https://wiki.vintagestory.at/api.php?action=feedcontributions&user=Lo-Phi&feedformat=atomVintage Story Wiki - User contributions [en]2024-03-29T01:46:31ZUser contributionsMediaWiki 1.38.2https://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=152362Vintage Story Original Soundtrack2023-12-26T17:07:17Z<p>Lo-Phi: Updated # of tracks in the main blurb</p>
<hr />
<div><languages/><br />
<translate><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=Instrumental, Orchestral, Electronic, Chiptunes, Soundtrack<br />
|Length=2:23:25<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=Current Version: 1.21.13<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the Bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 30 music tracks. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0.00).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Tuning Cylinder - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Tuning Cylinder - The Invention<br />
#Spring<br />
#Radiance and Rust<br />
#Eidolon Battle<br />
#The Resonance Archives (Library)<br />
#Arctic Winds<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to either feature more orchestral instruments, especially string sections, or gritty percussion and synth-heavy atmospheric foundations (depending on the underlying story elements the music is related to). With the exception of the guitar parts in Spring, all of the instruments are controlled via MIDI within Logic Pro X.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, most of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. A few of the tracks follow a more complex scheduling procedure, depending on factors such as season, relative level of danger, or meeting specific in-game conditions.<br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses.<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft'<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft'<br />
* v1.14.11 - [Jun 3, 2020] Added 'Summer Day', 'Roots', 'Resonance Archive - The Invention', and 'Spring,' also lowered volume of 'Quirky Tavern' and 'Cultured Tavern'<br />
* v1.17.11 - [Jun 20, 2022] Added all 3 trailer music tracks as bonus tracks with the full album download<br />
* v1.20.13 - [Apr 19, 2023] Added 'Radiance and Rust', 'Eidolon Battle', and 'The Resonance Archives (Library)'. Renamed other 'Resonance Archive' references to 'Tuning Cylinder'. <br />
v1.21.13 - [Dec 22, 2023] Added 'Arctic Winds'<br />
</translate></div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=152361Vintage Story Original Soundtrack2023-12-26T17:05:52Z<p>Lo-Phi: Added information about the latest album version. Also updated the soundtrack length</p>
<hr />
<div><languages/><br />
<translate><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=Instrumental, Orchestral, Electronic, Chiptunes, Soundtrack<br />
|Length=2:23:25<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=Current Version: 1.21.13<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the Bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 29 music tracks. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0.00).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Tuning Cylinder - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Tuning Cylinder - The Invention<br />
#Spring<br />
#Radiance and Rust<br />
#Eidolon Battle<br />
#The Resonance Archives (Library)<br />
#Arctic Winds<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to either feature more orchestral instruments, especially string sections, or gritty percussion and synth-heavy atmospheric foundations (depending on the underlying story elements the music is related to). With the exception of the guitar parts in Spring, all of the instruments are controlled via MIDI within Logic Pro X.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, most of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. A few of the tracks follow a more complex scheduling procedure, depending on factors such as season, relative level of danger, or meeting specific in-game conditions.<br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses.<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft'<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft'<br />
* v1.14.11 - [Jun 3, 2020] Added 'Summer Day', 'Roots', 'Resonance Archive - The Invention', and 'Spring,' also lowered volume of 'Quirky Tavern' and 'Cultured Tavern'<br />
* v1.17.11 - [Jun 20, 2022] Added all 3 trailer music tracks as bonus tracks with the full album download<br />
* v1.20.13 - [Apr 19, 2023] Added 'Radiance and Rust', 'Eidolon Battle', and 'The Resonance Archives (Library)'. Renamed other 'Resonance Archive' references to 'Tuning Cylinder'. <br />
v1.21.13 - [Dec 22, 2023] Added 'Arctic Winds'<br />
</translate></div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=152332Vintage Story Original Soundtrack2023-12-26T16:40:43Z<p>Lo-Phi: Add name of latest track</p>
<hr />
<div><languages/><br />
<translate><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=Instrumental, Orchestral, Electronic, Chiptunes, Soundtrack<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=Current Version: 1.20.13<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the Bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 29 music tracks. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0.00).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Tuning Cylinder - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Tuning Cylinder - The Invention<br />
#Spring<br />
#Radiance and Rust<br />
#Eidolon Battle<br />
#The Resonance Archives (Library)<br />
#Arctic Winds<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to either feature more orchestral instruments, especially string sections, or gritty percussion and synth-heavy atmospheric foundations (depending on the underlying story elements the music is related to). With the exception of the guitar parts in Spring, all of the instruments are controlled via MIDI within Logic Pro X.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, most of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. A few of the tracks follow a more complex scheduling procedure, depending on factors such as season, relative level of danger, or meeting specific in-game conditions.<br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses.<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft'<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft'<br />
* v1.14.11 - [Jun 3, 2020] Added 'Summer Day', 'Roots', 'Resonance Archive - The Invention', and 'Spring,' also lowered volume of 'Quirky Tavern' and 'Cultured Tavern'<br />
* v1.17.11 - [Jun 20, 2022] Added all 3 trailer music tracks as bonus tracks with the full album download<br />
* v1.20.13 - [Apr 19, 2023] Added 'Radiance and Rust', 'Eidolon Battle', and 'The Resonance Archives (Library)'. Renamed other 'Resonance Archive' references to 'Tuning Cylinder'. <br />
</translate></div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=135942Vintage Story Original Soundtrack2023-09-19T15:50:11Z<p>Lo-Phi: Updated track count and moved album version to album info sidebar</p>
<hr />
<div><languages/><br />
<translate><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=Instrumental, Orchestral, Electronic, Chiptunes, Soundtrack<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=Current Version: 1.20.13<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the Bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 29 music tracks. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0.00).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Tuning Cylinder - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Tuning Cylinder - The Invention<br />
#Spring<br />
#Radiance and Rust<br />
#Eidolon Battle<br />
#The Resonance Archives (Library)<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to either feature more orchestral instruments, especially string sections, or gritty percussion and synth-heavy atmospheric foundations (depending on the underlying story elements the music is related to). With the exception of the guitar parts in Spring, all of the instruments are controlled via MIDI within Logic Pro X.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, most of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. A few of the tracks follow a more complex scheduling procedure, depending on factors such as season, relative level of danger, or meeting specific in-game conditions.<br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses.<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft'<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft'<br />
* v1.14.11 - [Jun 3, 2020] Added 'Summer Day', 'Roots', 'Resonance Archive - The Invention', and 'Spring,' also lowered volume of 'Quirky Tavern' and 'Cultured Tavern'<br />
* v1.17.11 - [Jun 20, 2022] Added all 3 trailer music tracks as bonus tracks with the full album download<br />
* v1.20.13 - [Apr 19, 2023] Added 'Radiance and Rust', 'Eidolon Battle', and 'The Resonance Archives (Library)'. Renamed other 'Resonance Archive' references to 'Tuning Cylinder'. <br />
</translate></div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=135941Vintage Story Original Soundtrack2023-09-19T15:44:11Z<p>Lo-Phi: Updated tracklisting</p>
<hr />
<div><languages/><br />
<translate><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the Bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 22 music tracks and is listed as version 1.14.11. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0.00).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Tuning Cylinder - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Tuning Cylinder - The Invention<br />
#Spring<br />
#Radiance and Rust<br />
#Eidolon Battle<br />
#The Resonance Archives (Library)<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to either feature more orchestral instruments, especially string sections, or gritty percussion and synth-heavy atmospheric foundations (depending on the underlying story elements the music is related to). With the exception of the guitar parts in Spring, all of the instruments are controlled via MIDI within Logic Pro X.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, most of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. A few of the tracks follow a more complex scheduling procedure, depending on factors such as season, relative level of danger, or meeting specific in-game conditions.<br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses.<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
Album Version: 1.20.13 <br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft'<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft'<br />
* v1.14.11 - [Jun 3, 2020] Added 'Summer Day', 'Roots', 'Resonance Archive - The Invention', and 'Spring,' also lowered volume of 'Quirky Tavern' and 'Cultured Tavern'<br />
* v1.17.11 - [Jun 20, 2022] Added all 3 trailer music tracks as bonus tracks with the full album download<br />
* v1.20.13 - [Apr 19, 2023] Added 'Radiance and Rust', 'Eidolon Battle', and 'The Resonance Archives (Library)'. Renamed other 'Resonance Archive' references to 'Tuning Cylinder'. <br />
</translate></div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=135940Vintage Story Original Soundtrack2023-09-19T15:42:39Z<p>Lo-Phi: Updated changelog to latest version</p>
<hr />
<div><languages/><br />
<translate><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the Bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 22 music tracks and is listed as version 1.14.11. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0.00).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Resonance Archive - The Invention<br />
#Spring<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to either feature more orchestral instruments, especially string sections, or gritty percussion and synth-heavy atmospheric foundations (depending on the underlying story elements the music is related to). With the exception of the guitar parts in Spring, all of the instruments are controlled via MIDI within Logic Pro X.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, most of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. A few of the tracks follow a more complex scheduling procedure, depending on factors such as season, relative level of danger, or meeting specific in-game conditions.<br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses.<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
Album Version: 1.20.13 <br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft'<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft'<br />
* v1.14.11 - [Jun 3, 2020] Added 'Summer Day', 'Roots', 'Resonance Archive - The Invention', and 'Spring,' also lowered volume of 'Quirky Tavern' and 'Cultured Tavern'<br />
* v1.17.11 - [Jun 20, 2022] Added all 3 trailer music tracks as bonus tracks with the full album download<br />
* v1.20.13 - [Apr 19, 2023] Added 'Radiance and Rust', 'Eidolon Battle', and 'The Resonance Archives (Library)'. Renamed other 'Resonance Archive' references to 'Tuning Cylinder'. <br />
</translate></div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=135939Vintage Story Original Soundtrack2023-09-19T15:40:00Z<p>Lo-Phi: Fixed missing period</p>
<hr />
<div><languages/><br />
<translate><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the Bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 22 music tracks and is listed as version 1.14.11. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0.00).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Resonance Archive - The Invention<br />
#Spring<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to either feature more orchestral instruments, especially string sections, or gritty percussion and synth-heavy atmospheric foundations (depending on the underlying story elements the music is related to). With the exception of the guitar parts in Spring, all of the instruments are controlled via MIDI within Logic Pro X.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, most of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. A few of the tracks follow a more complex scheduling procedure, depending on factors such as season, relative level of danger, or meeting specific in-game conditions.<br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses.<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft'<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft'<br />
