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Tuesday, 24 November 2015

Patch #28

Patch #28 - 11/24/15

Damage System

This update contains a new experimental damage system for all projectiles (bullets).
The damage is now, essentially, based on the kinetic energy of the projectile at time of impact.
In prior releases the damage falloff could have been far too much at middle and long ranges for some weapons.
This new system should make the damage a lot more consistent and predictable when you are shooting at someone.
As a reminder, damage multipliers still apply on players and AI based on where you hit them at - aim for the head.

Game
• Several miscellaneous server crashes fixed
• Item spawns/despawns have been slowed down to reduce server and network load
• All ranged weapons should spawn in oriented correctly again and be easier to pick up as a result
• Disabled an unneeded TCP/IP port Crytek opens on game launch - should help reduce game getting blocked from running
• After crafting a horseshoe pack it will drop on the ground if you are already wearing a backpack
• The molotov will now catch players on fire and anyone in the fire radius on the ground - effects still WIP
• Headshots on mutants now work to kill them easier

Emotes
• Added player emotes to the game for better player interactions
• Five current emotes - Hands-up, Wave, Middle finger, Stop, Come here
• Can rebind emotes, but by default the current keybinds use F2-F6
• More emotes will be added in future updates

Map/World
• Clyde Hill neighborhood added (northern part of the map)
• AI added to underground bunkers
• Added many new road signs around the map to help navigate
• Added sound effect for flies to some areas
• Added build exclusion zone that was missing around the fast food restaurant
• Reduced max amount of shadows in trees from SVOGI (they were too dark)

Items
• Increased the spawn percent for the camo clothing
• Adjusted spawn rates for backpacks
• Fixed flashlight model so light is correctly emitted from it
• Reduced the number of pellets emitted from the shotgun (does less damage overall)
• Shotgun pellets now have correct bullet drop applied
• Updated behavior, sound and particle effects for the molotov
• Empty glass bottle is now a throwable item (attracts AI)
• Ranged weapons and flashlight should be correctly oriented on the side of the player's body
• Added new dust mask item
• Added metal pipe crafting component
• Added craftable pipebomb
• Added headband item with color variations
• Added military style metal and plastic canteens
• Added left and right eyepatches
• New Wasteland shirt, pants, and boots added with several color variations

Vehicles
• Added another passenger location to the boat (holds a total of 5 people now)
• Increased acceleration and maximum velocity for the boat
• Boat's particle effects should play correctly

Sounds
• Increased distance weapon fire sounds can be heard
• Vehicle volumes decreased
• New ocean sounds
• New M40A5 fire sound
• New 12-gauge shotgun fire sound
• New sounds for small animals
• Added sound for filling a sandbag
• Added new crazy mutant sounds
• Added eating raw vegetables sound
• Added eating pills sound
• Added sound for using any type of bandage
• Added sound for player getting sick (poisoned)
• Added sounds for when player is thirsty

AI
• AI will now be attracted to glass bottles breaking and molotov explosions
• AI should now wander around after killing their target
• AI are now spawned in closer to players
• Increased maximum number of AI in game at once

UI
• Updated animation that plays on the character portrait in the inventory screen

Textures/Materials
• Fixed some windows being too bright at night
• Improved the old, ugly looking street planter models and textures
• Adjusted the textures on some of the rocks in game to look much better
• Fixed material setup on the player and mutants - should eliminate the missing surface type errors that could appear

Models
• Added some models of just a house foundation for more variety in game world
• Reduced size of tactical shotgun to be inline with real life dimensions

Animations
• Flashlight - improvements made to movement to holding the flashlight while moving, changes to sprint holding as well
• Tactical shotgun - animations altered to accommodate new weapon size
• Emotes - 5 emotes added: wave, middle finger, stop, come here, and handsup/surrender
• Firing weapon ironsights - new stable/smoother ironsight movement. While crouching in ironsight and moving forward, gun will no longer tilt.
• G18 - bug while jumping and shooting is fixed. Now you can shoot forwards instead of shooting to the sky
• Throwing items - slight change to the lowered movement hand position (visual change only)
• Pipebomb - animation set up for the pipebomb
• Hand/Arms - improvements to the skinning around the wrist area
• Fishing boat - new passenger position added in front of the driver
• ATV - passenger will now look forwards instead of backwards in first person mode




                                           SebioC

Monday, 9 November 2015

All Nuclear Bunker locations and new MEGA CAVE !


