1. Osiris: New Dawn
  2. News

Osiris: New Dawn News

Experimental Build v0.5.226

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



Hey explorers! Experimental Branch is getting a fresh batch of stability fixes, along with some more missions to aid in learning the game's tech tree for new players. We've also been expanding the multiplayer persistency, such as a system that allows any client to continue saving it there is an unexpected drop.

[h2]Change List[/h2]
Added - Multiplayer data safeguards to better persist through crashes of either host or clients
Added - Additional loading screen messaging for remote clients joining a host
Added - More robust system for syncing save data among all clients

Changed - Tweaked current mission set to lead the player through the tech tree
Changed - Very old legacy worlds will no longer be migrated to the new data system to better maintain stability of current saves

Fixed - Leaving an item inside the fuel window on objects such as the furnace will no longer prevent the fuel window from being accessible afterwards

Fixed - Sorting containers with multiple items in non-full stacks will no longer cause items to go missing or to be duplicated

Fixed - Crashes occurring during client joining or leaving should no longer cause data losses or duplication

Fixed - Logging out on other planets should no longer cause the player to spawn back in with their ship in orbit

Fixed - Spaceship crash handling has been further improved to reduce the instances a player will spawn back in without/far away from their ship


Well, that's it for this week. In the meantime, we 're moving full steam ahead on our next larger update. Enjoy!

-Brian

I've always loved this exchange:

Cooper: Dr. Mann there's a 50/50 chance your gonna kill yourself.
Dr. Mann: Those are the best odds I've had in years.


Experimental Build v0.5.225

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



Hey explorers! Just dropping a short but impactful patch this week on the Experimental Branch.

[h2]Change List[/h2]
Added - Custom markers now appear on compass
Added - New meteor type to Proteus 2

Changed - Upped 3 active creature ragdoll limit to 10, will evaluate more solutions soon

Fixed - Objects can once again be built on Custom Piece structures
Fixed - Removed nonfunctional customize screen on various objects
Fixed - Zer planet is no longer blindingly bright in low orbit
Fixed - Default language now properly is applied based on system language

We'll graduate these changes to the Main Branch after they've digested a bit. Please reach out to us regarding language localization to verify it's working for you.

Osiris: New Dawn - Official Discord Server

In the meantime, we have plenty of work ahead of us and will get back to it!

-Brian

Can anyone place this movie quote?
"Just point it at Earth and fly forward; it's not rocket science!"

Lurking in the Shadows

Happy Halloween! We're celebrating by releasing loads of optimizations and multiplayer stabilizations, along with a few dark secrets.

[h2]Fantastic Frights[/h2]
Be careful what you find creeping in the darkness. It might be a lost crew member's residual energy, or it might be something far worse. Also, Arachnoid and Gnat are back in action.

[h2]LOD System[/h2]
We've been exploring how we can make room for more creatures, vehicles, and base items in the world and have created a powerful and robust level of detail system. Completely custom coded, lightweight and powerful, this system intelligently handles processing of all objects in any given scenario to ensure proper persistence, functionality, and item data sync. We have been testing this in the Experimental Branch and have graduated it here to Main.

[h2]Multiplayer Stabilization[/h2]
Chasing down desyncing in multiplayer has been a huge focus all month, and after a couple of rounds of identifying edge cases we've applied more fixes and graduated these updates to the main branch.

[h2]Change List[/h2]
Added - Lurking in the Shadows Event Additions
Added - Makeshift Marker to utilities and dungeon early game crafting options
Added - New experimental chunked LOD system, currently implemented on only a few objects, but eventually should assist with performance on larger or more populated maps if testing continues well

Changed - Localization will now automatically default to your local system's default language
NOTE: Saved localization language setting has been reset to local system's default language with this update
Changed - Partially reworked multiplayer Savegame handling to increase reliability during network/performance instabilities, more changes coming to further increase stability and reliability
Changed - Reworked multiplayer persistent object spawning to increase reliability
Changed - Space Station travel route calculation is now much faster (Reworked and greatly optimized connected structure collector code)
Changed - Reworked Spaceship Crash handler

