Barotrauma

Barotrauma Dev Tracker




11 Jan

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

10 Jan

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Hello everyone!

The year 2024 has officially started in Barotrauma development, and we’d like to kick it off with a brief development poll.

We’re planning a new, optional challenge mode for multiplayer campaigns where respawning is limited and character death is permanent, and we have a few competing designs for how we might implement this Permadeath mode.

If you are interested, read more about the Permadeath mode on our blog[barotraumagame.com], and give your feedback via the poll attached to the blog! You wil... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

07 Jan

Comment

Originally posted by Ruberine

The bug specifically was that scaling below 0.100 in the sub editor was completely removed. I work with Decotrauma right now, and we do a lot of work on high-detail sub assemblies, so a large amount of items we use are scaled below 0.100, which ended up meaning around 1/3-1/2 of everyone’s work, including mine, is no longer correct. It had a huge impact on all of our work on Decotrauma and the subs we designed. And yeah, as I said it’s not like we expect you to put a heavy amount of developer resources into this sorta stuff, as always this part of the community is relatively small.

work with Decotrauma right now, and we do a lot of work on high-detail sub assemblies, so a large amount of items we use are scaled below 0.100, which ended up meaning around 1/3-1/2 of everyone’s work, including mine, is no longer correct.

Ah, yeah, that was a pretty dumb oversight on our part. We set a limit to how much items could be scaled down because very small scales caused issues with specific items, and naively assumed there wouldn't be any practical use for scales below x0.1 and made it a hard limit that applies to all items. But the sub building and modding community always seems to find creative ways to use features in ways we hadn't anticipated! :D


05 Jan

Comment

Originally posted by Ruberine

Thank you for even responding to a comment like this, and I do admit that I may have been too aggressive with it. I wrote it pretty soon after I saw that the latest update had completely broken the majority of the things I design in the sub editor, even though the bug causing it had been reported while the update had been pushed to unstable, and had been marked as a non-issue. I hadn’t thought much of the bug until then, as it seemed major (for people who do sub editing), had been reported and it was during the unstable phase, so I had assumed it was to be patched out, and as it wasn’t, it meant I was very frustrated with this topic at the time, given that I’ve dedicated several hundred hours into the sub editor. Recently though, I’ve heard that the bug in question is in line for a fix, even though it had been marked as a non-issue.

As for the comment on an update on bugfixes and stability, I had seen it myself with the context you mention removed, as I was not there when ...

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No offense taken, I get how frustrating it can be to have stuff you've spent a lot of time working on get broken by some bug or change introduced by an update! I'm curious, which specific bug in the latest update are you referring to? We could possibly bump it up in priority and try to get it hotfixed soon depending on how severe it is.

I also completely agree with what you're saying about the editors. Especially the character editor: it's so complex and unintuitive that we not even all of us in the dev team know how to use it, and I would really like to make it a little more user-friendly at some point. I unfortunately can't give any promises on when that might happen though, considering there are more pressing issues to address than an editor that's only relevant to a very, very small portion of the player base.

something that could potentially ease some peoples frustrations with it would be, if it’s possible, so that instead of marking issues that we...

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Comment

Originally posted by Ruberine

As someone with almost 500 hours in the game, it is pretty buggy and has got serious issues that should've been worked out in early access, however those are almost exclusively on the technical side of the game, and not what new/most players would see.
The sub editor is glitchy in of itself, and that's the best functioning of all the editors. Glitches are a problem, and when reported, are often dismissed as "working as intended". The creature editor is in an even worse state, as for what I know, it's barely functional, and a mess to work with anyways. There's little to no documentation on how it works, as nobody wants to use it because of how awful it is, and it has actively pushed people away from the modding scene (example: MN Creatures mod.). The encounter editor is even worse. It's barely *mentioned* online because of how obscure it is, it isn't even fully integrated into the game, you have to use console commands to access it.
The devs pay little to no attention to b...

