for tools in the inventory.
  • Added text messages for the Radio; "This Radio is connected to a Button/Switch/Sensor".

Keep in mind that small updates like this do not affect the work we do on optimization, bigger requested features and survival mode.

We are aware of crash issues conserning AMD Radeon 300-series graphics. We are working on a solution! In the meantime try disabling AMD Gaming Evolved Overlay (Raptr) recording software. This has helped some players get the game running.

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Help us test the Logic Gate and Timer

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Hi Mechanics!

Good news!
Both the Logic Gate and Timer are now available on the test branch!
Just follow these steps to access it.



Keep in mind that you can only play the test with other players if they also are in the test branch. Shared creations built with the Logic Gate or Timer will only work for players in the test branch.

Logic Gate
The Logic Gate lets you build creations with multiple inputs. A basic example is when you want two Switches to open one door. There is a step by step guide in the Handbook showing how to set this up.

Timer
The Timer lets you delay the interaction between two interactive parts. For example between a Switch and a Controller. Works great in combination with the Logic Gate for more complex creations.

Not related to this update. We would like to take this opportunity to update you on the new engine progress. We are now working hard on our new game engine. Good progress is being made everyday. It will fix most of the crash issues for players. It will also reduce a lot of the fps issues on complex creations. We estimate that the new engine will be available for testing in the middle of September. We will keep you updated!


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Logic Gate and Timer Update 0.1.31

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Hi Mechanics!

We are excited to let you know that both the Logic Gate and the Timer are finally in Scrap Mechanic!

We are very happy with how they turned out and look forward to see what you mechanics will build with these powerful items!
Both of these in combination allow you to build some really remarkable logic based creations. For example, we know that some of you are already having a go at building calculators and even computers!

Logic Gate
The Logic Gate lets you build creations with multiple inputs. A basic example is when you want two Switches to open one door. There is now a step by step guide in the Handbook showing you how to set this up.

Timer
The Timer lets you delay the interaction between two interactive parts. For example between a Switch and a Controller. It works great in combination with the Logic Gate for more complex creations.

Here is the full update list:
  • Added Logic Gate.
  • Added Timer.
  • Connection points now highlight when targeted with the Connect Tool.
  • Thrusters should no longer apply its force twice at low framerates. This should also improve synchronization when mechanics are flying together in multiplayer.
  • All interactive parts now operate at a fixed tickrate.
  • Thruster sound effect tweak.
  • Fixed a crash that could occur when selecting tools in the inventory.
  • Fixed a crash that could occur when pressing E on the Lift.
  • Fixed a bug where the Weld Tool did not trigger particles and sound effects.
  • Fixed a rare crash related to collision sound calculations.

Changes based on feedback from mechanics:
  • Completely remade how the Timer displays the signal. It now gives the mechanic a much more detailed feedback. It's much more useful now!
  • Logic Gate does not have a connection limit anymore. We decided to change that for more flexibility.
  • You can now place objects on the Logic Gate screen.
  • Switches now reset when put on the lift again.



Oh! and one more thing!
Not related to this update. We would like to take this opportunity to update you on the engine improvements we are working on. Good progress is being made daily. It will finally fix most of the crash issues for players. It will also improve a lot of the fps issues when building complex creations. We estimate that the new engine update will be available for testing in the middle of September. We will keep you updated!

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Devblog 9 is here!

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Greetings Mechanics!

Whoop! it’s been another amazing month here at Scrap Mechanic HQ. Our team has been tinkering their way to awesomeness and we have to plenty to show for it. This is a extra-special update today as we have lots to share on the coming Survival Mode features, which we’re quite excited about. There’s tons to read, so screw your reading glasses on! But before we get down to talking shop, we’ve noticed all the amazing creations with the new Timer and Logic Gate and…. Wow! The volume of creativity within the Scrap Mechanic community is mind-blowing. Keep it up, Mechanics!


