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- Build Log: v0.62a (XB Scarlett)
- Project: INT: Project America EX: Grand Theft Auto VI
- Log Compiled: 2024.11.08 @ 14:35 EST
- Build Status: Pre-Alpha Feature-Lock (High Priority Stability Pass)
- Highlighted Changes
- (Compiled for Management Review)
- [Engine/World Team] Improved overall world streaming performance across Leonida State, reducing asset draw-in distance and texture pop-in during high-speed vehicle operation. [TICKET #ENG-4822]
- [Animation Team] Refined Lucia and Jason character switching transitions for smoother IK/animation blending.
- [Rendering/FX] Applied first-pass global interior lighting shader to Ocean Beach, Starfish Island, and select Downtown areas.
- [AI/World Team] Significant improvements to NPC ambient conversations and crowd density behavior in high-traffic commercial zones.
- [Weather Team] Added new early game weather presets for testing, including “Vice Fog” and “Tropical Overcast.”
- Gameplay
- (Focus: Player-to-World Interaction)
- [TICKET #GPLAY-701] Adjusted melee hit detection bounding boxes to improve consistency during running attacks.
- [Tuning Team] Refined vehicle handling for select muscle cars. (Dev Note: "Still too slidey, requires significant suspension rework next sprint.")
- [AI/World Team] Fixed an issue where canis familiaris (stray dogs) would lock onto the player and follow indefinitely.
- [TICKET #AI-2109]
- [GPLAY-705] Increased WANTED_COOLDOWN_TIMER variable when submerged in water.
- [Animation Team] Added temporary placeholder bipedal animation for alligator encounters (Final skinned version scheduled for v0.65).
- AI & World
- (Focus: System Stability and Fidelity)
- [AI-2115] Pedestrians now correctly use the RecklessDriving_Reaction behavior state near boardwalk spline areas.
- [AI/Pathfinding] Improved pathfinding algorithms for police vehicle avoidance heuristics to reduce excessive pursuit collisions.
- [AI/World Team] Enhanced dynamic conversation triggers between crowd NPCs in Downtown Vice City.
- [AI-2119] Adjusted wildlife spawn rates in rural Leonida to correctly match day/night cycle global timer.
- [TICKET #TPOSE-FIX] Fixed critical issue causing some NPCs to enter a T-pose state when pathfinding near gas station props.
- Missions
- (Focus: Core Progression)
- [VO/Script] Updated placeholder VO for "First Day Out" intro mission with temp talent files.
- [Mission Scripting] Fixed a critical Progression Block in the mission “Trust Issues.” [TICKET #MS-9022]
- [Mission Scripting] Improved checkpoint placement logic in early robbery missions to reduce player dropouts.
- [DEBUG-ONLY] Added temporary debug markers for internal QA testing (Flagged for removal in v0.63).
- Graphics & Performance
- (XB Scarlett Focus)
- [Rendering/Streaming] Texture streaming fidelity improvements implemented when entering vehicle-dense urban volumes.
- [Rendering/FX] Adjusted SSR (Screen Space Reflection) shader parameters on puddles and wet roads during storm conditions.
- [REND-2099] Reduced environmental flickering artifact when transitioning lighting volumes in underground tunnels.
- [Color Grading] Updated Miami-inspired color grading LUT for specific cutscene playback.
- Online (Experimental)
- (Current Focus: Basic Connection Stability)
- [Networking] Improved player synchronization across high-latency connections during co-op robbery events.
- [UI] Updated temporary lobby UI assets and fixed missing string tables.
- [NET-6012] Fixed an issue where one client would occasionally spawn without cosmetic apparel data (spawned nude).
- [Balance Team] Balance tweaks applied to base damage and recoil parameters for early co-op weapons.
- Known Issues (Targeting v0.63)
- (Current Status: Unresolved)
- [CRIT-PRIORITY] Rare NullPointer Exception crash reported when switching characters near major waterways.
- NPC hair mesh may clip through character geometry during select cutscenes.
- Ocean Beach safehouse interior placeholder assets are not final.
- Some vehicle models currently have missing WWISE (audio engine) sound variations.
- Global illumination issue causing rainfall particle effects to appear inside enclosed structures.
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