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Offline Asid

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Barotrauma
« on: June 21, 2019, 05:00:51 PM »


Overcome crisis and the unrelenting pressure of a frozen ocean. Flee or fight alien lifeforms, explore a strange new world in Jupiter’s orbit, command your crew and craft equipment in a tense 2D experience.


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Single-player, Multi-player, Online Multi-Player, Local Multi-Player, Co-op, Online Co-op, Local Co-op


Barotrauma Feature Trailer for Steam Release




About

Embrace the Abyss
Overcome crisis and the unrelenting pressure of a frozen ocean. In the not too distant future, where habitable places have become scarce, humanity has arrived on Jupiter’s moon. Europa with its frozen surface is a hostile environment, and life can only be found in the dark ocean beneath the ice – and the small pockets of human habitation are not the only form of life to be found there.

Play with friends in adrenaline-filled co-operative gameplay, navigate Europa’s frozen depths in single player mode and transform the game with fully integrated mod tools and Steam Workshop. Procedural levels and events ensure no two games will ever be exactly alike.


Key Features

•   Play as a submarine captain, engineer, mechanic, medic or security officer

•   Operate the many onboard systems of your submarine, from nuclear reactors to sonar, guns, engines and more

•   Create tools, drugs and weapons with the comprehensive crafting system

•   Navigate dangerous environments and flee or fight the creatures that you encounter

•   Explore alien ruins and wrecked submarines

•   Discover rare and powerful artifacts and resources

•   Procedural levels and events ensure no two games will ever be exactly alike

Play with friends in adrenaline-filled co-operative gameplay
•   Up to 16 players per submarine

•   Help your teammates survive, or make sure no one does

Navigate Europa’s frozen depths in single player mode
•   Manage the whole sub and its AI crew by yourself

•   Single Player campaign, sandbox mode, and single missions

Transform the game with fully integrated mod tools and Steam Workshop
•   Unleash your creativity with the submarine editor, character and procedural animation editor, procedural level editor and sprite and particle editors

•   Share and discover mods directly via Steam Workshop


Want to host your own server?

Check out https://steamcommunity.com/app/602960/discussions/0/1653297026039038242/ for info on how to set it up.


Mature Content Description
The developers describe the content like this:
Contains violence, gore, and drug use.





















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Offline Asid

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Re: Barotrauma
« Reply #1 on: June 21, 2019, 05:05:50 PM »
Editor guides now published
20 Jun @ 5:56pm - 1dynamoon



Hi everyone!

We've just published our first official guide for the character editor – find it here https://steamcommunity.com/sharedfiles/filedetails/?id=1775718982

Please keep in mind that the character editor itself is still a work in progress, and creating your own monsters will not be all smooth sailing. That said, we hope to see all your monsters!

And in case you missed it before, we now also have a manual for the submarine editor, in Steam guides https://steamcommunity.com/sharedfiles/filedetails/?id=1769823320

We're heading out of the office for an extended weekend. Happy midsummer!

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Re: Barotrauma
« Reply #2 on: June 29, 2019, 12:55:36 AM »
Second bugfix patch out now!
28 JUN @ 10:06AM - REGALIS

Our second post-launch patch is out now! Here's a summary of the most important fixes. The full changelog can be found on GitHub[github.com] and it's also included in the game folder in a file called "changelog.txt".

•   Fixed a networking problem that occasionally caused clients to get kicked out in the multiplayer campaign, usually with an error message warning about a missing item.
•   Fixed servers using a local campaign save path sent by the client setupping the campaign, preventing the campaign from starting up if the path does not exist at the server's end.
•   Fixed radio communication occasionally not working between characters in the multiplayer campaign. Characters that had made it through at least one round were not able to communicate through radio with characters that have just been spawned for the first time.
•   Kick votes persist during a multiplayer session even if the client disconnects (= disconnecting and rejoining just before you get kicked doesn't work anymore).
•   The server sends a "this client previously used the name xxx" message when a client rejoins with a different name.
•   Replaced WinForms with SDL which should resolve most of the fullscreen/resolution issues. It's also now possible to change the resolution when in fullscreen without having to restart the game.
•   Fixes to the DXGI crashes during startup.
•   Fixed an issue that caused modded character files to affect the game even when the mod was not enabled, leading to various issues such as characters failing to equip items if the mod changes the number or type of inventory slots a character has.
•   Fixed a bug in monster/item spawnpoint logic that occasionally caused perfectly valid spawnpoints to be discarded when there were floating ice chunks in the level, sometimes causing monsters to spawn very far from the submarine (which often lead to the player not running into them at all).
•   Fixed items applying their status effects twice if they're put into a container by swapping them with another item. For example, replacing a fuel rod in the reactor by dropping a new fuel rod on it caused the reactor behave as if it had two rods in it.
•   Servers only report content packages with files that cause multiplayer incompatibility to the master server. Fixes servers showing up as incompatible in the server list if they have custom sub files (or other types of files that don't cause compatibility issues) installed.
•   Dozens of smaller bugfixes; see the full changelog: https://github.com/Regalis11/Barotrauma/blob/master/Barotrauma/BarotraumaShared/changelog.txt