- Priority: Fixes
One of our main goals here at Scrap Mechanic HQ is to keep you all entertained with cool, fun updates. But they can be hard to enjoy when some of you are experiencing crashes and drops in FPS, and other bugs. That should always be our priority, and we want you to know that. So, occasionally a piece of code doesn’t work how we planned. Then we do have to take a look at things and do a little fix up and tweak, here and there. Right now, we’re popping the hood and updating the game engine to Scrap Mechanics, to make it purr like a warm kitten in a cardboard box. We’re hoping that the changes we’re planning should address both the FPS drops and the crash bugs. The plan is to be running tests on it in late September, and we’ll roll it out as soon as we can.



- Introducing: character customization!
Now that Survival Mode is in the works, we are stoked to announce that we are introducing character customization! You will *finally* be able to customize your mechanic’s face, hairstyle, jackets, hats, gloves, shoes and much more. The fashionistas out there should note that, in Survival Mode, you’ll be able to scavenge a wide variety of clothing. This will mean you can keep up with the latest trends or perhaps even set them yourself!

All the new customization stuff will take a while for our artists to make so we most likely won’t be seeing any of this in-game until survival mode finally comes out. Posing: The new Male Model Now, our original mechanic model wasn’t really designed for customization, mainly due to budget restrictions at the time. So while we’re looking at character customization, we’re also working on improving the overall look of the mechanic! To help you get excited we have a little sneaky peak of our male models, courtesy of the Farmbots. Just a word of note - these don't have a final fixed facial expression yet as we’re still working on it. Keep an eye out for our next devblog, where we will show you the female model!



- Building: A Whole New World
Our amazing artists, when they haven’t been crafting pixel pants, have been crazy-busy working on terrain assets for the new biomes that will be in Survival Mode. We still have a long way to go but so far the terrain assets are stunning. The Farmbots, in an unprogrammed moment of generosity, have allowed us to share a glimpse of these new looks with you Mechanics. Oh what?... a sunset?


- Constraining: the Survival Mode backpack
Creative Mode is pretty sweet in that your backpack can carry unlimited items. You can cram every last hunk of junk and it swallows it up like a Tardis. Will it be like this in Survival Mode? Noooo. Of course not! It’s Survival Mode, it has to be harder! But it’s fine, as some items can now be stacked and have a stacking limit. We’re quite happy with how the work on the whole storage and stacking system is panning out.
Oh and the *coolest* part is that you can put a chest on your vehicle so you can haul extra stuff with you while you’re out adventuring. Leave no piece of swag untouched!




- Fearing: Spooky Warehouses
Ever wondered where some of the building parts in your inventory came from? Huge robot warehouses! And the awesome part is that you can explore and scavenge them in Survival Mode. We’ve been working on the look and feel of them to keep them consistent, yet immersive. We’re super happy with how it’s starting to look at this stage and have in fact created over *thirty* new building parts that aren’t in Creative Mode yet. Images above show work in progress. Looking forward to exploring the new warehouses? We are! Oh and one more thing, did we mention that the Farmbots lurk about inside them? Mwahahaha.


- Revamping: Crafting
So when we started drawing up our crafting plan a while back, our aim was to truly make it a unique crafting experience that's not too abstract. We want something that truly allows you to be fully immersed in the feature. Crafting should be a fun, interactive and creative experience and not a boring chore!
We are definitely on this path but it’s too early for us to reveal its workings - but we’re definitely excited about it all. If the Farmbots leave us alone for five minutes, we hope to show off more about this.


- Questions from Mechanics
John McClane asks:
When will Survival Mode come out?
Unfortunately, we’re not able to advise of a release date at this point in time. There is so much depth to Survival Mode and we’re working away tirelessly to eventually be able to give you definitive date. We are taking extra special care to ensuring that Survival Mode is superior quality and we would rather not rush an early release at that the expense of this. We appreciate your patience and love that you’re excited, it’s going to be great!

Arthur Curry asks:
Can you please add water?
Yes! However, developing the physics of water is such a complex undertaking. We’re confident it will yield amazing results, so we're not backing down from this challenge. Adding this extra dimension to the game will give you Mechanics even more material to get creative with. But we are not sure it will be added before the implementation of Survival Mode. We will try!

