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Patch Notes, past two weeks

[h2]Hello fellow time travelers![/h2][h3]There were a couple patches these past weeks also in regards to the vanishing inventory items bug and some performance improvements.[/h3][p][/p][h3]I will start work on the next beta update, potentially next week. It will cover item handing/ bulk buying and potentially a small inventory/ equipment system that would act as another sort of storage area.[/h3][p][/p][h3]Hope you enjoy![/h3][p][/p][p]p5[/p][p]-Added a requested feature to be able to ride cars on top[/p][p]-Added medistation at arena and medical sector in 2300AD[/p][p]-Added boat shaped cave as map marker[/p][p]-Added meta abilities to meta car engines[/p][p]-Added city plan maps to 2300[/p][p]-Revamped snackbox icon[/p][p]-Fixed the car's max speed not to be speed of sound[/p][p]-Fixed the bug that would make you stuck if using a musical instrument and opening plc[/p][p]-Fixed being able to trigger third person when handling an instrument[/p][p]-Fixed a bug that would make it easy for items made of glass to break inside the car[/p][p]-Fixed a bug that would destroy the planet generator terrain and script in some very small cases[/p][p]-Fixed a performance overhead caused by bens chat script in 2014[/p][p]-Fixed a bug that would not apply the ee robo head to the robo main frame[/p][p]-Fixed not being able to rename boxes if they are inside the car[/p][p]-Fixed vending machine display cost of minus dollar[/p][p]-Fixed the orange glow in some sci fi texture objects like guns and robots[/p][p]-Fixed being able to get softlocked by getting stuck in the 300 bc platy arena[/p][p]-Fixed the elevator labeling on north district elevator leading down[/p][p]-Fixed the 2300 star port hologram from being vertical[/p][p]p6[/p][p]-Disabled hdri by default[/p][p]-Fixed a bug that would allow you to get softlocked on Eleeh by entering the planet prematurely without any companions[/p][p]-Fixed the choppyness of the light source loader[/p][p]-Fixed a bug that made the linux game unplayable due to the program being case sensitive[/p][p]p7[/p][p]-Increased fuel consumption by a tad[/p][p]-Changed Rendering Mode to forward for some performance tests[/p][p]-Fixed some out of date notes mentioning Eleanor[/p][p]-Fixed the faulty translateion of Sandy Cave under MapMarkers for the Russian translation[/p][p]-Fixed a couple frame performance issues in 2014[/p][p]-Fixed performance issues caused the old unoptimized speed tree shaders[/p][p]-Fixed the mod loader cog wheels overlapping with the load detail text[/p][p]p8[/p][p]-Fixed direct translation of Duutu and Eleeh into russian letters[/p][p]-Fixed potentially the loss of inventory items upon save load and during time travel[/p]

Patch Notes for 0.987

[p]Hello there![/p][p][/p][p]Here are the patch notes for the past two weeks![/p][p]Good luck on your time travel adventures![/p][p][/p]
  • [p]p1[/p]
  • [p]Fixed the black screen death at the end of the act 3 time tunnel sequence[/p]
  • [p]p2[/p]
  • [p]Added hint that tells you contrast and brightness blocked by HDR Eye Adaption[/p]
  • [p]Revamped bridgetown & appartment look to be more distinct and final[/p]
  • [p]Switched out bridge town lift with gravi lifts[/p]
  • [p]Fixed the ability to access the telescope from outside in 1795[/p]
  • [p]Fixed the weird handling of the accordion man case note in archives[/p]
  • [p]Fixed the lightmap incongruity in edwards basement[/p]
  • [p]Fixed the blackhole effect in the safehouse acting up[/p]
  • [p]Fixed being able to control the arcade whilst not sitting on the chair[/p]
  • [p]Fixed imperial currency going into minus when not having enough money for arcade[/p]
  • [p]Fixed the bug that would not allow you to drop patties onto buns in the burger job[/p]
  • [p]Fixed the flickering shadow effect when inside the car[/p]