Please note that this patch includes networking changes that make the game incompatible with servers running on the old version of the game. If you're getting error messages about an incompatible game version when trying to join a server, it's most likely because the server host has not updated their game yet.

In other news, to give you a better idea of our future plans and what we're working on now, we're setting up a public Trello board with a roadmap of our plans for the Early Access period and a list of known issues (and possible workarounds). More about that in our next community announcement!


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Re: Barotrauma
« Reply #3 on: June 29, 2019, 12:58:03 AM »
Barotrauma public roadmap & summer greetings
28 JUN @ 3:53PM   - 1DYNAMOON

To make Barotrauma’s development easier to follow, we have just published a roadmap on Trello https://trello.com/b/hBXI8ltN/barotrauma-roadmap-known-issues . Here you can see known issues and workarounds, our immediate todo list and longer-term plans.

Summertime Bundle
While we are not able to participate in the Steam Summer Sale directly, Barotrauma is featured in the Daedalic Survival Bundle along with CryoFall and Witch It. Take a look, CryoFall in particular could be of interest to anyone who likes Baro!

https://store.steampowered.com/bundle/11393/Daedalic_Survival_Bundle/


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Re: Barotrauma
« Reply #4 on: July 11, 2019, 01:39:16 PM »
Third patch out now!
10 JUL @ 11:53AM - REGALIS

Third patch out now!

We just released our third post-launch patch - still mainly focused on bugfixes, but there's also a couple of quality-of-life changes and additions. As always, you can find the full changelog on on GitHub[github.com] and in the game folder.

Here's a summary of the most important changes:

•   Improved server list. Can be sorted according to ping, name, compatibility or any of the other property in the list.
•   Improved character editor.
•   Fixed another ID mismatch problem that occasionally caused clients to get kicked out in multiplayer.
•   Fixed players always getting range banned when banned by a client.
•   More reliable fabricator and deconstructor syncing.
•   EXPERIMENTAL: option to disable rewiring items in multiplayer.
•   Fixed turrets not being aimed correctly in multiplayer if they're in another sub (e.g. the coilgun in Remora's drone).
•   Fixed the position of an outpost's docking port not being taken into account when determining how to place it in the level. Caused large submarines sometimes to collide with walls when docked to outposts where the port is offset from the center.
•   Reactors take other power sources into account when calculating how much power they need to generate. Fixes overloads on Humpback when turning on the backup batteries and operating the reactor normally.
•   Fixed ladders and other resizeable items reverting to their original size if they're resized and the sub is saved and reloaded.
•   Fixed inability to resize gaps in the sub editor after they've been placed.

Even though bughunting has kept us quite busy since the launch, the next big things on our todo list, simplified server hosting and improved anti-griefing mechanics, are also coming along nicely. If you want more info on what's to come in future updates, you can check out our Roadmap on Trello https://trello.com/b/hBXI8ltN/barotrauma-roadmap-known-issues






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Re: Barotrauma
« Reply #5 on: August 02, 2019, 11:35:23 PM »
Sneak peek: Karma & Traitors update
2 AUG @ 3:51PM   - 1DYNAMOON

Hello everyone!

We’re happy to say we’re approaching the first big update for Barotrauma. Due to Gamescom and PAX West coming up, scheduling has been a little tricky, and we can’t promise an exact release date, but now you can read about what to expect. And as always, check our Trello[trello.com] for a summary of what’s to come.

The update will center on griefing moderation tools, and we’re hard at work with easier server hosting, to be added soon as well. We’re hopeful that these put together will significantly improve the multiplayer experience. Details about the new hosting method will follow closer to publishing it; read on here https://barotraumagame.com/updates/sneak-peek-karma-traitors-update/ for more about keeping your servers nice and/or interesting.


