Autor: Urs Thema: Stranded Deep  (Gelesen 4197 mal)

Offline Urs

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Stranded Deep
« am: Samstag, 24.Jan 2015 - 18:36 Uhr »

Offline Maxy

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Re: Stranded Deep
« Antwort #1 am: Samstag, 24.Jan 2015 - 18:45 Uhr »
habs gestern gezockt :) mir machts spaß, szenerie is geil, grafisch auch super schön und des crafting konzept is auch mal was neues


  • Gast
Re: Stranded Deep
« Antwort #2 am: Samstag, 24.Jan 2015 - 19:07 Uhr »
Bis auf das Craftingsystem,hat man alles andere schon mal gesehen.

Anfang= erinnert an the forest-cast away

Umgebung= wer hätte es gedacht,erinnert auch an Cast Away

bereisen der Inseln= erinnert an How to Survive

« Letzte Änderung: Samstag, 24.Jan 2015 - 19:08 Uhr von Adebar »


  • Gast
Re: Stranded Deep
« Antwort #3 am: Samstag, 24.Jan 2015 - 20:16 Uhr »
aber aber aber  es  gibt  doch wilson,  in welchen spiel  gibt es das??  also  ich finds cool. heut mittag  3  stunden  gameplays  geschaut.  wers mir wohl   montag oder so holen


  • Gast
Re: Stranded Deep
« Antwort #4 am: Sonntag, 25.Jan 2015 - 10:40 Uhr »
Echt mit Willson,wie geil ist das den.Bin mal auf den Coop-Multiplayer gespannt,der die ja leider erst später kommen.Werde es mir aber denke ich auch mal Montag kaufen.

Offline h1ns

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Re: Stranded Deep
« Antwort #5 am: Samstag, 31.Jan 2015 - 21:46 Uhr »

Wilson heißt hier "Wollie"


  • Gast
Re: Stranded Deep
« Antwort #6 am: Sonntag, 01.Feb 2015 - 09:02 Uhr »
Crafting Rezpte:

Eure "Hauptzutaten" für das Herstellen von Objekten sind:

Sticks (Stöcke)
Stone (Steine)
Rock Shard (Stein Keile [Stein mit Messer bearbeiten])
Rope (Seile [erhaltet ihr indem ihr mit dem Taschenmesser auf Yucca-Pflanzen einschlagt])
Palm Fond (Palmenblätter)


Crude Axe (grobe Axt)

1 x Stick
1 x Stone
1 x Rope

Crude Hammer (grober Hammer)

1 x Stick
1 x Rope
2 x Stone

Crude Knife (grobes Messer)

1 x Stick
1 x Rope
1 x Rock Shard

Crude Spear (grober Speer)

1 x Rock Shard
1 x Rope
2 x Stick

Camp Fire (Lagerfeuer)

5 x Stick

Fire Pit (Feuerstelle)

1 x Camp Fire
6 x Rock

Fire Spit (Kochstelle) - Hier könnt ihr Essen braten ohne dabei sein zu müssen)

1 x Fire Pit
1 x Rope
3 x Stick


4 x Rope
4 x Palm Frond
6 x Stick

Folgende Dinge werden für das Haus benötigt

-Einen Hammer
-Ein Fundament craften, engl. Foundation (8 Stöcker bzw. Sticks)
-Vier Stützen craften, engl. Supports (1 Stock pro Stütze)
-Drei Wände craften, engl. Wall (2 Palmenwedel bzw. Palm Frond)
-Dach craften, engl. Roof (4 Palmenwedel bzw. Palm Frond)
-Treppen für Hütte craften, engl. Steps (5 Stöcker, 6 Leinen bzw. Lashing)


1x Motor (Schiffwracks)
1x Fuel Tank (Schiffwracks)
1x Propeller (Schiffwracks)
1x Carburetor (Schiffwracks)
1x Stock
1x Duct Tape (Kisten in Wracks)

Quelle: und

« Letzte Änderung: Montag, 02.Feb 2015 - 22:35 Uhr von Adebar »


