Modifications 34943

Status Update 02 Sep 2020

September 25, 2020

In the holistic development of Cattle and Crops, we are working in parallel on many different levels – both “in” and “around” the game. Not all of this is immediately visible or tangible. Certain things can only be released in a package after completion and thus made visible to you. In the last few months we have paid special attention to how we can offer you a great gaming experience. As announced in the last status update, we have implemented an extensive tutorial system, which should answer any open questions you may have at any time. But especially for CNC beginners we want to make the access to the game much easier. The second pillar are the campaigns which are new to the game and which we have enriched with the expertise of the Landwirtschaftsverlag both in the implementation and with corresponding accompanying information. The campaigns guide you through independent scenarios that are theme-based. You will be guided by “Professor Farmstein” and repeatedly provided with interesting information on the individual work steps and the general conditions in real agriculture. Furthermore, the campaigns are linked to the new career mode. If you play the career mode, not all tractors and implements are available right from the start, but you have to unlock them through the tutorials and campaigns. But if you want to start right away, you have the possibility to do this in the sandbox mode. Here everything is immediately available and you can simply start without having to fulfil any requirements.

Furthermore there was an engine update to a pre-release version of the C4 7.0 engine, which will be the basis for the port to the consoles. But with this we have also opened the door (on all platforms) for new graphical features like HDR, God-Rays, better SSAO quality and through a slimmer renderer more performance. In addition, the new C4 engine offers the new Slug font system, which allows us to display pin-sharp fonts in any resolution. This is very beneficial for the new content, because we now offer much more text in the game.

In addition, we have devoted a great deal of attention to AI in recent weeks to make it work better again. With the [soon for you available] revised stand a relaxed chopping and threshing is possible again. Currently the AI is being optimised once again for normal soil cultivation.

We have also made great progress in the field of “hay drying”. We have revised and refined the complete drying system. The drying process is now not only influenced by temperature but also by wind. In addition, the hay no longer gets wet so quickly if it rains just a little.

We have also integrated many small improvements into the game that improve the clarity and usability.

Currently, a test version is being tested by our publisher Toplitz, who is putting it through their paces. With their feedback we will be able to announce more details about the release date.



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With these tutorials we explain how to create the basics of a map (landscape) for Cattle and Crops using a 3D program and the engine editor. Basically it is about the terrain, roads, fields and vegetation.

The first part explains all necessary steps in the 3D program Blender, the second part shows how to get the created landscape template from Blender into the engine.

In the video description you can find the link to the sample files and the needed Blender addons. The tutorials are in German language, an English subtitle via the YouTube function will follow in the next days.

Youtube Link: CNC Tutorial Mod Map Landscape Blender 3D (1/2) CNC Tutorial Mod Map Landscape Engine Editor (2/2)



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With the status update of 28 Feb 2020 we mentioned tutorials as a topic and today we would like to go into it again.

We have integrated an extensive tutorial system into the game that explains in detail the individual steps and possibilities in Cattle and Crops.

We have separated the tutorials into various sections, all of them can be expanded later as needed. This is e.g. the operation of the player, vehicles operations and the interface; and extends further to soil cultivation, sowing, fertilization, harvesting, transport and processing, animal procedures, plants and objects, and helpers.

The individual tutorials are listed in main categories. Each tutorial can be played by itself and independently. Furthermore, they can be repeated at any time. Even if you get stuck in-game, you can always start the fitting tutorial from within the game, which should answer all your questions. After finishing the tutorial you can begin the next tutorial in the same category or return to your game.

With the tutorial system implemented at game release, we want to make it easier for all new players to get started to the world of Cattle and Crops and give the old hands a tool to explain the intricacies and complexities of Cattle and Crops.



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Language update

August 16, 2020

Today we publish a language update with which most of you can set your national language. In Cattle and Crops we not only support German and English, but now also French, Italian, Spanish, Russian and Polish.

Some translations may contain even smaller errors. Furthermore, some translations are sometimes too long for mission and message windows.

You can select the new languages in Steam under the Cattle and Crops properties:

In the versions of GOG and Launchpad you can select the language as follows:

Changelog 0.9.8.5

NEW
New languages Spanish, Italian, French, Polish and Russian
BUG FIX
Fixed missing action to chase away animals and added missing sounds
BUG FIX
The Lemken Azurit machines no longer lift the wheels of tractors
NOTE
Some GUI elements are not yet translated because they have not yet received a string ID
NOTE
Some panels still have minimal problems with Russian regarding text width recognition



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Steam Sale 26 July 2020

August 16, 2020

The Steam Summer Sale has started and you can get a 25% discount for the last time before the 1.0 release of Cattle and Crops.

We have also started the discount campaign on our website, also here you get CNC with 25% discount.

We wish you a nice weekend!



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With this update we’re very excited to introduce our newest industry partner! The new header Mais Star* Horizon 800 FB by Geringhoff enables you to harvest maize grain with the Claas Tucano combine. During this type of harvest, the corn cob is completely separated from the plant and the kernels stored in the bunker; the rest of the plant is chopped up and left on the field. You can sell the harvested kernels at the harbor. We’ve added an introductory mission that’s available immediately.