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Re: Barotrauma
« Reply #6 on: August 14, 2019, 11:18:19 PM »
Karma & Traitors update with easier server hosting
14 AUG @ 3:14PM   - 1DYNAMOON



Hello everyone!

Barotrauma’s first major update will roll out on Monday, August 26, and we can confirm that easier server hosting will also make this update. Read on here about all the new features, fixes and items that will be included!

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Re: Barotrauma
« Reply #7 on: August 26, 2019, 06:40:46 PM »
Saints & Sinners: First major update out now
26 AUG @ 5:08PM - 1DYNAMOON

Hello, Hola, Cześć and Merhaba everyone!

The first major update for Barotrauma, with easier server hosting and a number of other improvements, as well as new languages, is now live. Find the
changelog in full here , also included in the game folder in a file called "changelog.txt". Here’s a summary of the update:

- New server hosting method that no longer requires manual port forwarding
•   Click “Host” in-game to host a server through SteamP2P.
•   Can also join servers through Friends list.
•   Please note that hosting through DedicatedServer.exe will still use the old method of hosting and as such requires manual port forwarding.

- Optional griefing moderation tools (i.e. Karma)
- New Traitor system (feature framework, more content to be added later)

- Fixed issues (The most vexing ones! See all in the changelog):
•   Noticeable movement stuttering and low fps
•   Game crashes on start because of a missing DLL
•   Issues with picking up dropped items
•   Items cannot be combined in multiplayer
•   Combining items inside a Deconstructor crashes the game
•   Game crashes when refreshing server list multiple times before the list finishes loading

- Four additional languages
•   Spanish
•   Latin Spanish
•   Polish
•   Turkish

- New audio compressor and voice chat attenuation
- A new stock sub
- Modular decorative sub part sprite pack
- New items

You can also read more about the update in this earlier blog post


Please note that the networking changes in this update will make the game incompatible with servers running on the old version of the game. In other words, server hosts, be sure to update so that others can join your server!

We hope this update solves a lot of the problems our players have run into since our launch. Let us know how we did!

P.S. The update is coupled with a Daily Deal for 25% off.



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Re: Barotrauma
« Reply #8 on: September 20, 2019, 01:20:45 PM »
New bugfix patch and Japanese localization
Fri, 20 September 2019


Hello everyone!

We just published a new patch, released as a new build that also includes Japanese localization. As always with a new build, please be sure to update your servers. The new build will be incompatible with servers running the previous version of the game.

The patch contains a number of bugfixes along with some other improvements. You can find the full changelog on GitHub and in the game folder, and here's a summary of the most important changes:


v0.9.3.2

Language improvements:
•   Added Japanese translation.
•   Added Polish, Spanish and Turkish NPC conversations.
•   Improvements to Russian and Spanish translations.
•   Fixed Chinese server names and descriptions showing up as "?????" in the server list when not playing in Chinese.


Traitor fixes and improvements:
•   Players who haven't been a traitor yet are more likely to get selected as a traitor.
•   If both teams have a traitor during a combat mission, traitor win will result in the opposite team's victory.
•   Fixed flooding the respawn shuttle counting as flooding a part of the submarine when doing the "flood the submarine" traitor task.


Multiplayer fixes:
•   Fixed a networking bug that occasionally caused clients to enter a state where they couldn't interact with devices or pick up items.
•   Fixed server list only displaying servers that are located close to the client.
•   Fixed occasional "error while reading a message from the server" console errors when joining a server.
•   Fixed clients sometimes timing out and disconnecting during the loading screens.


Other fixes:
•   Fixed skills not having any effect on repair durations.
•   Fixed inability to enable content packages created for a version prior to 0.9.2.0.
•   Several bugfixes to publishing and installing Workshop mods.
•   Tutorial improvements and fixes.


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Re: Barotrauma
« Reply #9 on: October 08, 2019, 01:40:36 PM »
News from the Barotrauma modding community
Mon, 7 October 2019



Hi everyone!

We’ve had some nice community events and activities going on around Barotrauma for a long time, and recently a group of players even hosted a submarine building competition. We love hearing about what our players are up to, and we decided to highlight this competition as well as a few other community hubs in our blog – read more here!

We’re planning to participate in a later submarine building event, so stay tuned for more news! A sneak peek of what's to come can already be found in the blog linked above.


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Re: Barotrauma
« Reply #10 on: October 25, 2019, 11:11:07 PM »
Halloween update and special content pack
Thu, 24 October 2019



Happy Halloween, everyone! We have a couple of things for you today.

