- Update 1.2.0.9 - A few bugfixes - 14 April 2019
This update fixes a few bugs that were brought to my attention by a user on the Discord server. Here is the changelog: Setting match time or respawn time from your tablet will now actually affect the game mode instead of silently failing Fixed a bug where setting health to 0% effectively made the game think everyone was dead and wouldn't let them shoot guns or take damage. 0% health now effectively acts as an instakill mode, as one would expect. Fixed a bug where default supersampling was wrong on Oculus headsets, which would cause the whole game to go black when the smart scope was enabled.
- Update 1.2.0 - New content, proper Oculus Touch support, full button mapping, a menu overhaul, and more - 20 June 2018
New Training Content The old tutorial has been replaced by 2 new levels, "Combat Training" and "Flight School". Not only do they contain updated learning materials for noobs, they also contain minigames. In combat training, you'll be defending a flag from increasingly difficult waves of enemies. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F30646348%2F030f189b7b837d4532dc8191a8bbd04646348927.png In flight school, you'll be sliding down a rocky half pipe trying to jump through hoops. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F30646348%2Fef5335f86325b23a880373370d44c308390fd6d4.png Both of these minigames get progressively harder forever and have leaderboards, so I'd highly recommend trying them out even if you already know how to play. Grenade Effects Grenades now have a number of audio/visual effects to let you know when they're dangerous. https:…
- Update 1.1.5 - Death log, bullet flyby sounds, controller support, and a spectator mode - 6 April 2018
Death Log There is now a little death logger which displays recent deaths for about 5 seconds in the bottom left corner of your vision. As an added bonus, the death log plays a little ding sound when you get a kill. https://youtu.be/QOqtV6ePs90 Bullet Flyby Sounds Bullets now make a distinct and spatialized whizzing sound when they fly past your head. This allows you to more easily perceive where a threat is when you're under fire, particularly when you are too far away to actually hear the enemy's weapon. https://youtu.be/gX0Utk2UQ1c Better non-VR support Keyboard/mouse support has always been technically in the game for the purpose of testing, but hidden behind a hotkey. The game will now auto-detect that you don't have a headset and press the hotkey for you when you spawn. Additionally, an Xbox gamepad can now be used to control your character. The controls are as follows: A - Jump X…
- Update 1.1.5 - Death log, bullet flyby sounds, controller support, and a spectator mode - 6 April 2018
Death Log There is now a little death logger which displays recent deaths for about 5 seconds in the bottom left corner of your vision. As an added bonus, the death log plays a little ding sound when you get a kill. https://youtu.be/QOqtV6ePs90 Bullet Flyby Sounds Bullets now make a distinct and spatialized whizzing sound when they fly past your head. This allows you to more easily perceive where a threat is when you're under fire, particularly when you are too far away to actually hear the enemy's weapon. https://youtu.be/gX0Utk2UQ1c Better non-VR support Keyboard/mouse support has always been technically in the game for the purpose of testing, but hidden behind a hotkey. The game will now auto-detect that you don't have a headset and press the hotkey for you when you spawn. Additionally, an Xbox gamepad can now be used to control your character. The controls are as follows: A - Jump X…
- Update 1.1.4 - Blood splatters, bullet holes, scorch marks, and a bunch of bugfixes - 2 March 2018
Decals The main new feature in this update is decal support, which for the layman means that I can add fun visual effects like blood splatters, bullet holes, and scorch marks. So now, all bullet weapons leave bullet holes on things: Explosions leave scorch marks on things: Blood falls out of unshielded opponents and splashes on the ground (complete with audio cue): And headsplosions are now infinitely more satisfying: https://youtu.be/_7Td_gVamJY Active Camo Tweaks During the playtests last week I found a couple of glaring issues with active camo, the main one being that it was nowhere near invisible enough to actually hide from other players. The "invisibility" factor has now been cranked up considerably to make the powerup more effective. It's also been scaled up by 150% to make it a bit less tricky to walk over during battle. Custom Map Downloading Lock As part of a general push towa…
