SamuKata
UnrealCrash
UnrealCrash

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Development update - May 23, 2022

More sound effects done, more fixes as well as some changes done to both game and Level Editor. Screenshots include trigger action types making example, how they look like and how glowing surfaces generate light that I personally really like. 

Also, decorations that use animated sprite sheets from Star Defenders game - simply because I don't really have any else right now. Animated sprite sheet decorations are made with code snippets - it is currently not possible to make these easily in other way, though perhaps some kind of trigger action could handle this as well.


Level Editor

- Replacing Creation link replaces mentions of same creation in property of each object, including code snippers;

- Made it possible to create walls without surface specified while in preview mode (will appear as blinking cyan geometry, previously it caused crash);

- Added check that warns about usage of surface for foreground wall when backgrounds wall expected (and vice versa) when surface destination was changed;

- Fixed filter for drop-down lists in parameter panel;

- Each save scans all objects for error values and notifies designers about them;

- Made it possible to pick items not only from drop-down lists and classic quick-pick in world, but also from structure list;

- Switches started to tell called trigger who calls them (ragdoll pointer) and switch object itself;

- It is possible to set static shadowmap calculation to one of 4 modes: OFF (erases on preview), ON (always recalculates on preview), ONCE (recalculates just once and then switches into keep mode) and KEEP (shows same shadowmap from the last time). So far, shadowmaps are not saved with maps and are generated each time, just like in PB2;

- Lamps have 2 shadow blur options now;

- Implemented light emission for static glowing background and wall surfaces (looks really cool in my opinion);

- Fixed small issue where "Save as" would not update map file name;

- Fixed but caused by holding arrow buttons and having edge of an object under cursor (it was inconsistently causing resize of selected objects rather than moving them);

- It is possible to resize selected objects with arrow keys + Ctrl key. Opposite can be done by holding Alt key;

- Fixed issue causing "Preview" button to reset scroll of parameter panel;

- Spacer as a new object was added (can be used to insert spaces in structure view);

- Fixed issue that prevented saving from happening;

- Comment objects now show text on a blueprint view;

- Map/module importing inside map/modules;

- Trigger action creation by importing module that is properly structured (has properly named triggers as well as comment objects describing A, B, C, D... parameters of trigger actions as well as their types). Trigger actions probably would do as much as code snippets can do, just with less hassle perhaps (especially since most objects can be in .is_being_removed state which should be handled properly in order to prevent errors);

- Fixes to sandboxing;

- Fixed issue causing code being loaded from wrong code snippet object when undo is being done;

- Made pickable objects in structure view being hightlighted if they can be used as part of quick-pick;

- Fixed issue causing whole parameter text being selected almost randomly when user clicks at the left of field;

- Made it possible to save map/module by pressing Ctrl+S while editing code snippet object value;

- Fixed pixelated state not working properly for decorations in case of preloading;

- Added 2D/3D view switch buttons;

- Implemented preloaded Creations picker for decoration objects;

- It is also possible to use Creations for decorations without preloading (PB2-style);

- Fixed issue causing most recently hovered object in world to override drop-list picked option objects;

- Fixed issue that caused flipping of decoration images whenever same image is used by surface;

- Added live updating for decorations (they react to being moved in preview mode now);

- Made it so Escape key scans world for bounds and puts camera not too far from them (for cases when camera flew into near-infinity values due to being dragged while it was rotated);

- Added "Hide unselected" to context menu;

- Added necessary fixed to partial preview mode (cross-inclusion of depending objects and taking into account pause/await-like objects);

- Whenever preview is active - random triggers can be tested by pressing newly made button in parameter panel whenever they are selected, with specific parameters given to them;

- Prevented undo/redo event flood by holding up/down arrow keys when editing property of an object;

- Added sound preload object;

- Added sound playback object (various pitch, volume, whether it is an interface sound);

- Added movable sounds preset object - similar to sound playback object, but for various sounds related to movables (movement start, movement loop, movement stop, damage, destruction, probably will add later footstep sound and debris impact sound). This movable sound preset object can be referenced by surface type objects;

