The Solus Project - markus.arvidsson
We are today happy to announce the release of the major version 1.1 patch! We crammed more stuff than planned into this patch, but all for good reasons. This is why it took a bit longer than expected.

Here comes the change list:
  • Upgrade the game engine from UE 4.11 to UE 4.19... phew.
  • Some graphical highlights and particle system glitches we had have been fixed by the UE 4.19 upgrade.
  • Change save file location to AppData and potentially fix other bugs with
    saving. We think most if not all reported save problems are now fixed but
    we don't know for sure. Reports and feedback on this are appreciated.
  • Fixed problems were AI got stuck on pathing. This happened for example quite often for the Alien King in the Ice Path level.
  • Translocator disc travel distance is now dependent on how long the button is held.
  • Fixed rare crash bug with inventory scrolling.
  • Rebinding menu for controls now works for almost all buttons.
  • Fixed bug were particles and star field were missing in the menu start level.
  • Changed orange crafting circle to spin instead of pulse.
  • VR: Most recent Oculus and VIVE SDK! Should fix some crashes that have been reported.
  • VR: Mirror screen now has correct aspect ratio.
  • VR: Improved TAA to use more responsive values, reducing blur and ghosting while still getting rid of most aliasing.
  • VR: New arc teleporter that uses a blink dash. This has also a much more solid trace than the old teleport. It now also correctly triggers overlaps such as game triggers and ladder volumes.
  • VR: New backpack inventory attached to the left hand. Items can now be dropped directly from the inventory backpack.
  • VR: First implementation of physical interaction controls. Eat/drink and holster can now be done without button presses.
  • VR: New tutorial at the start.
  • VR: Right hand is now modeled and grips the held item.
  • VR: Player capsule now follows the room scale player movement.
  • VR: A blue/black overlay is added to indicate when the player head intersects geometry.
  • VR: Haptic feedback added to motion controllers.
  • VR: Some motion controller default bindings have changed. Movement (forward, backward and strafe) is done by clicking on the Dpad for Vive, and with sticks for Oculus touch. Drop item is done by right grip.
  • VR: Postprocess has been extended to show heat and cold.
  • VR: Read mode for PDA. When it displays a story text, it will continue to do so until you take the PDA away from your face.
  • VR: Minor changes to the camera and pod sequence in intro.
  • VR: Fixed sleep menu overlay not covering the whole field of view.
  • VR: Reset position and orientation should now be done with default Oculus and VIVE system menus. It does not do this at startup as it did previously.
The Solus Project - markus.arvidsson
Hello everyone! We had a target to get our new patch done before Holiday/Christmas but in the end we did not make it... booho. The biggest reason for this was that we got creative and came up with quite a lot of stuff to add to it! We are close and the patch will most likely be done in the first half of January.

Here is the list of major changes and current status:
  • Upgrade Unreal Engine from 4.11 to 4.17.
  • Player capsule properly follows player/HMD instead of staying in center of play space. This means for instance walking in room scale up a slope will move character upward as is expected. A whole lot of gameplay is improved because of this.
  • Holster and eat-drink is now activated by physical interaction rather than button presses. Long term we want to move more interactions to this type.
  • Teleportation is now an arc instead of a trace line and is also more stable and has more checks (it works with stairs and you can't teleport through walls). The player move with teleportation defaults to a very quick dash instead of an instant blink. Feels more immersive.
  • Right controller are replaced by The Hand in game. The Hand is missing a new texture.
  • VR Tutorial at start is replaced by non interrupting in-game tutorial system. This is not finished but works ok already. Non VR game will also get something similar.
  • Controller haptics added to most gameplay actions where one would want this. Still a few cases missing here and there.
  • Translocator/teleporter disc now travels based on how long button is pressed.
  • Peeking through intersecting geometry by moving head/camera now activates a black and blue overlay. This is almost done but has some missing checks.
  • Inventory wheel with motion controller is now attached and toggled to the PDA so it follows the players left hand. We also made a new sexy backback model which is shown when inventory is active. Drop items can be done directly from inventory. Drop items from inventory is complete for motion controllers and planned to be implemented also for Non VR and other controllers.
  • Read mode added: When PDA is displaying a story text, it will continue to do so until you take the PDA away from your face.
  • A few controller rebinds for motion controllers: Drop item is now at right grip button. Jump is top trackpad button for Vive and right stick on Oculus Touch. The control layout images are not updated but in-game tutorial should show the correct buttons.
The new patch is available in beta branch named experimentalvr. Password is experimentalvr. We think the VR experience (especially with motion controllers) is improved a lot and recommend to run the game with this already now even though there are a few rough edges.

