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This must be the first time I'm showcasing a multiplayer mode as well as some features like replay mode. Previously I've only described them in my twitter posts. 

It is not the most accurate representation as both server and client are running on the same machine, but I do feel like local area connection & low ping experience should be pretty similar to what you see in a video. Maybe I'll also show high ping/heavy packet loss/packet shuffle experience later too.

Shadows are currently disabled on client, but only because I have disabled them to speed up loading.

Overall, I did put more work into "T" entity and I still have few features for it in mind, also more general fixes and improvements. I kind of love how main menu and especially loading screen have turned out to look like, but I feel like these screens are a bit too spoilery ~


Gameplay

- Made it so stable players play friction sound whenever they are sliding down on slopes;

- Fixed a bug causing no damage to be applied whenever player gets unstuck (if pulled with force hard enough) after being nailed to something if there was no direct line of sight between point where player was nailed to and player itself;

- Fixed a bug causing driver to get lethally smashed back into vehicle whenever it would try to leave "M" entity during vehicle rotation;

- Added shadow hiding during "M" entity rotation;

- Increased shadows size under certain parts of Hound Walker-CS;

- Implemented "T" entity driving controls;

- Fixed an issues causing "T" entity rotation to be ignored during flip logic;

- Configured friction for certain parts of "T" entity;

- Configured materials, weight for "T" entity;

- Fixed an issue causing crew of "T" entity to temporary fly out of vehicle and visually break apart;

- Implemented turret control for "T" entity;

- Fixed a bug causing explosion to be misaligned and occasionally not damaging crew for "T" entity on destruction if turret was destroyed before rest of the "T" entity;

- Fixed an issue causing "T" entity's turret to not aim precisely;

- Made it so relatively large drivers can still receive damage in relatively small vehicles, since they stick out so much if they happen to drive them;

- Made it so rotation for "T" entity isn't available at all times;

- Added support for partial entity explosion protection and made it so certain parts of parts of "T" entity would protect players from explosions but only partially;

- Added newly made sounds to "T" entity, including movement, activation, entrance/leaving of crew members;

- Fixed an issue causing offscreen logic to delay appearance of certain movables by few frames if camera was moved too quick;

- Made a weapon that is later used by "T" entity whenever its' turret is fired, fixed volume and sound decay speed when weapon is fired;

- Fixed an issue causing "T" entity's turret to bounce back at high velocity whenever turret is trying to aim slightly past its' angular limits;

- Added sound for "T" entity's turret reload and activation;

- Decreased amount of sparks of very heavy entities whenever they impact something;

- Made it so sparks aren't flowing indefinitely for "T" entity in some cases when it is idling;

- Added new impact sounds for "T" entity;

- Made it so "T" entity's turret rotation emits sound;

- Fixed an issue causing some of "T" entity's parts to be not able to recover after they were overtwisted due to high force or impact;

- Fixed a bug causing projectiles to not play damage sound whenever they are hitting new "T" entity's material;

- Fixed a bug causing certain kind of attack to spawn crate debris & play destruction sound when it shouldn't have to;

- Fixed a bug causing attached decoration transform to be not updated after one of earlier optimizations.


Sounds

- Made 3 new sounds for "T" entity;

- Made 4 new sounds for "T" entity, edited previous 3 later;

- Made 4 more new impact sounds for "T" entity;

- Fixed "T" entity looping issues;

- Reworked damage/impact sounds for "T" entity to sound more metallic.


Interface

- Fixed a bug causing main menu buttons to now work properly if they were right clicked before left click;

- Updated main menu background image;

- Updated & added loading screen background image;

- Added appearance animation for loading screen background image;

- Fixed a bug causing loading screen percentage to not reflect per-file game update progress;

- Added more lines for translation possibility to be done later;

- Updated interface for clan/group view, added better online/offline status visuals;

- Fixed a bug causing animation in main menu to be not played unless game was minimized first in rare case.


Multiplayer

- Implemented a possibility for entities to avoid sending data of unimportant physical parts;

- Made it so "T" entity is not causing heavy performance degradation due to unimportant physical parts staying at zero coordinates for clients for when they appear on screen for the first time;

- Fixed a sync logic for grappling hooks;

- Fixed entity holes position sync after they were reworked earlier;

- Fixed a bug causing "T" entity to spawn debris for certain parts even if it was meant to be completely and instantly removed (client-side only);

- Fixed a issue causing instant server-side deletion of most entities to make clients keep showing shadows of removed entities assuming they were removed due to going offscreen rather than being really deleted on server-side;

- Fixed a bug causing weapons held on the leg and back of players to shake whenever players stand on slightly angled surface due to pull force applied to misaligned pelvis position (pelvis was pulled up instead of being pulled down in order to compensate for player's collision box colliding with a surface on the corner) - this effect wasn't visible in singleplayer but was more apparent when game tried to smooth and predict weapon positions based on their velocity;

- Fixed a bug causing shields from shield grenades to disappear in replays;

- Fixed a bug causing shields to stop updating positions after game tried to re-pick partially deleted shield for replay mode.


Level Editor

- Fixed a bug causing certain common variable names to conflict with character creation code;

- Fixed an issue causing confirmation pop-up to not appear for unsaved map if player tries to quit game while playtesting.

Comments

Anonymous

Dude literally just Sparta kicked Proxy.