The Halloween update

Rather than save everything for an upcoming major update, we fast-tracked a few things:

•  Character Editor 1.0 – making your own monsters is now easier. Too many individual changes to list here!
•  Modding improvements: Vanilla content can be replaced more easily and many things that weren’t previously editable have been exposed in XML. See the full changelog for more details.
•  Two new monster variants and one monster remake
•  Fixed the inability to change your name to something other than your Steam username, which prevented players from joining servers where the host has disallowed special symbols in names.
•  Fixed an error with starting a campaign through the dedicated server console.
•  Dozens of minor bugfixes


Find the changelog in full in our GitHub or in the game folder. As always, be sure to update your servers!

The official Halloween mod

To bring the mood of the season to your subs, you can now access our Halloween mod via Steam Workshop. As it is a mod instead of an update, you can continue playing with the Halloween looks later, if you want to!

On the topic of modding, we recently published a reference guide for modding Barotrauma. So if you’re looking to make a mod of your own, check it out here https://steamcommunity.com/profiles/76561198038960364/myworkshopfiles/?section=guides&appid=602960 along with our other guides (currently available only in English).

A bigger update is in the works and will be released in a few weeks. Look forward to new content and server improvements, to name a couple of things. Stay tuned!


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Re: Barotrauma
« Reply #11 on: November 01, 2019, 02:32:45 PM »
Let the submarine building begin!
Thu, 31 October 2019



Hi everyone! As you may have read earlier, we’ve teamed up with one Barotrauma player community for a submarine building competition. They already hosted one successful event before, and the next one starts now. In a nutshell:

•   Join the competition through the Summa Barologicae Discord.
•   Design a new kind of submarine for Barotrauma, based on a specification written by our lead designer Ez “Chad Husk”.
•   Submit your design to the Summa Barologicae community hosts by November 24.
•   Our developer team will test and judge the top 5 submarines, and…
•   all finished, working submarines submitted by the deadline will be featured on our blog at barotraumagame.com, and...
•   the winning sub will be added to Barotrauma as a vanilla sub in a later update.*

The winner will be announced in December. Without further ado, head over to the Summa Barologicae Discord, and let us see what you build!

*The Barotrauma developer team reserves the right to make alterations to the winning submarine design to ensure it works as well as possible in the game. The author of the winning sub will have his/her name or nickname of choice added to Barotrauma's credits.


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Re: Barotrauma
« Reply #12 on: November 22, 2019, 01:16:06 AM »
Beasts Within – second major update out now
Thu, 21 November 2019



Hello everyone!

The second major update for Barotrauma is now live. Find the changelog in full here, also included in the game folder in a file called "changelog.txt". You can also take a look at this blog we posted last week. As always, please be sure to update your servers!

This update centers on new content, such as monsters, character customization, new traitor missions and one new submarine. It also brings a number of other improvements. Here’s a summary of the most important changes:

New content

•   New monsters: Hammerhead Matriarch, Hammerhead Spawns, Mudraptor Egg
•   Six new traitor missions
•   Several new character customization options: appearance, job gear variants.
•   New submarine: the Kastrull
•   New signal components: wire your subs in new and intricate ways!


Gameplay improvements

Server browser and server lobby improvements:

•   Find suitable servers more easily – several new features
•   Server lobby visual overhaul
•   Server lobby gameplay improvements: character customization, job selection, submarine preview, more accessible server settings

Electrical system overhaul:

•   Power distribution logic reworked to remove several issues with complex systems
•   Considerably better optimized for complex systems

Job system overhaul:

•   More balanced job distribution.


The Europan
Together with the update, we’re introducing “The Europan – Barotrauma Supporter Pack”. Read more on the DLC’s store page about what you will find inside! https://store.steampowered.com/app/1197650/Barotrauma__Supporter_Pack/



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Re: Barotrauma
« Reply #13 on: December 18, 2019, 02:34:14 AM »
Bugfix patch for the Beasts Within update out now
Tue, 17 December 2019

The bugfix patch v0.9.6.0 is out now. The patch includes several networking changes, so please make sure to update your servers to prevent incompatibility with players who've updated their game!



