On Stream:http://store.steampowered.com/app/610694/Tabletop_Simulator__The_Great_Dinosaur_Rush/

About This Content

Only the host needs to own this DLC.

2-5 players | Ages 10 & Up

Approximately 60 Minutes

About The Great Dinosaur Rush


The Great Dinosaur Rush — or the Bone Wars, as it’s otherwise called — was a period of incredible advancement in paleontology (i.e., the discovery of fossils).

In The Great Dinosaur Rush, players compete to grab bones from the best dig sites, and build new dinosaurs for prestigious museums, gaining notoriety in the process by stealing bones, sabotaging dig sites, and otherwise impeding your fellow paleontologists.

The game is played over turns, each with two main phases: dig and build. During the dig phase, players collect different-colored bones from dig sites and perform actions. Some dirty actions give players secret notoriety tokens. Notoriety adds to players’ scores at the end of the game, but having the MOST notoriety SUBTRACTS from the score! During the build phase, players create their dinosaurs from the bones they collected, maximizing them to score points in various museum categories: length, size, height, ferociousness, etc.

You’ll have to play dirty if you want to win — just not too dirty!
    Minimum:
    • OS: Windows XP SP2
    • Memory: 4 GB RAM
    • Graphics: Integrated
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
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Tabletop Simulator
Hey everyone, this is one of our largest updates yet! We’ve updated the game engine massively to the latest version of Unity 2019.1 which will give us overall better performance and features. There has also been an optimization pass to reduce stutter causing situations, so everything can be as silky smooth as possible. That’s just the tip of the iceberg: reduced game size 4gb, AssetBundle materials, spectator camera improvements, and ton more covered below!

Unity Engine Upgrade:
  • Upgrade Unity version from 5.6.6 to 2019.1.
  • Dx11 on Windows, OpenGLCore on Mac and Linux.
  • FPS should be overall faster. Can be twice as fast in really specific scenes.
  • Physics performance improved.
  • Video textures much faster with more formats support (.m4v and .mov)
  • Incremental garbage collector greatly reduces the game’s stutters.

Changes:
  • Dx9 support has been dropped (only 0.01% of players have a gpu that is only Dx9). Dx10 is minimum requirement now.
  • Windows Xp support dropped and with Steam not supporting it anymore either this isn’t a surprise.
  • All custom images are now resized to a power of 2 internal, so avoid using non power of 2 images if you can. This is due to Dx11 bug this might be changed back in the future if Unity fixes this.
  • RAW cache from Images and Models had to deleted to due incompatibilities with the engine upgrade.

Known Issues:
  • AssetBundles using crunched textures will not load correctly and need to be re-exported from Unity 2019.1 with the updated Modding Project.
  • AssetBundle mesh colliders might behave differently due to physx upgrade.

New System Requirements:
  • OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
  • Graphics card with DX10 (shader model 4.0) capabilities.
  • CPU: SSE2 instruction set support.

Performance Optimizations:
  • Saving mod asset to disk is now async and will not sutter the game.
  • Greatly reduced the time it takes to destroy objects reducing the lag when changing mods.
  • Made the Games & Saved Objects menu async to fix stutters when opening them.

DLC Improvments:
  • DLC are no longer included in the game install and will be downloaded when played the first time.
  • This has reduce the install size of the game by 4 gigs.
  • We can also now update and add new DLCs without having to update the game.
  • Can now have multiple DLCs loaded up at once.

AssetBundle Materials:
  • Added support for loading AssetBundle materials into any Custom Object Image slot.
  • Create holographic playing cards or add normal maps to your custom dice!
  • Works by assigning your material to an AssetBundle and then exporting like normal.

General Improvements:
  • Custom Card added so you can create cards one at a time.
  • Added /rules to global chat which opens a link to the rules on our knowledge base.
  • Update DLC Three Cheers for master with scripted components.
  • Disabled being able to load local files with the Tablet due to javascript exploits.
  • Opening urls now only open steam links in the overlay and all others open in your default browser.
  • Secured many networking related functions from hackers.
  • Added .json to Steam Cloud upload file types.
  • Steam Cloud now supports uploading files greater than 100mb.

Lua:
  • Added filterObjectEnter(object) event: Place it on an object, and it will prevent any objects from being able to enter it. For example, placing it on a deck will not allow cards to enter it. If you return true in the function, the item will be allowed in.

XML UI:
  • Updated plugin to the latest version.
  • Can now get the click button for events like onClick with the value param passed.
  • Xml UI image assets are now no longer compressed to make them look nicer.
  • Xml UI errors now print to chat, to make it easier to debug Xml UI.

