Development update - November 12, 2023 (Patreon)
Downloads
Content
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.