- Update 1.1.4 - Blood splatters, bullet holes, scorch marks, and a bunch of bugfixes - 2 March 2018
Decals The main new feature in this update is decal support, which for the layman means that I can add fun visual effects like blood splatters, bullet holes, and scorch marks. So now, all bullet weapons leave bullet holes on things: Explosions leave scorch marks on things: Blood falls out of unshielded opponents and splashes on the ground (complete with audio cue): And headsplosions are now infinitely more satisfying: https://youtu.be/_7Td_gVamJY Active Camo Tweaks During the playtests last week I found a couple of glaring issues with active camo, the main one being that it was nowhere near invisible enough to actually hide from other players. The "invisibility" factor has now been cranked up considerably to make the powerup more effective. It's also been scaled up by 150% to make it a bit less tricky to walk over during battle. Custom Map Downloading Lock As part of a general push towa…
- Update 1.1.3 - Active Camo and better lighting - 19 February 2018
The primary change in this update is the inclusion of an Active Camo powerup: The way it works is pretty simple. When touched, it'll make a player look like this for 45 seconds: For now I've only placed active camo spawns on Symmetry and Longing, but if you'd like to place it on another map you can simply use the map weapon swap menu to do so. For spawning purposes it basically works the same as any weapon, so as soon as it's touched it will be eligible to respawn again. The other major change in this update is that the rendering configuration has been completely overhauled. This may not mean much to the layman, but it fixes some issues that I was previously having with refraction materials such as the one used for active camo. This also makes scenes much easier to light properly, which should not only improve visibility across all maps, but make custom maps easier to light as well.
- Update 1.1.3 - Active Camo and better lighting - 19 February 2018
The primary change in this update is the inclusion of an Active Camo powerup: The way it works is pretty simple. When touched, it'll make a player look like this for 45 seconds: For now I've only placed active camo spawns on Symmetry and Longing, but if you'd like to place it on another map you can simply use the map weapon swap menu to do so. For spawning purposes it basically works the same as any weapon, so as soon as it's touched it will be eligible to respawn again. The other major change in this update is that the rendering configuration has been completely overhauled. This may not mean much to the layman, but it fixes some issues that I was previously having with refraction materials such as the one used for active camo. This also makes scenes much easier to light properly, which should not only improve visibility across all maps, but make custom maps easier to light as well.
- Update 1.1.2 - Melee sounds, shield glow, and more - 13 February 2018
This stuff was technically rolled out silently across 2-3 updates over the past week, but you would have only heard about them if you've been following the #devcorner channel on Discord. So without further ado, here is the official 1.1.2 changelog. Melee Sound Effects An impact sound now plays when you punch somebody with sufficient force to damage them. This lets you know exactly when your punch lands, and the volume of the impact indicates how hard you actually hit. There is also a 'whoosh' sound that plays when your hands break the melee-speed-barrier. If you hear this sound it indicates that your hand is moving fast enough to deal damage. Again, the volume changes in accordance with your hand speed. If you're interested, here is a little demo video of the sounds in action: https://youtu.be/L5AfgEwFdRA Damaged Shield Glow While testing impact effects on shielded players, I realized t…
- Update 1.1.2 - Melee sounds, shield glow, and more - 13 February 2018
This stuff was technically rolled out silently across 2-3 updates over the past week, but you would have only heard about them if you've been following the #devcorner channel on Discord. So without further ado, here is the official 1.1.2 changelog. Melee Sound Effects An impact sound now plays when you punch somebody with sufficient force to damage them. This lets you know exactly when your punch lands, and the volume of the impact indicates how hard you actually hit. There is also a 'whoosh' sound that plays when your hands break the melee-speed-barrier. If you hear this sound it indicates that your hand is moving fast enough to deal damage. Again, the volume changes in accordance with your hand speed. If you're interested, here is a little demo video of the sounds in action: https://youtu.be/L5AfgEwFdRA Damaged Shield Glow While testing impact effects on shielded players, I realized t…