Caching Improvement:
  • Added support for adding {verifycache} in front of your urls to have the game check the last-modified header of a url to update the local cache if it is stale. Only does this check once per game session.
  • This is an advanced feature for people that want to host content on there own servers and make sure people get updates without having to change the URLs.
  • https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Last-Modified

VR
  • Added a warning message when you do not have any control bindings (typically because you are using unsupported hardware), instructing you on how to set the bindings up in SteamVR.
  • Fixed objects not clumping when you shake the controller.
  • Fixed stack/deck grab not working with laser pointer.

Spectator Mode
Spectator mode now works when you use a different resolution than your main display. It has had an overhaul, and now works using these commands:

  • displays – Lists all available displays. ID 0 will always be your main game screen.
  • spectator_window – Turn on to activate the spectator window.
  • spectator_activate_with_resolution – Use instead of above to specify display, resolution, etc.
  • vr_spectator_replaces_main_window – In VR, controls whether spectator mode makes its own window or just uses the desktop mirror.
  • spectator_camera_follow_player – When ON the camera will follow your point-of-view.
  • spectator_camera_attachment – Lets you specify a component or pointer to attach camera to.
  • spectator_camera_follow_attachment – When ON the camera will follow the above object.
  • spectator_camera_dolly – When camera is following an object, it will be offset this far in the direction it is facing.
  • spectator_camera_offset_position – When camera is following an object it will be offset by this X Y Z.
  • spectator_camera_offset_rotation – When camera is following an object its facing will be offset by thus X Y Z.
  • spectator_camera_load – Set the camera to a saved camera position.
  • spectator_camera_load_zero – As above, but the position is zero-indexed (useful when coupled with certain commands like Add).
  • spectator_camera_smooth_on_load – Whether smoothing is applied during above.
  • spectator_camera_target – Lets you specify a component or pointer for the camera to track.
  • spectator_camera_tracking – When ON the camera will track the above object.
  • spectator_camera_look_at – Make spectator camera look a component or pointer.
  • spectator_camera_override_player_with_look – When ON the look at and track commands will work when camera is following player.
  • spectator_show_ui – Whether the UI is displayed on the spectator window.
  • spectator_post_processing – Whether post-processing effects are applied to spectator window.
  • spectator_camera_smooth_position – Positional smoothing factor.
  • spectator_camera_smooth_rotation – Rotational smoothing factor.
  • spectator_camera_stay_upright – When ON the camera will not go upside-down.


Example autoexec.cfg:
+spectator_window-spectator_show_ui# Make easier to type versions of spectator_camera_ commands.# i.e. cam_load instead of spectator_camera_loadalias cam_* spectator_camera_*+cam_stay_upright# make right control have camera follow player while held# @ makes it not output to consolebind +right_control @+cam_follow_playerbind -right_control @-cam_follow_player# make semicolon look at object under pointer# need to start line with > to stop <hovered> being evaluated,# and exec to make it evaluate when activated>bind semicolon exec cam_look_at <hovered># make period toggle object tracking, and comma set tracked objectbind period !cam_tracking>bind comma exec cam_target <hovered># make right shift cycle through first 3 camera positionsalias next_camera add cam_load_zero 1 3bind right_shift next_camera# make some buttons to load specific camera positionsui_button 1 600 0 cam_load 1ui_button 2 600 -30 cam_load 2ui_button 3 600 -60 cam_load 3
System Console
  • ‘/’ commands now worked when typed into console tab
  • Fixed color command ignoring permissions

New commands:
  • chat_font_size – The size of the font in the chat windows.
  • say_global, say_game, say_team – Transmits text to specified chat channel.
  • subtract – Like add, but allows you to subtract current value from another (good for ping-ponging between two numbers).
  • vr_steamvr_bindings – Lists all current steamVR bindings.
  • ui_button – Lets you make a button on your screen which will perform a command.
  • highlight – Highlights specified component.
  • mod_caching, mod_caching_raw, mod_threading, and mod_thread_count.

    Last three variables are typically used as parameters in other commands, buy enclosing them with << and >>.

  • find – Call with parameters to find a component. Will then be set to that component.
  • grabbed – Equals the component you are currently holding.
  • hovered – Equals the component you are hovering over.

For example:
find -name "Blue Player Token"highlight <<find>>
If you want to set up a binding/alias/button in a script then you need to start the line with a >, surround the variable with < and > instead, and use exec.
>bind right_control exec spectator_camera_attachment <hovered>
Fixes:
  • Fixed blury comfirmation UI for tablet.
  • Fixed saving .rawm to disk when regular caching.
  • Fixed random sort for Games and Saved Objects is now actually working correctly.
  • Fixed custom objects not probably being positioned on the UI correctly.
  • Fixed the black background fade stuttering on when open exist to main menu window.
  • Fixed some format stuff for file browser or tooltips. Added back .jpeg.
  • Fixed line tool, including flick and joint.