* v1.14.11 - [Jun 3, 2020] Added 'Summer Day', 'Roots', 'Resonance Archive - The Invention', and 'Spring,' also lowered volume of 'Quirky Tavern' and 'Cultured Tavern'<br />
</translate></div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Modding:Getting_Started&diff=31533Modding:Getting Started2022-02-15T22:30:49Z<p>Lo-Phi: /* Moving Forward */ grammar fix</p>
<hr />
<div>{{GameVersion|1.15}}<br />
<br />
Vintage story has an extensive modding system built into the game, allowing any user to make their own changes and additions as they see fit.<br />
<br />
For an overview of the game's modding system and philosophy, refer to the [https://www.vintagestory.at/features/modding.html/ Modding] page on the Vintage Story website.<br />
<br />
Before you get started, it's important to understand what you would like to accomplish so you can know what to expect. <br />
<br />
__TOC__<br />
<br />
== What Mods can I make? ==<br />
<br />
The current modding system for Vintage Story is incredibly flexible and quite easy to use even if you don't know how to program. You can add fully functional '''blocks''', '''items''' and even '''entities''' into the game without ever opening an [https://en.wikipedia.org/wiki/Integrated_development_environment IDE]. Although it is recommended you learn how to use one if you plan on modding a lot in the future, as they are very convenient. <br />
<br />
This is because nearly every feature of the game relies on the usage of '''JSONs''', which are text documents that utilize a flexible, easy to read format. You can open these files with any text editor, and with just a little bit of practice you can learn how to format them to avoid errors. The best way to learn this is to study the existing JSONs that are visible to anybody who has the game installed. To do so you'll need to locate the Vintage Story Assets folder, which you can learn about at the '''[[Modding:The Asset System | Asset System]]''' page.<br />
<br />
If you're looking to add more complex systems to Vintage story you can accomplish this as well, but you likely won't be able to do this with JSONs alone. Vintage Story is written in C#, and it is highly suggested you learn the basics of programming and of C# in general before moving onto more complex mods that can't be accomplished with just JSONs.<br />
<br />
== Types of Mods ==<br />
<br />
In general there are 3 main types of mods one can create for Vintage Story, with each having different levels of complexity:<br />
<br />
* [[Modding:Theme Packs | Theme Packs]]: These are mods that only affect visuals and don't add more content or change features significantly.<br />
* [[Modding:Content Mods | Content Mods]]: These are mods that add additional content (i.e. blocks, items, mobs) to the game but don't utilize C# code and are mostly limited to JSONs.<br />
* [[Modding:Code Mods | Code Mods]]: These are mods that add more complex features and systems that require the use of C# code to accomplish.<br />
<br />
== Moving Forward ==<br />
<br />
If you're just starting out it is certainly best to begin with a content mod, as most code mods simply extend the features of blocks, items and entities made from a content mod anyway. Once you've mastered content mods you can move onto coding if you want to add some really special things to your Vintage Story experience.<br />
<br />
More advanced programmers may be tempted to jump to code mods immediately, but it is still highly suggested you familiarize yourself with content mods first since you'll almost certainly be using them in tandem with any C# code you write. <br />
<br />
The first thing you can do while starting your first content mod is to familiarize yourself with the '''[[Modding:The Asset System | Asset System]]'''. This is where most of the magic in Vintage Story is accomplished, and you'll be using these resources constantly while modding. <br />
<br />
{{Navbox/modding|Vintage Story}}</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=18283Vintage Story Original Soundtrack2021-06-19T16:36:20Z<p>Lo-Phi: </p>
<hr />
<div><languages/><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the Bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 22 music tracks and is listed as version 1.14.11. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0.00).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Resonance Archive - The Invention<br />
#Spring<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to either feature more orchestral instruments, especially string sections, or gritty percussion and synth-heavy atmospheric foundations (depending on the underlying story elements the music is related to). With the exception of the guitar parts in Spring, all of the instruments are controlled via MIDI within Logic Pro X.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, most of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. A few of the tracks follow a more complex scheduling procedure, depending on factors such as season, relative level of danger, or meeting specific in-game conditions.<br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft'<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft'<br />
* v1.14.11 - [Jun 3, 2020] Added 'Summer Day', 'Roots', 'Resonance Archive - The Invention', and 'Spring,' also lowered volume of 'Quirky Tavern' and 'Cultured Tavern'</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=18282Vintage Story Original Soundtrack2021-06-19T16:34:40Z<p>Lo-Phi: Included newest version</p>
<hr />
<div><languages/><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 22 music tracks and is listed as version 1.10.9. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Resonance Archive - The Invention<br />
#Spring<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to either feature more orchestral instruments, especially string sections, or gritty percussion and synth-heavy atmospheric foundations (depending on the underlying story elements the music is related to). With the exception of the guitar parts in Spring, all of the instruments are controlled via MIDI within Logic Pro X.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, most of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. A few of the tracks follow a more complex scheduling procedure, depending on factors such as season, relative level of danger, or meeting specific in-game conditions.<br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft'<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft'<br />
* v1.14.11 - [Jun 3, 2020] Added 'Summer Day', 'Roots', 'Resonance Archive - The Invention', and 'Spring,' also lowered volume of 'Quirky Tavern' and 'Cultured Tavern'</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=18281Vintage Story Original Soundtrack2021-06-19T16:33:16Z<p>Lo-Phi: Updated description based on the newest tracks</p>
<hr />
<div><languages/><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 22 music tracks and is listed as version 1.10.9. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Resonance Archive - The Invention<br />
#Spring<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to either feature more orchestral instruments, especially string sections, or gritty percussion and synth-heavy atmospheric foundations (depending on the underlying story elements the music is related to). With the exception of the guitar parts in Spring, all of the instruments are controlled via MIDI within Logic Pro X.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, most of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. A few of the tracks follow a more complex scheduling procedure, depending on factors such as season, relative level of danger, or meeting specific in-game conditions.<br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft', updated ReadMe file<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft', updated ReadMe file</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=18273Vintage Story Original Soundtrack2021-06-19T16:08:51Z<p>Lo-Phi: Updated description based on the newest tracks</p>
<hr />
<div><languages/><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 22 music tracks and is listed as version 1.10.9. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Resonance Archive - The Invention<br />
#Spring<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to either feature more orchestral instruments, especially string sections, or gritty percussion and synth-heavy atmospheric foundations (depending on the underlying story elements the music is related to). With the exception of the guitar parts in Spring, all of the instruments are controlled via MIDI within Logic Pro X.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft', updated ReadMe file<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft', updated ReadMe file</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=18272Vintage Story Original Soundtrack2021-06-19T16:03:42Z<p>Lo-Phi: Added new tracks to the tracklisting</p>
<hr />
<div><languages/><br />
<!--T:2--><br />
{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
<!--T:3--><br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
<!--T:4--><br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
<!--T:5--><br />
The current publicly available version of the soundtrack has 22 music tracks and is listed as version 1.10.9. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
__TOC__<br />
==Track listing== <!--T:1--><br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
#Summer Day<br />
#Roots<br />
#Resonance Archive - The Invention<br />
#Spring<br />
<br />
== Streaming == <!--T:6--><br />
<br />
<!--T:7--><br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
<!--T:8--><br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<!--T:9--><br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production == <!--T:10--><br />
<br />
<!--T:11--><br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to feature more orchestral instruments, especially string sections. All of the instruments are controlled via MIDI within Logic Pro X, as there are no live recordings.<br />
<br />
== Music Spawning == <!--T:12--><br />
<br />
<!--T:13--><br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
<!--T:14--><br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates == <!--T:15--><br />
<br />
<!--T:16--><br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia == <!--T:17--><br />
<br />
<!--T:18--><br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
<!--T:19--><br />
* The in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi, and enables players to listen to the songs by {{Using|placing}} a resonance archive on the echo chamber.<br />
<br />
<!--T:20--><br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
<!--T:21--><br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
<!--T:22--><br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses<br />
<br />
== Album Changelog == <!--T:23--><br />
<br />
<!--T:24--><br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft', updated ReadMe file<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft', updated ReadMe file</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=15409Vintage Story Original Soundtrack2020-12-20T23:05:24Z<p>Lo-Phi: /* Track listing */</p>
<hr />
<div>{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
The current publicly available version of the soundtrack has 22 music tracks and is listed as version 1.10.9. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
<!--T:1--><br />
__TOC__<br />
==Track listing==<br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
#Fall-o'-croft<br />
<br />
== Streaming ==<br />
<br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production ==<br />
<br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to feature more orchestral instruments, especially string sections. All of the instruments are controlled via MIDI within Logic Pro X, as there are no live recordings.<br />
<br />
== Music Spawning ==<br />
<br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates ==<br />
<br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia ==<br />
<br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
* The currently functionless in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi.<br />
<br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses<br />
<br />
== Album Changelog ==<br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft', updated ReadMe file<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft', updated ReadMe file</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=15408Vintage Story Original Soundtrack2020-12-20T23:04:54Z<p>Lo-Phi: Updated info based on latest changes to the OST</p>
<hr />
<div>{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
The current publicly available version of the soundtrack has 22 music tracks and is listed as version 1.10.9. It is updated periodically to reflect the music assets found within Vintage Story, and is available at [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
<!--T:1--><br />
__TOC__<br />
==Track listing==<br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
<br />
== Streaming ==<br />
<br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. A highly-limited vinyl record release of the soundtrack is also being considered.<br />
<br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production ==<br />
<br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to feature more orchestral instruments, especially string sections. All of the instruments are controlled via MIDI within Logic Pro X, as there are no live recordings.<br />
<br />
== Music Spawning ==<br />
<br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates ==<br />
<br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these in the soundtrack eventually. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
== Additional Information / Trivia ==<br />
<br />
* The "Survive and Build" and "Creative Building" modes have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
* The currently functionless in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi.<br />
<br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
* Digital downloads of the soundtrack from [https://lophi.bandcamp.com/ bandcamp] include a few bonuses<br />
<br />
== Album Changelog ==<br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released<br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft', updated ReadMe file<br />