..." So after teaming up with PsiSyndicate and Rushly123456 and failing to show them the new bunkers and caves ingame I took to the roads alone to showcase some of the awsome new locations in-game! =D "...  sgtcortez




Follow in YouTube:
 
sgtscortez   sgtscortez  

                                                                                                                                       SebioC

Sunday, 1 November 2015

Craftable Molotov & Craftable horseshoe pack

• Craftable molotov added - can be thrown and explodes - acts more like a grenade for now, but will be improved over time - default recipe for everyone


Craft Recipe: 1x Oil + 2x Rubbing Alcohol + 1 empty bottle + 1 Rag




• Craftable horseshoe pack added - works as a backpack - default recipe for everyone




Craft Recipe:  Rope +Rag

                SebioC           


Saturday, 31 October 2015

Patch 27a

Game

  • Pre-compiled shader cache updated.
  • Added additional checks for synchronizing weapon zoom states.
  • Change to item config files to hopefully help with server stability.


Items
  • Added Tactical Shotgun - does same damage as normal shotgun, but slightly better behavior and weighs less.
  • The new camo clothing will now spawn.
  • Fixed bandana cap turning bright red at distance.
  • Removed old first-persons meshes for items that are no longer needed - SFP mode uses all third-person.


Animations
  • Adjusted the sprint to raised blending for the default shotgun.


Tactical Shotgun





                                                                                                                                  SebioC

Patch 27

Patch #27 - 10/28/2015

Raise/Lower Weapon System
In this patch is a new weapon lowering/raising combat mechanic.
By default you can use the "Tab" key to switch between the two (can be rebound to a key of your choosing).
With your weapon raised, you will run slower in the game, so lower it when you are not in a combat situation.
At any time you can sprint (from lowered or raised weapon position) to sprint at full speed, but need to leave sprint to attack or fire.

Pre-compiled Shader Cache
This patch contains the first iteration of distributing our own pre-compiled shader cache with the game to help reduce stalls while playing.
We will continue to improve the cache each update.

Server Rental
• Fixed spelling of "http_password" in the hosting config file, so you can change it for your server
• All rented servers running in whitelisted mode will have the phrase " - Whitelisted Only" appended to their server name
• First-person only mode should work correctly
• wm_TimeScale will now work correctly in the hosting.cfg file
• Removed support for idle time related variables, temporarily
• Fixed issue with some rcon services not starting, so people renting servers couldn't issue commands

Game
• White flickering when joining another game is fixed
• Game will no longer start in fullscreen mode to workaround the mouse scaling issue. You can use Alt+Enter to switch after starting the game if you want to run in fullscreen
• Smoothed out player and AI movement - less jittering now
• Increased available network IDs, so busy servers should run longer
• Fixed server hang caused by a bad output message
• Server browser will no longer display servers that are still starting up and not ready for players to join yet
• More adjustments and improvements to the weapon lowering/raising system
• Adjusted player movement speeds when a weapon is raised - lower weapon to run at full speed
• Using an ironsight is now synchronized over the network
• Added "focus zoom" feature - can be used without a weapon also by holding down the right-mouse button
• Some fixes for head disappearing when scrolling view out
• Adjusted helper positions for firing, so you can't shoot through objects really close to you
• Reduced backpack spawn rates - can easily craft a starting one now
• Camera interpolation changed so it's smoother and has less lag
• Game sounds still continue to play when the game loses focus - keeps looping sounds from being lost
• Spawn in rotation and rotation of weapons visible on the player have been fixed for most weapons
• Player corpses shouldn't float as often and appear in a t-pose as much

Items

All of the four camouflage patterns are now consistent across the various clothing pieces, so you can try to find a complete set, if wanted. The sets are named Woodland, Hunters, Hex, and Desert.