  • [p]Fixed the toon edges at the window views bugging during the kraken base level[/p]
  • [p]p3[/p]
  • [p]Added a uranium dispenser to the beginning room of the tutorial level[/p]
  • [p]Increased distance to explode the car during Welcome in Pine Lake Sequence[/p]
  • [p]Changed landing cam to display depth instead for better visual aid of distance to ground[/p]
  • [p]Fixed a load of typos thanks to the help of Laxbum25[/p]
  • [p]Fixed a bug that would break the fonts upon switching back from russian localization[/p]
  • [p]Fixed Manhofer from missing level objects during the last stage quest[/p]
  • [p]Fixed missing textures for bridge town after revamp[/p]
  • [p]Fixed steering wheel hold animation lerping from being a bit buggy (switched from blendtree to time offset play anim)[/p]
  • [p]Fixed steering wheel not turning in locked hover steering[/p]
  • [p]Fixed hover text overlapping with display mesh by being too big[/p]
  • [p]Fixed the bug that broke the hill men not moving towards the fort[/p]
  • [p]Fixed a bug that would allow the player to infinitely gain money via viking gold trade[/p]
  • [p]Fixed clipping ruins for vikings in the 14th century[/p]
  • [p]Fixed being able to trigger the end sequence in the hill men quest with jano still being too far from the cave[/p]
  • [p]Fixed potentially Westwood remaining floating in air after act 3 ends[/p]
  • [p]Fixed steam trophy for far future cannot be triggered post 2080[/p]
  • [p]Fixed the graphics options in start menu not being able to be changed[/p]
  • [p]Fixed being able to get the bc achievement from being in the cutting room floor[/p]
  • [p]Fixed it so you cannot continue the wild west quest post 1972[/p]
  • [p]Fixed tiny guards in cape dun[/p]
  • [p]p4[/p]
  • [p]Fixed car physics at higher speeds[/p]
  • [p]Fixed the matter replicator breaking after one use[/p]
  • [p]Fixed landing cam view just being white in safehouse[/p]

V0.987 Mini Update for new year | Toon Edges & HDR | Russian Language

[h2]Hello fellow time travelers.[/h2][p][/p][h3]Here is a cool list of new features and bug fixes to start off the new year![/h3][p][/p][p]newspaper by Odebla[/p][hr][/hr][h3]Toon Edges & Eye Adaption[/h3][p][/p][p]Toon edges are back, after I managed to fix the issue with the effect clipping with the ocean shader.[/p][p]It can be disabled in the graphics menu![/p][p][/p][p]Fixes to the Eye Adaption Feature should make it now possible to use it in your normal Gameplay.[/p][p]It is defaulted to be enabled when selecting the highest graphics setting. [/p][p][/p][p]Similar to the human eye or a camera, the view will slowly adapt to dark spaces or grow dim when looking at bright sources of light.[/p][hr][/hr][h3]Russian Localization[/h3][p][/p][p]All text files were translated by a talented small native speaking team! Textures will follow in the future.[/p][p]The new fonts should work with the cyrillic alphabet.[/p][p]In case of mistakes in grammar etc. Make sure to make a post in the thread and it will be fixed :)[/p][p]Enjoy![/p][p][/p][p]Все текстовые файлы были переведены талантливой небольшой командой носителей языка! Текстуры будут добавлены позже.[/p][p]Новые шрифты должны работать с кириллицей.[/p][p]В случае грамматических ошибок и т.д., пожалуйста, напишите об этом в теме, и мы их исправим :)[/p][p]Приятного использования![/p][p]I am presently searching for volunteers to make Polish and Ukrainian & French language packs. Please let me know in the comments, if you would like to lend a hand![/p][hr][/hr][p][/p][h3]New Hover Car Flares[/h3][p][/p][p][/p][p]You can add flares to your mod that light up when in hover mode![/p][p]Can be individualized in color and size.[/p][h3][/h3][h3]Landing Monitor and Visuals[/h3][h3][/h3][p]The interior of the car has seen some aesthetic improvements.[/p][p]Dashboards give off light (will be an graphics option in future beta updates)[/p][p][/p][p]When landing or taking off, you can view a monitor to your right that automatically shows you distance to ground and visual feedback, for easier flight in first person.