MReds
Some years away from Tabletop Simulator…Now it’s possibile a Cam view like "Point of view" of a miniature?I’m just waiting for that to start using it for RPGThank you guys for any information

BDtetra

西帽子くん (WestHat-kun)

Mars

Kite

Dark Angel

nebbii

S h a r K

Cthulhu

dweebus
I am DMing a 5e game! I have never done it on tabletop so I am excited but it might take me a week or two to get everything ready. I don’t know exactly how many players I am looking for but it could be between 4-6. I do not mind new players and I do not m…

Oskar/Merbin
Moin moinund einen Guten Tag an alle die das lesen, ich würde gerne Regelmäßig die verschiedensten Spiele auf den Tabeltop Simulator zocken, kann aber leider niemanden begeistern sich das Spiel zuholen. Also dachte ich, ich schreib einfach mal was hie…

McChicken

Nick

star

CHRY

⎛⎝BoBWilSSoN⎠⎞

BatteA

FondueTime

Night_Eight

西帽子くん (WestHat-kun)

⚯ Til mit der Brill’

Dimikosta

Searanger

⚯ Til mit der Brill’

Orange Blue Hue

DarthStig
There’s an old school card game called Battletech that someone graciously added all the cards ever made into decks by the edition of the game. The game is alot like MTG since both are made by WOTC. Id like to be able to search for cards faster in the "sea…

BritishBrick

Posted: May 25
I use this to play Star Wars Destiny and it’s very smooth! I thought the controls would be harder to work, but its quite easy despite the game having a decent amount of pieces. Lots of good mods to play around with!

rby

Posted: May 26
you can play card games and stuff

Dub_n00bz

Posted: May 25
This simulator surpassed my expectations and proved to be a classic must-own game.

I played with this simulator for about 12 hours and I have seen the potential that is possible with it. Varied from playing very basic games like Monopoly, Sorry, and LIFE. It’s very easy to move pieces around, allows tools for much customization for entertainment, and has a nice physics engine that allows realistic interactions (ex: flicking).

Besides the default games that are with this simulator, this simulator allows creativity to flow with the workshop. An easy to install and easy to use feature that allows thousands of user creations to be imported. Through image hosting sites, you can essentially either recreate or make your own table top game and introduce custom models for anything.

I was able to play a full game of Yu-gi-oh twice, and was able to use the zoom-in function for the cards and "calculators" for the lifepoints. Custom models allowed custom seats, tables for our games, and much more. Other games even used a tablet model which allows in-game web-browsing that is client-based and could either be forced to play one page for everyone or just browsing for fun.

To sum it in one sentence: This is the gmod of board games.

Romp-A-Stomp

Romp-A-Stomp

Sabreman

Tabletop Simulator
Hey there everyone! This is one of biggest updates yet, we have a lot of great stuff coming for you guys in this update, but we want to make sure it’s stable before pushing it live. So, we are doing a public beta first and we want to hear from you about any issues!

To opt into the beta:
* Right click on Tabletop Simulator in your Steam library.
* Choose Properties -> Beta.
* Then in the drop down for "Select the beta you would like to opt into:" choose "public_beta".

Unity Engine Upgrade:
* Upgrade Unity version from 5.6.6 to 2019.1.
* Dx11 on Windows, OpenGLCore on Mac and Linux.
* FPS should be overall faster. Can be twice as fast in really specific scenes.
* Physics performance improved.
* Video textures much faster with more formats support (.m4v and .mov)
* Incremental garbage collector greatly reduces the game’s stutters.

Changes:
* Dx9 support has been dropped only 0.01% of players have a gpu that is only Dx9. Dx10 is minimum requirement now.
* Windows Xp support dropped and with Steam not supporting it anymore either this isn’t a surprise.
* All custom images are now resized to a power of 2 internal, so avoid using non power of 2 images if you can. This is due to Dx11 bug this might be changed back in the future if Unity fixes this.
* RAW cache from Images and Models had to deleted to due incompatibilities with the engine upgrade.

Known Issues:
* Due the massive engine upgrade AssetBundle are the most effected due to Unity changes you might have to re-export your AssetBundle from 2019.1 with the updated Modding Project.
* Old AssetBundles using crunched textures will not load correctly and need to be re-exported.
* AssetBundle mesh colliders might behave differently due to physx upgrade.