Dominic Toretto asks:
Will you ever fix the suspension glitch?
We don’t have any plans to fix it. If you Mechanics are enjoying playing with it and it doesn’t impact Survival Mode then go for it. However there is a welding glitch that lets you weld different parts into each other. That one, we’re gonna have to fix in order to balance out gameplay in Survival Mode.


I think that’s it from us. Don’t worry, we’ll be back soon. And, until then, keep scrapping!


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Parts and Dance Update 0.1.32

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Hi Mechanics!

Right now we are busy working on upgrading our game engine and doing some optimizations!
But we won’t let that stop us from giving you some fun new things to be creative with.
It’s been a while since we added some new blocks and parts, we decided to add a few new ones that we made for Survival mode recently. We think that you might enjoy these! But that’s not all! We also added a dance category to each Totebot Head with new sounds! All you scrap musicians can now make some seriously catchy dance tracks!

Here is the full list:
  • Added Light Path Block
  • Added a Pillow
  • Added Small Pipe set
  • Added Support Pillar and Support Pillar Stand.
  • Added new dance category and sounds to all Totebot Heads.
  • Fixed a bug with the Weld Tool that made it possible to weld rotated objects into each other.



Have a creative weekend!

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Workshop Hidden Gems #2

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Hi Mechanics!

You mechanics keep sharing truly impressive creations so we felt it was time to throw off the Farmbot’s shackles and show off another bunch of Scrap Mechanic Hidden Gems! Since the last Hidden Gems post, we’ve released the logic gate and the timer, and you really seem to be making good use of them - so this month’s post is all about them. Remember, you can find all of this items on Steam Workshop, through the links included.



Scrap-A-Tat-Tat!
As we’ve added lots more sounds to the Totebot heads in the last update, we really wanted to try them out. Drum Machine Mini by Stamsite was perfect for that! This rhythm-tastic creation allows you to rattle off bass and drum loops easier than 3/4 time. But be warned. Once you start to get into the groove, it’s hard to stop playing with this creation. Are you a good Scrap Musician?
Try it out!



Tic Tac Totally Amazing
Friends are great. For running over or dropping cars on. But sometimes you want to work together to, y’know, make something impressive. And it’s not always easy to agree what to make.
Which is where this awesome Tic Tac Toe machine by Voldakk steps in. It can help you settle who’s in charge with a fun session of noughts and crosses. To prevent cheating, it even track of whose turn it is, displays who won each round on the logic gate screen and lets you know if there was a draw. Now your only problem will be stopping playing...
Try it out!



Space, Invaded
Brent Batch is back! We’ve featured his creations before (notably his mind-blowing Strandbeest-like Fancy Walker), but he’s excelled himself again. Using the new logic gates and timers, he’s built a fully functional version of an arcade classic that you might recognize, complete with a life counter, score counter, and various difficulty levels. It’s a complete game-within-game! Even the Farmbots can’t stop playing, though they get a bit mad when the flying saucer doesn’t turn up…
Try it out!



Timed Movie Camera
Coelacanths are ancient amphibious fish, living fossils. Yet one by the name of coelacanth0715 has abandoned 360 million years of sitting quietly on the ocean bottom to move to Japan and spend their time modding Scrap Mechanic instead. Their creation is an in-game camera that records a fifteen-second loop. Step in front of the sensors on the device’s back and throw some shapes. Fifteen seconds later, it’ll show them back to you on the logic gate screen. A pretty amazing creation that you should check out.
Try it out!



Cruise Control
Hailing from the Netherlands, OttoNL has made a fleet of awesome cars for Scrap Mechanic - we particularly like his two-player car, which reminds of a certain double-decker couch… but he’s surpassed himself this time with some help from his friend eriyo2000. their latest automobile is the Autonomous Bugatti Chiron. While Google, Uber and the rest spend billions researching self-driving cars, Otto and eriyo2000 has beaten them to the punch - this Bugatti drives completely by itself! All you have to do is grab a seat and flick the switch then it will take you on an adventure to unknown places. Hopefully not off a cliff.
We’ve had great fun building obstacle courses in the flat world to see how well this self-driving car handles them. OttoNL even has a ready race track for this car in his workshop.
Try it out!



