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- Todays update includes a full integration from the Final Stand team – which means we are getting closer to showing you guys what we have been up to during the time since you last saw the maps!
- Many of the fixes include changes to the levels, vehicles and weapon pickups which you won’t be able to play just yet – but later this week!
- FINAL STAND MAP FEEDBACK
- Showing off maps this early has been a great success in terms of how much good and constructive feedback we have gotten from the players playing them. Everything from gameplay issues to texture bugs was found and reported by you guys.
- Once again – thank you for helping us make this the best release yet!
- NEW SOLDIER PHYSICS
- In this release we have added new Soldier Physics for collision with the world and objects. The reason for this is obviously to fix the “snags” issue.
- Since this is quite a big change, we really need your help testing that this does not change the game in unintended ways.
- Risks to look for:
- Collision with objects
- Since this changes the very core of object collision, we need to gather lots of data from all levels on how well this performs. Anything that feels wrong or looks weird in connection to stepping past objects and colliding with walls etc is of importance.
- Slope collision
- If a slope was previously too steep to climb – is it still? Does a previously traversable slope still allow you to do so?
- I’ve created a new forum for feedback on this particular change, as it needs special attention. Please report any findings there!
- Open Soldier Collision Forum
- PATCH CHANGES
- These are the changes in this patch:
- Added back testrange map to CTE
- Med bag changes (the big ones)
- No longer heals players in radius when supressed. No longer works when diving/underwater
- Ready system fixes
- No longer allows spawning into vehicles prior to the lockdown timer reaches zero.
- Also disallows selecting vehicle until READY has been declared.
- Improved “Red parts” in sights
- Cleaned up, resized (some) and made work much better against bright backgrounds (in particular snow).
- Fixed issue where FLIR/IRNV sometimes would render 3x brightness
- Improved FLIR//IRNV rendering and HUD
- More clearly displays heat signatures, and works against Final Stand snow
- “Red dot” sights rendering improvements
- Much like the vehicle hud rendering fixes we now have a new improved renderer for the glowing red part of sights
- Vehicle hitmarkers now triggers correctly
- Now correctly shows the hit indicator when hitting players in limbs and head
- Hover tank controls rewamped
- New, revised and improved hover tank controls
- Added key bind support to the Hover tank
- Now properly support rebinding of the controls
- Pod launcher model updated
- Snow mobile & Pod launcher screen effect fixed
- No longer enables for all players on the server when in use
- Snow mobile track effect fixed
- Now only shows puffs of snow when driving on snowy surfaces
- Fixed an issue where the MKV wouldn’t fly
- Railgun now correctly damages vehicles
- Fixed a Railgun HUD issue when entering vehicle
- Would show railgun HUD ontop of vehicle HUD.
- Fixed achievement HUD issue
- Would loop achievement over and over when unlocked
- All Final Stand maps
- Improved on Russian grammar for signage
- Fixed occlusion, clipping, texture, destruction, believability, small scale destruction, levolution and gameplay issues
- Look below for more details on what some of these terms mean and look like!
- Operation Whiteout
- Bullet collision on russian letters above point A & B improved
- Now works as you’d expect them to
- Fixed un-vaultable fence at flag A
- Facing the firing range
- Fixed lighting issue on orange tents
- No longer render in a too black color palette
- Hangar 21
- Hangar doors
- Now properly kills players when closing.
- East side foot traffic entrance now works the same way as the west one
- Climbing up the hangar doors is no longer possible
- Activation screen now correctly references hangar doors (for opening and closing)
- Titan object collision and improvements
- Fixed several collision, occlusion and clipping issues
- Fixed prone issue near Flag C
- Players can no longer get underneath rock formation
- Giants of Karelia
- Spectator camera bounds fixed
- No longer allows camera to see through terrain
- Stationary Kornet launcher floating
- (Scrub Cannon) is no longer floating near objective B
- Destroyed road no longer hides players in holes
- Now correctly switches road textures
- Levolution: Roof collapse collision
- Roof collapse soldier and bullet collision improved and cleaned up
- Sub Base
- Blast door button now functions as intended
- Was placed inside wall
- Rock collision for bullets improved
- Most rocks used on top of sub base mountain now has better bullet collision
- Fixed icicles lighting issue
- No more green icicles!
- GAME DEVELOPMENT LINGO
- As game developers we use a lot of specific words and terms when we describe something in the game – we’d like to share some of these with you so you know what we are talking about when we refer to some term you never heard of before!
- LOD (Level Of Detail)
- A LOD is a version of an object that is tied to a specific detail level. Either based on distance or graphics setting used. An example would be a regular rock model. The rock could have an Ultra, High, Medium and Low version, which one gets used is determined by settings/platform and distance to the object itself. The reason we use LOD’s is to get better performance.
- A common issue with LODing is “popping” (objects like trees popping when swapping models)
- Collision / Soldier Movement
- Soldier movement and collision with world objects refers to things like invisible walls, getting stuck on small objects on the ground, etc.
- Object Clipping
- When the player in first person “clips” an object he can normally see “through” it, from the inside out.
- When a player in third person is “clipped” he has part of his body inside or partly inside an object like a wall or rock.
- Occlusion/Occluder
- Think of occluders as mini black holes. These objects are placed on the levels to help rendering performance. They help speed up the process of “culling” which refers to the rendering process where the engine removes objects that are out of view.
- Common issues with Occlusion and Occluders includes stepping out of a doorway/portal and seeing through the world, objects randomly disappearing when looking in certain directions from specific positions in the map.
- Texture errors
- If any surface in the game world looks broken or has a really odd color, it’s normally a texture error (this group of errors really consist of a plethora of different types, but let’s simplify a bit here).
- An example of this would be seeing a pink development texture on the ground or an object, black spot on the terrain when surroundings are green, etc.
- Z-fighting
- Z-fighting is a term often used to describe flickering distant objects or textures that are overlapping, commonly you see this effect when aiming down the sights at a distance.
- Believability issues
- If something looks out of place or like it doesn’t fit, it usually is not intended.
- An example would be something like wood grains in a piece of wood aligned in the wrong direction, Lamp posts placed in the middle of the pavement, etc.
- Small scale Destruction
- Do you see floating bits of a destructible wall or floating lights from the ceiling that’s no longer present? Chances are you have found a small scale destruction issue.
- Levolution / Large scale destruction
- Since levolution is such a large part of a level featuring it, we categorize these issues specifically.
- Examples would be that traversing the terrain or ground where levolution events impact the game inconsistent and weirdly, that the event itself looks bad, or that your bullets can pass through the edges of a broken piece of bridge, etc.
- Gameplay issues / Pathing
- If anything affects the way the game mode and core mechanics – they are gameplay issues.
- Common gameplay issues would be stuff like tables blocking doors making you unable to enter, buttons that can’t be pressed, objectives that cannot be captured, bad spawns, etc
- FEEDBACK
- As always, to give your feedback – please visit the appropriate forum and post your opinions there!
- Since you can’t play the Final Stand maps yet, the Final Stand re-release forum has not been opened yet. If you have any question or feedback, feel free to use the General section of the initiative forums in the meanwhile!
- Open Teamplay Initiative Forum
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