Performance Optimizations:
* Saving mod asset to disk is now async and will not sutter the game.
* Greatly reduced the time it takes to destroy objects reducing the lag when changing mods.
* Made the Games & Saved Objects menu async to fix stutters when opening them.

DLC Improvments:
* DLC are no longer included in the game install and will be downloaded when played the first time.
* This has reduce the install size of the game by 4 gigs.
* We can also now update and add new DLCs without having to update the game.

AssetBundle Materials:
* Added support for loading AssetBundle materials into any Custom Object Image slot.
* Create holographic playing cards or add normal maps to your custom dice!
* Works by assigning your material to an AssetBundle and then exporting like normal.

General Improvements:
* Custom Card added so you can create cards one at a time.
* Added /rules to global chat which opens a link to the rules on our knowledge base.
* Update DLC Three Cheers for master with scripted components.
* Disabled being able to load local files with the Tablet due to javascript exploits.
* Opening urls now only open steam links in the overlay and all others open in your default browser.
* Secured many networking related functions from hackers.
* Added .json to Steam Cloud upload file types.
* Steam Cloud now supports uploading files greater than 100mb.

System Console:
* Added `mod_caching`, `mod_caching_raw`, `mod_threading`, and `mod_thread_count`.
* Added `say_global`, `say_game`, `say_team` commands.
* `/` commands now work when typed into system console.
* Added subtract command.
* Renamed vr_bindings command to vr_steamvr_bindings
* Added say_global, say_game, say_team commands.

Spectator Mode:
* Spectator mode should be working correctly with differing monitor resolutions.
* Added `displays` command, reworked `spectator_activate_with_resolution` command (can now specify display)
* `spectator_camera_attachment` – sets component or pointer for camera to attach to.
* `spectator_camera_follow_attachment` – when this is on the camera will move as if attached to above entity.
* `spectator_camera_follow_player` – renamed, was `spectator_camera_follow`.
* `spectator_camera_dolly` – distance camera is offset along the direction it is looking.
* `spectator_camera_offset_position` – vector3 positional offset from attachment.
* `spectator_camera_offset_rotation` – vector3 rotational offset from attachment.
* `spectator_camera_look_at` – make camera look at specified component or pointer.
* `spectator_camera_target` – sets component or pointer for camera to track.
* `spectator_camera_tracking` – when ON the camera will constantly track the above entity.
* `spectator_camera_override_player_with_look` – when ON look and track commands will override follow_player.
* `spectator_camera_stay_upright` – when ON the camera will avoid being upside-down.

Lua:
* Added onObjectTryEnter(object) callback: if present on an object then it will be called when another object would be inserted into it (like a card into a deck or a token into a bag). If it returns false then the item will not be able to enter.

XML UI:
* Updated plugin to the latest version.
* Can now get the click button for events like onClick with the value param passed.
* Xml UI image assets are now no longer compressed to make them look nicer.
* Xml UI errors now print to chat, to make it easier to debug Xml UI.
* Fixed line tool, including flick and joint.

Caching Improvement:
* Added support for adding {verifycache} in front of your urls to have the game check the last-modified header of a url to update the local cache if it is stale. Only does this check once per game session.
* This is an advanced feature for people that want to host content on there own servers and make sure people get updates without having to change the URLs.
* https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Last-Modified

Fixes:
* Fixed blury comfirmation UI for tablet.
* Fixed saving .rawm to disk when regular caching.
* Fixed random sort for Games and Saved Objects is now actually working correctly.
* Fixed custom objects not probably being positioned on the UI correctly.
* Fixed the black background fade stuttering on when open exist to main menu window.
* Fixed some format stuff for file browser or tooltips. Added back .jpeg.
* Fixed line tool, including flick and joint.

Shug
New to D&D and tabletop sim, looking to find a group to help teach this noob the ropes. The best times for me to hop in are between 6-10 PM EST. Looking forward to starting a fun campaign with you all!

Tabletop Simulator
Oh my! More optimizations are always nice, as the community continues to produce fantastic and more technically complex creations. But if you’re hungry for a new feature, we hope you’ll enjoy the new Video Images, which allow you to use videos as textures for assets. Plus, a long requested feature: Spectator Mode! Whatever your taste, we think this patch has a little something for everybody.

As usual, included in the patch is our latest DLC: Deck Quest!

DLC – Deck Quest
https://store.steampowered.com/app/610699/
  • Deck Quest is now available for $7.99 with a 20% launch discount.
  • Scripted setup to help get into the game quickly.
  • Select your seats and click the Shuffle button in the middle of the table.

