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2.2.1 [dev test only for now]

#1
Hi all.

this will be out in about 30 minutes.. it's building now but I'll be asleep before it lands so here is the post..

Slight adaption to 2.2.0 with the introduction of four significant new features.

1) The "red" paint color now encodes a 3 bit (8 levels) modifier for "shininess / smoothness / reflectivity / (1-roughness) / whatever you want to call it. This means you can paint metal to be like a mirror, or like the opposite (plasterboard, for example). Go into your vehicle / fleet paint colour editor and have a play.

2) I've been experimenting with using a camera to capture Cubemaps for reflections. This is still not finished but if you turn off Reflection Probe in the options menu you will get a 1Hz (once per second) update of the scene's reflection "Cubemap" which will contain reflections of the ocean and the sky, and the land. It's a work in progress but I'm quite happy with it. The BUG with it at the moment is that the reflection is powerful on all surfaces- not just shiny ones!

3) If you look at an exhaust pipe, for example, all exhaust pipes connected to it will glow cyan. Still a WIP feature.

4) you can press "end" in build mode to make "cutaway" views. I had some bugs doing this like cuting away my own player avatar because he was in a chair that got cutaway. I fixed this bug but I suspect there are others. Look forward to seeing some nice cutaway views.

5) The "mouse over" information for blocks is rather a lot clearer and is displayed in the tooltip format you'll be familiar with.

6) all bugs I said I fixed in the previous thread have been fixed (as far as I know).. but keep em coming.

7) the following known bugs remain. a) Weather changes make the ocean go nuts. b) Probeless reflections too strong on all surfaces (see above).

v2.2.1 [Add] <Effects>: Vehicle paint now has an option to include a modifier for shininess
v2.2.1 [Add] <UI>: In game block information now displayed in a more consise and easy to read format
v2.2.1 [Add] <UI>: When a block is selected all connected blocks light up blue. Some blocks display issues with a red tint.
v2.2.1 [Add] <UI>: You can now make cutaway views of vehicles by pressing 'end' in build mode
v2.2.1 [Change] <Blocks>: Heliump pump is losing helium x10 time slower for an above water leak compared to an underwater leak
v2.2.1 [Change] <Blocks>: Heliump pump is now providing x1.33 the up-force of an airpump for the underwater volume, and x0.33 for the above water volume (before it was x0.33 for all the volume)


I hope to get 2.2.1 pushed to development as well as dev test on Friday noontime ish... and perhaps go stable on Friday late afternoon.

5/29 Updated v2.2.1 Devtest changes
v2.2.1 [Add] <Effects>: Vehicle paint now has an option to include a modifier for shininess
v2.2.1 [Add] <UI>: In game block information now displayed in a more consise and easy to read format
v2.2.1 [Add] <UI>: When a block is selected all connected blocks light up blue. Some blocks display issues with a red tint.
v2.2.1 [Add] <UI>: Blocks now glow to alert you to potential issues such as yellow or red. WIP
v2.2.1 [Add] <UI>: You can now make cutaway views of vehicles by pressing 'end' in build mode.
v2.2.1 [Add] <Control>: Ctrl and Shift added to key mapping.
v2.2.1 [Add] <Control>: Mouse 1-5 Mappable now.
v2.2.1 [Add] <Blocks>: Hologram project now has its own new model.

v2.2.1 [Change] <Blocks>: Heliump pump is losing helium x10 time slower for an above water leak compared to an underwater leak
v2.2.1 [Change] <Blocks>: Heliump pump is now providing x1.33 the up-force of an airpump for the underwater volume, and x0.33 for the above water volume (before it was x0.33 for all the volume)
v2.2.1 [Change] <Blocks>: Chair priority now adjustment. Extra levels to suport multiplayer play.
v2.2.1 [Change] <Missions>: Story missions checked, adjusted, and cleaned up a bit.
v2.2.1 [Change] <Tutorials>: Tutorials and guides updated and fixed up a bit.
v2.2.1 [Change] <Weather>: Weather changes now more seemless. Our sacrifices to Poseidon seems to work for now.
v2.2.1 [Change] <Texture>: Now you either use the reflection probe continuously and let it "see" vehicles by turning the probe "ON" in the settings or you turn it "OFF" in which case it takes a snapshot once per second of the sea/sky/land. This should fix the issues of the last patch where reflections were super strong on all surfaces.
v2.2.1 [Change] <UI>: Tooltips now thiccer for better viewing.


v2.2.1 [Fix] <Adventure Mode>: Portals not appearing fixed.
v2.2.1 [Fix] <Blocks>: Lead block remapped to a diffrent part of the UV map.
v2.2.1 [Fix] <Blocks>: Nuke block fixed. Uranium-236 removed.
v2.2.1 [Fix] <Blocks>: Shield colorer now retired to decoration.
v2.2.1 [Fix] <Blocks>: Shields now remember their own colors properly.
v2.2.1 [Fix] <Blocks>: Blocks are now less shy, they properly display their tooltips.
v2.2.1 [Fix] <Blocks>: Barrels pointing the wrong direction on turrets have been told to stop being rebellious.
v2.2.1 [Fix] <Blocks>: Trajectory of shells now properly follow turret's orientation.
v2.2.1 [Fix] <Blocks>: Drills no longer getting sudden powerup without Torqueamps.
v2.2.1 [Fix] <Blocks>: AI mainframes now nag a little less.
v2.2.1 [Fix] <Blocks>: Turret blocks
v2.2.1 [Fix] <Blueprint>: Sorting order of blueprints now properly rememebred.
v2.2.1 [Fix] <Physics>: Force now properly applying.
v2.2.1 [Fix] <Physics>: Warp leading to massive drag forces, now acts more like Adventure warps.
v2.2.1 [Fix] <Campaign>: DW/AoTE/Glao weather now less foggy.
v2.2.1 [Fix] <Campaign>: DW/AoTE/Glao fleet colors are less shiny, no more need of sun glasses all the time.
v2.2.1 [Fix] <Campaign>: AoTE Constants updated to default.
v2.2.1 [Fix] <Designer>: Height map lerping to zero on texture boarders fixed.
v2.2.1 [Fix] <UI>: Problem with block shrinking only mainconstruct fixed.
v2.2.1 [Fix] <UI>: F9 now equiped with pop up blockers.
v2.2.1 [Fix] <Avatar>: Fixed problem of skils disabled on restart.
v2.2.1 [Fix] <Avatar>: Rambot finally remembers how to use skills and weapons again.
v2.2.1 [Fix] <Texture>: Muzzle flashes of CRAM and APS in  degraded mode now properly positioned.
v2.2.1 [Fix] <Modding>: Replacing a sound or a mesh using the modding GUI now works.