The Solus Project - markus.arvidsson
Hello everyone! We had a target to get our new patch done before Holiday/Christmas but in the end we did not make it... booho. The biggest reason for this was that we got creative and came up with quite a lot of stuff to add to it! We are close and the patch will most likely be done in the first half of January.

Here is the list of major changes and current status:
  • Upgrade Unreal Engine from 4.11 to 4.17.
  • Player capsule properly follows player/HMD instead of staying in center of play space. This means for instance walking in room scale up a slope will move character upward as is expected. A whole lot of gameplay is improved because of this.
  • Holster and eat-drink is now activated by physical interaction rather than button presses. Long term we want to move more interactions to this type.
  • Teleportation is now an arc instead of a trace line and is also more stable and has more checks (it works with stairs and you can't teleport through walls). The player move with teleportation defaults to a very quick dash instead of an instant blink. Feels more immersive.
  • Right controller are replaced by The Hand in game. The Hand is missing a new texture.
  • VR Tutorial at start is replaced by non interrupting in-game tutorial system. This is not finished but works ok already. Non VR game will also get something similar.
  • Controller haptics added to most gameplay actions where one would want this. Still a few cases missing here and there.
  • Translocator/teleporter disc now travels based on how long button is pressed.
  • Peeking through intersecting geometry by moving head/camera now activates a black and blue overlay. This is almost done but has some missing checks.
  • Inventory wheel with motion controller is now attached and toggled to the PDA so it follows the players left hand. We also made a new sexy backback model which is shown when inventory is active. Drop items can be done directly from inventory. Drop items from inventory is complete for motion controllers and planned to be implemented also for Non VR and other controllers.
  • Read mode added: When PDA is displaying a story text, it will continue to do so until you take the PDA away from your face.
  • A few controller rebinds for motion controllers: Drop item is now at right grip button. Jump is top trackpad button for Vive and right stick on Oculus Touch. The control layout images are not updated but in-game tutorial should show the correct buttons.
The new patch is available in beta branch named experimentalvr. Password is experimentalvr. We think the VR experience (especially with motion controllers) is improved a lot and recommend to run the game with this already now even though there are a few rough edges.

Feb 6, 2017
The Solus Project - sjoerd
We are continuing to improve the VR support in TSP.

Version 1.031
  • Now supports Oculus Touch! Functionality wise it should be very similar to Vive, apart from a different button layout.
  • On Vive and touch pressing down is now walking backwards instead of resetting the camera. Cam reset is moved to R on the keyboard for now since we assume not many use it a lot (do you?)
  • Game now defaults to following the orientation of the controller and not the headset. This can be changed back in the options if you prefer.
  • AA now defaults to extra sharpened Temporal AA in VR, giving the best possible combination between AA and sharpness we could accomplish. There is some ghosting using this technique, but it looks better than before.
  • Extro has significantly improved cameras in VR, along with additional VR bug fixes and polish
  • Because of Oculus Touch, some options in the menu have been reworded to sound more inclusive (the same options now covers Touch + Vive controllers).
  • Missing voice acting in the intro fixed when playing in VR.
  • Presumed fix for the VR ladder teleport spot for the long ladder down into the Ice Path not triggering.

