Sep 25, 2015
Viscera Cleanup Detail - BlackEagle
Hey hey!

Another update this week, with a focus on fixes, polish and tweaks as we head to a v1.0. Speaking of which, we're aiming for that towards the middle of October. Hold thumbs! We're also plotting a little something for Halloween, but shhhh ;)

Anyway! Changes:
    Maps:
  • Fixed some badly positioned Note spawn locations in the Janitor Office.
  • Added First-Aid stations to Waste Disposal.
  • Added more Employee of the Month picture and punchout result note spawn locations to the Janitor Office.
  • News ticker text scrolling made smoother.

    Game:
  • Made the Janitor Trunk capable of permanently removing items from the Janitor Office if they are not brought back from work sites.
  • Changed the Employee of the Month picture to be more glorious!
  • Added the old menu music track to the Big Banger; "Darkwash".
  • Added support for Punchout Report Forms to Speedrun mode.
  • Changed the threshold for bucket spilling. They now spill easier, reducing the occurences of "floating water planes".
  • Fixed dead worker Oxygen tanks using wrong burnt scrap.
  • Fixed Lightning Gun debris object using wrong burnt scrap.
  • Fixed Janitor Trunks brought with by another Janitor Trunk not having a lid.
  • Fixed the JHARM floating into the air when loading some saved games.
  • Fixed un-touched skeletal bodies on clients flying away from each other when first sighted.
  • Fixed objects manually rotated by using the mouse returning to their original rotation on clients.
  • Broken Lanterns and spent Flares now count as mess.
  • Improved the positioning of held Notes and PDAs when the player's FoV is higher than 90.
  • Fixed sand piles appearing inside the incinerator.
  • Fixed "Bob" and his "Door".

    UI:
  • Added "Limit Net Actors" setting to server rules menu, allowing you to control when the creation of new actors will be skipped during network play.
  • Added "Global Radio" setting to Audio options menu, allowing you to hear the Banger's music from anywhere in the level instead of from the actual source itself.

    System:
  • Changed "Private Game" to be OFF by default for network games. Be sure to manually turn it on if you don't want your game to be public.
  • Adjusted the network saturation limiter. By default new objects will be prevented from being created upon reaching the "Saturation Point".

    Workshop:
  • Added "bRotatePawns" to the viscera Teleport Kismet Action.

Slight warning with this update, as a lot of your settings might get reset.
If you had to change some config files to get the game running, you'll likely have to do so again. Hopefully we can stop changing these defaults in the future as we get close to v1.0.

More stuff to come next week or so as we attempt to get the game done :)

Also! The beta Mac build is currently uploading for private testing. Those that have access should check for it sometime tomorrow (sorry, slow internet :\). If I haven't sorted anyone yet, that'll happen soon! It must be noted, that we haven't been able to get the last thing working on it, nor does it look like we will be able to right now. This last issue involves UDK interfacing (or not!) with Steam. It's misbehaving, meaning online MP through Steam and achievements cause it to crash, so we have disabled those. We'll decide whether that prevents us from putting out the build for the general public or not :\

Anyway, have a good weekend everyone! Enjoy!
Sep 25, 2015
Viscera Cleanup Detail - ShadowBlade
Hey hey!

Another update this week, with a focus on fixes, polish and tweaks as we head to a v1.0. Speaking of which, we're aiming for that towards the middle of October. Hold thumbs! We're also plotting a little something for Halloween, but shhhh ;)

Anyway! Changes:
    Maps:
  • Fixed some badly positioned Note spawn locations in the Janitor Office.
  • Added First-Aid stations to Waste Disposal.
  • Added more Employee of the Month picture and punchout result note spawn locations to the Janitor Office.
  • News ticker text scrolling made smoother.

    Game:
  • Made the Janitor Trunk capable of permanently removing items from the Janitor Office if they are not brought back from work sites.
  • Changed the Employee of the Month picture to be more glorious!
  • Added the old menu music track to the Big Banger; "Darkwash".
  • Added support for Punchout Report Forms to Speedrun mode.
  • Changed the threshold for bucket spilling. They now spill easier, reducing the occurences of "floating water planes".
  • Fixed dead worker Oxygen tanks using wrong burnt scrap.
  • Fixed Lightning Gun debris object using wrong burnt scrap.
  • Fixed Janitor Trunks brought with by another Janitor Trunk not having a lid.
  • Fixed the JHARM floating into the air when loading some saved games.
  • Fixed un-touched skeletal bodies on clients flying away from each other when first sighted.
  • Fixed objects manually rotated by using the mouse returning to their original rotation on clients.
  • Broken Lanterns and spent Flares now count as mess.
  • Improved the positioning of held Notes and PDAs when the player's FoV is higher than 90.
  • Fixed sand piles appearing inside the incinerator.
  • Fixed "Bob" and his "Door".