* v1.10.9 - [Dec 20, 2020] Added 'Fall-o'-croft', updated ReadMe file</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=4842Vintage Story Original Soundtrack2019-05-17T23:43:03Z<p>Lo-Phi: /* Album Changelog */</p>
<hr />
<div>{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
The current publicly available version of the soundtrack has 20 music tracks and is listed as version 1.8.5. It is updated periodically to reflect the music assets found within Vintage Story, and is available for [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
<!--T:1--><br />
__TOC__<br />
==Track listing==<br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
<br />
== Streaming ==<br />
<br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. <br />
<br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production ==<br />
<br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to feature more orchestral instruments, especially string sections. All of the instruments are controlled via MIDI within Logic Pro X, as there are no live recordings.<br />
<br />
== Music Spawning ==<br />
<br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates ==<br />
<br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these on the soundtrack eventually.<br />
<br />
On Sep 8, 2018, Lo-Phi released 5 unfinished versions of potential tracks within the #devlog channel inside of the Vintage Story Discord Server. Although they are subject to change, finished versions might eventually become part of the Vintage Story soundtrack. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
There are plans to include bonus content with digital album downloads eventually.<br />
<br />
== Additional Information / Trivia ==<br />
<br />
* The "Survive and Build" and "Creative Building" have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
* The currently functionless in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi.<br />
<br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
== Album Changelog ==<br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released <br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions<br />
* v1.8.8 - [Nov 12, 2018] Added a png of the album art, a ReadMe text file, and a bonus track (with full album download)<br />
* v1.9.9 - [Jan 1, 2019] Added 'Hallowcroft', updated ReadMe file</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=4841Vintage Story Original Soundtrack2019-05-17T23:41:58Z<p>Lo-Phi: /* Track listing */</p>
<hr />
<div>{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
The current publicly available version of the soundtrack has 20 music tracks and is listed as version 1.8.5. It is updated periodically to reflect the music assets found within Vintage Story, and is available for [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
<!--T:1--><br />
__TOC__<br />
==Track listing==<br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
#Hallowcroft<br />
<br />
== Streaming ==<br />
<br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. <br />
<br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production ==<br />
<br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to feature more orchestral instruments, especially string sections. All of the instruments are controlled via MIDI within Logic Pro X, as there are no live recordings.<br />
<br />
== Music Spawning ==<br />
<br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates ==<br />
<br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these on the soundtrack eventually.<br />
<br />
On Sep 8, 2018, Lo-Phi released 5 unfinished versions of potential tracks within the #devlog channel inside of the Vintage Story Discord Server. Although they are subject to change, finished versions might eventually become part of the Vintage Story soundtrack. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
There are plans to include bonus content with digital album downloads eventually.<br />
<br />
== Additional Information / Trivia ==<br />
<br />
* The "Survive and Build" and "Creative Building" have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
* The currently functionless in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi.<br />
<br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
== Album Changelog ==<br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released <br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Modding:Basic_Block&diff=4572Modding:Basic Block2019-05-06T14:17:17Z<p>Lo-Phi: /* Workspace */ wording improvements</p>
<hr />
<div>__FORCETOC__<br />
<br />
Please read the tutorial [[Getting Started with Advanced Modding#Domains|Getting Started]] first, if you haven't done it already. This tutorial should introduce you into the basic of adding a block to the game using JSON files. If you want to add a block with functionality you should check out the tutorial for [[Advanced Blocks]]. There is a full list of all properties which can be defined inside the json file [[Block Json Properties|here]].<br />
<br />
= A Simple Block =<br />
<br />
To get started let's create something simple. In our example we will add an ordinary gold block to the game (will be for decorative use only). So let's call this mod '''MyGoldBlock'''.<br />
<br />
== Workspace ==<br />
<br />
First of all it is useful to create a new folder to keep everything nice and clean. Inside this '''workspace''' we will create the mod itself, and later on put it into a zip file, so we can test it and distribute it to other people.<br />
<br />
== The Texture ==<br />
<br />
We will use this texture for our block: [[File:Gold block.png]].<br />
<br />
Now we need to put the texture at the right place so we can use it later on. Therefore you have to rename the texture to <code>mygoldtexture.png</code> and put it inside <code>assets/mygoldblock/textures/block/</code> in your workspace (you have to create those folders first). <code>mygoldblock</code> will be our domain.<br />
<br />
== The Block File ==<br />
<br />
The next thing we are going to need is a json file which will determine the properties of the block. For now we will keep it simple and will work with simple properties only. If you want to do some more advanced stuff you can take a look at the [[Block Json Properties|Block Properties Overview]].<br />
<br />
Now you need to create a new json file in your editor (we recommend to use an editor with syntax highlighting, such as [https://notepad-plus-plus.org/ Notepad++] or Visual Studio).<br />
<br />
<syntaxhighlight lang="json"><br />
{<br />
code: "mygoldblock",<br />
creativeinventory: { "general": ["*"] },<br />
blockmaterial: "Stone",<br />
drawtype: "Cube",<br />
textures: {<br />
all: { base: "block/mygoldtexture" }<br />
},<br />
resistance: 3.5,<br />
sounds: {<br />
"place": "game:block/anvil",<br />
"walk": "game:walk/stone"<br />
}<br />
}<br />
</syntaxhighlight><br />
<br />
Short explanation of each line:<br />
<br />
* '''code''': A unique identifier for your block.<br />
* '''creativeinventory''': The creative inventory tabs the block should be shown in (currently only 1 tab available)<br />
* '''shape''': Which model the block should use<br />
* '''drawtype''': Determines the drawing system, e.g. use 'cube' for normal full cubes or 'json' for custom created shapes.<br />
* '''textures''': What textures to apply. For simple blocks you can define one single texture for 'all' faces or define one for every facing ('north', 'east', 'west', 'south', 'up', 'down')<br />
* '''resistance''': How many seconds of real life time it takes to break the block without tools<br />
* '''sounds''': The sounds to be played when placing/breaking or walking on the block. The prefix <code>game</code> has to be added, since our block has the domain <code>mygoldblock</code>. Otherwise it would try to find those sounds inside our domain.<br />
<br />
Now save the file in your workspace inside <code>assets/mygoldblock/blocktypes/</code> and name it <code>mygoldblock.json</code>.<br />
<br />
== Naming the Block ==<br />
<br />
To give the block a proper name, we need to create another json file and save it with the following path: <code>assets/mygoldblock/lang/en.json</code><br />
<br />
<syntaxhighlight lang="json"><br />
{<br />
"block-mygoldblock": "Block of Gold"<br />
}<br />
</syntaxhighlight><br />
<br />
== Testing/ Distribution ==<br />
<br />
The last thing we need to do is to create a zip file of the assets folder inside our workspace. Either you use an external program (such as WinRAR or 7Zip) or you right-click the <code>assets</code> folder and hit '''Send To''' -> '''Compressed (zipped) folder'''. Eventually you can rename the zip file to <code>MyGoldBlockMod.zip</code>. The zip file can be either used for testing purposes or you can send it to other people so they can use it as well.<br />
<br />
Furthermore you need to add a <code>modinfo.json</code> file, check out [[Game_Content_Mod|this tutorial]].<br />
<br />
To install the mod, navigate to the [[Vintagestory folder]] and place it inside the mods folder.<br />
<br />
[https://wiki.vintagestory.at/images/4/4c/MyGoldBlockMod.zip MyGoldBlockMod.zip]<br />
<br />
[[File:2017-01-10 12-33-45.png|700px]].<br />
<br />
'''Hint''': Use the client command <code>.tfedit</code> if you want to adjust the block position, rotation and scale in Hands, in GUI, when dropped on the ground or in third person mode.<br />
<br />
= Advanced Properties =<br />
<br />
Now we do some more advanced stuff with our lovely gold block. We will add random textures, different variants and custom shapes. So let's get started.<br />
<br />
== Random Textures ==<br />
<br />
So first of all we need some more textures. I have created some variants of the gold block [[File:Gold block.png]] [[File:mygoldtexture1.png]] [[File:mygoldtexture2.png]] [[File:mygoldtexture3.png]].<br />
To keep the name of the textures simple I added a number to each texture name (<code>mygoldtexture.png</code>,<code>mygoldtexture1.png</code>,<code>mygoldtexture2.png</code>,<code>mygoldtexture3.png</code>)<br />
<br />
Now we need to add those new textures to the json file.<br />
<syntaxhighlight lang="json"><br />
textures: {<br />
all: { <br />
base: "block/mygoldtexture",<br />
alternates: [{base: "block/mygoldtexture1" }, {base: "block/mygoldtexture2" }, {base: "block/mygoldtexture3" }],<br />
},<br />
},<br />
</syntaxhighlight><br />
<br />
Eventually save it and run Vintagestory again. Now you should see a result like this:<br />
<br />
[[File:2017-01-10 14-05-03.png|700px]]<br />
<br />
Of course you can add more texture if you would like to.<br />
<br />
== Variants ==<br />
<br />
Gold is the best, but iron is awesome too ... so what shall we do? Let's add another variant of this block, because we all love iron.<br />
<br />
You could duplicate the blocktype file and rename silver to gold in all the places, or you can simply add another variant to the existing blocktype.<br />
<br />
=== Variantgroup: Type ===<br />
<br />
So first of all we need some new textures again: [[File:Myirontexture.png]] [[File:Myirontexture1.png]] [[File:Myirontexture2.png]] [[File:Myirontexture3.png]]<br />
<br />
Now we need to change a few things in our json file. We can add all kinds of different groups, but for now we keep it simple. We are adding group called <code>type</code>, with the states <code>gold</code> and <code>iron</code>. You can use any group code you want.<br />
<syntaxhighlight lang="json"><br />
variantgroups: [<br />
{ code: "type", states: ["gold", "iron"] }<br />
],<br />
</syntaxhighlight><br />
<br />
The next thing we need to do is set textures by type. So we remove our <code>texture</code> property and replace it with a new property <code>texturesbytype</code>, which will allow us to set different textures for each type.<br />
<br />
<br />
<syntaxhighlight lang="json"><br />
texturesbytype: {<br />
"*-gold": {<br />
all: { <br />
base: "block/mygoldtexture",<br />
alternates: [{base: "block/mygoldtexture1" }, {base: "block/mygoldtexture2" }, {base: "block/mygoldtexture3" }],<br />
},<br />
},<br />
"*-iron": {<br />
all: { <br />
base: "block/myirontexture",<br />
alternates: [{base: "block/myirontexture1" }, {base: "block/myirontexture2" }, {base: "block/myirontexture3" }],<br />
},<br />
}<br />
},<br />
</syntaxhighlight><br />
<br />
Every group will be added after each other to the blocks code <code>myblockname-mygroup-mysecondgroup</code>. In our example we can save ourselves writing a few extra letters by using the wild card <code>*</code>.<br />
<br />
You can also use a more compact definition. Due to way we named our textures we can use the placeholder {type} to determine the texture name, so instead of handling every case individually we can write it like this:<br />
<br />
<syntaxhighlight lang="json"><br />
textures: {<br />
all: { <br />
base: "block/my{type}texture",<br />
alternates: [{base: "block/my{type}texture1" }, {base: "block/my{type}texture2" }, {base: "block/my{type}texture3" }],<br />
},<br />
},<br />
</syntaxhighlight><br />
<br />
The full blocktype definition could then look like this: <br />
<syntaxhighlight lang="json"><br />
{<br />
code: "myshinyblock",<br />
creativeinventory: { "general": ["*"] },<br />
variantgroups: [<br />
{ code: "type", states: ["gold", "iron"] }<br />
],<br />
blockmaterial: "Stone",<br />
drawtype: "cube",<br />
textures: {<br />
all: { <br />
base: "block/my{type}texture",<br />
alternates: [{base: "block/my{type}texture1" }, {base: "block/my{type}texture2" }, {base: "block/my{type}texture3" }],<br />
},<br />
},<br />
resistance: 3.5,<br />
sounds: {<br />
"place": "game:block/anvil",<br />
"walk": "game:walk/stone"<br />
}<br />
}<br />
</syntaxhighlight><br />
<br />
[[File:2017-01-10 14-36-58.png|700px]]<br />
<br />
=== Variantgroup: Condition ===<br />
<br />
Let's at another group to our block, which will determine the condition of this block. There will be two states <code>good</code> and <code>used</code>. We can add this group by adding another property inside <code>variantgroups[]</code>.<br />
<br />
<syntaxhighlight lang="json"><br />
variantgroups: [<br />
{ code: "type", states: ["gold", "iron"] },<br />
{ code: "condition", states: ["good", "used"]}<br />
],<br />
</syntaxhighlight><br />
<br />