    Known VR issues left:
  • You can cheat yourself past a door in the Library using VR teleport.
  • VR tutorials are a bit rough right now.
  • Main menu is a bit cluttered options wise and could use a redesign and introduction of templates.
  • VR loading screens still missing.
Feb 6, 2017
The Solus Project - sjoerd
We are continuing to improve the VR support in TSP.

Version 1.031
  • Now supports Oculus Touch! Functionality wise it should be very similar to Vive, apart from a different button layout.
  • On Vive and touch pressing down is now walking backwards instead of resetting the camera. Cam reset is moved to R on the keyboard for now since we assume not many use it a lot (do you?)
  • Game now defaults to following the orientation of the controller and not the headset. This can be changed back in the options if you prefer.
  • AA now defaults to extra sharpened Temporal AA in VR, giving the best possible combination between AA and sharpness we could accomplish. There is some ghosting using this technique, but it looks better than before.
  • Extro has significantly improved cameras in VR, along with additional VR bug fixes and polish
  • Because of Oculus Touch, some options in the menu have been reworded to sound more inclusive (the same options now covers Touch + Vive controllers).
  • Missing voice acting in the intro fixed when playing in VR.
  • Presumed fix for the VR ladder teleport spot for the long ladder down into the Ice Path not triggering.

    Known VR issues left:
  • You can cheat yourself past a door in the Library using VR teleport.
  • VR tutorials are a bit rough right now.
  • Main menu is a bit cluttered options wise and could use a redesign and introduction of templates.
  • VR loading screens still missing.
The Solus Project - sjoerd
As you may have seen in the patch update notes we put 1.03 up earlier today with a whole range of VR fixes and improvements. New is the Explorer Diary, which allows you to re-read and examine secrets found, and can help you figure out what you are still missing.
Another cool new thing is that on Vive you can now control the menus directly with the controllers, instead of relying on Oculus style head aim. The PDA has significantly less latency too now, and you now have the option to enabled Temporal AA too.

It took a while to get this one out, but we are still dedicated to move further ahead with the VR implementation. Our biggest to-do's are:

  • VR loading screens - We spent a lot of time on this but keep hitting problems, especially on Vive. We haven't been able to make this work correctly yet so far, though the Oculus ones seem more promising so we might release an update with Oculus only loading screens first.
  • Oculus Touch - Still on our list.
  • Start game tutorial - Still a bit crude. It is on the list but it is not the most entertaining thing to re-build.
  • Haptic feedback - Currently not being used for the Vive controllers. Shouldn't be too hard to add.
  • Hands instead of Vive controllers - On the list, but we are not 100% sure that just having hands is the way to go, not least because the hands wouldn't be able to correctly hold most items. The current idea is to show a hand only when you hold no items, but to hide the hand/controller while an item is held, and instead replace it with a simple sphere or such. Feedback on this is welcome.
  • Anti Aliasing - This one is very challenging. We now added Resolution Scaling up to 200% as well as Temporal AA, and we might improve it further in the future by having TAA also automatically resharpen the screen to combat the inherit blurryness, but beyond that it will be hard to properly fix the AA issue. The only real option we have is to add SMAA, but that might not even work well.

Thanks for your continued support everyone!
The Solus Project - sjoerd
As you may have seen in the patch update notes we put 1.03 up earlier today with a whole range of VR fixes and improvements. New is the Explorer Diary, which allows you to re-read and examine secrets found, and can help you figure out what you are still missing.
Another cool new thing is that on Vive you can now control the menus directly with the controllers, instead of relying on Oculus style head aim. The PDA has significantly less latency too now, and you now have the option to enabled Temporal AA too.