[/p][p][/p][h3]Next Beta Update[/h3][p][/p][p][/p][p]The first beta update (which is going to be the next update) will be all about item handling, possible separate costumes slots when equipped, bulk buying &[/p][p]the ability to move items between boxes directly.[/p][p][/p][p][/p][hr][/hr][h3]Below is a log of the bug fixes and additions since last Christmas.[/h3][h3]Enjoy the new features![/h3][p][/p][h3]God bless[/h3][h3]-Erathor[/h3][p][/p][p][/p][p]Patches after the Christmas Update[/p]
  • [p]... patches one & two mentioned in previous announcement[/p][p]p3[/p]
  • [p]Added a new command to reset Quest Npc positions cocoresetnpcs[/p]
  • [p]Improved minimal critical damage due to armor[/p]
  • [p]Fixed the time machine charger overflowing the text[/p]
  • [p]Fixed car and npc reset on ng+[/p]
  • [p]Fixed the broken hover animation in multiplayer[/p][p]p4[/p]
  • [p]Added commands for font control[/p]
  • [p]editing the second line in _langsetting.txt to LCD14 to force Global font changes[/p]
  • [p]tagging a line in a text that is non dialogue with $SF$12$SF$ would scale the text to 12[/p]
  • [p]tagging a line in a text that is non dialogue with $SF$LCD14$SF$ with force the line to be displayed in that font[/p]
  • [p]Fixed the infinite money bank glitch from currency swapping[/p]
  • [p]Fixed throwing at higher framerates[/p]
  • [p]Fixed a bug which would put subscribed items into the custom section[/p]
  • [p]Fixed the timegraph from ending in 2030[/p]
  • [p]Fixed the dim gate closing for the duutu mission, during sequence[/p]
  • [p]Fixed it so mid lift sequence you cannot autosave[/p]
  • [p]Fixed autosave not happening in multiplayer[/p]
  • [p]Fixed it so you don't white screen from your past self in full powa mode[/p]
  • [p]Fixed the eternal black screen when hit by the accordion man[/p]
  • [p]Fixed the back button in the password multiplayer prompt from saying "creating"[/p]
  • [p]Fixed a bug that would break the day synch in multiplayer[/p][p]p5[/p]
  • [p]Added a command to unlock all blueprints cocoallblueprints[/p]
  • [p]Increased the spawn rate of medium capacitor drops[/p]
  • [p]Lowered Mim's health[/p]
  • [p]Fixed a bug that would allow you to trigger the car's hot keys whilst in plc[/p]
  • [p]Fixed a bug that would not allow unpacked metal rods to count as fulfilling the quest in Base of Actions[/p]
  • [p]Fixed the texturing on the westwood monument, specifically the players cloathing and the stone foundation beneath[/p]
  • [p]Fixed potentially the constant losing of carried bounties[/p]
  • [p]Fixed time fragments not resetting for NG+[/p]
  • [p]Fixed manhofer ruins having the cooling tower smoke[/p]
  • [p]Fixed npcs riding horses mid air and npcs hoverin in air upon spawn[/p]
  • [p]Fixed cape dun horse riders going underground[/p]
  • [p]Fixed Bob from existing in both a dead and alive state[/p][p]p6[/p]
  • [p]Modified the Car Dashboard UI to look a bit like the citroen gsa dashboard[/p]
  • [p]The tutorial routes you now back to the main menu, to avoid a bug after the tutorial which would break engines from spawning into the car[/p]
  • [p]Made it possible for you to sleep during the day and skip to night[/p]
  • [p]Fixed the door to the bathroom at the tiki hotel[/p]
  • [p]Fixed dg research notes display as being from 2007 instead of 1984[/p]
  • [p]Fixed fort dun guards are invisible in pre modern times[/p]
  • [p]Fixed encoding for radio call talks breaking cyrillic[/p]
  • [p]Fixed Edward not continuing into the core vault End Quest, if the door is already opened[/p]
  • [p]Fixed fighters of the arena spawning out of their time[/p]
  • [p]Fixed name of the prologue stack of books and Mansion Crimson in beginning not being able to be translated[/p]
  • [p]Fixed floaty horse riders[/p]