- Update 1.1.1 - Thruster Netcode Fix and Snap Turning - 4 February 2018
This is a rather small update but it includes a fix for a major issue that mainly affected super high latency games. Basically during a bad lag your acceleration would multiply based on latency resulting in artificially high acceleration which would launch you across the map in extreme cases. This is no longer an issue. Snap Turning Also included are snap turning options for front-facing play. The default setting is "Disabled" but there are 3 other options: Thumbstick - Intended for Oculus users. Simply flick the thumbstick to do a snap turn. Touchpad - Intended for Vive users. Clicking on the left or right side of the touchpad will do a snap turn. Smooth - Instead of doing a snap turn, this will smoothly turn the player according to a thumbstick/touchpad. The turning speed option will determine how far your snap turn will go: 1 is 15 degrees and 6 will be 90 degrees. On smooth turning…
- Update 1.1.1 - Thruster Netcode Fix and Snap Turning - 4 February 2018
This is a rather small update but it includes a fix for a major issue that mainly affected super high latency games. Basically during a bad lag your acceleration would multiply based on latency resulting in artificially high acceleration which would launch you across the map in extreme cases. This is no longer an issue. Snap Turning Also included are snap turning options for front-facing play. The default setting is "Disabled" but there are 3 other options: Thumbstick - Intended for Oculus users. Simply flick the thumbstick to do a snap turn. Touchpad - Intended for Vive users. Clicking on the left or right side of the touchpad will do a snap turn. Smooth - Instead of doing a snap turn, this will smoothly turn the player according to a thumbstick/touchpad. The turning speed option will determine how far your snap turn will go: 1 is 15 degrees and 6 will be 90 degrees. On smooth turning…
- Update 1.1.0 - New Map, Melee, Death Spectators, Custom Maps, and More - 30 January 2018
This is perhaps the largest single update I've done so far. The major technical change (and the reason this took nearly 2 months to get out) is the upgrade from Unreal Engine 4.17 to 4.18. While this shouldn't be too noticeable in-game, it does clear up a few crazy technical bugs that were previously preventing me from updating the custom map toolkit. It also introduces a few other crazy technical bugs (hence the delay), but these have been worked around and should not be an issue. In the midst of this upgrade, I also implemented a handful of new features, a new map, and a lot of bugfixes. Melee Melee has technically been in the game since launch but wasn't working quite like it should. In addition to making it more reliable, I've made a number of major improvements to the system: Melee impacts now deal knockback based on the world velocity of your hand. Knockback will be dealt regardle…
- Update 1.1.0 - New Map, Melee, Death Spectators, Custom Maps, and More - 30 January 2018
This is perhaps the largest single update I've done so far. The major technical change (and the reason this took nearly 2 months to get out) is the upgrade from Unreal Engine 4.17 to 4.18. While this shouldn't be too noticeable in-game, it does clear up a few crazy technical bugs that were previously preventing me from updating the custom map toolkit. It also introduces a few other crazy technical bugs (hence the delay), but these have been worked around and should not be an issue. In the midst of this upgrade, I also implemented a handful of new features, a new map, and a lot of bugfixes. Melee Melee has technically been in the game since launch but wasn't working quite like it should. In addition to making it more reliable, I've made a number of major improvements to the system: Melee impacts now deal knockback based on the world velocity of your hand. Knockback will be dealt regardle…
- Update 12/4/17 - Weighted spawn system and respawn time option - 4 December 2017
