Hello! Update v1.2.4 is out and it brings a demo and two new color commands.
NOTE: 🔥 below indicates a change inspired by community suggestions and feedback!
DEMO
There's now a demo available to try out on the Pixel Fireplace store page. Give it a shot and see if Pixel Fireplace vibes with you!
TWO NEW COLOR COMMANDS: PINK AND CMYK
- Type PINK after the fire is lit to activate the pink color command. 🔥 Type CMYK after the fire is lit to activate the cmyk color command.
HOTFIXES & CHANGELOG
- Adjusted the burn speed of HOTDOG command because it was burning too quickly. - Fixed a bug with second-screen fullscreen mode where the window could be moved. 🔥 'Esc to quit' added to the title screen. - Some font adjustments to address inconsistencies. - Added some characters to a font for the demo pop up message. They're not used for commands.
KNOWN ISSUES
- If a second screen has different DPI scaling compared to the main screen, second-screen fullscreen mode won't work. I don't know yet if this is fixable or if it's an engine bug. For now, set DPI scaling the same on both screens (eg. 125%) to allow second screen fullscreen mode. The resolutions can be different, by the way (eg. 1920x1080 and 3840x2160).
Thank you to the community for suggestions, feedback, and support! 🔥
Hey everyone! wanted to add before the Update, Development of SPECTER is going pretty slow, And i wanted to explain why:
If y'all didn't know, I'm pretty new to UE5, Only been using it for ~7 months actually, and i realized i'm having to remake a lot of the game as i get better with UE, So, I've started a side project, And it's the main game i'm working on now so i can Learn more, and get better at UE without the stress of knowing it's my main project.
As well as working on the side project, It's been a pretty crazy last few weeks, From new years and Christmas, to a roof leak going right through my ceiling, Right next to my PC, to a Hit and Run incident involving one of my family members..But, I'm still pretty hard at work with SPECTER, but for the next few weeks/months it wont be my 'main' project, As I want to make sure i can deliver the best project possible.
I've been doing play tests for SPECTER and the Side project, and it's all been very positive so far.
So the player Finally has a Model! Just to add a bit more Realism and immersion. It's currently being polished, but i'll have some images in the next update (I may post them earlier though!)
Once again, I've done some re-works to the lighting. And it's finally, 100% finished.
This was mainly to help with performance, but it has surprisingly added a lot more realism to the game! It also helped a lot with making the corners brighter, Making the flashlight a LOT more consistent and much brighter, and it helped make the lower Quality Settings look more consistent Lighting wise.
For example, there was previously 6 - 10 Lights in each room, Obviously this was not ideal, and doing some FPS Tests, i realized each room's lighting took up 10 FPS...so i decided i needed to change it. Now, each room has only 1 Light (Except for the Hallway which has 5) and barely takes up any Performance!
And while there isn't much of a improvement you can see in the screenshots, it's a huge difference in-game, And if you compare the Shadows to the previous screenshots, it's a pretty huge difference.
Here's some images: There are a few issues with the Shadows you may notice, but these are being fixed. i just implemented the new lighting, so i haven't had time to fix it just yet.
EVIDENCE UPDATES
I've decided that the Spirit Box was a little too difficult to understand, even With captions, so, the spirit box has been redone, Instead of: No Response, Friendly, Neutral, or Aggressive. It is now: No Response, Chatter, Screams, or Whispers
BUT, Friendly and Aggressive responses still correlate to different ghost types, just not as evidence on its own. The Caption feature has also been removed since it's no longer needed, and i feel it would make it too easy to identify certain ghosts types
Both the Spirit Box and Para Mic have Reworked Evidence now, You can see the new Evidence in the GHOST BOOK Below.
THE GHOST BOOK:
Here's the Updated Ghost book with Page 1 and 2 (Page 2 is still a WIP)
GENERAL UPDATES
Did some Polygon testing, and found a few (VERY) high poly models, the whole level now displays a fairly consistent 20K - 35K Polygons at a time, which is VERY low for UE5, But material Resolution and Light count does hurt the FPS Gained. (Getting ~90FPS in editor, Max settings with no DLSS/FSR)
MISC
Added ~50 SFX for the Spirit Box | More to be added soon. Added 10 SFX for the Para Mic | With many more to be added soon.
Today, during our first Community Livestream of the year, we pulled back the curtain on what’s next for Halo Infinite and shared details on what’s in store for year three of the Halo Championship Series (HCS).
If you missed the stream, we highly recommend giving it a watch to get up to speed on what you can expect with Infinite’s next update, how the studio is approaching the game going forward, a few longer lead features in active development, and what’s cooking for HCS.
Content Update 29
Halo Infinite’s next free update, Content Update 29 (“CU29”) arrives on January 30, bringing a new Arena map, a Covenant object palette and new Forge features, a new armor core and customization rewards, and the first of three free Operations—starting with the Halo Wars-themed “Spirit of Fire.”
Stay tuned to Halo Waypoint in the coming days as we’ll take a closer look at some of the key components of this latest update:
MAP OVERVIEW – Take a guided tour of Illusion, the new Arena map coming in CU29
FORGE OVERVIEW – Learn more about the new features and improvements coming to Forge, including the Covenant palette, Mode Creator, and more
CUSTOMIZATION OVERVIEW – Get a closer look at the Mark IV Armor Core, customization improvements, and upcoming Operations
Looking further ahead, we also confirmed several player-requested features in active development including “Match Composer” functionality for matchmaking, new ways to earn past customization content, updated networking model, and a new anti-cheat initiative.
We’ll have plenty more to share on these fronts as they get nearer to release but for now, we’re excited to let the team cook and look forward to these marquee updates landing later this year.
After some talks on Discord, i was thinking to rebalance ammo in the whole game, especially late levels.
The idea is not to leave the volunteers without ammo, but rather to leave the volunteers with more fear of running out of ammo (it's something already there, but i'd like to emphasise it more).
I've seen a few screenshots (and i had a look once again at the config files) and i realized that medium and large calibers are too abundant, especially compared to small calibers.
This will scale with difficulty, so it will become more noticeable towards Nightmare/NG+ difficulties.
When cold storage is acquired, available cheese 🧀 and patty stock is automatically transferred.
Realigned all out-of-position UI elements in the Locality Tab.
New tooltip implementations đź’¬
Updated sound effects for UI Views and cleaned up menu sounds. 🎶
Implemented research for Detailed Recipe Feedback 🔬
Added new feedback for Perfect Ingredients đź‘Ś
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