  • [p]Fixed (potentially) floating items from past traveled times, that npc's were holding, remaining in game and in air (ice cream, news papers)[/p]
[p][/p][p][/p][p]January 16th V0.987[/p]
  • [p]Added russian localisation (Made by STIRLICO, TRILO, Eyeffect)[/p]
  • [p]Added missing posters of Paul Clearman (By Odebla)[/p]
  • [p]Added back toon edges as option[/p]
  • [p]Added rum and made sky milk a craftible recipe to be unlocked somewhere in 2300[/p]
  • [p]Added an earlier stage of the natives in sunny beach that is later under water[/p]
  • [p]Added landingstage automatic lights[/p]
  • [p]Added flares for cars that activate during hover mode (can be added in editor)[/p]
  • [p]Added automatic hover landing camera[/p]
  • [p]Made it so selecting Nasa Quality, automatically enables Eye Adaption[/p]
  • [p]Revamped more of the cars interior look, including display luminance and more model details and texturing[/p]
  • [p]Revamped grass texture[/p]
  • [p]Revamped the pet capsule look[/p]
  • [p]Increased fuel consumption a tad[/p]
  • [p]Lowered max shadow distance for better resolution of shadows[/p]
  • [p]Lowered the vertical head bobbing inside the car when driving [/p]
  • [p]Increased the time, midnight fog is played to give the morning setting a hazy feeling[/p]
  • [p]Fixed can access plc in prologue ng+[/p]
  • [p]Fixed the ui of the end quest computer in the boss room[/p]
  • [p]Fixed it so that the meeting yourself gameover won't happen whilst in a menu (trading, etc.)[/p]
  • [p]Fixed the ability to open car wings whilst in chat box[/p]
  • [p]Fixed that floating box in the water at sunny beach district[/p]
  • [p]Fixed animal, unpack drops floating in air for a time[/p]
  • [p]Fixes to certain objects dropping through the terrain (items,npcs,animals)[/p]
  • [p]Fixed overload program has the wrong name in files[/p]
  • [p]Fixed destroyed computers going on zapping for ever[/p]
  • [p]Fixed a bug that made the dark clouds scene in end of act 3 framerate based[/p]
  • [p]Fixed boatmode cars switching to boatmode for a second when getting in and out of the time travel sequence[/p]
  • [p]Fixed the collision sounds from playing during the switching sequence of cars (car store)[/p]
  • [p]Fixed the open air cinema not playing video[/p]
  • [p]Fixed wheels clipping through the ground in hover mode[/p]
  • [p]Fixed Manhofer burning down for some players when in the End Quest[/p]
  • [p]Fixed some of the obstacles causing your friends to get stuck in the nav mesh of DuUtu[/p]

December 24th V0.985 | Christmas Update

[h2]Hello fellow players.[/h2][h3][/h3][h3]Here is my Christmas Present for you![/h3][p][/p][p]News Paper Art by Odebla[/p][p][/p][h3]Boat Conversion![/h3][p][/p][h3]Head to 2300 in the new docks, find the boats guy he will give you a special enhancement to the car![/h3][p][/p][h3]The last Story Quest![/h3][p][/p][p][/p][p][/p][h3]Head back to Manhofer and relive the events in the beginning from an entirely different perspective![/h3][p][/p][h3]New Game Plus![/h3][p][/p][h3]The Timeline reset, but you were able to retain your old items and blueprints![/h3][h3](This feature might be highly unstable as certain items could be logic locked,[/h3][h3]I will release another patch tomorrow for item transitions and npc positioning. If something seems like it would break the flow of the game due to it let me know and I will code around it!)