    UI:
  • Added "Limit Net Actors" setting to server rules menu, allowing you to control when the creation of new actors will be skipped during network play.
  • Added "Global Radio" setting to Audio options menu, allowing you to hear the Banger's music from anywhere in the level instead of from the actual source itself.

    System:
  • Changed "Private Game" to be OFF by default for network games. Be sure to manually turn it on if you don't want your game to be public.
  • Adjusted the network saturation limiter. By default new objects will be prevented from being created upon reaching the "Saturation Point".

    Workshop:
  • Added "bRotatePawns" to the viscera Teleport Kismet Action.

Slight warning with this update, as a lot of your settings might get reset.
If you had to change some config files to get the game running, you'll likely have to do so again. Hopefully we can stop changing these defaults in the future as we get close to v1.0.

More stuff to come next week or so as we attempt to get the game done :)

Also! The beta Mac build is currently uploading for private testing. Those that have access should check for it sometime tomorrow (sorry, slow internet :\). If I haven't sorted anyone yet, that'll happen soon! It must be noted, that we haven't been able to get the last thing working on it, nor does it look like we will be able to right now. This last issue involves UDK interfacing (or not!) with Steam. It's misbehaving, meaning online MP through Steam and achievements cause it to crash, so we have disabled those. We'll decide whether that prevents us from putting out the build for the general public or not :\

Anyway, have a good weekend everyone! Enjoy!
Viscera Cleanup Detail - ShadowBlade
Howdy!

Following the v0.60 update a couple of things needed some attention, so we've bunged a few things together today. Nothing too alarming, but read on for changes nonetheless!

Changes:
  • Fixed stairs in Gravity Drive allowing objects to slip in between them and the console wall.
  • Changed the way punch-out news article results are presented. Now only a few are shown to you; the cleaner you leave a level the more "nit-picky" the articles will get.
  • Added new hand Animations to Janitor PDA tool.
  • Fixed Janitor PDA Notes disappearing when hosting a game.
  • Made Janitor PDA also save the notes of players who join a hosted game.
  • Added the third person prop for the Janitor PDA.
  • Fixed the textures on "collectibles" appearing in low resolution most of the time.
  • Improved collision of shelves in Janitor Office.
  • Fixed some sticky viscera near the J-HARM in Caduceus.

That's it for now! More to come in the near future, but maybe not as much as we focus our efforts on the Mac build for a bit. Hold thumbs on that front!
Viscera Cleanup Detail - ShadowBlade
Howdy!

Following the v0.60 update a couple of things needed some attention, so we've bunged a few things together today. Nothing too alarming, but read on for changes nonetheless!

Changes:
  • Fixed stairs in Gravity Drive allowing objects to slip in between them and the console wall.
  • Changed the way punch-out news article results are presented. Now only a few are shown to you; the cleaner you leave a level the more "nit-picky" the articles will get.
  • Added new hand Animations to Janitor PDA tool.
  • Fixed Janitor PDA Notes disappearing when hosting a game.
  • Made Janitor PDA also save the notes of players who join a hosted game.
  • Added the third person prop for the Janitor PDA.
  • Fixed the textures on "collectibles" appearing in low resolution most of the time.
  • Improved collision of shelves in Janitor Office.
  • Fixed some sticky viscera near the J-HARM in Caduceus.

That's it for now! More to come in the near future, but maybe not as much as we focus our efforts on the Mac build for a bit. Hold thumbs on that front!
Sep 9, 2015
Viscera Cleanup Detail - ShadowBlade
Hey hey!

Sorry we're a few days late, but we had to test a few things and sheer off the roughest edges. And with that, we're really close to the end now :) The Mac build is the next item on the chopping block, and other tweaks, fixes and polish are being worked on :)

Big changes this week include rotating objects in the hands(hold mouse 1 and move mouse around), and the Janitor PDA/board (select with '5' on the keyboard)! Some more polish to those, but do let us know what you think :)

Read on for changes!

    Maps:
  • Added Reverb sound processing to Caduceus, Cryogenesis, Unrefinery, Unearthly Excavation, Evil Science, Hydroponic Hell, Janitor Office and Gravity Drive.
  • Fixed things thrown into the disposal chute in the office causing splats near the bottom, out of reach.
  • Fixed some lights in the Janitor office not casting any light on the player's hands.
  • Added P.I.Ds and report form support to Legacy levels Zero-G Therapy, Splatter Station, Section 8 and Rust Station.
  • Improved the collision accuracy of Hydroponic Hell seed-beds.
  • Fixed a poorly placed player start in the Janitor Office, causing you to spawn in the Med-Box lid.

