OpenClonk 3.2 Update

Posted in Announcements on November 18th, 2012 by Zapper – Be the first to comment

This is a bugfix release for 3.0 that we had planned since shortly after the original release.

I believe that elevator just transported a lorry!

As expected, a release always contains bugs that are only found through massive playtesting by a lot of players – and that was exactly what happened for the last weeks (see also OpenClonk gaming night).

Among the fixes can be found:

  • you cannot get stuck in sand or snow anymore when digging with a shovel
  • the elevator can now properly transport lorries or trees
  • the stone doors in Hideout and the CTF flag-capturing work now
  • fixed one synchronisation-loss issue when playing successive rounds without restarting OpenClonk
  • the coniferous tree now has a nicer texture and the nightly sky is a lot more appealing now 🙂

(Full changelog here!)

..and of course a lot more. But note that this is a bugfix release which does not bring you new features, but improves the old features – and if there are new features in this release, it is because they solve problems with the last release 🙂

And as always: if you find bugs or have suggestions, feel free to put them into our bugtracker or forum.

See you ingame!

OpenClonk Gaming Night

Posted in Announcements on October 20th, 2012 by Maikel – Be the first to comment

Hello World!

This is your chance to play OpenClonk with the developers, since from now on we will “organize” a regular evening to play OpenClonk rounds via internet. The basic ingredients:

  • Every Sunday evening from roughly 19:00 till 22:00 CEST.
  • Join with a pc which runs the game (current release) smoothly
  • Be present in #openclonk on IRC (euIRC network) or just join running games
  • Do not forget to record (ingame option) and take screen shots
  • Share your feedback with the devs, this is highly appreciated

We’ll play rounds like these

On the first night, which is this Sunday, I will organize things a little and we will mainly play some short arenas/races and will probably end with a nice settlement round. After that the night should become self sustaining and you should see it as a night where you can be sure to find other people playing this wonderful game!

Update: Now that the first night is over, I hope that everyone will also join next Sundays, cause I think we had a lot of fun and also gathered lots of feedback. Soon I will try to gather some material for a small gameplay trailer from these rounds, but more on that later.

So be sure to join next Sunday!

OpenClonk 3.1 update

Posted in Announcements on October 15th, 2012 by Newton – 3 Comments

As predicted by Zapper, there was a blocking bug in the 3.0 release which Clonkonaut found and fixed, so please update to 3.1.

In 3.0 it was impossible to chop down a tree which is quite important for settlement rounds 😉



OpenClonk 3.0 released!

Posted in Announcements on October 14th, 2012 by Zapper – Be the first to comment

The next stable version was released today. It contains not all of the possible buildings and features that we aim for, but the current state of the project. And while some things might still not be very polished, everything should be playable.

Beyond the Rocks

The release contains the first few buildings and production lines, which should let you form an opinion about the direction OpenClonk is heading.

The reason for the release was very simple: The last version that had new content is more than one and a half years old and has so many missing features and bugs that you’d always suggest testing the development version to a player.
Oh, and of course to motivate you to participate in the project in any way you want and can.

There have been so many changes since the last release that listing all of them here would be both boring to read and too much work, so here is a short overview:

– new controls (see blog post) [note that the gamepad controls are currently NOT working]
– changed the ingame HUD
– buildings and items related to them were added
– some production lines and energy support were added, also see this blog post
– some more cooperative scenarios were added
– and of course bug fixes and much more 🙂


I suggest you go straight to the downloads-page and try the release yourself. And don’t forget to rant about any bugs you find in either the forums or the bugtracker. 🙂


OpenClonk 2.2 released

Posted in Announcements on February 10th, 2012 by G – Be the first to comment

This is a bug fix release. Most importantly, the game should now work correctly on 64 bit Windows. There are also windows installer improvements regarding firewall and “Games Explorer” integration. A couple of cross-platform crash fixes are in there as well. A more complete list is available from our repository web interface.

Downloads are at the usual place.

Next up will probably be a 5.3 beta with some settlement scenarios. If you want to help with testing those before then, check out the development snapshots.

Development snapshots available again

Posted in Announcements on January 8th, 2012 by Clonk-Karl – Be the first to comment

The nightly builds and development snapshots have been unavailable for some time now. Partly they were obsolete due to the new autobuild system, however we lacked the option to obtain a snapshot of the current game state which runs out-of-the-box. This gap has been filled now by the revamped development snapshots. Instead of being only built once a week they now become available a few minutes after a developer makes a change to the game.

This means, that you can always playtest the current state of development without checking out the repository or building the engine yourself!

Also, check out the revamped archive for downloading old versions of the game.

c’t Software DVD

Posted in Announcements on December 11th, 2011 by Newton – 1 Comment

c’t, a well-known German computer magazine added us to their software DVD for the new issue of Mac & i.

For all those who are able to speak German, you can look it up here, page 166-167 🙂

Mac builds

Posted in Announcements on October 10th, 2011 by Newton – 9 Comments

Oh, and just on a quick note:


Thanks to PeterW and Mortimer, Mac packages are available for the new version, too. The link is modestly standing on the right side of the download page.