  • Gast
Re: Stranded Deep
« Antwort #7 am: Freitag, 13.Feb 2015 - 13:49 Uhr »
Stranded Deep Complete Crafting Guide(Englisch)


  • Gast
Re: Stranded Deep
« Antwort #8 am: Samstag, 14.Feb 2015 - 12:46 Uhr »

Bug Fixes
Key Bindings – Removed secondary key bindings which was interfering with AZERTY keyboard users.
Menus – Fixed Audio Settings volume not applying when changed in-game.
Menus – Fixed Mouse Sensitivity settings not applying when changed in-game.
Menus – Fixed Input Menu’s scroll window position.
Inventory – Adjusted force when dropping items.
Intro – Disabled dropping functionality for tutorial items to avoid confusion.
Crafting – Fixed a bug where splitting an object with the dragging mechanic could stall the crafting system.
Crafting – Fixed the possibility of saving mid-craft/build and reloading with the ghost item stuck on-screen.
Cooking – Fixed cookable item’s display name “Cooking” status spamming on every reload. Note: any previously saved cookables will still display as “Cooked Cooked Cooked", etc.
Divers Slate - Fixed the Divers Slate holding position.
Coconuts – Adjusted the coconut spawn amount.
Coconuts – Coconuts viewing distance increased.
Coconuts – Fixed a bug where you couldn't crack a coconut on another island.
Fire Spit – Fixed a bug where if your inventory was full when picking something off the spit and then you made room and tried again, the item would not remove from the spit.
Bed – Is now a normal craftable item. You can now drag it around into your home.
Raft Motor – Fixed raft motor rotating further down with each reload.
Raft Motor – Fixed various bugs with durability and speed.
Raft Motor – Now has a fuel gauge.
Airtank – Fixed infinite Airtank.
Various – Fixed various item display names (goggles, flippers, martini, etc).
Various – Fixed flying with dragging objects.
Shadows– Fixed all construction objects that weren't displaying shadows.
Harvestable Plants – Adjusted regrowth time.
Bucket – Adjusted tipping angle, cooking time and fixed various cooking bugs.
Lantern – Fixed a lighting bug with the lantern’s LOD and lighting masks.
Watch – Minor rendering optimization and moved closer for easier reading.
Land Sharks and Land Whales – Fixed.
Sharks – Adjusted spawn amount.
Sharks – Improved AI. Different shark species will flee from more dominant species. More aggressive in general.
Sharks – Improved AI. Adjusted curiosity; Sharks tracking velocity increased. More aggressive stalking behavior.
Sharks – Improved AI. Species are now more dependent on height, i.e: Great Whites will lurk below, Tiger sharks will roam on the surface.
Sharks – Fixed a large bug with the sharks biomes.
Sharks – More intense and aggressive attacking player animations,.
Crabs – Adjusted the crab population amount.
Crabs – Adjusted crab calories vs. coconut calories.
Crabs – Adjusted cooking time.
Fish – Fixed incorrect starting biomes. Fish species should now be correct for the current biome.
Fish – Improvements and fixed a large bug with the fish system’s bounds checking.
Audio – Higher bitrate rain sound.
Audio – Adjusted Paddle sound.
Audio – New drowning sound clip.
Loot – Fixed duplicate loot items.
Shipwrecks – Boat of doom no longer spawns on the shore.

New Content
Menus – You can now choose to display temperature in Celsius or Fahrenheit.
Temperature System – Stranded Deep now has a completely new temperature system running in the background. It’s based off real world values for the Pacific region. It takes the time, day, month, year and humidity into account when calculating the current temperature and apparent temperature (how hot it feels). The ocean temperature falls off with depth based on real-world values that have been scaled to the game world. This system is still fairly fresh and will be incorporated more fully with your statistics in a future update (taking into account your exertion, whether you’re in shade, wet, etc).
Inventory – The inventory now displays the property of the first item in a slots stack, i.e: health, durability, servings, etc. (Please note there’s a lot of different attributes for items so it’s possible some might not prioritize the right attribute).
Turtle – New creature!
Sting Ray – New creature!
Blacktip Reef Shark – New creature!
Lion Fish – New creature!
Fish – New creature! Clown Trigger Fish.
Shipwrecks – New shipwrecks! Plane and ship bow.
Door – New buildable item! You can now construct a door for your home, similar to a wall.
Cloth – New item! You can now find cloth. This item is very much a placeholder and will be generally improved and integrated into more crafting combinations in the future.
Crude Bandage – New item! You can now craft a Crude Bandage.



