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2.2.0 [dev test only for now

#1
A very small handful of these changes are not yet released to the dev test as I'm waiting for Glaydon to give me a second opinion on something!

Post your bugs here- and I will continue to work on the bugs already posted in the July week 4 thread.

v2.2 [Add] <ACB>: ACBs can now have a custom 'min interval between activations'
v2.2 [Add] <ACB>: ACBs delayed action can now be queued (before it wasn't possible, so when an action was delayed the ACB couldn't issue another action)
v2.2 [Add] <ACB>: ACBs now have a custom priority (highest priorities have more control)
v2.2 [Add] <ACB>: All ACB-controlled block types can now have a custom name (use the 'Block naming' skill, or Shift+N when building or not)
v2.2 [Add] <ACB>: An ACB 'AND' logic gate is simulated when several ACBs are touching each other, the ones with only a condition or only an action are 'attached' to the ones with an action and a condition
v2.2 [Add] <ACB>: Major ACB modifications, the inputs and blocks are now in collapsable categories; the states of the condition and action are now displayed
v2.2 [Add] <ACB>: Most ACB conditions can be inverted (as with a 'NOT' logic gate)
v2.2 [Add] <ACB>: Most ACB conditions now have a min and max inputs
v2.2 [Add] <ACB>: The ACB can now use a string pattern to select blocks according to their names
v2.2 [Add] <ACB>: The ACB has been completely overhauled
v2.2 [Add] <ACB>: The ACB now have a 'design' GUI, which displays the location of the blocks controlled by the ACB
v2.2 [Add] <ACB>: Various new ACB conditions and actions
v2.2 [Add] <Character>: Telekenesis skill now scales with vehicle size
v2.2 [Add] <Character>: There's a new block data copy/paste skill which does the same as 'Ctrl+C' and 'Ctrl+V' in build mode
v2.2 [Add] <Character>: There's a new debug skill to see the AC and health of a block (the real AC, with all the stacking if any)
v2.2 [Add] <Character>: There's a new EMP debug skill (working as the explosion or impact debug skills)
v2.2 [Add] <Effects>: Added a reflection probe to the camera to facilitate reflections
v2.2 [Add] <Effects>: Added an ambient occlusion effect which is toggleable from the options menu
v2.2 [Add] <Effects>: Added an image blooming effect which is toggleable and customisable from the options menu
v2.2 [Add] <Effects>: Added PBR shaders for all vehicle materials to produce Physically Based Rendering
v2.2 [Add] <Effects>: Added the ability to scale sun light and ambient light from the options menu
v2.2 [Add] <Effects>: Implemented deferred rendering
v2.2 [Add] <Missiles>: Variable thrust propellers added
v2.2 [Add] <Modding>: Ability to add changes to the patch notes change log by using static constructors in block classes
v2.2 [Add] <Modding>: ExampleMod mod has been added to FTD which contains a boilerplate mod that adds a new block to the game as well as some code. Visual Studio project included. You'll find this mod in your FTD installation game files alongside all other 'core' mods.
v2.2 [Add] <Modding>: Modders can now indicate that a SubObject is 'decorative only', it will automatically display it along with the ablock it is attached to
v2.2 [Add] <Modding>: The dictionary 'CustomVariables' has been added to 'AllConstruct', 'Block' and 'INode', so mods can have and share their own variables attached to vehicles, blocks and nodes
v2.2 [Add] <Options>: Added the option to enable / disable the shadow casting of vehicle lights
v2.2 [Add] <UI>: Added support for a new and improved UI framework
v2.2 [Add] <UI>: Created a new change logging system
v2.2 [Add] <UI>: Main menu vehicle demo camera now follows vehicles more smoothly
v2.2 [Add] <UI>: Moved the Naval Movement Card UI over to the new framework
v2.2 [Add] <UI>: Moved the options menu to the new UI framework
v2.2 [Change] <AI>: The patrol routes have been simplified and the code made more generic and robust
v2.2 [Change] <APS>: -APS firing pieces now have the equivalent of 10 gauge coolers base(balance for smaller systems vs large)
v2.2 [Change] <APS>: There's now one decimal place for the RoF of the APS firing piece
v2.2 [Change] <Blocks>: Blocks now have a unique Id over the whole vehicle (not only its current SubConstruct)
v2.2 [Change] <Blocks>: Distortion sphere for ERA fixed and new shader
v2.2 [Change] <Blocks>: It is now possible to customize the color of the particle cannon effect
v2.2 [Change] <Blocks>: It is now possible to customize the color of the smoke for the smoke generators
v2.2 [Change] <Blocks>: LWCs now have a custom priority (highest priorities have more control)
v2.2 [Change] <Blocks>: Simple lasers can now have their color modified in their GUI
v2.2 [Change] <Blocks>: Smoke generators can now be stopped
v2.2 [Change] <Blocks>: Spot light added(model for it to come)
v2.2 [Change] <Buoyancy>: Buoyancy for larger vehicles now takes into account waves and uses a sparse sampling system to maintain performance
v2.2 [Change] <Buoyancy>: Water level heights for large vehicles are sampled sparsely to ensure full coverage but at a lower resolution
v2.2 [Change] <Modding>: A mod .dll can contain multiple 'plugin' classes. These now extend interface GamePlugin not FtdPlugin.
v2.2 [Change] <Modding>: Making your own custom 'object pools' is now possible using Pooler.GetPool<YourPool>. All pools now accessed via this mechanism.
v2.2 [Change] <Modding>: Player profile files now moddable. Use ProfileManager.Instance.GetModule<YourType>() to get and set content of the profile. Loading and saving of this content is automatic.
v2.2 [Change] <Modding>: Plugin.json file property name 'FTD_version' changed to 'gameversion' for compatibility with future games. Update this to read "2.2.0" for compatibility with this release
v2.2 [Change] <Modding>: StaticPools.AdvSoundManager replaced with BrilliantSkies.Core.Pooling.Pooler.GetPool<BrilliantSkies.Effects.SoundSystem.AdvSoundManager>. Pooler.GetPool<AdvSoundManager> when using 'Using statements'.
v2.2 [Change] <Modding>: When there are an error and a warning for a mod, the error is now displayed in priority
v2.2 [Change] <Optimization>: Acessing blueprints via the designer loading window is now faster
v2.2 [Change] <Optimization>: Loading a blueprint is now faster
v2.2 [Change] <Physics>: -Change to explosive force acting on vehicles, includes a small amount of rotational torque and less random flying into space marauders
v2.2 [Change] <Shields>: Shields distort and reflect calculation changed to be more forgiving of angle of incidence and velocity(this is a stop gap until shield reforms)
v2.2 [Change] <Steam>: Now compliant with Steamworks 1.41 rather than 1.32. Steamworks.Net version 11 rather than 9.0 is being used. This doesn't add any new functionality- just keeping up to date.
v2.2 [Change] <Wheels>: Turning wheel does everything a drive wheel does plus turning (they used to only turn)
v2.2 [Change] <Wheels>: Wheels now use a purpose built wheel physics package and should behave much better than previously. You are no longer limited to a maximum of 20 wheels
v2.2 [Fix] <Blocks>: Better management of the LWC firing, the APS guns shouldn't 'eat themselves' anymore when the vehicle is going fast
v2.2 [Fix] <Blocks>: Holoprojector wrong URL when loading a blueprint from v2.15
v2.2 [Fix] <Blocks>: Negative idle azimuth of the 2-axis-turret now works fine
v2.2 [Fix] <Blocks>: Shield external drive now displayed in its GUI (and the plots are updated accordingly)
v2.2 [Fix] <Blocks>: SpinBlock badly displayed when upside down
v2.2 [Fix] <Blocks>: The small and large cannons can now be fired with the ACB
v2.2 [Fix] <Blocks>: When a drill is turned off it slows down now. Before it just kept going.
v2.2 [Fix] <Blocks>: When loading a SubConstruct which has a SubConstruct on it and this child SubConstruct has ammo intakes, the ammo intakes configuration is now loaded correctly
v2.2 [Fix] <Mechanics>: Guns will now fire correctly when they have a delay if fired using an ACB
v2.2 [Fix] <Mechanics>: It is now possible to follow a shell fired manually (using Caps-Lock) even if the weapon has a delay
v2.2 [Remove] <Blocks>: BoomBlock removed
v2.2 [Remove] <Designer>: Removed 'races' from designer.
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!

