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Steam News30 May 20179y ago

Status Report - 30 May 2017

This week, we're looking back at the release of 0.62 on Exerimental, outlining some of the issues that we'd like to see resolved before going to Stable (both visual and audio oriented).

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What changed

1 fix1 addition2 changes0 removals
  • Compatibility
  • UI and audio
fixedThis week, we're looking back at the release of 0.62 on Exerimental, outlining some of the issues that we'd like to see resolved before going to Stable (both visual and audio oriented). Peter and Eugen are sharing some of the work being currently done for BETA, and Baty is sharing her top picks of all the amazing content you created since 0.62 released last week.
addedDev Update/HicksGreetings Survivors, This Status Report, I don't have a whole ton for you. Obviously, 95% of the team is focused on 0.63 and getting it to a point in which we can begin testing on Experimental branch for that build. As some of you may not be aware, 0.62 recently hit Experimental, and the team has pulled a lot of good and actionable bug data from that build, as well as some strong feedback in regards to the first iteration of the new ambient audio. You'll all be pleased to know that every bit of feedback regarding said new ambient audio is being investigated, and the audio team will be able to iterate upon some of that feedback. Any up to date progress we make will always be posted by Baty in the Experimental Patch Discussion section of the forums. The team is currently tracking feedback in regards to the following on 0.62 Experimental:
changedDev Update/HicksMisc feedback in regards to audio volume, general audio system behavior
changedDev Update/EugenHey guys! So 0.62 Experimental happened and I can't thank you enough for the amazing content that you created with the new visuals for forests. There are many improvements that will still be coming to visuals over time - like reworking old low-quality assets and adding new features to the map as mentioned in Adam's Q&A video. It is a good showcase of the quality we aim for in both the visuals and gameplay for the 0.63/BETA release. I mentioned a couple of things here previously that have now come in motion, full force. We have progressed and started working on smaller feature sets that will define gameplay of the BETA. One of the largest topics of discussion in the offices have been weapons and their handling for the new player . To understand what that means I have to sadly hit you with a large wall of text. When you look at the live game, and what is happening on stable/experimental, you still see (for the most part) a content that is running on old technology. Since for BETA release, we have expanded the gunplay beyond what was possible previously, it means many things will be changing, and many have been mentioned here. However, to give you a sense of scale. The work on the new animation system and all of its features took almost a year and a half of work . Animations for all

This week, we're looking back at the release of 0.62 on Exerimental, outlining some of the issues that we'd like to see resolved before going to Stable (both visual and audio oriented). Peter and Eugen are sharing some of the work being currently done for BETA, and Baty is sharing her top picks of all the amazing content you created since 0.62 released last week.

Contents This Week

  • Dev Update/Hicks

  • Dev Update/Eugen

  • Dev Update/Adam

  • Dev Update/Peter

  • Dev Update/Andrej

  • Community Spotlight

Dev Update/Hicks

Greetings Survivors, This Status Report, I don't have a whole ton for you. Obviously, 95% of the team is focused on 0.63 and getting it to a point in which we can begin testing on Experimental branch for that build. As some of you may not be aware, 0.62 recently hit Experimental, and the team has pulled a lot of good and actionable bug data from that build, as well as some strong feedback in regards to the first iteration of the new ambient audio. You'll all be pleased to know that every bit of feedback regarding said new ambient audio is being investigated, and the audio team will be able to iterate upon some of that feedback. Any up to date progress we make will always be posted by Baty in the Experimental Patch Discussion section of the forums. The team is currently tracking feedback in regards to the following on 0.62 Experimental:

  • Misc feedback in regards to audio volume, general audio system behavior

  • Behavior of some trees in the wind

There are also some attempted fixes included in today's Experimental update regardin:

  • Collisions with some tree models

  • Ironsights sometimes backing off after a few seconds

  • Issues binding some mouse keys

I'm sure Eugen will have some more meat on the bone when it comes to the progress on 0.63 itself. I for one am really, really anticipating being able to share the functionality of 0.63. Stay safe out there! - Brian Hicks / Creative Director

Dev Update/Eugen

Hey guys! So 0.62 Experimental happened and I can't thank you enough for the amazing content that you created with the new visuals for forests. There are many improvements that will still be coming to visuals over time - like reworking old low-quality assets and adding new features to the map as mentioned in Adam's Q&A video. It is a good showcase of the quality we aim for in both the visuals and gameplay for the 0.63/BETA release. I mentioned a couple of things here previously that have now come in motion, full force. We have progressed and started working on smaller feature sets that will define gameplay of the BETA. One of the largest topics of discussion in the offices have been weapons and their handling for the new player. To understand what that means I have to sadly hit you with a large wall of text. When you look at the live game, and what is happening on stable/experimental, you still see (for the most part) a content that is running on old technology. Since for BETA release, we have expanded the gunplay beyond what was possible previously, it means many things will be changing, and many have been mentioned here. However, to give you a sense of scale. The work on the new animation system and all of its features took almost a year and a half of work. Animations for all

Source

Steam News / 30 May 2017

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