Full notes
Full FALLSTRUKTUR update
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What changed
- Gameplay
- Compatibility
- Performance
- Workshop
FALLSTRUKTUR changes
hi! happy 1 year FALLSTRUKTUR anniversary!! please please pretend this was posted on the 6th, when the actual for real anniversary was (lol), i barely had the time to do anything last couple days, as i was super busy preparing & making a trailer for
MARBLE SOULS
the FALLSTRUKTUR team (which is us) have been busy all year this year making a new game!! it's pretty big, and it's got a ton of the FALLSTRUKTUR's DNA in it - like, it's actually being built directly on top of it, engine and gameplay and all - but taken in an entirely different direction
pls pls wishlist it so that the algorithmic gods are pleased with us, it helps a ton!
Anniversary Update (v1.1.1)
(in case you're wondering, there was no v1.1.0, 1.1.1 just looks cooler)
as i already mentioned we've been super super busy making the new game, so this update is primarily composed of engine upgrades that i made for MARBLE SOULS that fit well into FALLSTRUKTUR as well as some some nice things for the SDK i managed to find time for; i have some ideas for slightly bigger additions, but those will have to wait :)
if you're getting any issues, please let me know!! also, you can use old_v1.0.2 beta channel to access the older version of the game if you ever need to
settings now feature an option to set the Render Scale
in case you like the retro look, or/and are using a potato
window scaling modes above 100% on windows no longer causes the game to lower its resolution
removed keybinds are no longer mapped to walk (oops)
struktur names are now properly wrapped
workshop struktur list is now sorted by the install date
struktur list can now *actually* be navigated with controller/arrowkeys
misaligned font for symbols 123456789 is no longer misaligned
z-fighting should now be less present
Depth Of Field effect is no longer confused by contrasting distances
timer freeze no longer carries over from the previous world
SDK now supports big TBMaps*
i still recommend splitting them up but now sometimes it's ok to be lazy about it
game now supports rendering multiple textures per brush*
more obscure formats of the png's are now supported
surfaces now support textures that have completely transparent pixels*
keep in mind there's no support for semi-transparent pixels (yet? that's a lot more work but could be cool eventually)
there should be less cases where the textures got lost
FreeCam now uses the correct Display Effects settings on entering SDK
TBMaps added in the previous versions of the game will keep functioning like they always did so that we don't accidentally break the existing strukturs, you can delete & re-add them to enable support of these features
Source
Changelog.gg summarizes and formats this update. How we read updates.
