Onward - MrDeath



In this months sitrep we will put more focus on the the community and share what you guys have been up to! We’d also like to remind you of the current Community Contest where you can submit new objective locations with a possibility of having them implemented in game! And to end the community section we remind you that we’re looking for testers for the upcoming custom map support!

But first, we will start off with update v1.7 content, showing you a fresh new model of the AKM alongside a video showcasing some of the new audio that will be coming to all the guns in Onward! We’ll also give you a peek at the upcoming menu UI redesign.

We’re still looking for Quest testers! Info on this can be found on the bottom of the Sitrep!

Click here to read the sitrep!
Onward - DownpourDev
Patch v1.6.8.2

Patch v1.6.8.2 is out!
Fixes for several maps, performance fixes and no more shiny attachments!

  • Fixed a bug where players could spawn inside geometry on Turbine.
  • Fixed a bug where an uplink on Turbine could spawn partially inside geometry.
  • Potential fix for loud footsteps when elevators transport players.
  • Fixed water in Jungle not drowning the player when submerged.
  • Adjusted the grass wind animation in Abandoned.
  • Adjusted LODs on various maps for better transitions.
  • Potential fix for Bots being able to see through ferns in the map Jungle.
  • Changed evac mode helicopters in Abandoned to hover while picking up players, instead of landing.
  • Improved performance of magazines by hiding interior bullets at great distances.
  • Transparent magazines now become opaque when no bullets can be seen due to distance.
  • Improved performance when bullets penetrate objects.
  • Fixed overly-shiny sights and other lighting issues with various weapon attachments.
  • Optimized the way lens flares get rendered.
Onward - MrDeath


Hello everyone,

Welcome to our fourteenth sitrep!

In this months sitrep we look back at the revamped maps that were added in patch v1.6.8 and are providing a form for the community to leave feedback on those maps. We’ll also be showcasing some of the new models and textures for gear in update v1.7. Custom Map support will be coming soon, and we are looking for beta testers to give us feedback on our SDK as well be the first to release custom maps on 1.7s launch; a sign up sheet is located below. And last but not least we are announcing our 2nd Community Contest, where players can compete for special prizes!


Check out the latest sitrep in the following link.
http://www.downpourinteractive.com/devblog/monthly-sitrep-september-2019


See you on the field!



If you have any tips or suggestions for improving this series, let me know! You can contact me on either : Reddit, Steam discussions or the Discord.

Stay updated on Onward, converse with the community, test builds, and participate in organized competitive events by joining our Discord!

For additional information, visit our wiki.
Onward - DownpourDev


We apologize for the delay, we hope you enjoy this update!

V1.6.8 Changelogs
  • Added Turbine, a new map set on a hydroelectric dam with unique strategic chokepoints.
  • Brought Jungle, Abandoned Day, and Snowpeak Day up to the standards of visual quality and performance expected from version 1.6.
  • Added night map variants: Abandoned Night and Snowpeak Night.
  • Significantly lowered load times, and lowered memory usage by between two and four gigabytes on average.
  • Added new smoke grenade visuals that look and perform better than the current ones.
  • Fixed players showing through smoke grenades and sand storms in many instances.
  • Fixed some bulletproof fences on Bazaar.
  • Levels: Miscellaneous bug fixes & optimizations.
Onward - DownpourDev
Hey everyone,

We are just about ready to release our remaining maps - Turbine, Snowpeak, Abandoned, and Jungle. Expect a full release on Wednesday evening, September 4th! Looking forward to seeing you on the battlefield.

Best,

The Downpour Team
21 AGO
Onward - DownpourDev
Hey everyone,

We've been working hard on fixing bugs and we hope this hotfix release will bring a more stable experience to the battlefields of Onward.

In the next hotfix (v1.6.8) we'll see the long awaited maps coming back to Onward as well as some huge RAM/memory gains! We expect the improvements to reduce RAM usage on each map by roughly 3-4 GBs.

Also as a sign of good faith to our competitive community, future updates/patches will only be released on Wednesdays (unless an urgent fix is needed). That way we can react quickly to any issues introduced so weekend matches can go smoothly.