- Added callback trigger for case of movable destruction event;

- Added camera rotation reset when test play is started (previously game would happen with rotated camera);

- Fixed typo causing timers to count at wrong speed that used to scale with framerate;

- Added preview for guns in parameters panel;


Multiplayer

- Made shields inherit grenade position to which they are attached (looks more smooth now);

- Implemented synchronization for screen shaking with accordance to player's multiplayer settings (speculative player, speculative sounds, projectiles etc.);

- Movables are told how much more time they will travel for if this value is below second - this way clients will be able to not overshoot door positions too high up/low whenever network delay compensation is applied (still need implementation for interpolation-less setting);

- Fixed issues causing shields to disappear without destruction animation for connected clients;

- Fixed bug causing sword attack state being never reset on client in some cases (was causing these characters to appear with slightly raised arms at all times);

- Fixed issue that caused internal color objects to include much more data than expected in static part of world for network snapshot;

- Fixed issue causing breaking movables to be considered invisible by one of vision-limiting functions (it stated that movable is invisible because it is broken);

- Fixed static decoration appearing visible randomly for client;


Game

- Added removal for automatically-generated global illumination lights once shadowmap is calculated;

- Implemented 2D mode which works fairly well (only fire sound is bugged there still though);

- Made grappling hook not spawn through thin walls, reworked strength and recoil;

- Added better support for charge sounds that can be canceled when weapon is deactivated or dropped;

- Overheated weapons are now being thrown away if they are about to break holder's arms (though they normally would rather cause regular death since limb hitpoints are damaged less in this case, yet regenerate less as well);

- Replaced slow walk with sprinting whenever Shift is held. Just like in some other games - pressing Shift causes player to run until player releases directional move button (demo: https://www.gevanni.com/projects/pb3/Sprinting.mp4 );

- Sprinting isn't instant - player's speed increases over time;

- Rapidly changing run direction or crouching causes player to slide somewhat. Regular sword-equipped movement is still here and does not have same effect. Spriting probably could ever be useful for long distances and when self-boost isn't an option for whatever reason;

- Added screen shake effects of 2 kinds (works not just vertically, but horizontally as well now, unlike in PB2):
A) Slow one for explosions, melee attacking, high speed;
B) Fast one for weapon recoil effect.

- Movables push projectiles whenever movables move to position where projectile would be put inside (no collision reaction though, but should prevent most potential abuses);

- Fixed issue that caused shields to not be removed instantly on world reset (was especially noticeable in Level Editor since time is stopped there);

- Fixed issue where snow was not spawning on simple surfaces;

- Fixed melee "bullet" ricochet effect which wasn't really doing much but was causing melee hit sound to be played much more quietly;

- Fixed issue causing grappling hook fire sequence to be interrupted by weapon switch;

- Fixed issue causing some explosive projectiles to explode at position of their nearly-last impact (for example crate) even if bullet wasted only part of its' potential and meant to travel further towards nearby wall;

- Fixed sword brightness not pulsing when character attacked destructible walls;

- Fixed screen shake influence on accuracy;

- Prevented Hound Walker-CS from spawning dynamic shadows blocking geometry that is never moved;

- Fixed weapons of specific ammo type to have proper brightness of glowing parts when spawned;

- Fixed split-shot weapons from spawning projectiles in walls if put at specific angle - it caused plasma-like projectiles to travel through walls;

- Fixed explosive barrels (and new grenade) not properly stopping fire because they had error at cold spot spawn logic;


Sounds

- New crate sounds;

- Shotgun slug insertion;

- Grenade launcher reload;

- Plasmagun reload;

- Plasmagun alt fire;

- Punch sound;

- Kick sound;

- Melee hit sound (different pitch for punch and kick case is used);

- Grappling hook fire sound;

- Reworked disintegrator sound (white gun that I threw into the air in one of videos);

