Changelog fix: practice / testing sessions classification fix: support for multiple controllers with the same name fix: alpha textures mipmaps generation fix: sound sources muted at distance new: repetitions when keeping a user interface button pressed
-Structure rotation fixes -Garbage collider fixes -Spatial sound fixes -Conveyor belt fixes -Garbage launcher improvements -Drone view data improvements -Performance improvements -Removed being able to build in the office -Bug fixes
- Made one replan on some parts of the map Mall: => Changed the entry of the left stair to second floor. => Added two more corridors to run.
BUG FIXES
- Fixed one small bug that on training the weapons were not correctly spawned on the start. - Fixed some weird colliders on the map Mall. - Fixed the Occlusion on the Player.
*EDIT: Steam seems to be taking a while to process the update so you'll see it eventually.
This is a small update; I have attempted to add a Controls menu in CARNAL, where you can change 7 of the game's button configurations. These are movement keys (4), jumping (1) and firing keys (2).
Changelog:
Added a jank Controls menu
Added hit impacts when shooting enemies with the Plasmagun
You can change the following keys:
Forward
Backward
Right
Left
Jump
Primary fire
Secondary fire
As a safety mechanism, whenever players want to use/reassign Mouse buttons they will be prompted to confirm with Enter or any key.
Whether or not this fits the needs of the many and whether or not players think it's enough customizability is open for debate, to be honest I almost didn't get it working in the first place, mostly as a result of Unity's lacking infrastructure. I have been very critical of Unity as an engine during this whole development cycle, but it is an unfortunate reality in that inexperienced game developers such as myself have to write complete systems for basic stuff that players expect and take for granted. I have had better experiences to say least, mostly involving Chai Latte (-ᵥᵥ-)
So this is what I could manage in a short amount of time. The nature of having custom keybindings has also removed the nuance to player movement you may have gotten used to in CARNAL, where it now reads input in a somewhat binary sense. Basically movement feels a lot more snappy is what I am trying to get at.
Anyways long story short I hope this is more or less okay. If you prefer playing differently like oh I don't know, using Mouse 0 and 1 to move forward and back, LCTRL for fire, and S and X for strafing left and right, well then I think it will work for you. If you need more exotic options though I unfortunately can't help you, and I'd say you may have bigger problems than not being able to use WASD.
As always heckle me some feedback if I fucked up somewhere, it's VERY possible ;)
Monthly update 1st of June 2021 This Month we have been working very hard on the beginning of the game and now we are in the final art stage of the Level, we have some images we would like to show you, this has been a lot of work as we have no levels in the game that are set in the day time, so we had to create a new skybox and then tweak with the lighting and the fog in order to get the right feel, we are now in a place where we feel happy with it but some of this could change later on so don’t take this as absolute.
Unexpectedly EPIC have released an early version of their new engine (Unreal Engine 5), and we also have an option to move our game over to Unreal engine 5, however this isn’t going to be as straight forward as clicking a button then making the switch, we need to ensure we can do this and the plugins we are using are also going to work in the engine if they don’t then we will have to make a hard decision do we re-write our plugins again and make the switch or do we stay in Unreal engine 4. Hopefully in a month or two we will know if it’s worth the change as Unreal engine 5 does have some amazing tech that we really could use for optimization.
On a personal note I am currently in the process of moving house so this will mean that development might be slow for the next 2-3 weeks but once I am all fully moved in then we should be up and running and will finally get this game finished and in your hands!
This build is a candidate for a full release. If you encounter issues, please report them in the forum so they can be fixed before this build goes out to everyone.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
SteamVR:
Fix for motion smoothing “ghosting” introduced in v1.17.8 in applications that use a very small nearZ value for rendering (e.g. Project Cars 3).
OpenXR:
Default frequency for controller haptics set to 200 to help ensure consistency with other runtimes.