Fixed - Rocks and plants should no longer be invisible after a trip into the mines
Fixed - Reduced severity of common framerate hitches when navigating around a large space station
Fixed - Azalea bush should remain visually harvested at a distance
Fixed - Persistent objects that were previously dismantled should no longer reappear after reloading
Fixed - More instances where spaceships were getting duplicated after travel between planets
Fixed - Conduit Bender now properly works in third person
Fixed - Multiplayer disconnects should be much less frequent
Fixed - Performance impact of droids and creatures should be greatly reduced
Fixed - Various instances of Spaceships getting lost after the game is force closed
Fixed - Spaceships that are respawned after a crash or force close should now properly spawn with the player inside and be fully visible
Fixed - Persistent buildables duplication should be much less prevalent in multiplayer due to reworked multiplayer saving, even during network/performance instability
Fixed - Droids that are lost under the world will be teleported back to the surface after a short time
Fixed - Vehicles that are lost under the world will be teleported back to the surface after a short time
Fixed - Various issues with connected structure collection code that caused the route calculation on the Space Station to take far too long

NOTE: Work In Progress (WIP) - Not yet visible systems, still requires setup on all moons and planets for these changes to be visible in gameplay.

Current creature spawn system is operational and unchanged, will be disabled once new system is operational.

(WIP) Added - New approach to handling creature spawns to avoid distracting creature pop-in, leveraging new LOD system to maintain performance at scale
(WIP) Added - New Creature Conductor that manages creatures daily schedules, efficiently updating them when they are distant from the player
(WIP) Added - Persistent creature system, creatures will only visually despawn when out of range, and will be saved and loaded with the world, and will be respawned over time
(WIP) Added - Support for dynamic creature patrol routes
(WIP) Added - Support for different AI States in creature AI logic to differentiate behaviours among various species

Be sure to have yourself and fun and spooky Halloween!
-Brian and the Osiris: New Dawn team

Experimental Build v0.5.216

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



Hey explorers! We've been listening to you, recording any errors reported, and have a healthy set of fixes/improvements for you this week on the Experimental Branch. Let's get right to the change list...

[h2]Change List[/h2]
Added - New Optimized system for detecting when an object is under the world, increasing performance in overpopulated worlds and better handling objects that have fallen through the world

Changed - Partially reworked multiplayer Savegame handling to increase reliability during network/performance instabilities, more changes coming to further increase stability and reliability
Changed - Reworked multiplayer persistent object spawning to increase reliability
Changed - Spacestation travel route calculation is now much faster (Reworked and greatly optimized connected structure collector code)
Changed - Reworked Spaceship Crash handler

Fixed - Various instances of Spaceships getting lost after the game is force closed
Fixed - Spaceships that are respawned after a crash or force close should now properly spawn with the player inside and be fully visible
Fixed - Persistent buildables duplication should be much less prevalent in multiplayer due to reworked multiplayer saving, even during network/performance instability
Fixed - Droids that are lost under the world will be teleported back to the surface after a short time
Fixed - Vehicles that are lost under the world will be teleported back to the surface after a short time
Fixed - Various issues with connected structure collection code that caused the route calculation on the Space Station to take far too long

Hopefully these additions and fixes solve the issues some of you have found. Once we've confirmed stability we'll graduate all these changes to the Main Branch. In the meantime, we'll be testing these changes further and moving ahead on our next round of material.

-Brian

And now for a truly classic piece of movie dialogue:

Leia: "I love you."
Solo: "I know."


Experimental Build v0.5.214

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.


Hey explorers! We're back after a brief break and jumped right into your feedback from these past couple of weeks. We decided to pause on the new material we've been working on and instead put focus on multiplayer stabilization and performance optimizations. It might look like a shortlist, but a couple of these items were quite involved.

[h2]Change List[/h2]
Added - New experimental chunked LOD system, currently implemented on only a few objects, but eventually should assist with performance on larger or more populated maps if testing continues well
Fixed - Conduit Bender now properly works in third person
Fixed - Multiplayer disconnects should be much less frequent
Fixed - Performance impact of droids and creatures should be greatly reduced

[h2]Hello New Players![/h2]
Also, I wanted to welcome all the new players that joined the Osiris family recently! To give you some background, I'm Brian - the creator of the project (nice to meet you!). I launched OND in late 2016 and have been cranking away on it ever since. Now we're a small but strong team on a clear path towards finishing EA and onto the next chapter for OND!

[h2]Why We Do Experimental Builds[/h2]
We also have two branches, one for Experimental Builds such as this one, and the other is the default Main Branch build. Because OND is so vast and all systems are incredibly deep and overlapping, we find that it's best to release Experimental Builds to get feedback from you before going to the Main Branch. We typically do this for system changes, tweaks to core code, or large gameplay changes. This also gives us the opportunity to show you progress frequently, without the risk of introducing an obscure game breaking bug on the Main Branch.

I also like to give quotes from movies that inspired the game.

"I am definitely going to die up here ... if I have to listen to any more god-awful disco music.."
-Brian