Have you built a interesting creation that you would like us to check out? Don’t hesitate, send us a workshop link to our Twitter.
(Original creators only, please.)


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Engine Progress Announcement!

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Hi Mechanics!

Hope you’re all doing well? Time for a little update on all the progress we have been making - and sadly, an announcement of a short delay on the revamped game engine.

We have been working away tirelessly this last month trying to get the new game engine finished and update-ready. It’s a big and complex change and it has to be done right - that’s why it’s so time consuming.

But Scrap Mechanic runs so much better in the new engine. First, there’s a big increase in the frame rate - which means we have set the stepping stones for a more fluid multiplayer experience for the upcoming Survival mode. Crucially, we have also eliminated a lot of the crashes - including the irritatingly-persistent bug related to the Intel 530 graphics card. It all works great and we can’t wait to get it out.

Now, talking about the delay. Our aim was originally to release the new engine today but we have decided to hold on to it till the end of October. This is for one very good and simple reason.

Basically, we need to do more QA testing and squash more bugs - we’d rather have you all playing something more stable and overall, it needs more polish. Even though the engine works wonderfully for the most part we want to be sure it’s solid and consistent throughout.

But we will not leave you hanging, Mechanics!
Since the engine is taking more time we recently expanded our programming team to speed up the production time in general. Having more people working on the game, means that we can release some fun new updates during October that don’t interfere with the engine work.

Here are what we’re planning to add the coming weeks:
  • Official mod support through Steam Workshop.
  • The ability to share whole worlds on the Workshop.
  • Adding more languages
And more!

As soon as the engine is done we will go back to more frequent updates.
Sorry to keep you waiting mechanics!


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Help us test the language settings

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Hi Mechanics!

We know we have some mechanics who much rather play
Scrap Mechanic in their mother tongue. So today we have added
German, Spanish, French, Italian, Polish and Brazilian Portuguese to the test branch!
They are pretty much complete. There are just a few items missing translation that will be added soon.

Up next we will be adding translation for
Russian, Chinese, Korean and Japanese.

This is how you access the test branch!


On a different note.
The work on the engine is going great. 
We also have more exciting things in the works that we will show in the coming weeks.

Stay tuned mechanics!

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Game Engine public 0.2.0 Test 1!

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Hi Mechanics!

TWO IMPORTANT THINGS TO KEEP IN MIND BEFORE READING FURTHER

1. This post is about the test version of the game with the new, updated engine. Please remember that this is a test! We don’t recommend playing the test version unless you have one of the graphics cards specified below. There are still some fundamental elements missing in this version and, though it’s a fun experience, we can’t guarantee its stability just yet! And if you experience bugs, please do report them.

2. We are testing the rendering engine mainly in this first version. So players with crashes and/or with problems seeing textures should notice the biggest difference at this point. The bigger fps optimizations will be coming at a later point.

Now that we’ve made that clear, you might be wondering why we needed to do a test version? Read on...

First, thanks for tuning in! It’s FINALLY time for us to start testing the first part of our updated engine. But before you do that, let us shine some light on what exactly we have done and why this engine update was so important.

You see, to our great annoyance, ever since the first release we have had issues with some graphic cards. (Especially the benighted Intel 520 and 530 (Grrr!)) This caused Scrap Mechanic to crash at the start menu, making it unplayable for an unlucky few of you. Again, big apologies to those affected Mechanics who’ve been waiting all this time and are still here - HUGE thanks from us for hanging around!

Killing the OGRE
Once we got elbows-deep into the code, we quickly realized that the only way to fix this problem was to make a big change to our game engine. Not only that, it was also a good opportunity for us to rewrite a big part of our engine to get even better control over optimization and rendering. (This is probably the most awesome part about this update, though it doesn’t sound very sexy, we know!)

Ancient Mechanics might remember that our previous rendering engine was OGRE. It was good to begin with, but in the long run it just wasn’t able to do what we wanted. Animation in particular was like pulling teeth.