OpenClonk 2.1 released

Posted in Announcements on October 10th, 2011 by Newton – 1 Comment

Another update!

In the meantime, the settlement development gathered quite a momentum. Since the release 10 days ago, there have been over hundred commits on the repository! We cherry-picked some of them for this bugfix update.

See below for a short list of changes. Download as usual on the download page, just install over the old installation.

Also, be sure to turn on the “high resolution landscape” in the options if it is not turned on yet! This makes the landscape look much better than in previous versions, though on very old graphics card this may result in artifacts rendered in the landscape, report it here then (you can post as anonymous, no registration required).

Game content
+ Tutorial4: Fixed losing weapons forever (#667)
+ Objects: Stonedoor damage now visible through cracks (#669)
+ Target ballon in tutorial 3 makes popping noise when shot
+ Chest animation fix
+ Drive animation/pose for plane; clonk doesn't swim inside containers
+ Tutorial 4: Fixed item swith when dying (#665)
+ Tutorial 2: Fixed blasting spot under ropeladder
+ Added Iron Bomb, also as a weapon to all scenarios that used to have dynamite bars
+ Footstep sounds for the clonk
+ new sound for the teleglove
+ some refactoring
+ fixed clonk meshes
+ clonk can turn while on grappler rope
+ fixed turn rotation when swinging the grappler to the right
+ clonks rotation again adapted to the rope ladder (#637)
+ Blast sounds different under water (or any liquid)
+ Fixed bow aiming animation during jump

+ CrewMembers are only banned from resurrection during Death callbacks (#532)
+ Engine: Fix possible crash in C4Landscape::InsertDeadMaterial (#666)
+ Fix the build when building against libpng 1.5
+ Fix writing of Record.log
+ Use big landscape tiles when classic shaders are enabled
+ backport network security fix
+ Landscape: Dig2ObjectCollect shouldn't stop other materials from spawning (#678)

OpenClonk 2.0 released

Posted in Announcements on October 1st, 2011 by G – 8 Comments

It’s been 9 months since the last full release. Time for another one! The most visible changes since 1.2 are:

  • The landscape is drawn in higher resolution
  • The Macosx port has an editor like the other ports
  • A new scenario Scorched Garden, and a redesigned Overcast

But there are a lot of smaller changes and improvements as well, especially for people who want to write their own game content.

Download here

You are advised to first uninstall OC 1.2 before you install OC 2.0 as the game data of it is incompatible with the previous version.

This version shall be the foundation on which finally the mines, production lines and generally the settlement is implemented. The start signal has already been lit with this forum post from Clonkonaut. If you are interested to contribute, just talk to him or reply to this forum post.


The full list of changes


Script - general:
* Removed DefCore entries Edible, Prey, Growth, NoSell and Rebuy
* Removed OCF_Edible, OCF_Prey, OCF_Living
* Differentiate between COMD_None and COMD_Stop
* Empty function parameters default to nil instead of 0
* obj->~foo() cannot have whitespace between -> and ~ anymore
* arr[-x] returns the x-th last element of an array now, arr[i:j] ranges
* Scenario.txt: Definition1 defaults to Objects.ocd
* Added RelaunchPlayer callback which is called after last crew member died

Script - functions:
* Added function DigFreeMat
* Changed functions SetSkyParallax, BlastObjects, ScheduleCall, AddMsgBoardCmd, GetDefinition (all documented)
* Fixed functions HSLa, SetGraphics, GetTurnDirection, CreateScriptPlayer
* SetPlrExtraData and SetCrewExtraData can store strings now
* Removed unimplemented Par(n)=foo
* Removed reference parameters for functions

Script - properties:
* Replace the sorting functionality of Categories with a Plane property
* Removed trainable and permanent physicals from the DefCore, they are now (Action) properties
* Replaced Collectible and Grab DefCore value with Collectible and Touchable property
* Effects are now also proplists
* Effects can declare named variables (properties), removed EffectVar()

Engine - general:
* Changed OpenClonk file extensions to ocs, ocg, ocd, ocf, ocp, oci, ocm, ocb, ocv, ocl and ocu
* Added UTF-8 support
* Removed loading of BMP definition graphics and portraits
* Log to record file, too, when recording
* Removed portraits
* Revive the possibility for rivalry in the round evaluation dialogue
* Load additional player control defs from definition local System.ocg files
* win32: Log a stack trace on assertion failure
* win32: Remove duplicate file type association code from the engine
* TONS of code cleanup work
* Fixed various mesh loader bugs (#602,...)
* Fixed various memory leaks
* Fixed player properties dialogue
* Fixed various savegame issues
* Fixed crash when script players join the game (#571)
* Fixed wrong video mode selection
* Fixed unable to change resolution and fullscreen (#600)
* Allow resolution change with mismatching display refresh rates
* Fixed hang on exit
* Fixed solidmask zoom on zoomed graphics (#639)
* Fixed viewport drawing in fullscreen mode
* Fixed miscellanous win32 and sdl issues
* Removed unconditional infinite loop in C4GameObjects
* Fixed a possible access violation through effects
* Fixed /help notice is not correctly displayed in IRC chat and removed RWD notice
* Fixed joining network game in edit mode (#649)
* Don't complain about invalid topfaces for mesh graphics
* Fix control assignment set sortingby priority  (#641)