  • Gast
Re: Stranded Deep
« Antwort #9 am: Montag, 16.Feb 2015 - 09:00 Uhr »

Bug Fixes
-Bed - Fixed disappearing beds. The disappearing bed bug was actually a blessing in disguise. This highlighted a rather large problem of an edge case where a biome’s items weren’t being saved properly. So a big problem has been fixed for not only the beds but every item (reports of sticks disappearing, etc).
-Bed – Fixed backwards compatibility issue with flying beds.
-Construction Objects – Increased culling distance.
-Loading – Fixed an issue with new content and previous saves.
-Ocean – Fixed graphical error in tutorial scene.
-Potato – Can attach to Fire Spit.
-Raft – Fixed some physics issues. Please note that these changes will not apply to existing saved rafts!
-Sharks – Fixed jiggly shark soft bodies.
-Sharks – Fixed the issue of being unable to move after a shark attack.
-Sharks – Fixed an occurrence of the player marked as "being attacked" which prevented sharks attacking you.
-Sharks – Players should no longer go under or become stuck in the terrain after a shark attack event.
-Sharks – Minor tweaks to aggressiveness and crazy speed values
-Sharks – Sharks will build aggression when attacked



  • Gast
Re: Stranded Deep
« Antwort #10 am: Samstag, 21.Mär 2015 - 14:14 Uhr »

Bug Fixes
Cloth – Fixed spelling mistake in description.
Cloth – Fixed bug with crafting trigger not activating.
Paddle – Fixed a bug with paddle buoyancy flying to the surface.
Foundations – Hard to replicate but hopefully fixed Items falling through foundations. Time and player feedback will tell with this one. Only other thing is possibly destroying order of things?
Context Menus – Fixed context menu spam and using items when closing menus spam.
Context Menus – Fixed a bug with the context menu interacting collider.
Context Menus – Fixed a bug where constructing combos options were getting cut off with a long list.
Crafting – Some improvement made to lag when equipping a hammer to switch between building and crafting modes with large collections and buildings. There’s a lot more work to be done here, but it should be better.
Building – Improved foundation collisions. You can now walk underneath foundations and place on rocky terrain. This does allow the ability to do silly things like placing structures inside rocks, so beware.
Doors – Fixed shipwreck door collisions.
Doors – Fixed all door colliders moving player when opening.
Medical Supplies – Fixed bug with infinite medical supplies.
Airtank – Players seem to be a bit confused with this one so we reworked the functionality to make it less confusing and more consistent. Previously, the airtank had a set capacity and would refill your air deficit. Now it just has a set number of uses so make sure you get the best out of them.
Fire Spit – Now displays the attached cookable’s name.
Ocean – Fixed a bug where the ocean would turn red during weather events.
Trees – Fixed a bug where cut down connected tree trunks where loading back as logs not trunks.
Doors – Door model now indicates which way the door opens when placing.
Steps – Building materials have been adjusted. Previously the steps were a ‘luxury’ item. Now they are a requirement for accessing second stories, so the material requirement has also been adjusted. Steps are now 4x stick, 2x Rope.
Beds – Reduced size to fit inside a single foundation.
Bubbles – Fixed bug where bubble markers were disappearing.
Shipwrecks – Plane shipwreck now has bubble markers.
Boat Motor – Fixed fuel gauge only updating when boat motor was running.
Player – Changed crouching mechanic. You now have to hold the crouch key to remain crouched.
Bucket – Fixed the “portal/stargate” bug.
Coconuts – Fixed a rare occurrence of a missing reference.
Whale – Fixed constant whale noise spam.
Crabs – Fixed a bug where crabs weren’t being parented to the right node for re-centering and saving.
Boat Motor – Reduced the lawn mower’s volume from 0.7 to 0.4.
Effects – Fixed a bug with incorrect god rays appearing underwater (big orange blob).