To finish implementing this second group we need to take care of every case. We want the <code>good</code> blocks to only use the base texture and the <code>used</code> blocks to also use their random textures:<br />
<br />
<syntaxhighlight lang="json"><br />
texturesbytype: {<br />
"*-good": {<br />
all: { <br />
base: "block/my{type}texture",<br />
},<br />
},<br />
"*-used": {<br />
all: { <br />
base: "block/my{type}texture",<br />
alternates: [{base: "block/my{type}texture1" }, {base: "block/my{type}texture2" }, {base: "block/my{type}texture3" }],<br />
},<br />
},<br />
},<br />
</syntaxhighlight><br />
<br />
The blocks in a good condition or on the left side, while the used ones are on the right:<br />
<br />
[[File:2017-01-10 15-02-38.png|700px]]<br />
<br />
== Custom Shapes ==<br />
<br />
In order to use a custom shape we need to create one first. The engine only supports the model/shape format that's created by the [[VS Model Creator]].<br />
<br />
Once you have created your own shape you need to export it as a json file, create a new folder <code>assets/myshinyblock/shapes/block/</code> and save the file in there. In our example we will use this model [https://wiki.vintagestory.at/images/3/38/Myshinymodel.json Myshinymodel.json] and move it to <code>assets/myshinyblock/shapes/block/myshinymodel.json</code>.<br />
Now we need to specify the model inside our block type json file.<br />
<br />
Therefore we will change the drawtype from <code>cube</code> to <code>json</code>:<br />
<syntaxhighlight lang="json"><br />
drawtype: "json",<br />
</syntaxhighlight><br />
<br />
and the shape to <code>myshinymodel</code><br />
<syntaxhighlight lang="json"><br />
shape: { base: "block/myshinymodel" },<br />
</syntaxhighlight><br />
<br />
Although this would be enough theoretically, we also should determine this block as being non-solid, to prevent graphical glitches.<br />
<syntaxhighlight lang="json"><br />
sidesolid: {<br />
all: "false"<br />
},<br />
sideopaque: {<br />
all: "false"<br />
},<br />
</syntaxhighlight><br />
<br />
So let's run the game. This is how it should look like:<br />
<br />
[[File:2017-01-12 14-06-27.png|700px]]<br />
<br />
== Variants of Custom Shapes ==<br />
<br />
I created another model for the blocks in good condition ([https://wiki.vintagestory.at/images/f/fa/Myshinymodel1.json myshinymodel1.json]), because they should look more awesome, than the ones in used conditions. Therefore we need to copy the json file to <code>assets/myshinyblock/shapes/block/</code> as well.<br />
<br />
In order to specify the shape by type we need to remove the property <code>shape</code> and replace it with <code>shapebytype</code>:<br />
<syntaxhighlight lang="json"><br />
shapebytype: {<br />
"*-good": {<br />
base: "block/myshinymodel1",<br />
},<br />
"*-used": {<br />
base: "block/myshinymodel",<br />
},<br />
},<br />
</syntaxhighlight><br />
<br />
[[File:2017-01-12 14-51-45.png|700px]]<br />
<br />
[https://wiki.vintagestory.at/images/4/42/MyShinyBlockMod.zip MyShinyBlockMod]<br />
<br />
There are a lot of more things you can do with the blocktype and model formats. We recommend you to take a look at the Vintage Story block type files to understand how the system is working, in case something was left unexplained.<br />
We hope we could introduce you into the basic of adding blocks the game. [[Advanced Blocks]] will teach you how to add more functionality to your block.<br />
<br />
<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Modding:Basic_Modding_Examples&diff=4571Modding:Basic Modding Examples2019-05-06T14:12:11Z<p>Lo-Phi: /* Playing around with blocks */ Improved formatting</p>
<hr />
<div>A large amount of game content is freely modifiable through editing text files. If you feel like tinkering around, just open your assets folder. To locate it under windows, hit Winkey+R in Windows then paste in this line %appdata%/Vintagestory/assets and hit enter.<br />
<br />
<pre>Protip<br />
Starting from Version 1.6 you should enable the error reporter by running the chat command /errorreporter 1 when you modify json files. With this, if you made any mistakes while changing the asset files, the game will display a dialog showing you all the errors it found.<br />
<br />
In earlier versions of the game you need to manually check out the log files in %appdata%/VintageStoryData/Logs/server-main.txt and client-main.txt<br />
</pre><br />
<br />
== Changing sleep duration in beds ==<br />
<br />
Beds in the Vanilla game are pretty limited, as they let you only sleep 3-5.5 hours every night. More often than not players prefer to skip the whole night. To achieve that open the file <code>assets/blocktypes/wood/generic/bed.json</code><br />
<br />
Line 7-11 should contain these lines:<br />
<syntaxhighlight lang="json"><br />
attributesByType: {<br />
"bed-wood-*": { sleepEfficiency: 0.375 },<br />
"bed-hay-*": { sleepEfficiency: 0.25 },<br />
"bed-woodaged-*": { sleepEfficiency: 0.45833 }<br />
},<br />
</syntaxhighlight><br />
<br />
The <code>sleepEfficiency</code> attribute is specific to the bed. In this case a value of 1 means the player can sleep half the day. The hay bed has a value of 0.25, which means the player can sleep for 12 * 0.25 = 3 in-game hours. Change the value to anything between 0...1 and start the game or leave and re-enter your singleplayer world. Next time you sleep in the bed you will be skipping that amount of time.<br />
<br />
<br />
== Making wolves less dangerous ==<br />
<br />
Our favorite arch enemy the wolf. If you don't like the silent horror of the winterlands, we can tame him with a few tweaks ;-)<br />
Open the file <code>assets/entities/land/wolf-male.json</code><br />
<br />
<br />
Line 47-60 should contain this:<br />
<syntaxhighlight lang="json"><br />
{<br />
code: "meleeattack",<br />
entityCodes: ["player"],<br />
priority: 2,<br />
damage: 10.01,<br />
slot: 1,<br />
mincooldown: 1500, <br />
maxcooldown: 1500, <br />
attackDurationMs: 800,<br />
damagePlayerAtMs: 500,<br />
animation: "Attack",<br />
animationSpeed: 2.5,<br />
sound: "creature/wolf/wolf-attack"<br />
},<br />
</syntaxhighlight><br />
<br />
This is the configuration for the wolves ai task to induce damage to very close by enemies. By default the wolf damages you by 10.01 health points, which means any unprotected player dies in 2 attacks. If you were to change it to 5, the wolf has to attack you up to 4 times before a fully healed player dies. <br />
<br />
<br />
Right below is the enemy seeking task<br />
<syntaxhighlight lang="json"><br />
{<br />
code: "seekentity",<br />
entityCodes: ["player"],<br />
priority: 1.5,<br />
movespeed: 0.022,<br />
seekingRange: 20,<br />
animation: "Run",<br />
animationSpeed: 1.5,<br />
sound: "creature/wolf/wolf-growl"<br />
},<br />
</syntaxhighlight><br />
<br />
You can perhaps read out that the wolf has a seeking range of 20 blocks. This means if the wolf finds a player within a radius of 20 blocks, it will start walking towards that player. Changing that to something lower, like 5 blocks, means you can get much closer to a wolf before he begins to chase you.<br />
<br />
Be sure to also apply the changes to the female wolf in <code>wolf-female.json</code>!<br />
<br />
<br />
== Playing around with world generation ==<br />
<br />
Inside the assets folder, navigate to worldgen/terrain/standard. Copy aside the landforms.json so you have a backup, then open the landforms.json. Remove everything in this file and paste in the following text:<br />
<pre><br />
{<br />
code: "landforms",<br />
"variants": <br />
[<br />
{<br />
"code": "humongous mountain",<br />
"comment": "humongous mountains with caverns in them",<br />
"hexcolor": "#5BC184",<br />
"weight": 2,<br />
"useClimateMap": false,<br />
"terrainOctaves": [0, 0, 0, 0, 1, 1, 1, 1, 0.6, 0.2],<br />
"terrainOctaveThresholds": [0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0],<br />
"terrainYKeyPositions": [0, 0.33, 0.37, 0.42, 0.43, 0.5, 0.6, 0.7, 0.9, 0.97, 1],<br />
"terrainYKeyThresholds": [1, 1, 0.87, 0.84, 0.7, 0.94, 1, 1, 0.1, 0.05, 0]<br />
},<br />
]<br />
}<br />
</pre><br />
<br />
Now next time you create a new survival world, the entire world is made of humongous mountains. Congratulations, you can now officially call yourself a modder! <br />
<br />
Very shortly explained, this file defines the list of land forms that may appear in the world. Each section enclosed in { ... } is one landform. If you feel like, you can play around with the values for terrainYKeyPositions and terrainYKeyThresholds and see what happens (they have to be values between 0 and 1). These numbers basically determine the shape of the landform at certain elevations.<br />
<br />
More info on on that is available on the [[WorldGen API|World Generation]] page.<br />
<br />
== Playing around with blocks ==<br />
<br />
You can tweak, add, or remove almost any block you want, including their shape. Inside the assets folder:<br />
* The blocks themselves are all in the subfolder blocktypes<br />
* The block textures in textures/blocks<br />
* The shapes of the blocks are in blockshapes/ -- these you can open up with our custom model creator<br />
<br />
<br />
For example, let's make the fire pit emit a red light and huge particles:<br />
<ul><br />
<li>Open up blocktypes/wood/generic/firepit.json. There you can see the following line:<br><br />
"firepit-lit": [7, 7, 17],<br />
</li><br />
<li><br />
These are the Hue, Saturation and Brightness values according to the [http://tyron.at/vs/vslightwheel.html VS Light Wheel] (hover over any pixel to see it's HSV Value). The brightness is how far the light will spread. I'll take [0, 7, 20]:<br><br />
"firepit-lit": [0, 7, 20],<br />
</li><br />
<br />
<li>On line 36 you should see this:<br><br />
size: { avg: 0.25, var: 0 },<br />
</li><br />
<li>This determines the size of the cubic glowing particles the fire pit emits, let's up the size 8 times and add some randomness to it:<br><br />
size: { avg: 2, var: 0.5 },<br />
</li><br />
<br />
Save the file and restart the your singleplayer world, place your lit fire pit and you should see this:<br />
<br />
[[File:Moddedfirepit.png|300px]]<br />
<br />
<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Modding:Basic_Modding_Examples&diff=4568Modding:Basic Modding Examples2019-05-06T14:08:25Z<p>Lo-Phi: typo fix</p>
<hr />
<div>A large amount of game content is freely modifiable through editing text files. If you feel like tinkering around, just open your assets folder. To locate it under windows, hit Winkey+R in Windows then paste in this line %appdata%/Vintagestory/assets and hit enter.<br />
<br />
<pre>Protip<br />
Starting from Version 1.6 you should enable the error reporter by running the chat command /errorreporter 1 when you modify json files. With this, if you made any mistakes while changing the asset files, the game will display a dialog showing you all the errors it found.<br />
<br />
In earlier versions of the game you need to manually check out the log files in %appdata%/VintageStoryData/Logs/server-main.txt and client-main.txt<br />
</pre><br />
<br />
== Changing sleep duration in beds ==<br />
<br />
Beds in the Vanilla game are pretty limited, as they let you only sleep 3-5.5 hours every night. More often than not players prefer to skip the whole night. To achieve that open the file <code>assets/blocktypes/wood/generic/bed.json</code><br />
<br />
Line 7-11 should contain these lines:<br />
<syntaxhighlight lang="json"><br />
attributesByType: {<br />
"bed-wood-*": { sleepEfficiency: 0.375 },<br />
"bed-hay-*": { sleepEfficiency: 0.25 },<br />
"bed-woodaged-*": { sleepEfficiency: 0.45833 }<br />
},<br />
</syntaxhighlight><br />
<br />
The <code>sleepEfficiency</code> attribute is specific to the bed. In this case a value of 1 means the player can sleep half the day. The hay bed has a value of 0.25, which means the player can sleep for 12 * 0.25 = 3 in-game hours. Change the value to anything between 0...1 and start the game or leave and re-enter your singleplayer world. Next time you sleep in the bed you will be skipping that amount of time.<br />
<br />
<br />
== Making wolves less dangerous ==<br />
<br />
Our favorite arch enemy the wolf. If you don't like the silent horror of the winterlands, we can tame him with a few tweaks ;-)<br />
Open the file <code>assets/entities/land/wolf-male.json</code><br />
<br />
<br />
Line 47-60 should contain this:<br />
<syntaxhighlight lang="json"><br />
{<br />
code: "meleeattack",<br />
entityCodes: ["player"],<br />
priority: 2,<br />
damage: 10.01,<br />
slot: 1,<br />
mincooldown: 1500, <br />
maxcooldown: 1500, <br />
attackDurationMs: 800,<br />
damagePlayerAtMs: 500,<br />
animation: "Attack",<br />
animationSpeed: 2.5,<br />
sound: "creature/wolf/wolf-attack"<br />
},<br />
</syntaxhighlight><br />
<br />
This is the configuration for the wolves ai task to induce damage to very close by enemies. By default the wolf damages you by 10.01 health points, which means any unprotected player dies in 2 attacks. If you were to change it to 5, the wolf has to attack you up to 4 times before a fully healed player dies. <br />
<br />
<br />
Right below is the enemy seeking task<br />
<syntaxhighlight lang="json"><br />
{<br />
code: "seekentity",<br />
entityCodes: ["player"],<br />
priority: 1.5,<br />
movespeed: 0.022,<br />
seekingRange: 20,<br />
animation: "Run",<br />
animationSpeed: 1.5,<br />
sound: "creature/wolf/wolf-growl"<br />
},<br />
</syntaxhighlight><br />
<br />
You can perhaps read out that the wolf has a seeking range of 20 blocks. This means if the wolf finds a player within a radius of 20 blocks, it will start walking towards that player. Changing that to something lower, like 5 blocks, means you can get much closer to a wolf before he begins to chase you.<br />
<br />
Be sure to also apply the changes to the female wolf in <code>wolf-female.json</code>!<br />
<br />
<br />
== Playing around with world generation ==<br />
<br />
Inside the assets folder, navigate to worldgen/terrain/standard. Copy aside the landforms.json so you have a backup, then open the landforms.json. Remove everything in this file and paste in the following text:<br />
<pre><br />
{<br />
code: "landforms",<br />
"variants": <br />
[<br />
{<br />
"code": "humongous mountain",<br />
"comment": "humongous mountains with caverns in them",<br />
"hexcolor": "#5BC184",<br />
"weight": 2,<br />
"useClimateMap": false,<br />