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The devs pay little to no attention to bugs, allowing things that have been reported as significant issues to get out of betas, by just claiming it's not a problem or that they're just not gonna bother

This is kind of disheartening to read, considering we currently spend a sizable chunk of our time on nothing but fixing bugs, and have a dedicated QA team testing the game full-time to minimize the amount of bugs that make it to the public version and to help the programming team diagnose existing issues.

But I agree that there are quite a lot of bugs to iron out still, many of which I really wish we would've had time to fix before leaving Early Access.

I also admit that we can be quite hasty in closing issue reports as "non-issues" - we get so many reports about issues, that we generally can't put that much time into diagnosing a single issue and figuring out whether it's a bug or for example some issue at the player's end, or somet...

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20 Dec

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Hello everyone!

We've just released a hotfix to address issues in last week's Winter Patch. See the list of changes below, and enjoy the holiday season!


v1.2.7.0

- Fixed an issue that sometimes caused the game to crash without generating a crash report (which would lead to a "pipe was broken" error if the issue happened server-side). The issue had to do with a stack overflow when throwing specific kinds of console errors: one common case was when the game failed to connect to our server to check the GameAnalytics consent, which lead to a crash on startup.
- Fixed piezo crystals sometimes spawning right at the start of the level.
- Fixed assistants not being able to pick all tier 1 and 2 talents.
- Fixed location names disappearing when locations change their type in saves started in pre-1.2 versions.
- Fixed s... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

14 Dec

Comment

Originally posted by Ok_Acanthocephala_70

Ooo this is cool! I never knew

With some clever googling you might even be able to find the original texts. ;)

Comment

The religious writings of the Church of Husk seem to be based on the writings of some ancient Earth philosopher called "Zarathustra".

Post
    Vihis on Steam - Thread - Direct


Hello everyone!

The Winter Patch 2023 has just been released, with quality-of-life changes, balancing, optimizations, bugfixes, and a bit of new content sprinkled in as well. You can find the full list of changes at the end of this post, and a more comprehensive preview of the update in our ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

08 Dec

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Hello everyone!

The year is almost at its end, and we’ve one more update left to release before that. This Winter Patch will be focusing more on quality-of-life changes, balancing, bugfixes and optimizations, with a sprinkling of new content as well. See some of the highlights below, and read more on our blog[barotraumagame.com].

Rotatable structures in the sub editor, opening up a whole world of possibilities for all of you mad scientist sub editors out there.

Option to buy items straight to you... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

21 Nov

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Hello submariners!

The Steam Autumn Sale starts today, and with that, the Steam Awards nomination period also begins: it’s time to nominate your favorite games for awards. If you’d like to nominate Barotrauma for an award, read on!

Barotrauma is eligible in a number of categories since we reached 1.0 this year. Which one do you think is the best fit? You can nominate us for “Better With Friends” right through this post – the part about needing someone to watch your back, or someone who you can stab in the back, really resonated with us, particularly following last month’s traitor update. You can also pick another category, if you feel a different one is a better match.

Either way, we hope you’ve enjoyed this year, with our long-awaited 1.0 release and the subsequent 1.1 update. It’s been a momentous year for us, and we’re still going to round it off with a smaller update before Christmas. More about that a bit later; for now, enjoy the Autumn Sale, and rememb... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

30 Oct

Post
Hello everyone!

We've just released a second hotfix for the Treacherous Tides update, now with a longer list of changes to address issues discovered since the update's release. Please be sure to update your game to the latest version, and see the full list of changes just below.


v1.1.19.3

- Fixed shrapnel from flak cannon ammo always launching upwards.
- Fixed wall damage shrapnel going through walls and being a little excessive overall.
- Fixes to pressure distribution logic: fixes pressure sometimes being lethal in breached rooms that weren't full of water.
- Fixed clients not regaining control of their braindead character after rejoining if the character's taken any amount of damage while braindead.
- Fixes to inconsistent stack sizes (e.g. certain ammo types stacking up to 12 in character inventories, but only 8 holdable/wearable items like backpacks and toolbelts.
- Fixed console errors when switching subs with circuit bo... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.