• Axe added - harvests wood a little better than a Hatchet, does more damage to players
• Balaclava added - five color variations
• Wool gloves added - nine color variations
• Gas mask added
• Rope added - used in crafting
• Empty bottle added - used in crafting
• Craftable horseshoe pack added - works as a backpack - default recipe for everyone
• Craftable molotov added - can be thrown and explodes - acts more like a grenade for now, but will be improved over time - default recipe for everyone
• Added seven vegetables that will spawn in food related spots - later you will be able to grow them
• Added four camouflage versions of the puffy jacket
• Added four camouflage versions of the cargo pants
• Added four camouflage versions of the head bandanna
• Pickaxe changed to a primary slot weapon
• Added barbed wire coil - used in basebuilding - default recipe for everyone

Base Building
• Added 2m and 4m barbed wire fence parts

Map
• New cave added
• Two new bunkers added
• Expanded the valley across from Brightmoor that loops around to Woodhaven - Get out and explore the world!

Vehicles
• Can be repaired by hitting them with the Lug Wrench again
• Suspension adjusted to reduce vehicles randomly bouncing

Sounds
• Any vegetation that moves when touched will now make a sound - sounds are still WIP
• Added ejected shell impact sounds on the ground

AI
• AI will now be attracted to voice chat in game

Animations
• Altered crouching movement animations so you can no longer peak through walls
• Improved no weapon/melee jumping animations for sfp
• Realigned the camera correctly during idle animations for vehicles
• Heavy landing animation fixed to remove sliding about of character
• Added head movement to all lowered weapon poses
• Added new lowered weapon stance to all weapons
• Fine tuned raised weapon stance for all weapons, including fists
• Many other changes to stances

Textures/Materials
• Adjusted bad normal map on plaster walls
• Fixed the white car and some trees so they can be harvested for crafting materials
• Altered color of the default rugged backpack - khaki colored now

UI
• Tactical keybind renamed to Raise/Lower

Sunday, 20 September 2015

Development Update (09/19/2015)

Development Update - 09/19/2015

It has been some time since we've done a typed version of a development update since we typically release patches or do Twitch.tv streams instead. However, we are currently working on some large features that are taking a while to implement, but we still want to keep everyone updated.

 Experimental Update





 
The experimental branch on Steam contains the next version of the game we are actively working on. It contains all of the features we talked about in our last Twitch.tv stream, which is available to watch on YouTube


However, there are some issues with the experimental version that we are unable to fix due to the issues being part of the core SDK provided by Crytek. Once the next version of the SDK is available, we'll update our experimental version to use it and hopefully we'll be able to then push the experimental version to the live servers. If you haven't had a chance to see the new rendering engine in use on the experimental branch, we'd suggest downloading it and taking a look - it makes the game look far better than it already does today.

New Item System

We've mentioned it a few times in the past, but we are currently working on implementing our new item system for the game. This is a massive undertaking and will take some time until it's ready for testing. It will reduce both the load on the servers and the network, and will also allow us to implement a lot of features we've been waiting on it for - stackable items, item durability, AI loot, base building storage, fireplaces, and much more. We'll continue to give all of you updates on it as it's continuing to be developed.


AI System

We are currently working towards implementing a new, state of the art AI system into the game which will allow us to have a lot more AI in the game than we currently have. It will allow them to pathfind faster, react quicker, be more dangerous in general, and have greater variety in their behaviors. This is something we're very excited for and we'll share more news about it soon when the details have been finalized.

Map Expansion

The level designers have been busy working on increasing the map further North, and as part of that the team has been working on new, larger buildings and assets that will be used in a large city. Below are some images of new buildings and their interiors, and we'll tweet out images of some of the assets over the next few days, so follow our twitter account: @miscreatedgame 


Saturday, 12 September 2015

New Render Engine


Final testing for the new experimental release! Fingers are crossed. Game looks absolutely amazing with SVOTI.

 * SVOTI system from Crytek      

In our testing, we have found that it actually seems less taxing on your system. This is due to a lot of optimizations that are part of this major engine update. I used to have about 50-60% CPU usage (CPU = i7 920 @2.67GHz), however I am only seeing around 30-40% usage now. Memory (RAM) usage seems about the same, around 2-2.5GB in use for me at any given time      "Jenilya" 


                              SebioC