"terrainOctaves": [0, 0, 0, 0, 1, 1, 1, 1, 0.6, 0.2],<br />
"terrainOctaveThresholds": [0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0],<br />
"terrainYKeyPositions": [0, 0.33, 0.37, 0.42, 0.43, 0.5, 0.6, 0.7, 0.9, 0.97, 1],<br />
"terrainYKeyThresholds": [1, 1, 0.87, 0.84, 0.7, 0.94, 1, 1, 0.1, 0.05, 0]<br />
},<br />
]<br />
}<br />
</pre><br />
<br />
Now next time you create a new survival world, the entire world is made of humongous mountains. Congratulations, you can now officially call yourself a modder! <br />
<br />
Very shortly explained, this file defines the list of land forms that may appear in the world. Each section enclosed in { ... } is one landform. If you feel like, you can play around with the values for terrainYKeyPositions and terrainYKeyThresholds and see what happens (they have to be values between 0 and 1). These numbers basically determine the shape of the landform at certain elevations.<br />
<br />
More info on on that is available on the [[WorldGen API|World Generation]] page.<br />
<br />
== Playing around with blocks ==<br />
<br />
You can tweak, add, or remove almost any block you want, including their shape. Inside the assets folder:<br />
- The blocks themselves are all in the subfolder blocktypes<br />
- The block textures in textures/blocks<br />
- The shapes of the blocks are in blockshapes/ - these you can open up with our custom model creator<br />
<br />
Some examples what you can do:<br />
Let's make the fire pit emit a red light and huge particles<br />
<ul><br />
<li>Open up blocktypes/wood/generic/firepit.json. There you can see the following line:<br><br />
"firepit-lit": [7, 7, 17],<br />
</li><br />
<li><br />
These are the Hue, Saturation and Brightness values according to the [http://tyron.at/vs/vslightwheel.html VS Light Wheel] (hover over any pixel to see it's HSV Value). The brightness is how far the light will spread. I'll take [0, 7, 20]:<br><br />
"firepit-lit": [0, 7, 20],<br />
</li><br />
<br />
<li>On line 36 you should see this:<br><br />
size: { avg: 0.25, var: 0 },<br />
</li><br />
<li>This determines the size of the cubic glowing particles the fire pit emits, let's up the size 8 times and add some randomness to it:<br><br />
size: { avg: 2, var: 0.5 },<br />
</li><br />
<br />
Save the file and restart the your singleplayer world, place your lit fire pit and you should see this:<br />
<br />
[[File:Moddedfirepit.png|300px]]<br />
<br />
<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Modding:Basic_Modding_Examples&diff=4567Modding:Basic Modding Examples2019-05-06T14:07:40Z<p>Lo-Phi: typo fix</p>
<hr />
<div>A large amount of game content is freely modifiable through editing text files. If you feel like tinkering around, just open your assets folder. To locate it under windows, hit Winkey+R in Windows then paste in this line %appdata%/Vintagestory/assets and hit enter.<br />
<br />
<pre>Protip<br />
Starting from Version 1.6 you should enable the error reporter by running the chat command /errorreporter 1 when you modify json files. With this, if you made any mistakes while changing the asset files, the game will display a dialog showing you all the errors it found.<br />
<br />
In earlier versions of the game you need to manually check out the log files in %appdata%/VintageStoryData/Logs/server-main.txt and client-main.txt<br />
</pre><br />
<br />
== Changing sleep duration in beds ==<br />
<br />
Beds in the Vanilla game are pretty limited, as they let you only sleep 3-5.5 hours every night. More often than not players prefer to skip the whole night. To achieve that open the file <code>assets/blocktypes/wood/generic/bed.json</code><br />
<br />
Line 7-11 should contain these lines:<br />
<syntaxhighlight lang="json"><br />
attributesByType: {<br />
"bed-wood-*": { sleepEfficiency: 0.375 },<br />
"bed-hay-*": { sleepEfficiency: 0.25 },<br />
"bed-woodaged-*": { sleepEfficiency: 0.45833 }<br />
},<br />
</syntaxhighlight><br />
<br />
The <code>sleepEfficiency</code> attribute is specific to the bed. In this case a value of 1 means the player can sleep half the day. The hay bed has a value of 0.25, which means the player can sleep for 12 * 0.25 = 3 in-game hours. Change the value to anything between 0...1 and start the game or leave and re-enter your singleplayer world. Next time you sleep in the bed you will be skipping that amount of time.<br />
<br />
<br />
== Making wolves less dangerous ==<br />
<br />
Our favorite arch enemy the wolf. If you don't like the silent horror of the winterlands, we can tame him with a few tweaks ;-)<br />
Open the file <code>assets/entities/land/wolf-male.json</code><br />
<br />
<br />
Line 47-60 should contain this:<br />
<syntaxhighlight lang="json"><br />
{<br />
code: "meleeattack",<br />
entityCodes: ["player"],<br />
priority: 2,<br />
damage: 10.01,<br />
slot: 1,<br />
mincooldown: 1500, <br />
maxcooldown: 1500, <br />
attackDurationMs: 800,<br />
damagePlayerAtMs: 500,<br />
animation: "Attack",<br />
animationSpeed: 2.5,<br />
sound: "creature/wolf/wolf-attack"<br />
},<br />
</syntaxhighlight><br />
<br />
This is the configuration for the wolves ai task to induce damage to very close by enemies. By default the wolf damages you by 10.01 health points, which means any unprotected player dies in 2 attacks. If you were to change it to 5, the wolf has to attack you up to 4 times before a fully healed player dies. <br />
<br />
<br />
Right below is the enemy seeking task<br />
<syntaxhighlight lang="json"><br />
{<br />
code: "seekentity",<br />
entityCodes: ["player"],<br />
priority: 1.5,<br />
movespeed: 0.022,<br />
seekingRange: 20,<br />
animation: "Run",<br />
animationSpeed: 1.5,<br />
sound: "creature/wolf/wolf-growl"<br />
},<br />
</syntaxhighlight><br />
<br />
You can perhaps read out that the wolf has a seeking range of 20 blocks. This means if the wolf finds a player within a radius of 20 blocks, it will start walking towards that player. Changing that to something lower, like 5 blocks, means you can get much closer to a wolf before he begins to chase you.<br />
<br />
Be sure to also apply the changes to the female wolf in <code>wolf-female.json</code>!<br />
<br />
<br />
== Playing around with world generation ==<br />
<br />
Inside the assets folder, navigate to worldgen/terrain/standard. Copy aside the landforms.json so you have a backup, then open the landforms.json. Remove everything in this file and paste in the following text:<br />
<pre><br />
{<br />
code: "landforms",<br />
"variants": <br />
[<br />
{<br />
"code": "humongous mountain",<br />
"comment": "humongous mountains with caverns in them",<br />
"hexcolor": "#5BC184",<br />
"weight": 2,<br />
"useClimateMap": false,<br />
"terrainOctaves": [0, 0, 0, 0, 1, 1, 1, 1, 0.6, 0.2],<br />
"terrainOctaveThresholds": [0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0],<br />
"terrainYKeyPositions": [0, 0.33, 0.37, 0.42, 0.43, 0.5, 0.6, 0.7, 0.9, 0.97, 1],<br />
"terrainYKeyThresholds": [1, 1, 0.87, 0.84, 0.7, 0.94, 1, 1, 0.1, 0.05, 0]<br />
},<br />
]<br />
}<br />
</pre><br />
<br />
Now next time you create a new survival world, the entire world is made of humongous mountains. Congratulations, you can now officially call yourself a modder! <br />
<br />
Very shortly explained, this file defines the list of land forms that may appear in the world. Each section enclosed in { ... } is one landform. If you feel like, you can play around with the values for terrainYKeyPositions and terrainYKeyThresholds and see what happens (they have to be values between 0 and 1). These numbers basically determine the shape of the landform at certain elevations.<br />
<br />
More info on on that is available on the [[WorldGen API|World Generation]] page.<br />
<br />
== Playing around with blocks ==<br />
<br />
You can tweak, add or remove almost any block you want, inluding their shape. Inside the assets folder:<br />
- The blocks themselves are all in the subfolder blocktypes<br />
- The block textures in textures/blocks<br />
- The shapes of the blocks are in blockshapes/ - these you can open up with our custom model creator<br />
<br />
Some examples what you can do:<br />
Let's make the fire pit emit a red light and huge particles<br />
<ul><br />
<li>Open up blocktypes/wood/generic/firepit.json. There you can see the following line:<br><br />
"firepit-lit": [7, 7, 17],<br />
</li><br />
<li><br />
These are the Hue, Saturation and Brightness values according to the [http://tyron.at/vs/vslightwheel.html VS Light Wheel] (hover over any pixel to see it's HSV Value). The brightness is how far the light will spread. I'll take [0, 7, 20]:<br><br />
"firepit-lit": [0, 7, 20],<br />
</li><br />
<br />
<li>On line 36 you should see this:<br><br />
size: { avg: 0.25, var: 0 },<br />
</li><br />
<li>This determines the size of the cubic glowing particles the fire pit emits, let's up the size 8 times and add some randomness to it:<br><br />
size: { avg: 2, var: 0.5 },<br />
</li><br />
<br />
Save the file and restart the your singleplayer world, place your lit fire pit and you should see this:<br />
<br />
[[File:Moddedfirepit.png|300px]]<br />
<br />
<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Pumpkin&diff=4365Pumpkin2019-04-09T10:57:31Z<p>Lo-Phi: /* Vine behavior */ fixed typo (changed "with" to "will")</p>
<hr />
<div>[[File:Pumpkin_farm.png|thumbnail]]<br />
Pumpkins are unique plants and have very different growth behaviors from other crops. They can only rarely be found inside loot vessels.<br />
<br />
== Crop Properties ==<br />
<br />
Required Nutrient: P<br/><br />
Nutrient Consumption: 30<br/><br />
Growth Stages: 7<br/><br />
Total Growth Days: 3.5<br/><br />
<br />
== Pumpkin Mother Plant ==<br />
<br />
Pumpkins consist of three main components: The mother plant, vines and the fruit. The mother plant follows the growth behavior defined in the crop properties and mostly behaves the way other crops do. However, once it's at stage 3 or above it has a 50% chance to spawn a stage 1 vine on any of the 4 adjacent sides as long as the the position is occupied by air or a block with replaceable >= 6000 and that the supporting block(block underneath) is solid. After 6 in game days it will no longer spawn vines.<br />
<br />
== Vine behavior ==<br />
<br />
A vine will grow by 1 stage every 12 in game hours. Only on stage 2 it has a 50% change to spawn another stage 1 vine. The vine will spawn with a 75% chance in the opposite direction of the parent and the remaining 25% is randomly chosen left or right. 6 in game hours after reaching stage 3 it has a 50% chance of becoming a flowering stage 3 vine<br />
A flowering stage 3 vine is on a 12 ingame hour timer. On each interval end it has:<br />
* A 50% chance to spawn a pumpkin on any of the 4 adjacent sides (if free)<br />
* A 50% chance to turn back into a normal stage 3 vine<br />
* After 3 intervals it will turn back into a normal stage 3 vine<br />
<br />
== General guidelines ==<br />
The vines rarely spread beyond 4 away from the mother plant. The longer vines grow straight out from the pumpkin therefore if planting in a straight line leave at least 8 blocks in between. Plants will yield roughly 2.6 pumpkins on average.<br />
<br />
<br />
{{Navbox|Vintage Story}}</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=4364Vintage Story Original Soundtrack2019-04-09T10:56:12Z<p>Lo-Phi: fixed typo</p>
<hr />
<div>{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nachtfalter<br />
|Misc=<br />
|}}<br />
<br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
The current publicly available version of the soundtrack has 20 music tracks and is listed as version 1.8.5. It is updated periodically to reflect the music assets found within Vintage Story, and is available for [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
<!--T:1--><br />
__TOC__<br />
==Track listing==<br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
<br />
== Streaming ==<br />
<br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. <br />
<br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production ==<br />
<br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to feature more orchestral instruments, especially string sections. All of the instruments are controlled via MIDI within Logic Pro X, as there are no live recordings.<br />
<br />
== Music Spawning ==<br />
<br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates ==<br />
<br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these on the soundtrack eventually.<br />
<br />
On Sep 8, 2018, Lo-Phi released 5 unfinished versions of potential tracks within the #devlog channel inside of the Vintage Story Discord Server. Although they are subject to change, finished versions might eventually become part of the Vintage Story soundtrack. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
There are plans to include bonus content with digital album downloads eventually.<br />
<br />
== Additional Information / Trivia ==<br />
<br />
* The "Survive and Build" and "Creative Building" have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
* The currently functionless in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi.<br />
<br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
== Album Changelog ==<br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released <br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Modding:VS_Model_Creator&diff=3885Modding:VS Model Creator2018-10-28T23:59:27Z<p>Lo-Phi: Fixed/Added Guide Links. Still a few more to go though.</p>
<hr />
<div>__FORCETOC__<br />
<br />
The VS Model Creator is a tool to create custom shapes for blocks, items, and entities (not implemented yet). You can download the newest version [https://github.com/tyronx/vsmodelcreator/releases here].<br />
<br />
== Guides ==<br />
<br />
* [[VS_Model_Creator_Tutorials#Modeling_Basics|Modeling Basics]]<br />
* [[VS_Model_Creator_Tutorials#Model_Duplication|Model Duplication]]<br />
* [[VS_Model_Creator_Tutorials#Texturing|Texturing]]<br />
* [[Animation Basics]]<br />
* [[Animation Intermediate]]<br />
<br />
== Useful tips & tricks ==<br />
<br />
* Hold Shift on the Size/Position/Origin or UV Arrows to increase it's value only by 0.1 instead of 1<br />
* Hold Ctrl on the Position Arrows to also move the Origin Point<br />
* In the Size/Position/Origin Text fields you can use your mousewheel to modify the value increments of 1<br />