    Game:
  • Added the ability to freely rotate held objects using the "look" keys while "Interact" is held down, effectively letting you rotate objects exactly how you want them.
  • Added a "Janitor PDA" to tool slot #5. Used to aid in noting details about the level and corpses for use in the punchout report forms.
  • Added a "Drop Tool" key which drops held tools such as Brooms, Shovels and Arc Welders. Allowing Janitors to share the love.
  • Fixed higher "Shadow Quality" settings causing Lanterns to not cast environment shadows.
  • Fixed "Digsite" light actors not casting environment shadows.
  • Fixed worker heads from Overgrowth and Revolutionary Robotics not counting towards "Head Hunter" achievement.
  • Added unique punchout result notes for Lightning Scars and Robot footprints.
  • Removed access to the debug view modes with the F8 key.

    UI:
  • Removed the "Work In Progress" startup message screen from the game.
  • Added support for the Tab key to punchout report form edit-boxes.

    ???:
    -Finally added the last 'Classified' elements to the game.

    Workshop:
  • Added "Compare Archetypes" Kismet condition for comparing debris objects with archetypes to see if they match.
  • Added "Get Touching" Kismet action for easily retrieving a list of objects that are touching a given actor.
  • Added "Get Global Stat" and "Set Global Stat" Kismet actions to let creators to save global stat values. This allows one to save certain values between levels.

EDIT: Oh, and we've added a few new achievements, but please be aware of spoilery content if you go a' lookin' at what they are ;)

So there it is! Please enjoy, and let us know your thoughts :)
Sep 9, 2015
Viscera Cleanup Detail - ShadowBlade
Hey hey!

Sorry we're a few days late, but we had to test a few things and sheer off the roughest edges. And with that, we're really close to the end now :) The Mac build is the next item on the chopping block, and other tweaks, fixes and polish are being worked on :)

Big changes this week include rotating objects in the hands(hold mouse 1 and move mouse around), and the Janitor PDA/board (select with '5' on the keyboard)! Some more polish to those, but do let us know what you think :)

Read on for changes!

    Maps:
  • Added Reverb sound processing to Caduceus, Cryogenesis, Unrefinery, Unearthly Excavation, Evil Science, Hydroponic Hell, Janitor Office and Gravity Drive.
  • Fixed things thrown into the disposal chute in the office causing splats near the bottom, out of reach.
  • Fixed some lights in the Janitor office not casting any light on the player's hands.
  • Added P.I.Ds and report form support to Legacy levels Zero-G Therapy, Splatter Station, Section 8 and Rust Station.
  • Improved the collision accuracy of Hydroponic Hell seed-beds.
  • Fixed a poorly placed player start in the Janitor Office, causing you to spawn in the Med-Box lid.

    Game:
  • Added the ability to freely rotate held objects using the "look" keys while "Interact" is held down, effectively letting you rotate objects exactly how you want them.
  • Added a "Janitor PDA" to tool slot #5. Used to aid in noting details about the level and corpses for use in the punchout report forms.
  • Added a "Drop Tool" key which drops held tools such as Brooms, Shovels and Arc Welders. Allowing Janitors to share the love.
  • Fixed higher "Shadow Quality" settings causing Lanterns to not cast environment shadows.
  • Fixed "Digsite" light actors not casting environment shadows.
  • Fixed worker heads from Overgrowth and Revolutionary Robotics not counting towards "Head Hunter" achievement.
  • Added unique punchout result notes for Lightning Scars and Robot footprints.
  • Removed access to the debug view modes with the F8 key.

    UI:
  • Removed the "Work In Progress" startup message screen from the game.
  • Added support for the Tab key to punchout report form edit-boxes.

    ???:
    -Finally added the last 'Classified' elements to the game.

    Workshop:
  • Added "Compare Archetypes" Kismet condition for comparing debris objects with archetypes to see if they match.
  • Added "Get Touching" Kismet action for easily retrieving a list of objects that are touching a given actor.
  • Added "Get Global Stat" and "Set Global Stat" Kismet actions to let creators to save global stat values. This allows one to save certain values between levels.

EDIT: Oh, and we've added a few new achievements, but please be aware of spoilery content if you go a' lookin' at what they are ;)

So there it is! Please enjoy, and let us know your thoughts :)
Aug 22, 2015
Viscera Cleanup Detail - ShadowBlade
Hey!

We've just uploaded a small hotfix for v0.54. A few things were not as they should have been..

Changes:
  • Added Medkits to Overgrowth level, and tweaked speedrun time.
  • Fixed network clients not using new Shadow and Lighting settings.

