Sure. Here you go...
Friday Devblog - Build 027
APRIL 17 - LEE BAMBER [DEV]
It has been a week of tweaks and fixes for the most part, but I did find time to add some new small features which make a big difference. I also sneaked out a little teaser in the form of a screenshot taken from our work in the content labs, which is all very hush hush but if you cobble together the fragments of my blogs and posts, you might guess at what we are up to.
As you can see, something new in development! Ask yourself what he might be holding, why does he wear that cloak and what wonderful adventures do you think he is going to have, if he's a he that is. Find out more as I blog and post more little clues, along with new builds which will pretty much give the game away.
Since build 025 the software now has the ability to force entities to use CPU animation instead of GPU animation. This is particularly useful when the entity is a character, and that character is moving all over the place, just as a winged demon flapping its wings and taking off the ground. Before the fix the bullets would not detect a hit when the creature was in the air, but now you can defend yourself against these flying beasties.
A few hours have been spent on the build in Zombies making sure that each of the three scripts which control the slow and fast moving undead handle each of their idle, roaming and attack states in a more stable way, and has some extra fine tuning such as damage is synced better with the actual strike animation, zombies in distance no longer attack thin-air, the fast zombies trigger a scream sound and animation when they see you for extra fear, zombies stop their attack beyond a certain range and revert to their idle animation and the faster zombies have been increased further so their attacks are as fast as they run.
ErrantAI has kindly updated all the default modern day weapons with subtle tweaks, and also improved the UZI sound, also added an alternative mode for semi-automatic fire and reported some findings which will make their way into future builds, and further improve the weapon system to a finely tuned machine. For example we added a PLRRELOADSPEEDMOD field into the gun spec so the player slows down when they are reloading, to create a more authentic feel and make the game play more threatening.
General player control has been improved so that when the player jumps and keeps space held down, the footfalls no longer stop playing. Also no more bobbling when in the air as it made no sense as the feet where off the ground at the time.
One user found the free flight editing mode a little too much, and so we added a flag in the settings file to disable it. Hopefully this is a feature no-one will use as we found the free flight editing mode a breath of fresh air.
Added extra keyboard mappings for support of extra variants of keyboards, as not all keyboards are the same such as the AZERTY keyboard!
We also headed off a serious issue with the Steam Multiplayer, which was initially caused by a recent update to the Steam back-end, but which caused our own system to generate a stack overflow. We fixed the issue immediately and released a hot fix build, and of course Steam released their own fix a day or so later so the issue is now double fixed.
More finishing work on the co-operative mode to fix players who where prevented from restarting after completing a game, and also solved the issue of the mysterious sliding custom characters, which while very funny to watch had to be fixed if multiplayer was to be an option for adding characters in co-op games.
The biggest item of the week was the addition of Snap Mode which replaces the old 5x5 grid mode with the additional feature that it can connect any like-minded entities together, irrespective of their specific dimensions. The upshot is that when you want to make a line of walls, fences, floor pieces or other contiguous run of the same entity, they snap together effortlessly. You can access this mode in build 027 by pressing the B key while in the editor and then hovering a second entity near the first entity of the same type, around one edge and watch it snap into place like a magnet.
YouTube™ Video: Game Guru - 'Snap to' Editing mode
Views: 132
Lead developer Lee Bamber demos the new Snap-to mode in the main editor.
As may become custom, here is a video showing the snap mode at work, and we are keep to learn if you feel this should be the 'default' mode when a new editing session starts, and switch the normal mode to second place as the 'smooth mode' given the snap mode is such a useful and intuitive thing to have at your beck and call.
---repost of the news announcement. There isn't a bullet pointed list if that's what you're after but the relevant info is in there. And yes, 027 is live now.
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