Game logic:
* Structures do not automatically remove snow and flyashes
* Corpses can burn
* Do not change Controller on Enter for Alive non-C4D_Livings
* Solidmasks can also move floating objects
* Material objects dug free can be forced to be collected

C4Script interpreter:
* Added a standalone C4Script interpreter
* Various improvements and optimizations to the script interpreter
* Correctly backtrace C4Script exceptions
* Optionally warn about empty function call parameters and array expression entries
* Do not print a deleted-object-warning while warning about that object
* Remove some unnecessary inspections of callers of builtin functions
* Fixed crash when parsing a function call with more than ten parameters
* Fixed crash trying to display stringtable-not-found error message (#588)

* Added Antialiasing feature
* Added high resolution shader landscape rendering
* Added possibility to animate material textures, added animated water
* Digging and blasting now produce more natural shapes
* Separate graphic for "Mouse Over" for main-menu buttons and Icons
* Zoom of GUI elements is dependent on viewport resolution
* Impoved map to landscape algorithms to create a smoother landscape

* Lots of GTK editor enhancements
* Lots of Mac cocoa editor enhancements
* File/Save creates a savegame when the original scenario was one
* File/Save Game As correctly preserves the Origin
* Fixed various crashes in editor mode
* Fixed various GTK editor issues
* Fixed various Mac cocoa issues
* Fixed property window doesn't open in editor (#635)
* Fixed a crash on reload definitions (#76)
* Fixed crash when opening a second viewport for the same player
* Fixed window creation in editor mode
* Fixed possible crash on initial window creation
* Fixed starting the engine with a scenario with a trailing slash
* Fixed infinite loop if the first scenario failed to load (#592)

Win32 Installer:
* Installer creates a startmenu shortcut that launches the editor
* Only register the uninstaller with add/remove programs
* Cut unnecessary pages from the installer

* Fixed FindNextEntry
* Removed unused -a, -m, -e, -d, -r, -o commands
* Removed Maker information.

Game Content

Game content - general:
* Added control: collect (into backpack)
* Added script-side bubble implementation (removed engine-side implementation)
* Added script implementation of the fire effect
* Finish balloon with sound and graphics
* correct the display of the rope and grapple hook and the clonk's position on it
* Fixed water jump
* Fixed friction values for the Rock
* Reset clonk action when they enter a plane
* Cannon and lorry don't fall off the sides of the map
* Parkour: Safety against creating checkpoints outside landscape bounds
* Parkour: checkpoint may now clear materials behind it
* Applied friction to ore (no more phasing for ore)
* Fixed a C4Script runtime error for unavailable hotkeys
* Usage of item is cancelled if (another) item is thrown
* Stop can now return -1 to keep that object as used object (part of #483)
* Prevent clonk from swimming in solids
* Remove unused MGranite
* Fixed cannon rotation
* Performance optimizations for the backpack and health/breath tubes
* Prevent HUDadapter from throwing runtime errors for non-crewmember clonks
* Fix grappler also shots on cancel
* Grappler: fixed division by zero (#613)
* Clonk now moves his legs while aiming with the bow (#640)

Graphics and Sound:
* Added new HUD
* New textures for ruby, ametyst, bricks, earth and snow
* Replaced a sky texture
* New clonk-head graphics
* Removed Cursor graphics in different sizes
* More detailed crosshair graphic
* Changed graphics of earth to look like earth more
* Changed Marker visuals of the flag
* Tweaked musket animations
* Fixed sword visuals a bit
* Clonk doesn't contort or moonwalk when using shield with right hand
* New graphics for the powder keg
* Changed snowflakes to be much smaller
* Added splash effects for swimming
* Added a backpack graphic on the clonk's back
* Fixed and improved some Clonk animations, added chop, dive and magic animation
* Added graphic rotation during scaling and animation for scaling top corners
* New winch graphics
* Fixed animation glitch for KneelUp animation (#328)
* Added new icons for scoreboard
* A bunch of new and/or improved frontend graphics
* Clonk doesn't stop digging automatically when he hits a wall

* Added Scorched Gardens deathmatch scenario with telekinetic gyroglove
* Hideout: Fixed warnings, removed floating edge
* MoltenMonarch: Fixed landscape (bottom lava)
* Overcast: Completely redesigned
* Tutorial 4: Fixed opponent creation
* Tutorial 4: Fixed AI movement for swordman
* Guardians of the Windmills: fixed evaluation data
* Remove some tools from shiver peak
* Removed clouds blocking the view in Shiver Peak
* FrozenFortress, Hideout: CTF goal set to fix 2

* Added Clonk can roll off
* Clonk can jump off walls (with new animation).
* Clonk cannot control his movement while tumbling anymore
* Changed maximum walking speed of the Clonk by 0.04 pixel/frame to fit jumping speed
* Jumping acceleration lowered by 0.2 pixel/frame
* Musket does 15 damage now instead of 10 (the bow does 6-12)
* No jumping facing backwards