[/h3][p][/p][h3]Welcome to new players![/h3][h3]Last week has seen an influx of many new Russian-speaking so I've agreed to work with a couple modders to aid me in creating a language pack in Russian. I cannot say how long this will take, but once it is out I will announce it in a form of a patch note. For now, make sure to use the player created mods in the workshop section! Welcome enjoy time traveling![/h3][p][/p][h3]На прошлой неделе много русскоговорящих игроков узнало о No Time, поэтому я согласился поработать с парой моддеров, которые помогут мне в создании русской локализации. Я не могу сказать, сколько времени это займет, но как только она выйдет, я объявлю об этом в виде патчноута. А пока не забудьте ознакомиться с созданными игроками работами в Мастерской![/h3][h3]Добро пожаловать, наслаждайтесь путешествиями во времени![/h3][p][/p][h3]Beta Stage![/h3][h3]No Time has reached beta stage, this means I will mainly focus on bug fixing and QoL improvements, with the odd small addition on the side. [/h3][h3][/h3][p][/p][h3]I ask you to use the bug smashing forums especially now for feedback![/h3][h3]I also suggest, if you have suggestions for improvement, pick your best ideas first as I will compile them together into the first Beta updates, before responding to other ideas.[/h3][p][/p][h3]Mind you the ideas would be only for Quality of Life issues, especially that the game becomes more palatable to new time travelers![/h3][h3]I will release more Beta Updates if the need for it exists. Depending how big they would otherwise become.[/h3][h3][/h3][p][/p][h3]Have a blessed Christmas time, and a good start into the new year![/h3][p][/p][h2]God's blessings[/h2][h2]-Erathor[/h2][p][/p][p][/p][p]December 24th V0.985[/p]
  • [p]Added the last quest, labeled THE END (to the main story)[/p]
  • [p]Added ability to tag objects invisible inside the level editor to ease working on different time periods[/p][p](Tagging invisible only applied to editor not in-game) [/p]
  • [p]Added an escape hotkey for the box inventory[/p]
  • [p]Added the boat conversion into the game (2100AD onward in the new harbor)[/p]
  • [p]Added better explanation of using the time machine in the useful notes[/p]
  • [p]Added more rock spawn points[/p]
  • [p]Added medi and radiation stations to some points in the story[/p]
  • [p]Added cctv's to Tower I, and The End quest (more in that direction will be added in the future)[/p]
  • [p]Added back a minimum of 30 fps as cap[/p]
  • [p]Added a helper script to aid in getting the car unstuck [/p]
  • [p]Added lights weights to edwards basement[/p][p](simply nudges the car slightly in one direction if the game notices the car can't move with wheels alone)[/p]
  • [p]Added batteries (Not really used in game yet, but will likely be for flashlights and epa power management and other devices)[/p]
  • [p]Added an option to disable the in game response curve for game pad controls[/p]
  • [p]Added more collider effects with the melee weapons[/p]
  • [p]Made computers objects destructible[/p]
  • [p]Lowered weapons reach by 30% as players/npcs could just distance glitch a damage attack.[/p][p](it is still possible but not as much)[/p]
  • [p]Retextured the scafolding during the building stage of the courthouse Pine Lake[/p]
  • [p]Fixed item interaction randomly stopping [/p][p](caused by accidentally interacting with the time display whilst not in car)[/p]
  • [p]Fixed texturing for custom levels potentially not loading[/p]
  • [p]Fixed leaving menus with escape is opening the pause menu[/p]
  • [p]Fixed a bug which would make the 33ad base appear in safe house when loading into a safe house save file[/p]
  • [p]Fixed car trader from flying next to the root island bridge instead of being in cape dun in the 2300s[/p]
  • [p]Fixed the dark quads objects post 1900 cape dun bay[/p]
  • [p]Fixed a potential fall damage issue when swiming in underground lakes and bodies of water[/p]
  • [p]Fixed punching being able to destroy gasoline[/p]
  • [p]Fixed shop npc's like 6/12 from not being there at all, after visiting a procedural planet[/p]
  • [p]Fixes to certain sound sources not playing due to priority settings making it mute[/p]
  • [p]Fixed a bug that kept you from selecting and activating mods[/p]
  • [p]Fixed a Blueprint for EMP's for being enabled when having it unlocked, or it not triggering an unlock[/p]
  • [p]Fixed the jumpy brakes at higher framerates[/p]
  • [p]Fixed car trader from existing during the 1600s in cape dun[/p]