Sliding vehicles Up until now, the vehicle wheels blocked too early during the braking process and it looked as if the machines would slip even at low speeds. We have adjusted the braking behavior and the handbrake for all machines: now the wheels decelerate not only visually but also physically slowly with the vehicle speed.

All other new items, bug fixes and changes can be found in the change log.

We wish you all a Merry Christmas and a Happy New Year! We’re going to be back on January 13.

Note to the modders We have adjusted the fixed implement attachers (front loader, front loader tool, combine cutter, forage harvester cutter). Implements are now aligned to the attacher node so that the reference and attacher nodes have the same position and orientation. Existing mods may need to be adjusted.

NEW
Manufacturer Geringhoff, with 6m corn header Mais Star* Horizon 800 FB
NEW
Fruit type maize grain
Attention: maize swath can’t be tedded/windrowed/collected
NEW
Mission Maize Grain Harvest
NEW
Setting “Physics Realism” changed to 2 options
NEW
Cutting Controller: script method HasFillPackageOnPath. Returns whether there is a fruit somewhere on a connected path
NEW
GFX Vegetation Render Density is taken into account when displaying plants on the cutting controller paths
NEW
Cutting Controller can now send swath to two different Swath controllers (with different ratios)
NEW
The fertilizer type can now be specified for fertilizing tasks
NEW
Script methods GetLightState, SetLightState on the Implement Proxy
NEW
Script method CreateInstance: loads an instance dynamically
NEW
Console command “factionReputation”
Without arguments: lists reputation with the respective factions
factionReputation : sets reputation
Example: factionReputation harb 50
BUG FIX
Save game load: unspawned animals will now be moved back into the barns
BUG FIX
Bugs in the AI pathfinding were fixed – especially when path angles were exactly 0 or 2*pi, which triggered a bug in the math library
BUG FIX
Optimized navigation paths at the harbor and farm. AI should no longer get stuck at those locations
BUG FIX
Bogey trailers no longer have asymmetric attachment angles
BUG FIX
Joskin Delta-Cap unloading textures show correct fill type again
BUG FIX
Tank transfer continues even if the transfer window is hidden
BUG FIX
Fertilizer implements automatically buy fertilizer when controlled by AI
BUG FIX
Get…/Set…/HasParentMachineState now also works if the parent is a vehicle (previously only on implement parents)
BUG FIX
Shader SSAO bug fix for environment objects
BUG FIX
Engine raycasts replaced by PhysX sweep tests and machine spawn improved on sloping surfaces
BUG FIX
Particle systems referenced by “ParticleType” are no longer re-initialized constantly, but only when changed
BUG FIX
Cowshed: no animals in barns 0, 2, 4, 8 fixed
BUG FIX
Hammer CornKing: fertilizing is activated automatically when controlled by the AI
BUG FIX
Hammer Corn Seeder Unit: ridge marker side change is working again (both manually and via AI)
BUG FIX
The Rauch Axis will be switched off after an AI task has been completed
BUG FIX
Dammann Land Cruiser folds in/moves up the frame correctly again at the end of an AI task
BUG FIX
Claas Quadrant clog mesh is displayed again
BUG FIX
Harvest task progress is calculated correctly again
BUG FIX
The position of the barn exit is correctly recognized and displayed in tasks again
BUG FIX
Animal transport task with loading/unloading in the barn uses the correct transfer point again
CHANGE
Continued work on Tombstone 2.9.1 integration (many only internal changes)
CHANGE
Retail overlay with CNC version removed
CHANGE
Brake and handbrake values adjusted so that the vehicles no longer slip during braking (wheels lock)
CHANGE
Attacher angle (tow pin hitch and tow ball hitch): angles increased for MB Tracs, Claas Jaguar and Arion
CHANGE
Tow ball attacher added to Claas Jaguar and MB Trac 1000 (not visually)
CHANGE
The following vehicles have received more accurate dirt texture masks:
Bressel und Lade silage bucket S; S L; S XL
Claas FL 100
Claas cutterbar trailer 521
CHANGE
Strautmann Giga-Vitesse no longer supports the loading of threshed fruit or fertilizer, but only chaff, swath and feed
CHANGE
Reaching positions in self-created tasks now has a 30m tolerance
CHANGE
Environment objects at the farm and harbor optimized in order to reduce AI collisions
CHANGE
Attachable > Attachers have been revised (front loader, front loader tool, combine cutter, forage harvester cutter). Implements are now aligned to the attacher node so that the reference and attacher nodes have the same position and orientation. Existing mods may need to be adjusted.



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The Steam Summer Sale has started and you can get a 25% discount for the last time before the 1.0 release of Cattle and Crops.

We have also started the discount campaign on our website, also here you get CNC with 25% discount.
https://www.cattleandcrops.com/

We wish you a nice weekend!