Recluse

I've been thinking about that comment you had in the past, about a good method for weapon switching, I'd say like in doom, just give people the ability to bind weapons to any key, this will allow you to use your thumb to change weapons or any other finger to be exact.

Anonymous

That ripple effect on the shield is a cool detail

UnrealCrash

It normally is much stronger when weapons like railgun/heavy railgun are used on shields ^ There is also noise whenever shield is low on hitpoints. And it does pop with a ripple effect and shield disappearance from the points of recent damage.

UnrealCrash

It could make players configure such binds specifically for game modes they play, essentially avoiding other game modes. I believe I played Doom and similar games but I actually would never change controls whenever it is possible to avoid it. It is especially bad when you are trying to invite some non-tech friends to play the game - they just won't enjoy binding controls like that. -- I also tried weapons to pick first free slots/first free slot starting with default slot and it will just feel really foreign for someone who got used to PB2 slot numbers. Also tried limiting weapon slots number up to 6 - still felt annoying to be unable to pick-up plasmagun whenever character already has rifle, for example. So I think it might be best to keep PB2's way. In the end - players would likely be advised to swap weapons during intermissions between level, especially since this will not cost extra in-game campaign credits.

Anonymous

Hey Eric! Glad to finally see some multiplayer in the showcases. Looks great so far! Replay mode looks great. But what I'm curious about is whether there will be kill cams? If yes it would be great if map makers could easily disable or enable this feature and of course, allow players to skip it. What's your opinion on this? The multiplayer stability is miles better than it is in pb2. Well least since the last time I tried coop with a friend back in 2020 or 2019. Can't quite remember. Quite excited to see how it's gonna run overall with much bigger and more taxing levels. Maybe even run some bigger tests with the wider community or a select few to see how the server runs with players from around the world etc. That might be something for a beta in the future. Definitely consider it! Not sure if the statistics in the top right are the same idea but would be nice if there was some kinda of icon that would appear to show players that this person is having high ping or connection issues. Like a no wifi icon when somebody gets disconnected etc. That might be a useless feature but figured I'd mention it. That's all I got for you this time Eric! Can't wait to see what the T entity is. Definitely sounds like some form of tank or heavy vehicle. Might even be some kinda hovering aircraft. Well, guess I'll find out eventually. Take care!

UnrealCrash

> Hey Eric! Glad to finally see some multiplayer in the showcases. Looks great so far! > Replay mode looks great. But what I'm curious about is whether there will be kill cams? It actually is a kill cam, it just shows the perspective of killing character as long as there is network connection on it. So otherwise it will default to player who died if killer was an AI, disconnected player or it was a self-kill. Actually this replay is a part of game mode logic - it can be easily altered with custom map/module logic, though right now only last 30 seconds of replay are stored for all connected players. Unfortunately this system won't be able to show what turrets or AI characters see whenever they eliminate players as snapshot generation can end up being quite costly and needs to be done for everything that can kill basically otherwise. > If yes it would be great if map makers could easily disable or enable this feature and of course, allow players to skip it. What's your opinion on this? I've made a simple game mode that skips replay when space is pressed, but I do want to integrate this into player's config somehow too (so players can choose to skip all replays). It is part of map/module logic, it doesn't get triggered in some kind of raw maps. It does not work in singleplayer actually too since there is no data recorded and singleplayer players can't have multiple instances of the game world running. > The multiplayer stability is miles better than it is in pb2. Well least since the last time I tried coop with a friend back in 2020 or 2019. Can't quite remember. Quite excited to see how it's gonna run overall with much bigger and more taxing levels. To be fair current test was made without any network issues simulated, might show those later. I do have tools to optimize experience for some of big level cases when there will be issues, though I feel like test maps are already getting kind of big. > Maybe even run some bigger tests with the wider community or a select few to see how the server runs with players from around the world etc. > That might be something for a beta in the future. Definitely consider it! Sure! > Not sure if the statistics in the top right are the same idea but would be nice if there was some kinda of icon that would appear to show players that this person is having high ping or connection issues. Like a no wifi icon when somebody gets disconnected etc. That might be a useless feature but figured I'd mention it. There is an icon whenever player is in menu or switched to other application. Making one for lagging players could make sense. > That's all I got for you this time Eric! Can't wait to see what the T entity is. Definitely sounds like some form of tank or heavy vehicle. Might even be some kinda hovering aircraft. Well, guess I'll find out eventually. > Take care! Thank you ^^

Anonymous

Found the grenade slicing clip hilarious! This update is plenty detailed, but hoping we're getting another roadmap update soon! Also, was wondering if you were interested in joining Meta's Threads soon and start posting there, since Twitter's community seems to have fallen silent, though that might be because Patreon gets monthly updates now. Stay safe!

UnrealCrash

I guess roadmap could be described as: 1. Make required new entities for campaign mode; 2. Import PB2 update content to PB3; 3. Make levels for campaign mode; 4. Some voice acting work for campaign. It feels like after that game is complete for release, though there will be still a lot of work post release. So far I try posting to YouTube. I notice that Meta Threads also has this "Log in to see more". It is partially a reason why I decided to move from Twitter, though Twitter did start silently hiding my new posts for unauthorized users. I'd think my posts belong to me, why such services try to hide them from people who come to follow me specifically isn't really clear to me.