New Content
Sea Forts! – You can now explore a series of connected sea forts/military bunkers that provide great shelter and can contain various loot and supplies. Sea Forts are procedurally generated in the sand plains biome. Please note that we are working on a much more improved billboard system for the future so sea fort transitions may be jerky/sudden when loading biomes at this stage in development.
Multistory Building! – Official multistory building. This system is a work in progress and is in alpha stage and will be constantly evolving. There are currently a very few edge cases with unrealistic placements that will get cleaned up as the system progresses and finalizes. There’s no limitations on stories for now, so we can’t wait for the mega tower screenshots! We’ll be incorporating things like structural material limitations and more advanced destruction in future updates.
Interacting – New mechanic for interacting with objects! To interact with interactive objects like campfires, consoles and containers, hold the left mouse button down momentarily when the new interacting icon appears. Similarly, the crafting context menu icon has a new look.
Clicking with the left mouse button will use your current item on the object you’re looking at, as normal.
This mechanic opens up the ability to be able to destroy interactive items like campfires and doors, which has not been possible until now.
Steps – Steps functionality has been changed. When placing, you can rotate the orientation of the stairs to point in the direction you want. However, stairs can only be placed adjacent to a foundation.
Windows – You can now craft a Windowed Wall
Torch – The torch functionality has now changed. When found, it will be permanently equipped and can be toggled with the torch key (default is [R]). Any torches that already exist in the game world will be destroyed, so you will have to find a new one for this to take effect. Please note that this will eventually be incorporated into a left hand item, so don’t worry die-hards - no floating torches here ;)
Player Audio – A variety of new unique player character effects.
Fish Trap – You can now craft a functioning Fish Trap. At the moment it only catches fish, but we will expand on this in the future with crabs, crayfish, etc. What fish you catc



  • Gast
Re: Stranded Deep
« Antwort #11 am: Mittwoch, 25.Mär 2015 - 02:15 Uhr »

Bug Fixes

Sea Forts – Lowered generation amount.
Sea Forts – Fixed no-clipping through various doors and containers.
Rafts – Fixed the erratic raft buoyancy.
Torches – Fixed a bug where torches were not equipping. Value should now apply when you pick up a torch or flashlight.
Player – Added a “Toggle Crouch” option to the input menu. Toggled off will keep the original behaviour of remaining crouched after the crouch key is pressed. Toggled on, you will need to hold the crouch key to remain crouched.
Windowed Walls – Fixed windowed walls saving with incorrect id. Unfortunately, any windowed walls that have been saved as walls will remain as walls, but the problem is fixed for any future windowed walls.
Rain – Improved rain appearing through sea forts. Collision accuracy still needs some tweaking.
Shipwrecks – Fixed a bug with an incorrect shipwreck prefab id being saved. The “Boat of Doom” was replacing one of our newer shipwrecks. This has been fixed for the future, however if a “Boat of Doom” has been saved on shore previously, it will remain.
Building – Fixed a chance of not being able to place a foundation over stairs upper level.
Crafting – Fixed raft motor crafting combination not requiring a raft.
Crafting – Fixed a bug with picking up materials when in the crafting menu.
Fire Spit – Fixed a bug with destroying a Fire Spit leaving an attached cookable stuck forever.