And that's that! Have fun!
Aug 22, 2015
Viscera Cleanup Detail - ShadowBlade
Hey!

We've just uploaded a small hotfix for v0.54. A few things were not as they should have been..

Changes:
  • Added Medkits to Overgrowth level, and tweaked speedrun time.
  • Fixed network clients not using new Shadow and Lighting settings.

And that's that! Have fun!
Viscera Cleanup Detail - ShadowBlade
Hey hey!

With this weeks update, comes the final level, 'Overgrowth'!


It's a primarily outdoor, industrial jungle environment. Larger in size than other small/medium maps, but less mess overall.

Anyway, to the changelog!
Maps:
  • Added "Overgrowth" level! [The Jungle]
  • Added reverb sound processing to Athena's Wrath, Paintenance Tunnels, Waste Disposal and Revolutionary Robotics. [Improves creepy atmosphere]
  • Blocked off the area under the Revolutionary Robotics boardroom table, making it impossible for careless janitors to lose their dignity under there.

    Game:
  • Fixed Security Cameras causing problems for players if they die while viewing through one of them.
  • Fixed level completion progress tracker only recording speedruns and not normal cleanups. Oops!
  • Increased the maximum FoV from 120 to a whopping 160. Prepare for some serious beetle eyed action!
  • Goo Jar mess now glows in the dark.

    UI:
  • You can now use the Enter key on punchout report boxes to make a new line. How nice of it.
  • Added "Shadow Draw Distance" setting to options menu to adjust the distance at which object shadows are drawn.
  • Added "Draw Object Shadows For" setting to options menu to decide which physics objects will cast shadows.
  • Added "Complex Object Lighting" setting to options menu to turn on detailed lighting for physics objects, replacing the cheap On/Off method.

    System:
  • Improved the lighting and shadows of physics objects, making many objects look much better than before. Only if you adjust the new shadow and lighting settings above.

    Workshop:
  • Added Kismet action for manipulating debris actors.
  • Added Kismet action for teleporting debris actors.
  • Added Kismet event for when the world data is loaded or saved.
  • Added Kismet action to get the Pawn from an input Controller, for easy casting.
  • Made it possible to pose dead bodies by using custom animations.





And with that, we're nearly content complete! More fixes and other improvements here and there to make, but we're getting there :) I will mostly be moving onto other things now (as the main content guy), but will cobble together what assets are required should the need arise.

Anyway! Check out the map, and let us know what you think. I'm a bit wary that it might be kinda slow on older hardware, what with all the foliage and stuff, but we shall see :\

Have fun everyone!
Viscera Cleanup Detail - ShadowBlade
Hey hey!

With this weeks update, comes the final level, 'Overgrowth'!


It's a primarily outdoor, industrial jungle environment. Larger in size than other small/medium maps, but less mess overall.

Anyway, to the changelog!
Maps:
  • Added "Overgrowth" level! [The Jungle]
  • Added reverb sound processing to Athena's Wrath, Paintenance Tunnels, Waste Disposal and Revolutionary Robotics. [Improves creepy atmosphere]
  • Blocked off the area under the Revolutionary Robotics boardroom table, making it impossible for careless janitors to lose their dignity under there.

    Game:
  • Fixed Security Cameras causing problems for players if they die while viewing through one of them.
  • Fixed level completion progress tracker only recording speedruns and not normal cleanups. Oops!
  • Increased the maximum FoV from 120 to a whopping 160. Prepare for some serious beetle eyed action!
  • Goo Jar mess now glows in the dark.

    UI:
  • You can now use the Enter key on punchout report boxes to make a new line. How nice of it.
  • Added "Shadow Draw Distance" setting to options menu to adjust the distance at which object shadows are drawn.
  • Added "Draw Object Shadows For" setting to options menu to decide which physics objects will cast shadows.
  • Added "Complex Object Lighting" setting to options menu to turn on detailed lighting for physics objects, replacing the cheap On/Off method.

    System:
  • Improved the lighting and shadows of physics objects, making many objects look much better than before. Only if you adjust the new shadow and lighting settings above.

    Workshop:
  • Added Kismet action for manipulating debris actors.
  • Added Kismet action for teleporting debris actors.
  • Added Kismet event for when the world data is loaded or saved.
  • Added Kismet action to get the Pawn from an input Controller, for easy casting.
  • Made it possible to pose dead bodies by using custom animations.





And with that, we're nearly content complete! More fixes and other improvements here and there to make, but we're getting there :) I will mostly be moving onto other things now (as the main content guy), but will cobble together what assets are required should the need arise.

Anyway! Check out the map, and let us know what you think. I'm a bit wary that it might be kinda slow on older hardware, what with all the foliage and stuff, but we shall see :\

Have fun everyone!
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