HAELE 3D - Feet Poses Lite - Drawing References - lumifinley
I am looking for streamers and Vtubers who would be up for streaming the full version of HAELE! If you are one or know of any who could be interested let's talk in DMs or on Discord!
it's time for a new & short update (v0.1.030) and this one is about some changes in the food system and other fixes.
Updated Food System
With this update, your colonists' food system and schedule will change. Your colonists now only need 2 meals per day, which allows you a better management of the meal production. (In the past, 1 colonist needed 3 meals per day which was with only 5 colonists already 15 per day - that was a bit too much)
In connection with the meal schedule, I've also updated many features related to the meals, such as production times, food values, textures, and more. I've also added a new function that allows you to set all schedules to the new system when loading a save file created before v0.1.030. All points can be found in the following section general patch notes.
General Patch Notes
added missing translations for french, japanese & simplified chinese
updated food system
colonists only require 2 meals per day anymore
meals meat level 2 & 3 require wheat as second ingredient now (your jobs in campfires and kitchens will automatically update)
meals bread level 2 & 3 require wheat as second ingredient now(your jobs in campfires and kitchens will automatically update)
many jobs by player command having a timer to ignore schedule now
meals level 2 and 3 are unlocked by tech 'modern machines' now
plant zones having a checkbox now to prioritize seeding before harvesting now
meals have now slightly higher food values
updated meal textures & icons
added positive mood effect for eating meals level 2
added positive mood effect for eating meals level 3
reduced negative effect of hunger & tiredness slightly
added reset option for colonist schedule
added reset option for colonist job priorities
doctor jobs are chosen before schedule now
increased max production & table limit to 999 before infinity
fixed production limit also counted for upgrade jobs
fixed production limit not counted when required resources already on table
fixed quality +0 weapons stats in item info menu not shown
campfire, weapontable, butchertable, furnace & basic sciencetable can be moved now
fixed error shown when attacking wanderer group after you sent them away
fixed tree transparent mode collider layer
fixed terrainrocks seen by tree cut, plant cut and hunt job selecting
fixed solar generators not reacting correctly to tree shadows
equip weapon command panel shows quality level now
fixed coop new game error shown when connecting more often
fixed accept coop invite during active game was possible
Plans for next Update: Diplomacy & Prisoners System
The next point on the list (and also the next major update) is the diplomacy and the prisoner system (finally). This should add a lot of new content to the game like different AI player factions, many new events related to it, skin colors and new clothes for your colonists, the option to capture immobilized colonists, to demotivate & influence inmates and much more.
I've already started with making some models of a jail cell and have here a brief overview of how a prison cell can look like :)
- Fixed non functional Client Side prediction - Added functional lag compensation when shooting - Fixed interaction system - Fixed player falling through floor when respawning - Fixed player keeping it's speed when changing scenes - Added new Start Match Button Model
You can now buy credits as DLC packs on the Steam store. This might be more economical for players whose native currency isn't USD. There are two packs for each level to allow multiple purchases if desired, and we'll add more in future (repeatable DLC purchases is something Steam limits to big publishers). These packs work in exactly the same way as buying credits through a microtransaction, although unlike a microtransaction, you do not need to have a verified email on your cpd account.
We've also updated the price of the 400 credit pack from $31.99 to $29.99, both as DLC and as a microtransaction.
-added shooting mode option in the football hosting menu. Similar to racing players can now pick if they want no shooting, rockets only or both rocket and turret shooting in a football match -made the helicopter stop as soon as a round ends, this will avoid unwanted deaths by environment in the between rounds time
A big callout to all of the AQ2World Team for this massive update! We couldn't have done it without you! @m4son @ndit-dev @MVarland @Iceman12k @vrolse @andresanguinetti and everyone who contributed who aren't in Github, thank you!
Distribution / Asset changes
Main game asset changes:
All assets from Quake II Retail and Demo have been removed or replaced. In most cases, the files that existed in this distribution weren't even needed, like enemy AI models. Those that AQtion needed were replaced with high quality replacements. - Assets affected are game .wal textures, a good deal of sound effects, models, and player skins. If you own a retail copy of Quake II ([which we highly recommend picking up if you haven't played it!](https://store.steampowered.com/app/2320/Quake_II/)), you can copy the pak files over from `baseq2` into `action` to restore the original sounds, skins and textures. For more details, see below under Game changes.
Rearranged where files live, structurally. This consolidates files better for general management. Main game files are now located in `baseaq`, while downloads and custom paks/pkz file should still go into `action` - Consolidated all content into a single pkz file (`pak0.pkz`), configs moved to `pak1.pkz` in `baseaq`
Mac game libs are now a `.dylib` extension
Removed all Quake II retail player skins
Replaced several hundred old .wal textures
Replaced idle sound effects
Replaced elevator/platform sounds
Replaced 10-1 countdown announcer
Replaced footstep sound effects - Larger variety of footstep and hard landing sounds are now available with the toggle `cl_enhanced_footsteps`
Replaced footstep sound effects
Replaced damage sound effects (fall, hit, death sounds)
Replaced footstep sound effects
Replaced grenade bounce sound and explosion effects
Replaced footstep sound effects
Replaced smoke model and skin (bullets hitting wall effect)
Replaced footstep sound effects
Replaced medkit (did you know Action Quake used a medkit, if enabled?)