** You can also hold down Shift to do increments of 0.1 <br />
** Or hold ctrl on the position fields to also move the origin<br />
* Hold Ctrl and click on a box in the middle window. It will select that box<br />
** Keep holding Ctrl to move the box around<br />
** Holding Ctrl with the right mouse button held down allows you to modify it's size, insted of the position<br />
<br />
<br />
{{Navbox/modding|Vintage Story}}</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Modding:VS_Model_Creator_tutorials&diff=3884Modding:VS Model Creator tutorials2018-10-28T23:59:01Z<p>Lo-Phi: Changed first few sentences slightly</p>
<hr />
<div>Vintage Story has its own model creator called VS Model Creator that allows anyone to create, texture, and animate custom shapes for use in Vintage Story mods. The newest version can be downloaded [https://github.com/tyronx/vsmodelcreator/releases here]. <br />
<br />
Below you can find modified versions of a modeling tutorial and an animation tutorial created by Balduranne and Luke, respectively. Click [https://www.vintagestory.at/forums/topic/505-vs-model-creator-basics/ here] if you would like to visit the original thread where these tutorials were originally posted.<br />
<br />
[[File:Vsmc_1.png|thumb|center|600px]]<br />
<br />
__TOC__<br />
<br />
== Modeling ==<br />
<br />
===Modeling Basics===<br />
<br />
The model creator only allows working with cubes or parts of cubes, which you can create by clicking the Red/Green/Blue icon below the selection window. Once you have something selected, you can get to the modeling proper - Voxel Size determines the shape and size of the object, Position moves it around the grid, while Origin is from where the model is supposed to 'start' from. This mostly comes into play when rotating the object.<br />
[[File:Vsmc_2.jpg|thumb|center|800px]]<br />
&nbsp;<br />
<br />
When adding more cubes, it's important to keep in mind what you have selected - In this case, Cube2 is docked under Cube1, so if we move the latter, Cube2 will end up moving along with Cube1. Cube 3 in this example is sitting on its own, and is unaffected by the other two.<br />
[[File:Vsmc_3.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
After a little fiddling, we have our model. In this case it's a candle holder with a candle:<br />
[[File:Vsmc_4.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
===Model Duplication===<br />
Very often you'll want to duplicate an element and move it around to speed up the modelling process. It's less time consuming than making a fresh object and moving it in the correct place and shape:<br />
[[File:Vsmc_10.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
I'm sure very often you'll find yourself just applying the same texture to the entire object. This is where the Entity Texturing Mode comes into play:<br />
[[File:Vsmc_11.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Once clicked, the entire model will be assigned one texture. It's handy, but we still need to tweak it by hand. While the mode is on, you can only move an entire object around in the UV map editor (Left), that's hardly ideal in some cases. That's why we want to disable the Entity Texturing Mode (Don't worry, the texture will stay on), and go back to the Face menu and manually move the texture around.<br />
[[File:Vsmc_12.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
This is especially important in cases where we want to use a single texture for a model, as is the case with my Loom model, or the NPC models (Including the player one):<br />
[[File:Vsmc_13.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Furthermore, if you're using one texture, you can tweak the texture size for larger objects:<br />
[[File:Vsmc_14.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
[[File:Vsmc_15.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Another useful trick is exporting the UV map of your model. Once you have it unwrapped (That is, spread around your texture sheet), you can export the UV map to make a proper texture for it, or in the case of the player model - Make your own skin for it:<br />
[[File:Vsmc_16.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
That should about cover the basics. One important thing to keep in mind is that one block is 16x16x16 (The size of the grid) in the editor.<br />
<br />
Model Editor controls, for reference - They're in the Help submenu (It really helps to memorize them!):<br />
[[File:Vsmc_18.png|thumb|center|600px]]<br />
&nbsp;<br />
<br />
Once you have the hang of it, you can use Render Passes. An explanation of the different modes can be found by clicking [http://apidocs.vintagestory.at/api/Vintagestory.API.Client.EnumChunkRenderPass.html here], but In laymans terms, they determine how a block will behave visually (Think - Glass, Ice, etc):<br />
[[File:Vsmc_17.png|thumb|center|600px]]<br />
&nbsp;<br />
<br />
== Texturing == <!--T:5--><br />
Once we have our model, we can slap some textures on:<br />
[[File:Vsmc_5.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Let's look at this interface - Textures are assigned separately for each side of the model, which we need to apply manually. We can speed it up by clicking Copy and then Paste for every side. If a side is not going to be visible in game, you can deselect "Enabled", which will make that side invisible.<br />
[[File:Vsmc_6.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
But first we need to click Image and import a texture we want to use. To make life easier, you can set the default texture path to take textures from. This is useful if you're going to use vanilla textures. Once a texture is imported - Click on it and select Apply. Please note that if your texture is outside of the game folder when Imported, you will need to tweak the model's shape (.json) file to reflect its location for the game. You will have to do this most of the time.<br />
[[File:Vsmc_7.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
If we want to fine tune our UV Mapping (Aka how the texture is lined up on the model), we can use the Face UV controls to change the shape of the face. In this case, we stretch it out so that all the rivets are visible. One should also drag and move around the individual faces in the leftmost menu for best effect:<br />
[[File:Vsmc_8.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Once we're satisfied with the effect, we can save the model and use it in a mod:<br />
[[File:Vsmc_9.png|thumb|center|800px]]<br />
&nbsp;</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Modding:VS_Model_Creator_tutorials&diff=3883Modding:VS Model Creator tutorials2018-10-28T23:52:34Z<p>Lo-Phi: </p>
<hr />
<div>Vintage Story has its own model creator called VS Model Creator that allows anyone to create, texture, and animate 3D models for use in Vintage Story mods. It can be downloaded [https://github.com/tyronx/vsmodelcreator/releases here]. <br />
<br />
Below you can find modified versions of a modeling tutorial and an animation tutorial created by Balduranne and Luke, respectively. Click [https://www.vintagestory.at/forums/topic/505-vs-model-creator-basics/ here] if you would like to visit the original thread where these tutorials were originally posted.<br />
<br />
[[File:Vsmc_1.png|thumb|center|600px]]<br />
<br />
__TOC__<br />
<br />
== Modeling ==<br />
<br />
===Modeling Basics===<br />
<br />
The model creator only allows working with cubes or parts of cubes, which you can create by clicking the Red/Green/Blue icon below the selection window. Once you have something selected, you can get to the modeling proper - Voxel Size determines the shape and size of the object, Position moves it around the grid, while Origin is from where the model is supposed to 'start' from. This mostly comes into play when rotating the object.<br />
[[File:Vsmc_2.jpg|thumb|center|800px]]<br />
&nbsp;<br />
<br />
When adding more cubes, it's important to keep in mind what you have selected - In this case, Cube2 is docked under Cube1, so if we move the latter, Cube2 will end up moving along with Cube1. Cube 3 in this example is sitting on its own, and is unaffected by the other two.<br />
[[File:Vsmc_3.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
After a little fiddling, we have our model. In this case it's a candle holder with a candle:<br />
[[File:Vsmc_4.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
===Model Duplication===<br />
Very often you'll want to duplicate an element and move it around to speed up the modelling process. It's less time consuming than making a fresh object and moving it in the correct place and shape:<br />
[[File:Vsmc_10.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
I'm sure very often you'll find yourself just applying the same texture to the entire object. This is where the Entity Texturing Mode comes into play:<br />
[[File:Vsmc_11.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Once clicked, the entire model will be assigned one texture. It's handy, but we still need to tweak it by hand. While the mode is on, you can only move an entire object around in the UV map editor (Left), that's hardly ideal in some cases. That's why we want to disable the Entity Texturing Mode (Don't worry, the texture will stay on), and go back to the Face menu and manually move the texture around.<br />
[[File:Vsmc_12.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
This is especially important in cases where we want to use a single texture for a model, as is the case with my Loom model, or the NPC models (Including the player one):<br />
[[File:Vsmc_13.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Furthermore, if you're using one texture, you can tweak the texture size for larger objects:<br />
[[File:Vsmc_14.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
[[File:Vsmc_15.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Another useful trick is exporting the UV map of your model. Once you have it unwrapped (That is, spread around your texture sheet), you can export the UV map to make a proper texture for it, or in the case of the player model - Make your own skin for it:<br />
[[File:Vsmc_16.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
That should about cover the basics. One important thing to keep in mind is that one block is 16x16x16 (The size of the grid) in the editor.<br />
<br />
Model Editor controls, for reference - They're in the Help submenu (It really helps to memorize them!):<br />
[[File:Vsmc_18.png|thumb|center|600px]]<br />
&nbsp;<br />
<br />
Once you have the hang of it, you can use Render Passes. An explanation of the different modes can be found by clicking [http://apidocs.vintagestory.at/api/Vintagestory.API.Client.EnumChunkRenderPass.html here], but In laymans terms, they determine how a block will behave visually (Think - Glass, Ice, etc):<br />
[[File:Vsmc_17.png|thumb|center|600px]]<br />
&nbsp;<br />
<br />
== Texturing == <!--T:5--><br />
Once we have our model, we can slap some textures on:<br />
[[File:Vsmc_5.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Let's look at this interface - Textures are assigned separately for each side of the model, which we need to apply manually. We can speed it up by clicking Copy and then Paste for every side. If a side is not going to be visible in game, you can deselect "Enabled", which will make that side invisible.<br />
[[File:Vsmc_6.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
But first we need to click Image and import a texture we want to use. To make life easier, you can set the default texture path to take textures from. This is useful if you're going to use vanilla textures. Once a texture is imported - Click on it and select Apply. Please note that if your texture is outside of the game folder when Imported, you will need to tweak the model's shape (.json) file to reflect its location for the game. You will have to do this most of the time.<br />
[[File:Vsmc_7.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
If we want to fine tune our UV Mapping (Aka how the texture is lined up on the model), we can use the Face UV controls to change the shape of the face. In this case, we stretch it out so that all the rivets are visible. One should also drag and move around the individual faces in the leftmost menu for best effect:<br />
[[File:Vsmc_8.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Once we're satisfied with the effect, we can save the model and use it in a mod:<br />
[[File:Vsmc_9.png|thumb|center|800px]]<br />
&nbsp;</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Modelling_Basics&diff=3882Modelling Basics2018-10-28T23:48:50Z<p>Lo-Phi: Lo-Phi moved page Modelling Basics to VS Model Creator Tutorials: Contains more than just modeling basics, and will be expanded to include animation as well</p>
<hr />
<div>#REDIRECT [[VS Model Creator Tutorials]]</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Modding:VS_Model_Creator_tutorials&diff=3881Modding:VS Model Creator tutorials2018-10-28T23:48:50Z<p>Lo-Phi: Lo-Phi moved page Modelling Basics to VS Model Creator Tutorials: Contains more than just modeling basics, and will be expanded to include animation as well</p>
<hr />
<div>Vintage Story has its own model creator called VS Model Creator. It's very easy to create 3D Models and Animations, and anyone can download it! Below you can find modified versions of a modeling tutorial and an animation tutorial created by Balduranne and Luke, respectively. Click [https://www.vintagestory.at/forums/topic/505-vs-model-creator-basics/ here] if you would like to visit the original thread where these tutorials were originally posted.<br />
<br />
[[File:Vsmc_1.png|thumb|center|600px]]<br />
<br />
__TOC__<br />
<br />
== Modeling ==<br />
<br />
===Modeling Basics===<br />
<br />
The model creator only allows working with cubes or parts of cubes, which you can create by clicking the Red/Green/Blue icon below the selection window. Once you have something selected, you can get to the modeling proper - Voxel Size determines the shape and size of the object, Position moves it around the grid, while Origin is from where the model is supposed to 'start' from. This mostly comes into play when rotating the object.<br />
[[File:Vsmc_2.jpg|thumb|center|800px]]<br />
&nbsp;<br />
<br />