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!
Bug tracker - view, "upvote", comment on and add all bugs here.
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#2
oh and I am well aware that the bump mapping of LWA is far too strong and it looks very odd, especially when highly reflective. Will fix.
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!
Bug tracker - view, "upvote", comment on and add all bugs here.
Request tracker - request new features here
support - private portal to service desk
Reply

#3
Hi Nick, marvelous work you're doing mate!
Just a few things.

1. Could you separate trail length for bullets and missiles once again, and could you also give CRAMs their own trail setting? CRAM trails are too short while APS trails are too long.

2. Could you give said trails a transparency/alpha slider? The vivid, un-aliased trails look a bit off with the new graphics, so would be a nice addtion.

3. Wood has some painting issues. The below freeboard is black with 1.00 alpha, while the draught is a dark red, also 1.00 alpha, however both look extremely washed out. This was in version 2.2.0.
[Image: cMRSewL.jpg?1]
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#4
(2018-08-02, 12:56 AM)Shaun Wrote: Hi Nick, marvelous work you're doing mate!
Just a few things.

1. Could you separate trail length for bullets and missiles once again, and could you also give CRAMs their own trail setting? CRAM trails are too short while APS trails are too long.

2. Could you give said trails a transparency/alpha slider? The vivid, un-aliased trails look a bit off with the new graphics, so would be a nice addtion.

3. Wood has some painting issues. The below freeboard is black with 1.00 alpha, while the draught is a dark red, also 1.00 alpha, however both look extremely washed out. This was in version 2.2.0.
[Image: cMRSewL.jpg?1]


Ah the washed out look there is because your reflection probe intensity is too high. I think I set the default as 2.0 but the whole vehicle is looking a bit blue... so turn it down to 1.0 or less. I think you'll find the paint will work better if you do this.. but report back.
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!
Bug tracker - view, "upvote", comment on and add all bugs here.
Request tracker - request new features here
support - private portal to service desk
Reply

#5
And yeah I think I could separate out the various trail settings.
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!
Bug tracker - view, "upvote", comment on and add all bugs here.
Request tracker - request new features here
support - private portal to service desk
Reply

#6
(2018-08-02, 01:00 AM)Nick Smart Wrote:
(2018-08-02, 12:56 AM)Shaun Wrote: Hi Nick, marvelous work you're doing mate!
Just a few things.

1. Could you separate trail length for bullets and missiles once again, and could you also give CRAMs their own trail setting? CRAM trails are too short while APS trails are too long.

2. Could you give said trails a transparency/alpha slider? The vivid, un-aliased trails look a bit off with the new graphics, so would be a nice addtion.

3. Wood has some painting issues. The below freeboard is black with 1.00 alpha, while the draught is a dark red, also 1.00 alpha, however both look extremely washed out. This was in version 2.2.0.
[Image: cMRSewL.jpg?1]


Ah the washed out look there is because your reflection probe intensity is too high. I think I set the default as 2.0 but the whole vehicle is looking a bit blue... so turn it down to 1.0 or less. I think you'll find the paint will work better if you do this.. but report back.

It helps somewhat, however you can see on the image the metal parts such as the gun shield manage to keep the paint very well; the wood, not so much. This has been an issue with the stable version; wood just can't be painted as well as metal. Thus, a half metal, half wood hull has some noticeable colour differences, even if using the exact same paint colour.
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#7
(2018-08-02, 01:01 AM)Nick Smart Wrote: And yeah I think I could separate out the various trail settings.

Thank you Smile
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#8
The cutaway view seems great.
Can you add a view mode that shrinks all blocks on every Construct/Subconstruct except the one that the player is building on? It will help a lot when building turrets or barbettes!
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#9
Also the cutaway cuts subobjects that don't face the same direction as the main construct in the wrong way
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#10
A few thoughts from messing around in the new build:
- The highlight thing would be much more useful if you could "tag" a system to highlight by pressing a button, rather than hover over it. This would be useful for spread out systems like lasers.
- The new video options have made many blocks noticeably harder to see. I am not quite sure how to word this, but legibility has really suffered. Lots of blocks look like they have a layer of dust on them from being in the attic or something. Blocks really don't "pop" out at you like they used to. Compare these screenshots:

Old, pre 2.16 game:
[Image: attachment.php?aid=49381]
New, max settings preset:
[Image: attachment.php?aid=51438]

Bugs:
- If you have the Shift-P mode "Show only important blocks" on, the highlighting will make unimportant blocks appear. They don't then disappear after being un-highlighted.
- The video options don't honor a disabled PBR shaders setting after restarting the game. You have to turn it on and then off again.
- The quit game button on the title screen main menu does not work.


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