This update replaces the old spawn system with a more intelligent one. In the past, spawn points were chosen as follows: Rule out any points touching other players Rule out any points within line of sight of enemies Choose from remaining points at random This was okay but often resulted in really bad spawns when all spawn points were in line of sight and the system was forced to choose randomly between a bunch of equally "bad" spots. The new system uses a weighting system to determine how "good" a spot is and is far more intelligent: Rule out any points within 1 meter of another player For remaining points, give +100 weight for each friendly player within 15m and -100 weight for each enemy within 15m Subtract 500 for each friendly death (or your death) within 15m of the point (within 20 seconds of death, decaying after 10) Subtract up to 180 for each enemy that has an unobstructed view…
- Update 12/4/17 - Weighted spawn system and respawn time option - 4 December 2017
This update replaces the old spawn system with a more intelligent one. In the past, spawn points were chosen as follows: Rule out any points touching other players Rule out any points within line of sight of enemies Choose from remaining points at random This was okay but often resulted in really bad spawns when all spawn points were in line of sight and the system was forced to choose randomly between a bunch of equally "bad" spots. The new system uses a weighting system to determine how "good" a spot is and is far more intelligent: Rule out any points within 1 meter of another player For remaining points, give +100 weight for each friendly player within 15m and -100 weight for each enemy within 15m Subtract 500 for each friendly death (or your death) within 15m of the point (within 20 seconds of death, decaying after 10) Subtract up to 180 for each enemy that has an unobstructed view…
- Demo Update - Offline Bot Matches - 30 November 2017
The latest version of the demo allows custom offline multiplayer matches. The only available map is the lobby, but all of the game variant options are present. With a little tweaking you should be able to get a decent bot match going. It also includes a few changes that will be in the next update in the main game: AI now works in lobby Mob emitter placed in lobby More weapons placed on lobby Post-match timer is now 0 seconds by default instead of 15, so you'll go straight back to the lobby instead of hanging around with broken animations Sticky grenade material is (slightly) less ugly
- Demo Update - Offline Bot Matches - 30 November 2017
The latest version of the demo allows custom offline multiplayer matches. The only available map is the lobby, but all of the game variant options are present. With a little tweaking you should be able to get a decent bot match going. It also includes a few changes that will be in the next update in the main game: AI now works in lobby Mob emitter placed in lobby More weapons placed on lobby Post-match timer is now 0 seconds by default instead of 15, so you'll go straight back to the lobby instead of hanging around with broken animations Sticky grenade material is (slightly) less ugly
- Update 11/28/17 - Stacking Grenade Slots - 29 November 2017
This update builds on yesterdays chest mounted grenades by adding dedicated slots for both grenade types. There is now a frag slot on the left and a sticky slot on the right. Both slots can hold up to 4 grenades at a time, meaning you can now hold on to 8 grenades instead of 4. Grenade counts for each are indicated on the HUD, next to the shoulder indicators. This is a massive improvement over the old system which had no sorting mechanism to speak of and made it difficult to actually grab a grenade in the heat of battle, let alone a specific type. Choosing grenade options for a game variant is now much more sensible. Instead of choosing 4 individual grenade types, you can now simply choose a number of frags and stickies to spawn with: Bugfixes/Improvements Pistol reload zone is 2cm wider so it is easier to insert a mag without bashing the Vive controllers together Made health/shield bar…
- Update 11/28/17 - Stacking Grenade Slots - 29 November 2017
This update builds on yesterdays chest mounted grenades by adding dedicated slots for both grenade types. There is now a frag slot on the left and a sticky slot on the right. Both slots can hold up to 4 grenades at a time, meaning you can now hold on to 8 grenades instead of 4. Grenade counts for each are indicated on the HUD, next to the shoulder indicators. This is a massive improvement over the old system which had no sorting mechanism to speak of and made it difficult to actually grab a grenade in the heat of battle, let alone a specific type. Choosing grenade options for a game variant is now much more sensible. Instead of choosing 4 individual grenade types, you can now simply choose a number of frags and stickies to spawn with: Bugfixes/Improvements Pistol reload zone is 2cm wider so it is easier to insert a mag without bashing the Vive controllers together Made health/shield bar…