Block values are more repeatable in horizontal directions than in the vertical. This is to maximize gains from the RLE scheme. Only if the count is too large to fit in the light section (4 bits), a separate byte is allocated for the count.Īdditionally, the order of blocks storage is changed from how they are kept in memory. The count value is stored in the “light” section of the block data, so it doesn’t take any more space than the raw, uncompressed block (light value does not have to be saved – it is generated anyway). RLE compression stores the value of the block followed by the repeat count, instead of storing all blocks separately. RLE compression to exploit the repetitive nature of the world blocks. The chunks within the region file are compressed using a two-step process: The new format divides the world into regions of 16×16 chunks (where chunk is 16x16x256 blocks). It is a more complex system compared to the old one, which stored raw block values divided into constant-size chunks. I told you about it in one of the previous posts. I think the most important change in 2.3 is that it uses a new, compressed storage format for the world files. As pistons are moving blocks, they trigger motion sensors in 2.3 – so the blocking no longer works. Some of you have been complaining that motion sensors detecting movement of projectiles, pickables and moving blocks (a new feature in 2.3) broke their builds, because they were using pistons to block off visibility of sensors. We will need to wait for the stores to approve the update – hopefully only about a day. Reduced number of pickables created by explosions.Reduced chance of spawning of many creatures of the same type.Hammer makes appropriate material sound when used to make furniture. Fixed depth clipping when crouching near a wall.Fixed glitches and improved wooden ladder.Crouching deaths in low spaces fixed, general crouching improvements.Fixed broken uploading/downloading of 2.3 worlds.I will very soon release a bugfix update for the 2.3 release. Please go to the store and update to get the fix. The fixed versions of the game should now be in Microsoft Store: Good news is, I have finished doing just that. It means rewriting a lot of tested and working network code. The solution is to update the Windows Store version of the game to use the newer TLS. This manifests with the following message: Hence, Dropbox and others will refuse to connect to the game. NET runtime, abandoned by Microsoft circa 2015, which has a TLS 1.0-only implementation of the network stack. The Windows Store builds of the game use an old. Versions of TLS prior to 1.2 are considered unsafe, so recently a lot of websites started requiring TLS 1.2, and will refuse connecting with older versions. The reason is very simple: TLS 1.2 is now required to connect to these websites.īriefly, for those who don’t know, TLS (Transport Layer Security) is a network protocol, which secures your internet dealings by encrypting the network traffic. The other versions of the game still use the old audio system.Īs you probably noticed, Windows Store version of the game stopped working properly with Community Content, Dropbox and Transfer.sh. Please note – currently only Survivalcraft 2 Day One has the fix. If it does, I will submit the full version of Survivalcraft and the remaining games as well. Please update and let me know if everything works. I submitted the new build of Survivalcraft 2 Day One (version 2.3.11.3) which contains the latest fix. Survivalcraft also uses OpenAL on all iOS devices, so the change wasn’t too complicated or too risky. OpenAL for Android uses native OpenSL ES backend, instead of the problematic Audiotrack. I completely ditched the current audio system for Android, which used Java-based Audiotrack objects, and replaced it with OpenAL. Unfortunately, the sound issue did not go away, the lags are still there. I made a tentative fix to Survivalcraft 2 full version a few days ago, and submitted it to the store as a test. It gradually started to become a problem recently, as Android devices matured, and the framerate was more likely to stay at 60fps+ all the time. But, as framerate in these ancient times was jittery anyway, the drops weren’t very noticeable. The slow audio playback causing framerate drops on Android has always been there, since 1.17 release back in 2012, the first version available on Android.
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