It took a while to get this one out, but we are still dedicated to move further ahead with the VR implementation. Our biggest to-do's are:

  • VR loading screens - We spent a lot of time on this but keep hitting problems, especially on Vive. We haven't been able to make this work correctly yet so far, though the Oculus ones seem more promising so we might release an update with Oculus only loading screens first.
  • Oculus Touch - Still on our list.
  • Start game tutorial - Still a bit crude. It is on the list but it is not the most entertaining thing to re-build.
  • Haptic feedback - Currently not being used for the Vive controllers. Shouldn't be too hard to add.
  • Hands instead of Vive controllers - On the list, but we are not 100% sure that just having hands is the way to go, not least because the hands wouldn't be able to correctly hold most items. The current idea is to show a hand only when you hold no items, but to hide the hand/controller while an item is held, and instead replace it with a simple sphere or such. Feedback on this is welcome.
  • Anti Aliasing - This one is very challenging. We now added Resolution Scaling up to 200% as well as Temporal AA, and we might improve it further in the future by having TAA also automatically resharpen the screen to combat the inherit blurryness, but beyond that it will be hard to properly fix the AA issue. The only real option we have is to add SMAA, but that might not even work well.

Thanks for your continued support everyone!
The Solus Project - sjoerd
Non VR
  • Achievement for getting all secrets incorrectly triggered at 115 found, instead of 118.

VR
  • VR now also features the explorer diary! Get an overview of all you've found within VR.
  • You can aim at menu items using the Vive controllers instead of using head aim. Oculus still uses head aim in menus.
  • PDA now has significant less lag and latency when you move it quickly. The items on the display now correctly follow. Small exceptions left and right might still be possible.
  • Inability to control the main menu or otherwise loss of input has presumably been fixed, or is at least less likely to occur.
  • You can now enable Temporal AA via a command or the config files. This may be more pleasant in VR, but it also makes text harder to read, and small bright things like stars blurry. In DefaultEngine.ini r.DefaultFeature.AntiAliasing=1 equals the original FXAA, 0 means no AA, and 2 means Temporal AA. This can also be executed in the console at run time using this same command.
  • The VR ladder teleport spot in Highpoint Caves to Landing Caves now no longer loops you around.
  • You can now scale up the resolution scale all the way up to 200 in the VR menu.
  • In Landing the jet engine particle is less heavy in VR.
  • Bug where strafing would strafe in the wrong direction fixed.
The Solus Project - sjoerd
Non VR
  • Achievement for getting all secrets incorrectly triggered at 115 found, instead of 118.

VR
  • VR now also features the explorer diary! Get an overview of all you've found within VR.
  • You can aim at menu items using the Vive controllers instead of using head aim. Oculus still uses head aim in menus.
  • PDA now has significant less lag and latency when you move it quickly. The items on the display now correctly follow. Small exceptions left and right might still be possible.
  • Inability to control the main menu or otherwise loss of input has presumably been fixed, or is at least less likely to occur.
  • You can now enable Temporal AA via a command or the config files. This may be more pleasant in VR, but it also makes text harder to read, and small bright things like stars blurry. In DefaultEngine.ini r.DefaultFeature.AntiAliasing=1 equals the original FXAA, 0 means no AA, and 2 means Temporal AA. This can also be executed in the console at run time using this same command.
  • The VR ladder teleport spot in Highpoint Caves to Landing Caves now no longer loops you around.
  • You can now scale up the resolution scale all the way up to 200 in the VR menu.
  • In Landing the jet engine particle is less heavy in VR.
  • Bug where strafing would strafe in the wrong direction fixed.
The Solus Project - sjoerd
The Solus Project is currently 50% off during the Autumn sales!

Please also consider us for The Steam Awards. Your support would help a small team like ours hugely!
If you'd like to support us please vote for "The “Whoooaaaaaaa, dude!” award, so that the votes are a concentrated on one category.

That aside we are working on a new patch and hope to have it out later this month. We are fixing a number of smaller bugs, and are putting some further work into VR. On the list for VR are the loading screen improvements, and we are experimenting with the diary menu being accessible in VR.
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