When adding more cubes, it's important to keep in mind what you have selected - In this case, Cube2 is docked under Cube1, so if we move the latter, Cube2 will end up moving along with Cube1. Cube 3 in this example is sitting on its own, and is unaffected by the other two.<br />
[[File:Vsmc_3.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
After a little fiddling, we have our model. In this case it's a candle holder with a candle:<br />
[[File:Vsmc_4.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
===Model Duplication===<br />
Very often you'll want to duplicate an element and move it around to speed up the modelling process. It's less time consuming than making a fresh object and moving it in the correct place and shape:<br />
[[File:Vsmc_10.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
I'm sure very often you'll find yourself just applying the same texture to the entire object. This is where the Entity Texturing Mode comes into play:<br />
[[File:Vsmc_11.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Once clicked, the entire model will be assigned one texture. It's handy, but we still need to tweak it by hand. While the mode is on, you can only move an entire object around in the UV map editor (Left), that's hardly ideal in some cases. That's why we want to disable the Entity Texturing Mode (Don't worry, the texture will stay on), and go back to the Face menu and manually move the texture around.<br />
[[File:Vsmc_12.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
This is especially important in cases where we want to use a single texture for a model, as is the case with my Loom model, or the NPC models (Including the player one):<br />
[[File:Vsmc_13.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Furthermore, if you're using one texture, you can tweak the texture size for larger objects:<br />
[[File:Vsmc_14.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
[[File:Vsmc_15.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Another useful trick is exporting the UV map of your model. Once you have it unwrapped (That is, spread around your texture sheet), you can export the UV map to make a proper texture for it, or in the case of the player model - Make your own skin for it:<br />
[[File:Vsmc_16.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
That should about cover the basics. One important thing to keep in mind is that one block is 16x16x16 (The size of the grid) in the editor.<br />
<br />
Model Editor controls, for reference - They're in the Help submenu (It really helps to memorize them!):<br />
[[File:Vsmc_18.png|thumb|center|600px]]<br />
&nbsp;<br />
<br />
Once you have the hang of it, you can use Render Passes. An explanation of the different modes can be found by clicking [http://apidocs.vintagestory.at/api/Vintagestory.API.Client.EnumChunkRenderPass.html here], but In laymans terms, they determine how a block will behave visually (Think - Glass, Ice, etc):<br />
[[File:Vsmc_17.png|thumb|center|600px]]<br />
&nbsp;<br />
<br />
== Texturing == <!--T:5--><br />
Once we have our model, we can slap some textures on:<br />
[[File:Vsmc_5.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Let's look at this interface - Textures are assigned separately for each side of the model, which we need to apply manually. We can speed it up by clicking Copy and then Paste for every side. If a side is not going to be visible in game, you can deselect "Enabled", which will make that side invisible.<br />
[[File:Vsmc_6.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
But first we need to click Image and import a texture we want to use. To make life easier, you can set the default texture path to take textures from. This is useful if you're going to use vanilla textures. Once a texture is imported - Click on it and select Apply. Please note that if your texture is outside of the game folder when Imported, you will need to tweak the model's shape (.json) file to reflect its location for the game. You will have to do this most of the time.<br />
[[File:Vsmc_7.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
If we want to fine tune our UV Mapping (Aka how the texture is lined up on the model), we can use the Face UV controls to change the shape of the face. In this case, we stretch it out so that all the rivets are visible. One should also drag and move around the individual faces in the leftmost menu for best effect:<br />
[[File:Vsmc_8.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Once we're satisfied with the effect, we can save the model and use it in a mod:<br />
[[File:Vsmc_9.png|thumb|center|800px]]<br />
&nbsp;</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Modding:VS_Model_Creator_tutorials&diff=3880Modding:VS Model Creator tutorials2018-10-28T23:44:23Z<p>Lo-Phi: </p>
<hr />
<div>Vintage Story has its own model creator called VS Model Creator. It's very easy to create 3D Models and Animations, and anyone can download it! Below you can find modified versions of a modeling tutorial and an animation tutorial created by Balduranne and Luke, respectively. Click [https://www.vintagestory.at/forums/topic/505-vs-model-creator-basics/ here] if you would like to visit the original thread where these tutorials were originally posted.<br />
<br />
[[File:Vsmc_1.png|thumb|center|600px]]<br />
<br />
__TOC__<br />
<br />
== Modeling ==<br />
<br />
===Modeling Basics===<br />
<br />
The model creator only allows working with cubes or parts of cubes, which you can create by clicking the Red/Green/Blue icon below the selection window. Once you have something selected, you can get to the modeling proper - Voxel Size determines the shape and size of the object, Position moves it around the grid, while Origin is from where the model is supposed to 'start' from. This mostly comes into play when rotating the object.<br />
[[File:Vsmc_2.jpg|thumb|center|800px]]<br />
&nbsp;<br />
<br />
When adding more cubes, it's important to keep in mind what you have selected - In this case, Cube2 is docked under Cube1, so if we move the latter, Cube2 will end up moving along with Cube1. Cube 3 in this example is sitting on its own, and is unaffected by the other two.<br />
[[File:Vsmc_3.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
After a little fiddling, we have our model. In this case it's a candle holder with a candle:<br />
[[File:Vsmc_4.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
===Model Duplication===<br />
Very often you'll want to duplicate an element and move it around to speed up the modelling process. It's less time consuming than making a fresh object and moving it in the correct place and shape:<br />
[[File:Vsmc_10.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
I'm sure very often you'll find yourself just applying the same texture to the entire object. This is where the Entity Texturing Mode comes into play:<br />
[[File:Vsmc_11.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Once clicked, the entire model will be assigned one texture. It's handy, but we still need to tweak it by hand. While the mode is on, you can only move an entire object around in the UV map editor (Left), that's hardly ideal in some cases. That's why we want to disable the Entity Texturing Mode (Don't worry, the texture will stay on), and go back to the Face menu and manually move the texture around.<br />
[[File:Vsmc_12.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
This is especially important in cases where we want to use a single texture for a model, as is the case with my Loom model, or the NPC models (Including the player one):<br />
[[File:Vsmc_13.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Furthermore, if you're using one texture, you can tweak the texture size for larger objects:<br />
[[File:Vsmc_14.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
[[File:Vsmc_15.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Another useful trick is exporting the UV map of your model. Once you have it unwrapped (That is, spread around your texture sheet), you can export the UV map to make a proper texture for it, or in the case of the player model - Make your own skin for it:<br />
[[File:Vsmc_16.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
That should about cover the basics. One important thing to keep in mind is that one block is 16x16x16 (The size of the grid) in the editor.<br />
<br />
Model Editor controls, for reference - They're in the Help submenu (It really helps to memorize them!):<br />
[[File:Vsmc_18.png|thumb|center|600px]]<br />
&nbsp;<br />
<br />
Once you have the hang of it, you can use Render Passes. An explanation of the different modes can be found by clicking [http://apidocs.vintagestory.at/api/Vintagestory.API.Client.EnumChunkRenderPass.html here], but In laymans terms, they determine how a block will behave visually (Think - Glass, Ice, etc):<br />
[[File:Vsmc_17.png|thumb|center|600px]]<br />
&nbsp;<br />
<br />
== Texturing == <!--T:5--><br />
Once we have our model, we can slap some textures on:<br />
[[File:Vsmc_5.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Let's look at this interface - Textures are assigned separately for each side of the model, which we need to apply manually. We can speed it up by clicking Copy and then Paste for every side. If a side is not going to be visible in game, you can deselect "Enabled", which will make that side invisible.<br />
[[File:Vsmc_6.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
But first we need to click Image and import a texture we want to use. To make life easier, you can set the default texture path to take textures from. This is useful if you're going to use vanilla textures. Once a texture is imported - Click on it and select Apply. Please note that if your texture is outside of the game folder when Imported, you will need to tweak the model's shape (.json) file to reflect its location for the game. You will have to do this most of the time.<br />
[[File:Vsmc_7.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
If we want to fine tune our UV Mapping (Aka how the texture is lined up on the model), we can use the Face UV controls to change the shape of the face. In this case, we stretch it out so that all the rivets are visible. One should also drag and move around the individual faces in the leftmost menu for best effect:<br />
[[File:Vsmc_8.png|thumb|center|800px]]<br />
&nbsp;<br />
<br />
Once we're satisfied with the effect, we can save the model and use it in a mod:<br />
[[File:Vsmc_9.png|thumb|center|800px]]<br />
&nbsp;</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=3840Vintage Story Original Soundtrack2018-10-24T23:53:23Z<p>Lo-Phi: Added streaming section</p>
<hr />
<div>{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nactfalter<br />
|Misc=<br />
|}}<br />
<br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
The current publicly available version of the soundtrack has 20 music tracks and is listed as version 1.8.5. It is updated periodically to reflect the music assets found within Vintage Story, and is available for [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
<!--T:1--><br />
__TOC__<br />
==Track listing==<br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
<br />
== Streaming ==<br />
<br />
The Vintage Story Original Soundtrack can be streamed for free via Lo-Phi's [https://lophi.bandcamp.com/ bandcamp] or [https://www.youtube.com/channel/UCqsdXw6kUSG4cBceEo9d3aw/videos YouTube]. <br />
<br />
The official Vintage Story Original Soundtrack playlist on YouTube is linked below:<br />
<br />
<youtube>https://www.youtube.com/watch?v=v4UqwXVpHJ8&index=2&list=PLmh43tls9kg9YQruJ8PjNFO17FffbMKOJ&t=0s</youtube><br />
<br />
== Instrumentation & Production ==<br />
<br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to feature more orchestral instruments, especially string sections. All of the instruments are controlled via MIDI within Logic Pro X, as there are no live recordings.<br />
<br />
== Music Spawning ==<br />
<br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates ==<br />
<br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these on the soundtrack eventually.<br />
<br />
On Sep 8, 2018, Lo-Phi released 5 unfinished versions of potential tracks within the #devlog channel inside of the Vintage Story Discord Server. Although they are subject to change, finished versions might eventually become part of the Vintage Story soundtrack. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
There are plans to include bonus content with digital album downloads eventually.<br />
<br />
== Additional Information / Trivia ==<br />
<br />
* The "Survive and Build" and "Creative Building" have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
* The currently functionless in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi.<br />
<br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
== Album Changelog ==<br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released <br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=3839Vintage Story Original Soundtrack2018-10-24T21:29:23Z<p>Lo-Phi: Added some trivia for fun!</p>
<hr />
<div>{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nactfalter<br />
|Misc=<br />
|}}<br />
<br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
The current publicly available version of the soundtrack has 20 music tracks and is listed as version 1.8.5. It is updated periodically to reflect the music assets found within Vintage Story, and is available for [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
<!--T:1--><br />
__TOC__<br />
==Track listing==<br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
<br />
== Instrumentation & Production ==<br />
<br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to feature more orchestral instruments, especially string sections. All of the instruments are controlled via MIDI within Logic Pro X, as there are no live recordings.<br />
<br />
== Music Spawning ==<br />
<br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates ==<br />
<br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these on the soundtrack eventually.<br />
<br />
On Sep 8, 2018, Lo-Phi released 5 unfinished versions of potential tracks within the #devlog channel inside of the Vintage Story Discord Server. Although they are subject to change, finished versions might eventually become part of the Vintage Story soundtrack. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
There are plans to include bonus content with digital album downloads eventually.<br />