Now we’ve built our own awesome rendering engine from the ground up! This allows us to create visual effects and features that just weren’t possible before. Oh! And we even have a better animation system in place. I hope you can tell that we’re really excited now that we can make Scrap Mechanic look even better.

Run, Game, Run!
Flipping over to the optimization side! With our new engine, we can now make the game run even better and have less frame rate drops. In terms of productivity, it also makes our workflow much faster, meaning we should be able to optimise quicker!

In this first test, our initial optimization work means that you should notice an increase in the frame rate, especially on creations without bearings. We’re working right now on further optimization, but we’ve had to push it back until we’re happier with it - we know that sucks, but all this is just the first step towards making Scrap Mechanic run slicker and smoother. With the new game engine in place, we have tons of ideas of how to optimise everything further.

Final Thoughts
In other words, things are looking great for the Scrap Mechanic players. So please expect some big improvements to happen when this engine update is out of our way. However, there are things currently missing in the test version that are in the main version. Unfortunately they need more work.
Here they are:
  • No glass rendering
  • Depth of field is not added yet
  • No UV animation
  • The physics are not fully optimized yet.
  • No name above players in multiplayer
  • Steering wheels do not have a turn animation
  • Workshop is not yet working
  • There is no grass on the ground
  • Object previews in the invetory do not show

This is how you access the test branch!



On a final note, the engine work has impeded us over the last few months so you have probably noticed a slowdown in updates. Now this is done, we plan to go back to more frequent updates. But we’re aware that this update has really taken a LOT of our time so we really appreciate your patience.

Thanks for reading Mechanics! Keep on scrapping!
We are almost there now!

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Game Engine public 0.2.0 Test 4! (Updated)

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Hi Mechanics!

First! we would like to thank everyone who has sent us bug reports. Thanks to you we can finish things faster and make it better!

So now that the updated engine is up on the test branch we plan to update it frequently with fixes and more features. At first the engine might not feel so different. But all the awesome stuff will start to be apparent as we add more things. So let’s take a look at what we've added today.

Here are some of the new improvements:

November 3rd (0.2.0 Test 4):
  • Fixed a crash that happened when the terrain was loading in the main menu
  • Crash fixed caused by the particle system. Often triggered with the Paint Tool
November 2nd (0.2.0 Test 3):
  • Added more optimization. The game is merging boxes and now even cylinders resulting in less collision checks (Yay!)
  • Fixed incorrect normals on blocks
  • No more highlight flickering when pointing with the Lift or the Weld Tool
November 1st (0.2.0 Test 2):
  • Fixed a crash with the Weld Tool
We also forgot to mention three smaller improvements that were in the first test:
  • The lever on the engine now moves when setting speed
  • Added pressed state when Radio is activated
  • The Paint Tool now shows the selected color on the tool itself


This is how you access the test branch!



We appreciate all the bug reports so keep them coming!

Time for us to get back to work.
Till next time Mechanics!

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Devblog 10 is here!

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Hi Mechanics!

How about we open up our window and let you grab another little glimpse into our magical workshop of delights? That’s right friends, it’s time for another delicious devblog! The last month at Scrap HQ has been a busy one, so get comfy in your driver’s seat and let’s jump into one of our most epic devblogs yet!
Now you’re strapped in, let’s just take a quick moment to say a massive thank-you to all you Mechanics who’ve been helping us test our new game engine. Your bug reporting skills have been invaluable, thanks so much!


-Engine Update
We’ve started testing the new engine on a public test branch, and your feedback has been fantastic! Heaps of Mechanics have been reporting improvements in their FPS and players who couldn’t start the game before are now all up in there, scrapping away like champions. This makes us very, very happy!
We want to make sure we're all up front and transparent with you about our hopes and priorities for the engine. First up, we want to make sure the game works for the players who've so far been unable to play without issues. After that, we'll be working towards improving FPS and and making sure the physics run more smoothly which is work that we'll continue smashing away at up to and beyond release of the engine. We really want you to keep all of this in mind: just because the engine's released doesn't mean we're completely done with optimizations. You guys deserve all the tricks we've got up our sleeve, not just one or two!
Some of you will have noticed that we get a sneaky weekly update out into the test branch with fixes and improvements, and that should carry on happening right up until the official release in the coming weeks. We’re working as quickly as we can, and aim to keep on improving after the release.