- Disintegrator charge sound;

- Disintegrator higher damage sound;

- Disintegrator projectile explosion sound;

- Sound loops for movable move (10 so far, but any sound can be assigned really);

- Sounds for movable move start (5 so far);

- BNG charge sound (it probably won't be shooting instantly anymore);

- Freezing sounds (4 so far);

- Frozen entity/ragdoll damage sounds (4 so far);

- Freezing grenade & freezing barrel sound (probably same);


Interfaces

- Slight file manager changes (new button that does same thing double click does, but allows multi-selection);

- Made it possible to start by-world text selection by double clicking after last character;

- Made it possible to upload custom Sound Creations. It shows waveform of uploaded files, though it definitely needs some play buttons (with various pitch settings), especially for File Manager;


Development update - May 23, 2022 Development update - May 23, 2022 Development update - May 23, 2022 Development update - May 23, 2022

Comments

You and I both.

AnarchE

Ok ^^

UnrealCrash

That's amazing Eric! Yeah just being able to port over basic wall placements is enough for me as redoing entire layouts would be quite time-consuming. I'll definitely be writing down some more questions for you next month! I'm glad to see you also want to see more coop experiences in 2.5! Something I would highly suggest you consider for the AI in 2.5 is customization in features/abilities/skills In PB2 to my knowledge, I believe Civil Security Ghost unit is the only one with a unique ability in the game. Would love to see more options to make the enemies you face unique and special to fight. And obviously, this could spice up the campaign by introducing newer and special enemies and then having them appear as normal common enemies after their introduction. Once again keep up the great work and I'll see you in the next post!

Patty

> How is the AI looking so far? So far one difficulty setting, different micro-behaviors, they inherit some logic from team settings (like being aware about potential enemy positions). Should not be too hard to decrease their reaction time for lower difficulty settings, but I will get to this when will start doing levels I perhaps. It is possible to disable regeneration on per-character basis. AI is synced just like any else player in Multiplayer since server controls them. I think it would be easy to add extra tweaks to AI in Level Editor once something will be suggested. > Will Coop have more support in 2.5? Yes, I actually hope PB3 campaign would be able to work in Multiplayer COOP mode as well. Thus I do polish everything to work with Multiplayer as flawlessly as it possibly could. > Is it gonna be possible to Port PB2 Maps to 2.5? Some basic wall placements - for sure. As for level trigger logic - perhaps to some extent. It probably will have average support at some point (not focusing much on it so far). Make sure to save your ideas ~ Thank you ^^

UnrealCrash

Another Great post Eric. The amount of effort you have put into PB2.5 in the past few months is insane. Well, at least from what we have seen from previous posts. I had completely missed your last tweet that showed the progress around that time and wanted to say that's an incredible amount of work you have put into the game so far. Wrote up a few questions for you since last time. Obviously, if there is anything you don't wanna talk about feel free to hop over it. How is the AI looking so far? As somebody who enjoys fighting AI both in Coop and SP and because of the project, my biggest worry is how the AI handles Players and fights them. The Difficulty system made them more difficult but would love to see the ability to change parts of the AI or even change ability usage as a whole. Maybe some Level Creators want to make some AI have Health Regen and then some do not have health regen etc. Will Coop have more support in 2.5? PB2 didn't have much when it came to the coop experience. Playing Custom Levels against AI with friends and such was pretty bad at the time. You have been working on Synchronization and player connections so I'm guessing it's is gonna be a lot better. Is it gonna be possible to Port PB2 Maps to 2.5? Feel like you have said something about wanting PB2 content to be available in 2.5 but I'm wondering if Maps are on that list as well. Otherwise than that Eric once again thank you for the Monthly Updates and keep the work flowing! Looking at the Screenshots you have posted just makes my imagination go wild on what I can do in the future. Take Care!

Patty

Quite intriguing

Aeternus

I really love the amount of passion you put into these posts. Every new post brightens up my day!

Paddy D.

I crave, testing.

DukeofLeet


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