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With update 0.9.8.2 we want to offer you more immersion and gameplay. Therefore, we have added environment sounds to this version. This means you can hear various sounds on the Albergtal map, which makes the game feel more realistic. The birdsong, rain and wind sounds are some examples. In addition, your character has now been given movement noise, which also differs depending on ground types. This is completed by sounds that attract and scare away animals.

The Albergtal Map was further updated. The vehicle trader now has tractors in his showroom and the sewage plant has been made a bit nicer. The farmhouse and all buildings have been reworked and got a more realistic look. The barn is now finally a barn and does not look so clinically anymore. The farmhouse now has automatic opening doors and the annex and garage can now be used to park vehicles. Furthermore, new bushes have been placed on the Albergtal map which are also seasonable.

An update to the current PhysX 4.1 version is also included in this update. This fixed the shaking in light vehicles (AI traffic).

Furthermore, many bugfixes have been included in this update. All changes can be found in detail in the changelog.

There will be a status update at the end of July and end of August until V1 in September. We are currently working full steam ahead on the completion of the V1 and will introduce to you some of the content of the V1 in the upcoming status updates.

Changelog 0.9.8.2

NEW
The vehicle specific physics were reworked and several heavy bugs were fixed that made light vehicles shake
NEW
PhysX 4.1 update. Update to the latest stable PhysX version
NEW
Environment sounds were added
NEW
Footstep Sounds have been added and are configurable via XML
NEW
Flashlight has received on/off sound
NEW
Sounds to attract and scare away Animals
NEW
Attract and scare off Animals improved
NEW
Bushes were added
NEW
Bushes Season Update
NEW
The farmhouse has been given a garage
NEW
The farmhouse has got a workshop
NEW
32 bit triangle indices support so that meshes can have more than 65336 vertices. so we can render more vegetation than before
BUG FIX
KI riders no longer automatically log off the field
BUG FIX
KI driver waits until chopper/thresher is ready on the field
BUG FIX
KI: Detection of potential collisions improved, NaN problem fixed
BUG FIX
Crashfix: Delete on vehicle Hide FieldGuidanceSystem window
BUG FIX
[EDITOR] Fixed connecting NavPath ends to nodes in the editor
BUG FIX
[EDITOR] This is important for modders: WheelJoint settings have been fixed. Unfortunately, an error had crept in during the engine upgrade and the brake settings of the WheelJoints could not be changed properly.
BUG FIX
When you drive with automatic, you don’t shift from neutral to first gear anymore which was a conflict with the automatic of PhysX.
BUG FIX
Also the PhysX input smoothing for analog input events was fixed. A wrong time factor was calculated here.
BUG FIX
[EDITOR] FontImporter settings were fixed
BUG FIX
[EDITOR] PNG Tree Importer fixed
BUG FIX
Street Decals fixing
BUG FIX
Field menu: Added missing StringTable entries for field grass and rye
BUG FIX
Albergtal material errors have been fixed
BUG FIX
Vehicle shelter collision was added
BUG FIX
Vegetation Grid hole was solved
BUG FIX
Workshop Collision was changed
BUG FIX
Asset Windmill
BUG FIX
Tree bug fixed
BUG FIX
Factions are now translated and XP correctly scaled
BUG FIX
Mission 07 Harvest the skiers do not work properly anymore
BUG FIX
Morph mesh no longer explodes in the first frame
BUG FIX
Tire tracks are painted directly under the tires and have fewer outliers
BUG FIX
The motor sounds were adjusted to the volume level of the new ambient sounds
BUG FIX
The new ambient sounds become quieter when the cabin is locked inside the vehicle
BUG FIX
The menu sounds and mission event sounds have been turned down
BUG FIX
The Footstepsounds were refined
BUG FIX
The machine sounds of the attachments have been reduced to 25% volume
BUG FIX
Fixed a problem with Plug ‘n’ Play support for Xbox controllers. It was possible that the controller was not recognized if the driver had given an unknown string or hardware ID. Now all XInput Devices are supported
BUG FIX
Fixed missing default assignments for the controller when walking
BUG FIX
Attract animals placed on Y
BUG FIX
Scare animals away on RB + Y
BUG FIX
Jumping is A
BUG FIX
Getting into the vehicle is now done with X or Dpad Bottom as when getting out
BUG FIX
Flashlight is RB + DPad Left as in the vehicle
CHANGE
Sewage plant has received a complete overhaul
CHANGE
Sewage plant was added to the minimap
CHANGE
Vehicle dealer was revised
CHANGE
Hammer CornKing maize sowing unit: too high seed consumption corrected (now 50l/ha)
CHANGE
Path System at field entrances was revised
CHANGE
BGP silo paths were revised
CHANGE
[Farmstorage] AI’s no longer stuck on the driveway
CHANGE
Farm premises were completely revised
CHANGE
machine hall, 1st floor is accessible
CHANGE
Sewage plant was revised
CHANGE
[EDITOR] Triggers can now also be set via editor masks
CHANGE
The OBJ to Agrofield Importer now supports OBJ files from 3D Studio Max and the Guruwave Exporter and the latest Blender version



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