-Female Machanic
In the last devblog, we promised a redesign of our female Mechanic and here she is! We’ve made a ton of new faces and hairstyles, and here’s your first look at a few examples that we hope you’ll like. Really looking forward to getting her into the game when Survival Mode’s ready.




-Updated Textures!
As we beaver away in the background, cleaning up and improving the code in Scrap Mechanic, we’re also working hard to improve a whole bunch of visuals. Since release, the block textures have been really small, making it tough for us to make a texture that both looks great and doesn’t tile too obviously. Thanks to the glory and magnificence of our new game engine, we can get the block textures bigger, meaning there’s more working room for us to make them all look incredible.
The new textures are also way more in line with the ambitions we have for the quality of visuals on offer in Survival Mode. Here is a first look at the new wood and concrete textures!
All of our block textures will be getting the nips, tucks and full-on facelifts they so richly deserve, so get ready to see your creations looking a whole lot more awesome in the near future!




-Encrypt Your Connections
While you’re exploring buildings in Survival Mode, the temptation will definitely be there for you to whip out your connect tool and examine where all the interactive parts are located so you can get your scavenge on. One upcoming spanner in those particular works is gonna be the encryptor.
This device will hide all of the connection wires until it’s removed from the structure on which it’s placed. Mechanics will of course be able to place and hide this device on their creations so that you can make life harder for any mischievous Mechanics, protecting yourself from those who are out to fiddle with your connections and snaffle your stuff.




-Survival Outfits
Oh me, oh my! More Survival Mode goodness! Right now, we’re working on a range of alternate outfits that Mechanics can stumble upon in Survival Mode. We want to keep these sweet styles a secret until release, but the Farmbots have said it’s ok to give you a sneak peek of this one.
Naturally, gloves, jackets, pants and other items are all separately interchangeable giving all you fashion-conscious Mechanics a whole bunch of ways to express your style! Exciting times for personalization fans, right?




-More Beards & Hairstyles
As the ancient saying goes, with great beard comes great responsibility. You’re now gonna have the chance to choose just how great your beard is with the new range of beards and hairstyles for the male Mechanic so you can always be certain of fantastic follicles. Here are a few examples. Some of them are hil-hair-ious.




-Suspension Update: You Asked, We Deliver!
Ahh, the new engine is making all our fixes so much smoother already, we can’t tell you how happy we are about all of this! This time, it’s freeing us up to focus a bit more on showing our beloved suspension a little extra love.
Your feedback has led us to throw in a resistance slider to the suspension function. Some creations are incredibly heavy, and do nothing but instantly squash the suspension, so now it’s possible to adjust the resistance to handle different weights. We’re also fixing up the possibility for you to be able to add color to your suspension using the paint tool, which wasn’t previously an option.




-Particle Engine for the Modders!
Our awesome programmers have put together a brand new particle engine with a whole load of new features, meaning we can add more particles as well as improve the current ones. Best of all, we’ve made it crazy easy to use so all you modding Mechanics can make your mods even more amazing!



-Survival Mode
Just a quick update! As you’re reading this, we’re working hard on the crafting system and terrain. There’s still a long way to go on Survival Mode because our ambitions for this are high, and we won’t be releasing anything that’s half-done with a heap of cut corners. We’re aiming to make it great!
Unless it’s something we can feel proud of at the same time as knowing it’s something you’ll all love and enjoy, what would the point be?
Progress is good though, and we will of course share news as and when we get closer and we’ll be doing our very best in the meantime to keep you entertained with new fun updates to make your wait less painful.


That’s all for this devblog, thanks so much for reading.
Until next time, Mechanics! Keep on scrapping!



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Winter Update 0.2.0

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Hi Mechanics!
As you can see from the image above, we’ve just released a really exciting update! It has big changes to the game engine and in-game lighting, but there are also important tweaks to textures, suspension and the Big Wheel.