<!--== Streaming == The Vintage Story Original Soundtrack can be streamed for free via BandCamp or YouTube: <youtube>INSERT LINK HERE</youtube>--><br />
<br />
== Additional Information / Trivia ==<br />
<br />
* The "Survive and Build" and "Creative Building" have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
* The currently functionless in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi.<br />
<br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
* Several of the game's music tracks were named by Luke, the game's story writer.<br />
<br />
== Album Changelog ==<br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released <br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=3838Vintage Story Original Soundtrack2018-10-24T21:26:12Z<p>Lo-Phi: /* Additional Information / Trivia */</p>
<hr />
<div>{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nactfalter<br />
|Misc=<br />
|}}<br />
<br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[http://www.lo-phi.com/ Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
The current publicly available version of the soundtrack has 20 music tracks and is listed as version 1.8.5. It is updated periodically to reflect the music assets found within Vintage Story, and is available for [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
<!--T:1--><br />
__TOC__<br />
==Track listing==<br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
<br />
== Instrumentation & Production ==<br />
<br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to feature more orchestral instruments, especially string sections. All of the instruments are controlled via MIDI within Logic Pro X, as there are no live recordings.<br />
<br />
== Music Spawning ==<br />
<br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates ==<br />
<br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these on the soundtrack eventually.<br />
<br />
On Sep 8, 2018, Lo-Phi released 5 unfinished versions of potential tracks within the #devlog channel inside of the Vintage Story Discord Server. Although they are subject to change, finished versions might eventually become part of the Vintage Story soundtrack. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
There are plans to include bonus content with digital album downloads eventually.<br />
<!--== Streaming == The Vintage Story Original Soundtrack can be streamed for free via BandCamp or YouTube: <youtube>INSERT LINK HERE</youtube>--><br />
<br />
== Additional Information / Trivia ==<br />
<br />
* The "Survive and Build" and "Creative Building" have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
* The currently functionless in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi.<br />
<br />
* The soundtrack's order is based on the order in which each piece of music was composed.<br />
<br />
== Album Changelog ==<br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released <br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=3831Vintage Story Original Soundtrack2018-10-23T23:45:12Z<p>Lo-Phi: /* Changelog */ Changed the title to "Album Changelog"</p>
<hr />
<div>{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nactfalter<br />
|Misc=<br />
|}}<br />
<br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[Lo-Phi.com|Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
The current publicly available version of the soundtrack has 20 music tracks and is listed as version 1.8.5. It is updated periodically to reflect the music assets found within Vintage Story, and is available for [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
<!--T:1--><br />
__TOC__<br />
==Track listing==<br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
<br />
== Instrumentation & Production ==<br />
<br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to feature more orchestral instruments, especially string sections. All of the instruments are controlled via MIDI within Logic Pro X, as there are no live recordings.<br />
<br />
== Music Spawning ==<br />
<br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates ==<br />
<br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these on the soundtrack eventually.<br />
<br />
On Sep 8, 2018, Lo-Phi released 5 unfinished versions of potential tracks within the #devlog channel inside of the Vintage Story Discord Server. Although they are subject to change, finished versions might eventually become part of the Vintage Story soundtrack. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
There are plans to include bonus content with digital album downloads eventually.<br />
<!--== Streaming == The Vintage Story Original Soundtrack can be streamed for free via BandCamp or YouTube: <youtube>INSERT LINK HERE</youtube>--><br />
<br />
== Additional Information / Trivia ==<br />
<br />
* The "Survive and Build" and "Creative Building" have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
* The currently functionless in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi.<br />
<br />
== Album Changelog ==<br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released <br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Vintage_Story_Original_Soundtrack&diff=3830Vintage Story Original Soundtrack2018-10-23T23:41:32Z<p>Lo-Phi: Created page with "{{Infobox_album |Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack] |Image=center..."</p>
<hr />
<div>{{Infobox_album<br />
|Name=[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]<br />
|Image=[[File:VintageStoryOriginalSoundtrackArt.png|250px|center]]<br />
|Music=Lo-Phi<br />
|Release=June 11, 2017<br />
|Genre=<br />
|Length=1:12:54<br />
|Producer=Hayden Davenport<br />
|Artwork=Jessie Rogers<br />
|Logo=Nactfalter<br />
|Misc=<br />
|}}<br />
<br />
'''''[https://lophi.bandcamp.com/album/vintage-story-ost Vintage Story Original Soundtrack]''''' is composed by Hayden Davenport under the pseudonym [[Lo-Phi.com|Lo-Phi]] (pronounced [https://en.wikipedia.org/wiki/Help:IPA/English \loʊ'faɪ\]). <br />
<br />
The album was first released on the bandcamp platform on Jun 11, 2017.<br />
<br />
The current publicly available version of the soundtrack has 20 music tracks and is listed as version 1.8.5. It is updated periodically to reflect the music assets found within Vintage Story, and is available for [https://lophi.bandcamp.com/album/vintage-story-ost purchase] with a "name your price" option (this includes $0).<br />
<br />
<!--T:1--><br />
__TOC__<br />
==Track listing==<br />
'''Vintage Story Original Soundtrack'''<br />
#The Setting Sun<br />
#Night to Day <!--[[Night to Day|Night to Day]]--><br />
#Mirror<br />
#Groove<br />
#Vintage Story<br />
#Sunny Village<br />
#Through the Grass at Night<br />
#Adventuring<br />
#To Dawn, from a Very Rainy Night<br />
#Building<br />
#Creating<br />
#Peaceful Village<br />
#Nostalgic<br />
#Midnight<br />
#Heartbeat<br />
#Resonance Archive - The Seraphs<br />
#Winter<br />
#Daylight<br />
#Quirky Tavern<br />
#Cultured Tavern<br />
<br />
== Instrumentation & Production ==<br />
<br />
The Vintage Story original soundtrack heavily features bell-like piano and tine sounds, as well as downsampled SoundFonts, and modern synthesizers (such as Alchemy). Story-related tracks tend to feature more orchestral instruments, especially string sections. All of the instruments are controlled via MIDI within Logic Pro X, as there are no live recordings.<br />
<br />
== Music Spawning ==<br />
<br />
Currently, all of the music (excluding the Deep Underground music) spawns client-side based on a simple daily schedule within each game mode. Each track has a set range of in-game time in which it can start playing. <br />
<br />
Deep Underground music is generated on the fly when the code determines that a player is underground. It works by piecing together bits of pre-rendered chromatic musical material. Occasionally a full piece of music utilizing the same instrumentation will be selected instead.<br />
<br />
== Future Updates ==<br />
<br />
Since the album has only been released digitally, Lo-Phi periodically updates the soundtrack online. There are a few tracks that can only be played in-game; he has plans to include these on the soundtrack eventually.<br />
<br />
On Sep 8, 2018, Lo-Phi released 5 unfinished versions of potential tracks within the #devlog channel inside of the Vintage Story Discord Server. Although they are subject to change, finished versions might eventually become part of the Vintage Story soundtrack. Lo-Phi has also stated that he would eventually like the in-game music generation system to be more complex.<br />
<br />
There are plans to include bonus content with digital album downloads eventually.<br />
<!--== Streaming == The Vintage Story Original Soundtrack can be streamed for free via BandCamp or YouTube: <youtube>INSERT LINK HERE</youtube>--><br />
<br />
== Additional Information / Trivia ==<br />
<br />
* The "Survive and Build" and "Creative Building" have slightly different soundtracks. While there is plenty of overlap, some tracks are only found in one mode, while other tracks have separate versions depending on which mode the player is playing.<br />
<br />
* The currently functionless in-game block called "Echo Chamber" contains a hidden reference to the game's composer, Lo-Phi.<br />
<br />
== Changelog ==<br />
<br />
* v1.0.0 - [Jun 11, 2017] Album Released <br />
* ... [Undocumented Changes] <br />
* v1.4.4 - Added 'The Seraphs' track <br />
* v1.6.4 - Added 'Winter' and 'Daylight' tracks <br />
* v1.8.4 - [Jun 28, 2018] Added 'Quirky Tavern' and 'Cultured Tavern' tracks <br />
* v1.8.5 - [Jun 28, 2018] Remastered 'The Seraphs' track to be louder <br />
* v1.8.7 - [Oct 11, 2018] Slightly altered 'Quirky Tavern' and 'Cultured Tavern' to have less abrupt transitions</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=File:VintageStoryOriginalSoundtrackArt.png&diff=3829File:VintageStoryOriginalSoundtrackArt.png2018-10-23T22:33:15Z<p>Lo-Phi: Artwork for the Vintage Story Original Soundtrack</p>
<hr />
<div>Artwork for the Vintage Story Original Soundtrack</div>Lo-Phihttps://wiki.vintagestory.at/index.php?title=Main_Page&diff=3813Main Page2018-10-23T18:46:36Z<p>Lo-Phi: Fixed a small typo in the first sentence: "Vintage Story is a survival sandbox game that [is] currently under development..."</p>
<hr />
<div><languages /><br />
<translate><br />
<!--T:1--><br />
<div class="mainPageHeader" style="clear:both;"><br />
[[File:GameLogoBanner.png|left|500px]]<br />
<p class="mainPageWelcome" style="font-size:135%">Welcome to the official Wiki for Vintage Story</p><br />
<br />
<p class="mainPageDescription"><br />
[https://www.vintagestory.at Vintage Story] is a survival sandbox game that is currently under development and available for [https://www.vintagestory.at/store/category/1-game-account/ purchase] as an early access title. Any contributions are welcome as much is left is to be added. If you do wish to contribute, please request wiki edit access on the [https://www.vintagestory.at/forums/topic/267-wiki-discussion/ forums]. We currently have [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles.<br />
</p><br />
</div><br />
<br><br />
{| class="wikitable" style="width:100%"<br />
|-<br />
<br />
<!--T:2--><br />
{{Wiki/style|header=Survival Mode|content=<b><br />
;Getting Started<br />
:[[Survival Starter Guide|Starter Guide]]<br />
:[[Combat]]<br />
;Crafting<br />
:[[Knapping]]<br />
:[[Crafting Recipes|Grid Crafting]]<br />
:[[Clay Forming]]<br />
:[[Smithing]]<br />
;Resource Gathering<br />
:[[Foraging]]<br />
:[[Farming]]<br />
:[[Ore Deposits|Mining]]<br />
:[[Metal]]<br />
;Construction<br />
:[[Building Blocks]]<br />
:[[Containers|Storage Solutions]]<br />
:[[Light sources|Lighting Solutions]]<br />
</b><br />
}}<br />
<br />
<!--T:3--><br />
{{Wiki/style|header=Mastering the game|content=<br />
<b><br />
;Gameplay<br />
:[[Cooking]]<br />
:[[Animal Husbandry]]<br />
:[[Worldmap|The Worldmap]]<br />
<br />
<!--T:4--><br />
;Misc<br />
:[[Installing the game on Linux]]<br />
:[[List of Chat Commands]]<br />
:[[Adding mods|Installing Mods]]<br />
:[[Updating Old Worlds]]<br />
<br />
<!--T:5--><br />
;Creative Mode Tools<br />
:[[Creative Starter Guide|Creative Mode Starter Guide]]<br />
:[[How to use WorldEdit]]<br />
:[[Cinematic Camera]]<br />
:[[Adjustable FPS Video Recording]]<br />
</b><br />
}}<br />
<br />
<br />
<!--T:6--><br />
{{Wiki/style|header=Multiplayer|content=<br />
<b><br />
;[[Land claiming]]<br />
;[[List of multiplayer commands]]<br />
;[[Setting up a Multiplayer Server]]<br />
;[[Managing a Multiplayer Server]]<br />
</b>}}<br />
<br />
<!--T:7--><br />
|}<br />
<br><br />
{| class="wikitable" style="width:100%"<br />
|-<br />
<br />
<br />
<!--T:8--><br />
{{Wiki/style|span=1|header=Theme Pack Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Theme Pack|Overview]]<br />
:[[The Asset System]]<br />
:[[VS Model Creator|Model Creator]]<br />
</b>}}<br />
<br />
<!--T:9--><br />
{{Wiki/style|span=1|header=Game Content Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Basic Modding|The Asset System]]<br />
:[[Basic Modding Examples|Mod Samples]]<br />
;Block<br />
:[[Basic Block]] ([[Basic Block#Custom Shapes|Custom Shapes]])<br />
:[[Block Json Properties|Property Overview]]<br />
;Item<br />
:[[Basic Item]]<br />
:[[Item Json Properties|Property Overview]]<br />
;Entity<br />
:[[Basic Entity]]<br />
:[[Entity Json Properties|Property Overview]]<br />
;World Generation<br />
:[[WorldGen Configuration]]<br />
;Miscellaneous<br />
:[[Creating Recipes|Recipes]]<br />
:[[Modding Efficiently]]<br />
;Release<br />
:[[Mod Packaging]]<br />
</b>}}<br />
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{{Wiki/style|span=1|header=Code Modding|content=<br />
<b><br />
;Getting Started<br />
:[[Setting up your Development Environment|Setting up your Dev. Environment]]<br />
:[https://github.com/anegostudios/vsmodexamples Mod Samples]<br />
;Game Objects<br />
:[[Advanced Blocks|The Block Class]]<br />
:[[Block Entity|Block Entities]]<br />
:[[Adding Block Behavior|Block Behaviors]]<br />
:[[Advanced Items|The Item Class]]<br />
:[[Block/ Item Interactions]]<br />
;API<br />
:[[Mod:Commands]]<br />
:[[WorldGen API|WorldGen API]]<br />
:[[Particles]]<br />
:[[World Access]]<br />
:[[Rendering API|Shaders and Renderers]]<br />
</b>}}<br />
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