V1.6.7 Changelogs
  • Performed various optimizations and fixes to several maps.
  • Fixed explosions killing players out of range.
  • Rebalanced the MP5 by decreasing its recoil.
  • Fixed molotovs hitting invisible walls.
  • Fixed syringes not working on bleeding players.
  • Holsters now hold the proper number of shotgun shells.
  • Optimized away large performance drops immediately after loading a new map and smaller performance drops when spawning from the tent.
  • Renamed “Uplink Assault” to simply “Assault”.
  • Adjusted the descriptions of Uplink and Assault to be more informative to new players.
  • Fixed the VIP’s game freezing when playing competitive Escort mode.
  • Fixed Escort modes not properly ending and awarding the defending team when the round time limit expires.
  • Changed multiplayer playlist percentages to be based on actual player count instead of lobby count.
  • Made the sky texture in the Snowy main menu look consistent for both eyes.
  • Grabbing helmets in the tent is now more consistent with grabbing other objects in the game.
  • Moved the helmets on the loadout table closer to the center of the table.
  • Fix players being inaudible over the radio if they disconnect from an Assault match and reconnect while it is in progress.
  • Fixed a strange black square appearing on the tablet map after the player is downed.
  • Moved “CORE” above “CO-OP” on the playlist menu.
Onward - DownpourDev
Fixes
  • Default grab actions when picking up large items or grabbing foregrips on the Index Knuckles have been reworked. They use a hybrid force / touch grab now, so they require a gentle squeeze to grab, and you have to let go to release with touch. This makes it a lot harder to accidentally pick up things, or accidentally drop things.

  • Performed further adjustment of the crouching animations to fix more unnatural movements.

  • Adjusted range and damage of explosions.

  • Fixed explosions not killing downed players.

  • Fixed an issue where players in the tent could be considered alive, which caused various issues, including rounds not ending properly sometimes due to the game thinking players were still alive.

  • Fixed the flashbang fading effects taking different amounts of time from map to map.

  • Fixed suppression and flashbang effects being affected by post processing, causing them to look different on different maps.

  • Fixed several instances where the tablet map would not display.

  • Cleaned up some rogue objects in all the maps to reduce memory usage.

  • Fix spectator outline effect not properly affecting player models at all distances.

  • Adjusted the description of the virtual gunstock option in the settings screen to explain the option better.

  • Heals are no longer shown as revives in the spectator kill feed.


Known Issue
  • Downfall tablet isn't showing geometry, just player and objective dots.
Onward - MrDeath


Hey guys,

Welcome to our thirteenth sitrep!

In this months sitrep we’ll be going over the status of our remaining maps, Onwards future development roadmap, new content coming in update v1.7, custom maps support, and QA testers for the Quest!


Check out the latest sitrep in the following link.
http://www.downpourinteractive.com/devblog/monthly-sitrep-august-2019


See you on the field!



If you have any tips or suggestions for improving this series, let me know! You can contact me on either : Reddit, Steam discussions or the Discord.

Stay updated on Onward, converse with the community, test builds, and participate in organized competitive events by joining our Discord!

For additional information, visit our wiki.
Onward - DownpourDev
Hey guys,

These past few weeks we’ve been working on more optimizations and bugfixes! We're still honing on getting the stability and performance up to standard. Soon we'll get you the remaining maps back! Sit tight!


Gameplay

  • Fixed explosions failing to deal damage to all players or characters in range. Improved hit detection for fragmentation explosions.

  • Added ricochets to fragmentation explosions. Fragments can bounce off objects and deal damage to players that are not directly in the explosions line of sight.

  • Competitive games now require at least one player to be ready before they will auto-start. The timer will stop until at least one player is ready.

  • Third person spectate cameras will now follow a player’s height to let observers see players that are crouching.

  • Fixed the out of bounds respawn penalty in Uplink Assault carrying over to the next round if a player died out of bounds near the end of the round.


  • Fixed non-functional map voting in private lobbies if the host left during map voting.

Performance

  • Optimize how our occlusion culling identifies objects that do not move, improving performance.

  • Reduced memory usage in certain aspects of the game.

Maps

  • Adjusted LOD thresholds on many maps.

  • Adjusted shaders on scene materials for many maps.

  • Fixed texture anisotropic settings on many maps.

  • Performed many minor optimizations and bug fixes on many maps.

  • Adjusted the post processing profile of Downfall Night.

Miscellaneous Fixes

  • Fixed the player model animating strangely while crouching.

  • Fixed garbled visuals when looking through scopes.

  • Fixed invisible walls on some of the Quarantine buildings, allowing players to go up all floors in Operations.

  • Fixed the player’s goggles showing when spectating in first person.
Onward - DownpourDev
Hey guys,

Based on community feedback we re-prioritized and have been focused on stability and performance. We have been hard at work on fixing numerous bugs, fixing high memory usage and mainly optimizing, optimizing and more optimizing. We truly hope you’ll appreciate the smoother experience in this patch!