#2
double post once again Tongue
There is always a weak-spot if you search Hard enough.

If you fire enough AP at that shield, at some point you're going to come through.

There is no "best" I wouldn't even say there is anything universally good, Good is subjective, I find everything bad even if it's in theory good against this or that.


#3
Cool.

It's a lot laggier though.

Also tanks like to launch into the air when spawned.
"If it's stupid but it works, it's not stupid."-TheMightyJingles.

My last name is Proctor
The Proctor is a ship in the game
Yay. I'm happy.

Blueprint thread: http://www.fromthedepthsgame.com/forum/s...?tid=28006

#4
Is it 2.0.0 ... or 2.20 ?

#5
(2018-07-28, 10:11 PM)Why7090 Wrote: Is it 2.0.0 ... or 2.20 ?

Ah yes thanks!

2.2.0
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!

#6
[Image: unknown.png]

Yeah this should not happen.
"If it's stupid but it works, it's not stupid."-TheMightyJingles.

My last name is Proctor
The Proctor is a ship in the game
Yay. I'm happy.

Blueprint thread: http://www.fromthedepthsgame.com/forum/s...?tid=28006

#7
A new build will be up shortly. Has spot lights and allows you to turn water reflections off (rather than just offering options between SSR and planar reflections).
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!

#8
(2018-07-28, 10:20 PM)benzo711 Wrote: [Image: unknown.png]

Yeah this should not happen.

Indeed. Will work on that tomorrow.
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!

#9
The reflection of the boat in the water is at the wrong height, sort of. I'm seeing the bottom of the boat in the reflection even though it is in the water.
[Image: hyQsxwl.png]


Also, the patch notes don't include the minor fix to altitude fuses of advanced cannons set by laser targeters. Before they could sometimes still use the fuse height of the shell instead of the laser targeter but that has been fixed now.

#10
(2018-07-28, 10:32 PM)HerpeDerp Wrote: The reflection of the boat in the water is at the wrong height, sort of. I'm seeing the bottom of the boat in the reflection even though it is in the water.
[Image: hyQsxwl.png]


Also, the patch notes don't include the minor fix to altitude fuses of advanced cannons set by laser targeters. Before they could sometimes still use the fuse height of the shell instead of the laser targeter but that has been fixed now.

Oh wow now i cant un-see it
Asus Windows 10 1080P (Decent build quality poor cooling)
i7-7700 3.2 GHZ (Good Enough DO NOT OVERCLOCK)
16GB Crusader RAM (More than enough)
GeForce GTX-1060 3GB (3GB is not enough for large good game-play go with a 1070 6GB Atleast)

If i broke something its not fool proof



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