Loading Improvements:
  • Overall loading should be much faster and smoother than in the past!
  • New image caching folder “Images RAW” that stores .rawt files to speed up loading by up to 20 times.
  • General optimization to use less memory when loading your games up.
  • Greatly reduced custom image ram usage by ~50%.
  • AssetBundles now load in async and with less stutters.
  • Loading generates much less garbage for the garbage collector to clean up to reduce stutters.
  • Fixed normal maps for Custom Models not working correctly and being slow.
  • Better error handling when trying to load assets with an unsupported file type.
  • Added CMYK JPG detection to avoid game crash.

Video Images:
https://giant.gfycat.com/RightJointAchillestang.webm
  • Enjoy animated textures for you assets or play jigsaw with animated video!
  • Import videos (.mp4 and .webm) into the image slot on any custom asset.
  • Note: Linux does not support .mp4.

Graphics:
  • New sharpen post processing to enhance the overall clarity of the game.
  • Configuration graphic changes are instant now without having to hit apply.

Improvements:
  • Reduced CPU usage when lots of objects are loaded up.
  • Added game load time to system console.
  • Optimized DLC Cosmic by removing all the extra scripting zones from each expansion.
  • Added console commands rewind_interval and unload_interval.

Scripting:
There’s now a way to interact with Unity’s built in components using this new API. You can control all aspects of your assetbundles for example changing the light settings, all from Lua. You can read more about it on the API page[api.tabletopsimulator.com].

self.getComponentInChildren("Light").set("intensity", 20)

Object and GameObject:
  • getComponent(name) return Component
  • getComponents(optional name) return Component[]
  • getComponentInChildren(name) return Component
  • getComponentsInChildren(optional name) return Component[]
  • getChild(name) return GameObject
  • getChildren() return GameObject[]
  • name return string

Component:
  • game_object return GameObject
  • get(varName) return value
  • getVars() return Dictionary<string Name, string Type>
  • set(varName, value) return bool
  • name return string

Scripting Fixes:
  • Fixed Component UI menu triggering onObjectDestroy lua events.
  • Fixed XML UI syncing issue for connecting players.

Spectator Mode

Spectator mode provides a second fullscreen viewport to be used for streaming / recording. The UI can be shown or hidden on it, and its camera can follow your own or be set to any stored position.
Spectator mode requires a second monitor to display on. If you only have one physical monitor then you can use something like spacedesk.net to get around this limitation.
Spectator mod is controlled via the following console commands:

  • spectator_window – turn on to activate the spectator window
  • spectator_show_ui – whether the UI is displayed on the spectator window
  • spectator_camera_follow – when enabled spectator camera will follow your view
  • spectator_camera_load – set spectator camera to a stored position
  • spectator_camera_load_zero – same as above, but zero-indexed (so 0 = slot 1, 1 = slot 2, etc.)
  • spectator_camera_smooth_position – factor used to smooth spectator camera movement
  • spectator_camera_smooth_rotation – factor used to smooth spectator camera rotation
  • spectator_camera_smooth_on_load – when enabled smoothing will be applied when loading camera positions as well as when following player
  • spectator_post_processing – whether post-processing effects are applied to the spectator window
  • vr_spectator_replaces_main_window – in VR, controls whether spectator mode makes its own window or just uses the desktop mirror.


Example autoexec.cfg:
+spectator_window -spectator_show_ui +spectator_camera_follow spectator_camera_smooth_position 0.1 spectator_camera_smooth_rotation 0.1 # set right control key to toggle player follow bind right_control !spectator_camera_follow # set space to make spectator camera follow player while it is held down # @ = silence command in console bind +space @+spectator_camera_follow bind -space @-spectator_camera_follow # set keys to jump to specific camera positions bind comma spectator_camera_position 1 bind period spectator_camera_position 2 bind semicolon spectator_camera_position 3 # set right shift key to cycle through the first 3 camera positions alias next_camera add spectator_camera_position_from_zero 1 3 bind right_shift next_camera

Fixes:
  • Fixed memory leaks with custom assets when changing urls on an already loaded custom object.
  • Fixed ui search overlapping issues.
  • Fixed with hackers being able to delete objects without being admin.
  • Fixed hand zones not working on colliders that where child objects.
  • Fixed flick tooltip showing garbage.


v11.2.1

Custom Model Loading:
Speed up loading of cached models by up to 20 times with new .rawm format and "Models Raw" folder.
This uses the same principle as the what we’ve done to the images to speed up loading of your .obj files.

Spectator Mode:
Added `spectator_activate_with_resolution` command.
Fixed spectator window freezing after returning to main menu.
Fixed post processing on spectator window.

Fixes:
Fixed scroll bar in Configuration > UI > MISC.
Fixed normals maps not working with non square images.
Fixed issues with XML UI rich text.