  • Gast
Re: Stranded Deep
« Antwort #12 am: Freitag, 15.Mai 2015 - 11:57 Uhr »
0.03 H2

We have a lot of big things planned. Some of them include:

Moving over to Unity 5.
Reworking the terrain system.
Reworking the ocean - Better and bigger wave animations and more complete buoyancy.
Reworking a lot of behind the scenes for co-operative game play.
Incorporating a proper player model with shadows and animations.
Creating an actual audio system.
A new loot system incorporating proper scavenging mechanics.
Improving the construction system to build on the new scavenging system to create more unique structures.
A tool crafting system – scavenging different handles, bindings and blades to create unique tools and weapons.
Improving the weather with procedural cloud cover and better weather events.
A map editor and modding tools.
Heaps more…


  • Gast
Re: Stranded Deep
« Antwort #13 am: Freitag, 15.Mai 2015 - 11:58 Uhr »
0.03 H3

Bug Fixes

Saving – Fixed a bug with Steam attempting to initialize twice and throwing an exception. This would result in not being able to continue the correct saved game after quitting to the main menu without quitting to desktop and restarting.
Antibiotics – Removed conditions for anti-venom item which didn’t make it into the last update and reverted to using antibiotics to cure poisoning and vitamins for sickness as before.
Main Menu – Reports had been made of seeing the main menu logo with no menu options. This couldn’t be replicated but changes were made in an effort to fix anything that could have been the cause. Please keep us posted if you experience any more issues.
Intro – Changed key binding for skipping the intro to [Esc] to fix interfering with AZERTY keyboards.
Torch – Fixed bug where you couldn’t pick up the permanently equipped torch if you have a full inventory.
Campfire – Reduced flame distortion to more realistic level. Cleaned up prefab.

New Content

Loading – The loading screen now has a courtesy warning for Yosemite users for long wait times.
Loading – The loading screen now displays tips.


  • Gast
Re: Stranded Deep
« Antwort #14 am: Mittwoch, 20.Mai 2015 - 17:41 Uhr »

So we’ve moved over to Unity 5 and onto our first experimental build :)

For instructions on how to opt into the experimental builds, see here:

The builds are only for 64-bit Windows and OSX operating systems. We’d love to get feedback on whether the move to U5 and some changes has alleviated loading problems (10-15 mins) for Yosemite users.

There’s also now a dedicated experimental sub-forum here:


I mentioned in the last update, that we were doing a lot of custom stuff in Stranded Deep. Well the upgrade broke a lot of it! :P We had a few problems that delayed last week’s release. There’s a problem with the way we manually batch our materials through code with Unity 5. The bug has been reported but for now there’s no item highlighting. We also had a collider related problem with the new physics system that borked the yellow raft, so enjoy your free wooden one :P

One of the things we wanted to address with the upgrade to Unity 5 was the UI. In particular, the UI performance. The system we were using previously was great, but a bit of a performance hog. Unity now have a nice native UI system now. So last week was spent getting up to speed and switching over to the new UI system. It’s much better for performance, as it should be being built into the engine, but the feature set isn’t as comprehensive as our old UI system. So a fair amount of time had to be invested creating controls and widgets for the new UI that we used previously. A lot of time was also spent making sure it was setup in a manner that’s nice and scalable for the future. If anything needs to change or be added, it’s a simple matter of dragging a new control or group in and it will automatically layout everything correctly. So as of 0.04.E1, the main menu is running on the new UI. All of the in-game UI is yet to be converted.

You’ll see there’s a few pre-emptive settings in the audio menu. These will be implemented when we take another pass at the audio system. Unity 5’s got a few new audio tools we need to check out.

We’ve just started to integrate Speedtree for better trees and foliage. One of the things that’s not immediately apparent about the Speedtree integration in Unity is that there’s no official physically based shader set for them. So you have a great scene full of shiny PBR materials and trees that stand out like you know what. All the trees and foliage look horrible right now. We’re on it and trying to get it sorted out asap.

All in all, we’re seeing a nice performance boost with the upgrade. We’ve moved to a fully deferred renderer now. Garbage savings from new UI system and the new multi-core physics system is helping smooth things out too. Freeing up all these precious milliseconds mean we can spend them on more important things like effects, more complex AI, etc.

We’re also finalising plans for the new terrain system and world. We’re really excited with where it’s all heading. It’s also going to be perfect for community mods. We’ll be filling you in in a future post once we’ve got it all figured out.

So that’s it this week, till next time!

Stay Alive!
:: Beam Team