- New Game Engine
The reworked game engine that we have been working on for a very long time has now been added to the game. Phew!
Over the testing period for the engine we have noticed significantly less crashes, something that has been one of our main goals. The framerate has also improved, but it’s still not exactly where we want it to be. Though it’s much better than before, we do have more nefarious schemes that will improve it even more - but they’ll have to wait until early next year.
It’s not noticeable when you’re playing the game, but the new engine has a lot of hidden benefits - it makes our workflow a lot smoother and opens up a whole range of new possibilities for our game development. That means less time solving bugs, and more time making awesome gadgets and features for you.


- Dynamic lighting
Thanks to popular demand, we can announce we have finally added dynamic lighting! You can finally light up the environment, using one of two spotlights, which can be activated using a trigger. These are the headlamp and the warehouse spotlight.
By pressing ‘E’ on the light source, you can set how far you want the light to reach. Maybe the best part is that you can color the lighting with the paint tool. This is only the start - there are a lot of new lamps coming next year, not only spotlights!

- Suspension resistance
Another thing that was a very popular request amongst our amazing mechanics was the option to set the resistance of suspensions. So we’ve just built it in.
Now you can press E on the suspension and fine tune it. This will let it handle different weights in different manners. Please keep in mind that the max stiffness is for really big and heavy vehicles - using it on a small jalopy will make for a bumpy ride, and most players will find the first ten resistance levels the most useful.
Oh, and one more thing - and the suspension can now be colored!

- New block textures
As we are clawing our way towards survival mode, we are changing and improving a lot of older elements - not only in the code, as with the new engine but also with the visuals!
Particularly, many mechanics requested a change to the glass blocks - of course, we listened, but we also went one step further. We changed the standard glass block to be completely clear and renamed the previous, more opaque, glass block to ‘tile glass’.
More widely, we have also completely remade the block textures, making them fit more with the final visual style we are aiming for.

- Reinventing the Big Wheel
We know lots of you use the Big Wheel in your creations, but it wasn’t quite up to scratch for us - the old one simply didn’t meet our new visual standard. Thankfully, we finally got around to redesigning it, and we think it’s wheely much better. We hope you like it as much as we do!

- Full list of changes
  • New rendering engine
  • Added dynamic lighting
  • Added warehouse spotlight and tweaked headlamp so they now have dynamic lights with a beam range setting. The beam can now be colored with the Paint Tool.
  • Suspension resistance setting added.
  • Remade and updated all block textures
  • Updated the inventory icons
  • Bearings/Suspension are now paintable
  • Remade the big wheel
  • Added a new clear glass block
  • Glass now renders correctly in workshop and inventory GUI
  • New reflection cube map for flat world
  • The paint tool now shows the selected color
  • Radio now has a on and off animation
  • Gas Engine and Electric Engine now have an animation when using the engine setting.
  • Added names above the players and also improved it so it follows the
    mechanic better.
  • New particle engine. Particles are now rendered using our new particle engine
  • The game is merging boxes and cylinders resulting in less collision checks
  • Lots of bug fixes, tweaks and optimizations!
0.2.0 Hotfix 1:
  • Fixed a crash that new players experienced when starting a game.
  • Connect tool numbers fixed.
  • Weld Tool collision check fix.
  • Max engine, thruster, bearing, etc.. settings removed.
  • Invisible block fix.
0.2.0 Hotfix 2:
  • Fixed a crashed that occurred on startup on some graphics cards.
- For the modders
Mods will need to be updated to work with the new engine.
In the meantime we are leaving the old engine version (0.1.32) where mechanics can play all their mods. But no worries! Early next year we will add official mod support making modding much better!

- A final word
We hope you enjoy playing our Winter update. In the meantime, we would like to take this opportunity to thank each and everyone of you mechanics out there for all your amazing support in 2016. It has been a great year for us at Axolot, and we couldn’t have done it without you.
But this year is only the beginning. From where we are standing now, 2017 will be even better, with a ton of new updates! Rest assured, we are not going anywhere and we’ll see you in 2017!

We love you! Keep on scrapping mechanics!

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