Replaced footstep sound effects
Replaced dozens of ambient map sounds
Replaced footstep sound effects
Added a bunch of new player skins
Replaced footstep sound effects
New gib and on-ground item models (big thanks to the Reaction 3 team!)
Fixed bug where `gl_brightness` made darkmatch too bright. Now forces `gl_brightness` to `0` if server has darkmatch enabled.
Fixed a bug with `scr_scale` where the sniper scope would be off-center
Teammate Indicators: - Enabled with `use_indicators` on the server, and `cl_indicators` on the client (1 for spec, 2 for teammates), arrows are drawn above players, but their head must be visible for the arrows to appear
Gamestate Extrapolation: - Toggled with `use_xerp` on the server, and `cl_xerp` on the client (1 for auto xerp based on ping/antilag, 2 for FRAMETIME/2 xerp) - xerp will be automatically disabled if `sv_antilag_interp` is enabled. - xerp will automatically add ping time to value if `sv_antilag` is disabled - this is a purely visual effect, hitboxes are unchanged, though depending on the amount of extrapolation, this may look strange
IR Vision (server side): - Toggled with `new_irvision` on the server; teammates no longer highlight, only enemies
CvarSync: - the game dll can now specify cvars the client should send to the server, this replaces the old and buggy setu system that abused userinfo
Spectator Overlay: - using protocol 38 and an updated client allows for a new spechud using the Ghud system - also fixed `cl_spectatorhud` not working properly
Sniper zoom compensation (server-side): - Reduced delay frames for higher ping players. Remains 6 frames (600ms) for all players under 80ms ping. Above 80ms and per every 80ms beyond, reduce delay frames by 1, up to a maximum of 3 reduced frames. This can be enabled on the server via `zoom_comp`
Attract mode (server-side): - Automatically maintains a minimum count of LTK bots at all times. Reduces 1 LTK bot per real human player. Meant to be used to get games started by having people join servers and having something to shoot at. See the TNG Manual for more details.
Q2Pro Engine changes
MAX_ENTITIES from 256 -> 1024
MAX_FILE_HANDLES from 32 -> 1024
Downloading `.pkz` files larger than 2GiB are supported now
Loading `.pkz` files over 4GiB and ZIP64 archives are supported now
`sv_max_packet_entities` default value is 128 (default Quake II client max) but can be set to 0 (unlimited), this mostly affects maps with large open areas
.ogg support with commands (`ogg info|play|stop`)
`remotemode` turns client into rcon-only mode, all commands issued by this client are considered forwarded as rcon
Exec'ing config files after game dir change, autoexec.cfg is executed after default.cfg and config.cfg/q2config.cfg
MVD seeking allows to percentage rather than just timespec (50% is halfway through, for example)
Forces minimum version of Windows to 7
Console buffer search, now you can search your command history
Stereo support added
Client-side gun view and offset settings (`cl_gun_fov`, `cl_gun_x`, `cl_gun_y`, `cl_gun_z`)
`con_auto_chat` adjusts how to handle mistyped commands - `0` handle as regular command - `1` sends typed entry as chat - `2` sends type entry as team chat
Fixed a crash when server names were too long
Crouch prediction with `sv_fps` correction, it works great now
Protocol 38 had the following changes: - Made ghud per client instead of global, and raised the elementlimit to 200 - Added CvarSync to poll cvar values from the client as the gamedll needs
Adjusted colorations in the Server Browser - Shows servers with antilag enabled, servers populated with bots, and so forth
Support for Linux X11 and Wayland - Choose which one to use in Steam
Enhancements to the server UI - Wider column to view mapname - Enabled colors based on ping, if the server has bots in it, and so forth
As you all know, Cosmonautics Day (April 12) is a very important holiday for all mankind, because on April 12, 1961, the world-famous cosmonaut Yuri Gagarin for the first time in the world made an orbital flight around the planet Earth. According to the annual tradition, unique skins COSMONAUT and COSMONAUT GIRL, as well as a new edition of StarLine (GLOCK17, KRISS VECTOR, VEKTOR CR21, LEWIS, HK SL8, KELTEC KSG, HK MP7, QBZ95, L96A1) are on sale. In addition, special offer for the purchase of coins (until April 24) and event for double experience (until April 17) have been launched. A list of all changes can be found below.
Innovations:
A new edition of StarLine GLOCK17, KRISS VECTOR, VEKTOR CR21, LEWIS, HK SL8, KELTEC KSG, HK MP7, QBZ95, L96A1 has been added to the game;
Weapons of the StarLine edition are on sale;
The skins COSMONAUT and COSMONAUT GIRL are on sale;
Launched the "Invasion" mode;
Added confirmation when leaving the clan or disbanding it;
A special offer has been launched for the purchase of items from season 1 on the website and for weapons from season 1 in the game;
A special offer for the purchase of coins has been launched until April 24;
An x2 experience event has been launched until April 17th.