Networking/multiplayer fixes:

- Fixed the game occasionally freezing when joining a server.
- Fixed a bug that occasionally caused clients to disconnect with an "entity not found" error in the multiplayer. In technical terms, the issue occurred when the server spawned an entity with a given ID, sent a network event for that entity, and then spawned another entity that took up the ID of the previous entity. This could happen, for example, if in the multiplayer campaign a player happens to get an item with the same ID as an item in the inventory of another player who isn't currently present, and the other player joins the server. There are still most likely additional bugs that can cause similar error messages, so this fix will probably not get rid of the errors entirely.
- Fixed start button staying disabled in the server lobby when switching from the campaign mode to another game mode.
- Fixed clients occasionally getting disconnected due to the campaign store. Happened if a location had changed from one type to another (for example, natural formation to outpost), the players had bought something that wasn't originally available from the location and a new client joined.
- Fixed clients occasionally being prompted to download subs from the server even if they already have a matching sub.
- Fixed server having a password even if the password box is left empty in the in-game "host server" menu when hosting with the Linux version.
- Fixed server name being shortened to one word when hosting from the in-game "host server" menu with the Linux version.
- Fixed server name length not being restricted when set from serversettings.xml or using console commands.
- Fixed "ready to start" tickbox disappearing if a client joins while a round is running.
- Fixed traitors remaining as traitors client-side after restarting the round, allowing them to access the sabotage interface despite not having a traitor objective.
- Fixed characters occasionally not selecting/deselecting a periscope client-side, causing them to walk in place or not grab the periscope.
- Fixed male asian heads not appearing in the server lobby.
- Fixed campaign servers never being filtered out from the server browser when filtering based on game mode.
- Fixed clients not displaying the "could not connect" popup if the initial connection to a server times out.
- Fixed door weld state occasionally getting desynced, causing the door to be welded server-side but possible to open client-side.

Electricity fixes:

- Fixed junction boxes not passing signals to relays.
- Fixed broken junction boxes and relays carrying power.
- Fixed devices not receiving power if they're connected directly to batteries/supercapacitors with no relays or junction boxes in between.
- Fixed light components that receive power from somewhere else than a power input connection not going out when they lose power (e.g. lights on the diving suits).
- Fixed pumps and batteries operating/recharging faster when receiving overvoltage, with no upper limit, making it possible to for example operate pumps at 10x the speed by connecting them to a relay that's receiving 10x more power than is being drawn from it.
- Fixed LightComponents being toggled twice when they receive a signal to the toggle connection.

Misc fixes:

- Fixed "last used" listbox overlapping with the entity visibility tickboxes in the submarine editor on low resolutions.
- Fixed misaligned colliders on the "Shell A Cap 0 deg A/B" wall pieces.
- Fixed links disappearing between linked subs and docking ports when loading in the sub editor.
- Fixed loading freezing for up to 10 seconds if the game cannot fetch the remote content for the main menu (update notifications, changelogs, etc).
- Fixed lights on devices (junction boxes, nav terminals, reactor) being rendered on top of characters.
- Fixed lights lagging a little behind moving objects (e.g. diving suit light).
- Fixed characters being able to grab/heal others when handcuffed.
- Character editor: don't switch to the limb mode when clicking a limb in the joint edit mode. Fixes difficulties in using the joint angle widgets when the widgets are interloping limb source rects.
- Character editor: Fixed the texture path field not being copied if the source character has no texture path defined. In this case, we can use a texture path found in one of the limbs.
- Fixed bots incorrectly reporting problems in the room they are in instead of the room the issues is spotted at.
- Fixed bots reporting broken devices or asking medical attendance even if they are taking care of those things.
- Fixed bots saying "put out a fire in hull" instead of using the name of the room when they extinguish a fire.
- Fixed AITargets staing active even if the entity is not active (for example, the sonar could still be heard by monsters after it's turned off).
- The bots now only report about issues that have not been already been reported.
- Fixed monsters attacking doors that are open.
- Monsters keep pursuing the target if the behavior is "pursue" even when they cannot attack.
- Bots stop operating devices if a player starts operating them (unless they have been ordered to operate the device).
- Fixed bots playing the rewiring sound when repairing an item with a screwdriver.
- Fixed bots sometimes stopping behind a closed door when trying to extinguish a fire.
- Fixed chat messages occasionally extending below the lower bound of the chatbox.
- Fixed searchlight and turret lights disappearing before the light is fully off-screen.
- Waypoint fixes in Kastrull and the drone.
- Fixed Kastrull flooding when the drone is undocked.
- Fixed ballast pumps in Kastrull's drone being off by default.
- Fixed enormous in-game ballistic helmet sprite.
- Fire extinguishers can't be placed inside toolboxes anymore.
- Fixed lobby screen not scaling correctly after changing to a bigger resolution.


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