It's been a few weeks since the first playable release and as much as I would like to say things are moving along nicely, progress always seems to get held back by all sorts of shenanigans and bugs. Alpha 13 dropped a few changes to the way custom hubs worked and something in the region of 109 new or modified blocks, which for builders was as much of a blessing as it was a boon. All pre A13 prefabs needed corrections, some simply required a pass through Hal9000's prefab converter, most needed loaded up and manually edited. It's not been without it's benefits, the project itself has been rebuilt from scratch within the rwgmixer, a lot of small details and corrections were made while processing the block changes and as annoying as the bugs are that do show up, it's been another learning experience 'trying' to deal with them.
Now, I've had access to a virtual test server for some time thanks to BigC90210 but I've always preferred to do my building/editing locally then upload for testing later. It meant that a rather nasty bug was left unnoticed until after the I released the first version. Single player is unaffected, but local multiplayer and dedicated get some weird console errors popping up and I've no idea how or why. The forum thread for the project has seen some action and is a good place to check for those who want to stay up to date or have further questions, one community member in particular dropped a work around for people to get the hub loaded onto a dedicated server (thanks again Psyborg!).
So with the bad and the ugly out of the way we can take a look at what's new within the project. The High way leaves little to the imagination as to whats been cooking, as the highway and it connecting to the south side of the hub are the most prominent features of this version. Lots of iron trussing has been replaced with the more sturdy steel, mis rotated pipes have been removed or corrected and the highway itself is over 950m long!. We have a 'temporary' bridge to cross the river and the new access ramps mean we can actually use it in the version!. Downtown seen it's first splash of loving since the early concept stages, again, rotational corrections feature prominently, but we also have some new buildings to go with the highway access ramps and the area as a whole is looking almost complete. Uptown saw some minor improvements this pass, though it did receive a whole lot-o-lovin in the last version release, I did manage to squeeze in another five buildings as well as add in the graveyard and hospital car park to try give it a more full and complete look.
When we stroll across the bridge to the newly added southern half of the hub, Lowfdogs rather impressive basketball arena is situated just off the highway on the south side. The surrounding area is still largely a work in progress but the scope of what this project offers the big builds is readily apparent when you see the scale of the car park and the start of the area allocated to the arena. A video tour of the arena is available here (by it's creator, Lowfdog) for those who want to see more, it's one of the most detailed prefabs you are likely to see.
The road network for the hub was given an overhaul too, it now has 'connector' extensions at key areas which help to smooth out the hills and cliffs for the more built up areas (less floaty terrain) but also help to connect the hub to the surrounding landscape much better with less crazy cliffs and drop offs. Last but not least these connectors also provide decent spots for the rwg engine to connect the hub itself into the random gen road network.
I'd like to take an opportunity to thank people for their support, my YouTube channel is at 16 subscribers! so now v0.3 of the project is almost wrapped up I will celebrate in style with a subscriber special very soon and we can start to see what else Slaanhatten can be used for...