Performance
  • Holsters no longer use physical colliders to detect if you are trying to grab them, rather they use some abstract math and distance checks, which improves the performance of the player rig greatly.
  • The physical components of the player or AI are now disabled unless they are actually about to be damaged by something, which greatly improves the physics performance of the game.
  • Improved performance of SteamVR’s controller binding polls by around 75%.
  • Reduced memory usage in SteamVR when checking for input.
  • Reduced the memory usage of the shaders that Onward uses.
  • Reduced the resolution of many needlessly large textures.
  • Adjusted the size of most of the AI’s navigation areas to only include places they can actually reach, reducing memory usage and increasing pathfinding performance.
  • Improved performance of hand controllers by reducing needless checks for input.
  • Improved performance of hand controllers by disabling interactions when something is already in your hand.
  • Improved performance when there is no laser active, which is most of the time.
  • Fixed the game's global LOD bias being incorrectly set.
  • Optimized the “outline” effect when spectating other players to not adversely affect performance as much anymore.
  • Optimized the performance of the player’s watch greatly.
  • Packed some textures on the tablet into atlases to improve performance.
  • Improved performance of weapon, magazine, and equipment lookups.
  • Optimized the tent map for better performance.
  • Improved performance and memory consumption of Spectate Goggles.
  • Fixed clocks in several maps unnecessarily allocating memory.
Input and Settings
  • Changed how small object grab mode works, which now allows knuckles users to have an in-game option to pick up small things with their triggers.
  • The default bind to fire weapons on knuckles controllers no longer requires a full trigger “click” and now uses a pull threshold, much like a real trigger.
  • Added an option to the settings screen to change what side of your body your holsters are set to.
Items and Pickups
  • Improved the scopes and iron sights when lining up many weapons, particularly with virtual gun stock.
  • It is no longer possible to hold a flashbang through a wall and blind people on the other side.
  • Fixed LOD issues causing the tablet not to update the map if held at arm's length.
  • Fixed the drone indicator on the tablet behaving strangely when held at arm's length.
  • Fixed tablet changing colors when held at arm's length for Volk players.
  • Fixed about 13 weapons casting shadows with their suppressors when you equip a suppressor and a flashlight, or even just the barrel of the weapon sometimes.
  • Fixed molotovs creating fire when they shatter underwater. They also cannot be lit underwater, and entering water will extinguish both the molotov and the lighter.
  • When dropping items held inside things, they could spawn at a faraway location. They now spawn at your pelvis and fall to the ground.
  • Fixed scope vignette effects not being properly aligned.
  • Fixed the floating aimpoint on the M39 EMR.
  • Fixed bipod not showing on the M16A4.
  • Fixed flashlight and bipod colliding on the G3A3.
  • Fixed the TAR-21’s chamber clipping out of the gun when pulling the bolt back with an empty magazine.
  • Improved the locations for the magazine on the AK12 and AKS-74u so when you use the magazine from the other weapon it’s not offset inside the magazine well.
  • Fixed flashlights and lasers spawning together on Spec Ops weapons.
Map Fixes
  • Removed Abandoned from Spec Ops.
  • Added Gun Game and One in the Chamber to Jungle.
  • Fixed several Evac helicopters in Jungle and Abandoned.
  • Fixed some AI spawns on Quarantine and Jungle.
  • Added anti-exploit areas on some maps that fade your screen to black if you enter them.
  • Removed many “clutter” objects from the maps.
  • Fixed some map collision issues on all maps.
  • Fix many LOD issues on all maps.
  • Improved terrain LOD on the Marsoc desert themed menu
  • Updated numerous textures across maps to improve visual quality.
  • Many other smaller map improvements across the board.
Effects
  • Improved player animations when sprinting.
  • Fix grayscale effect not properly showing sometimes when downed and / or entering the tent.
  • Fix the new suppression and vignette effects not appearing on the edges of the screen for players with wide fields of vision, such as Pimax players.
  • Made controllers in the tutorial less transparent, and more solid looking.
  • Fix a black square appearing in front of the player when viewing yourself with the drone.
  • Fixed underwater fog not being visible when spectating.
  • Fixed many issues with Spec Ops fog, how it interacted with underwater fog, made it visible when spectating, and made it less intense on Cargo.
Spectating
  • Spectator gunshot lines now color based on the team that the shot came from.
  • Fix spectator nameplates not properly aligning to the camera when entering first person view of a player and exiting.
  • Fixed first person spectating not working in Free Roam.
  • Fix strange camera rotation when clicking a player in desktop spectate mode.
  • Fix timer in spectate UI usually ending the round at 1 second.
Miscellaneous Fixes
  • Added more fallback code to catch people getting stuck in a “black fly” state.
  • Make the information shown by debug screenshots less obtrusive.
  • Fix getting stuck in the tent when downing yourself in a game by yourself.
  • Fixed the whiteboard not updating Uplink Assault spawn locations when the player changes teams.
  • Fixed players clipping through the floor in menu scenes.
...

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