1. Reverted some code in the camera movement system to see if it fixes some TrackIR stuttering. TrackIR users please let me know if you experience jittering/stuttering/jumping issues when in cockpit views.
2. Fixed bug which would cause an error and potentially prevent missile guiding correctly when designating a "none-target" e.g. Terrain
3. Added animated troops to the rear bay of the Lynx 3. They don't do anything and don't add any weight to the helicopter. This is just to see if it works and how much overhead skinned mesh animations cost.
Let me know if you have any major FPS drops when using the Lynx 3 ːsteamhappyː
This is a quick screen shot of the Lynx 3 carrying a full troop load.
As part of upcoming mission expansion one of the mission types I wanted to do was transporting troops around the map.
This has always been tricky as finding models and animations for people was difficult - then I found Mixamo! For those that don't know it is a FREE (yes, even for commercial projects!) library of humanoid models and animations provided by Adobe.
This is quite an important find as within a few clicks I had an animated "generic military guy" sitting in the back seats of the Lynx 3 helicopter.
This obviously not only opens up a quick way of doing troop transport missions but also paves the way for troops being part of the battlefield.
Depending on how fast I implement the new missions, I will also try adding troops on to the battlefield next to IFV/APC vehicles - especially as I already have the Stinger code working so it would only be a short jump to get troops to launch missiles making even the lowliest of APCs a potential Stinger/Igla carrying threat!
It took some time, but update 1.42 is here, with a lot of new and improved things!
Major changes
Added Nutshots and headshots effect, with custom death animations (they have no gameplay effect at the moment)
Badly hurt dudes now have a cast on a random limb, and they walk slower
Sprint button has been disabled, base walking speed is increased
Crouching speed is decreased, now crouching disables detection from mines and turrets
Changed all the starting items of each class (I need your feedback about this)
Dudes now have animated hands with fingers, all animations have been updated with hand gestures, and new animations have been added!
New weapon: The Raygun Shoot an electric ray to your enemy to shock them to the bone, and create an electrical chain effect with all the other nearby dudes!
Minor changes
New splashy blood effect
Jetpack fuel duration decreased
Eccess damage is now shown when a dude is killed instead of it being rouded up to their remaining HP
Want to participate in the betterment of Wardudes? Join our Discord Server and let us know your thoughts!
Thank you for your continous support for Touhou Luna Nights.
Ever since release, both PLAYISM and Team Ladybug have received messages from players worldwide asking, ""Where's Luna Nights for PS?"" And thanks to everyone's support, we're now finally able to release Touhou Luna Nights for the PlayStation®4 and PlayStation®5!
To everyone who's ever asked for a PS release over the years... Thank you so much for waiting. We hope you will enjoy the game on PS consoles as well!