  • [p]Fixed a bug in which edward holds a tele brick instead of a paper in the archives[/p]
  • [p]Fixed the soda maniac from not appearing[/p]
  • [p]Fixed some missing button sprites in the plc[/p]
  • [p]Fixed leviboard recolors whilst still in store[/p]
  • [p]Fixed the inability to color your leviboard[/p]
  • [p]Fixed a couple spelling mistakes[/p][p]p1[/p]
  • [p]Added a hint to the time display that mentions you have to the time lever first, if it is off[/p]
  • [p]Fixed the ability to travel post 2019 in the beta timeline in story mode[/p]
  • [p]Fixed the bug that kept the player from inserting the false core in the End quest[/p]
  • [p]p2[/p]
  • [p]Added a tool tip if tutorial was not finished, showing you how to save and load the game[/p]
  • [p]Fixed the burned version of the manhofer facility[/p]
  • [p]Fixed two doors at the tiki hotel and at the bridge town hotel[/p]
  • [p]Fixed the locker in the prologue from being open by default due to a glitched locker door[/p]
  • [p]Fixed the missing line in the language pack for the prologue stack of books "stack of books on how to create a miniature fission reactor..."[/p]
  • [p]Fixed being able to drive with wrong fuel types, which don't fit the motor[/p]
  • [p]Fixed a bug which would happen when getting a game over in tutorial, it would still progress you towards the prologue[/p]
  • [p]Fixed the gold value display from being not very readable in the value section[/p]

Patch Notes for V0.98

[h2]Good day time venturers![/h2][h3]There have been regular patches these past days based on your input![/h3][h3]Here is the log, and have fun in No Time![/h3][p][/p]
  • [p]Patch Notes[/p][p]p1[/p]
  • [p]Fixed to car physics and other items like skateboard and leviboard[/p][p]p2[/p]
  • [p]Fixed the vending machines not vending items[/p]
  • [p]Fixed message boxes from radios or npc's saying something out of dialogue, popping up in the center of the screen first[/p]
  • [p]Made it so all subscribed mods are starter cars[/p]
  • [p]Fixed the jumping wheels on high suspension types[/p]
  • [p]Fixed it so (visual side) wheels of the car if in air will hang instead of retracting[/p]
  • [p]Fixed the hacking mini games at billi and other areas in the game[/p]
  • [p]Fixed no wheels hover[/p][p]p3[/p]
  • [p]Fixed items falling out of the car when exiting the car upon loading a save[/p][p]p4[/p]
  • [p]Fixed an issue that would not allow you to leave chairs upon pressing space[/p]
  • [p]Fixed walking backwards initially when starting won't get you out of the tutorial[/p][p]p5[/p]
  • [p]Fixed the kid being in air after escaping the accordion man lair[/p]
  • [p]Fixes to car physics[/p]
  • [p]Fixed fullscreen mode not applying upon second launch after saving the setting[/p]
  • [p]Fixed the broken hacking mini game for all other instances than in ape head space[/p]
  • [p]Fixed car door moving too slow on higher fps[/p][p]p6[/p]
  • [p]Fixed fullscreen mode not staying active upon relaunch[/p]
  • [p]Fixed Jason's and Michael's pathfinding during act3[/p]
  • [p]Fixed the thunderous matters quest items rewards from floating in air[/p]
  • [p]Fixed the jittery car physics at high speeds[/p][p]p7[/p]
  • [p]Added rads gone to the smuggler bay[/p]
  • [p]Added an in game hint as to the usage of the hover mode[/p]
  • [p]Fixed the fast scrolling speed of the hologram floor in the tutorial[/p]
  • [p]Fixed being unable to aim with the lightning gun (not zeroed)[/p]
  • [p]Fixed cars from escaping forward after choosing them in the menu during the prologue[/p]
  • [p]Fixed the spawning of items all over the place from item time story, caused by putting things in the car[/p]
  • [p]Fixed the north district in 2230 hovering in air[/p]
  • [p]Fixed previous time story entries from tutorial appearing in the tutorial level[/p]
  • [p]Fixed the unintended ability to go above 1000mph in fly mode[/p]