Build 2509 - "60FPS Build" - Unlimited Render Framerate, Optimisations, New Maps and More
Hey folks - it's been a bit of a wait on this one, I know, but hopefully the payload makes up for it! 60FPS! It's finally here!
Full notes
Full King Arthur's Gold update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey folks - it's been a bit of a wait on this one, I know, but hopefully the payload makes up for it!
What changed
0 fixes1 addition1 change0 removals
Maps
Server
changed60FPS! It's finally here! Asu has gotten serious work done on this feature and after ironing out some issues in testing, it should be ready for public consumption. There might still be issues with it, so it's not on by default - yet. If all goes smoothly in production, we will enable this by default - so if you haven't already, now is the time to give it a look and report any issues. If you enable Uncapped Framerate (in the video settings), the game will now render "in-between" frames. The game logic still runs at 30 ticks per second, but the rendering is now decoupled from that limit. This makes the game's motion a lot smoother in the eyes of most people, without increasing the game's processing cost proportionally. You can keep the framerate capped if you prefer 30fps for whatever reason. We recommend you keep vsync on (as it is by default) to prevent wasted processing on frames that aren't displayed. For most players, this leads to a smooth rendered framerate of 60fps, though those with higher frequency monitors or graphics cards the support "special" vsync modes (freesync, gsync etc) will of see higher framerates. This feature works with most mods out of the box (including TC, pictured above), but if they do any tricky custom rendering, camera updating or similar, then they will need to use a few new functions to smooth out their motion. It's probably best to ask about it on a case-by-case basis in #modding on Discord, but we'll look at doing a forum writeup to help you understand the changes as well. New Maps The maps team have continued to review and integrate new community map content, to help keep the mapcycles fresh. We hope you enjoy what they've come up with this time around. Both CTF and TDM have new maps in the rotation this build.
addedMore Translations The translation contributors have continued to provide, with the Russian translation being extended to support the server browser and the Polish translation being upgraded from a placeholder to parity with the Russian team. Please let us know if you have any feedback, and you can always contribute modifications or corrections on github ! French will catch up soon, Asu has had enough on his plate with this release! Community News The Official Discord has continued to flourish since the giveaway around new years, to celebrate hitting a thousand members - we hope this continues through 2018! Congrats and thanks to Mazey, Galen, and the rest of the discord crew. Github has slowed down a little over the New Year, but we'll be updating the repository with contributor guidelines soon - watch that space if you're looking to get your feet wet with KAG dev! A chinese translation may also be in the works, and the Russian, French and Polish translators are waiting on some further extensions to the translation system. Terracraft also contributed optimised image files to the space taken by the game on disk. Eluded released his KAGLadder site for ranked 1v1. I believe discussion should be directed here . The official servers have experimentally had the chat filter enabled serverside. We don't expect that this will have much of an effect on gameplay or on the majority of chat, but it will hopefully send a
King Arthur's Gold changes
changed60FPS! It's finally here! Asu has gotten serious work done on this feature and after ironing out some issues in testing, it should be ready for public consumption. There might still be issues with it, so it's not on by default - yet. If all goes smoothly in production, we will enable this by default - so if you haven't already, now is the time to give it a look and report any issues. If you enable Uncapped Framerate (in the video settings), the game will now render "in-between" frames. The game logic still runs at 30 ticks per second, but the rendering is now decoupled from that limit. This makes the game's motion a lot smoother in the eyes of most people, without increasing the game's processing cost proportionally. You can keep the framerate capped if you prefer 30fps for whatever reason. We recommend you keep vsync on (as it is by default) to prevent wasted processing on frames that aren't displayed. For most players, this leads to a smooth rendered framerate of 60fps, though those with higher frequency monitors or graphics cards the support "special" vsync modes (freesync, gsync etc) will of see higher framerates. This feature works with most mods out of the box (including TC, pictured above), but if they do any tricky custom rendering, camera updating or similar, then they will need to use a few new functions to smooth out their motion. It's probably best to ask about it on a case-by-case basis in #modding on Discord, but we'll look at doing a forum writeup to help you understand the changes as well. New Maps The maps team have continued to review and integrate new community map content, to help keep the mapcycles fresh. We hope you enjoy what they've come up with this time around. Both CTF and TDM have new maps in the rotation this build.
addedMore Translations The translation contributors have continued to provide, with the Russian translation being extended to support the server browser and the Polish translation being upgraded from a placeholder to parity with the Russian team. Please let us know if you have any feedback, and you can always contribute modifications or corrections on github ! French will catch up soon, Asu has had enough on his plate with this release! Community News The Official Discord has continued to flourish since the giveaway around new years, to celebrate hitting a thousand members - we hope this continues through 2018! Congrats and thanks to Mazey, Galen, and the rest of the discord crew. Github has slowed down a little over the New Year, but we'll be updating the repository with contributor guidelines soon - watch that space if you're looking to get your feet wet with KAG dev! A chinese translation may also be in the works, and the Russian, French and Polish translators are waiting on some further extensions to the translation system. Terracraft also contributed optimised image files to the space taken by the game on disk. Eluded released his KAGLadder site for ranked 1v1. I believe discussion should be directed here . The official servers have experimentally had the chat filter enabled serverside. We don't expect that this will have much of an effect on gameplay or on the majority of chat, but it will hopefully send a
60FPS! It's finally here! Asu has gotten serious work done on this feature and after ironing out some issues in testing, it should be ready for public consumption. There might still be issues with it, so it's not on by default - yet. If all goes smoothly in production, we will enable this by default - so if you haven't already, now is the time to give it a look and report any issues. If you enable Uncapped Framerate (in the video settings), the game will now render "in-between" frames. The game logic still runs at 30 ticks per second, but the rendering is now decoupled from that limit. This makes the game's motion a lot smoother in the eyes of most people, without increasing the game's processing cost proportionally. You can keep the framerate capped if you prefer 30fps for whatever reason. We recommend you keep vsync on (as it is by default) to prevent wasted processing on frames that aren't displayed. For most players, this leads to a smooth rendered framerate of 60fps, though those with higher frequency monitors or graphics cards the support "special" vsync modes (freesync, gsync etc) will of see higher framerates. This feature works with most mods out of the box (including TC, pictured above), but if they do any tricky custom rendering, camera updating or similar, then they will need to use a few new functions to smooth out their motion. It's probably best to ask about it on a case-by-case basis in #modding on Discord, but we'll look at doing a forum writeup to help you understand the changes as well. New Maps The maps team have continued to review and integrate new community map content, to help keep the mapcycles fresh. We hope you enjoy what they've come up with this time around. Both CTF and TDM have new maps in the rotation this build.
More Translations The translation contributors have continued to provide, with the Russian translation being extended to support the server browser and the Polish translation being upgraded from a placeholder to parity with the Russian team. Please let us know if you have any feedback, and you can always contribute modifications or corrections on github! French will catch up soon, Asu has had enough on his plate with this release! Community News The Official Discord has continued to flourish since the giveaway around new years, to celebrate hitting a thousand members - we hope this continues through 2018! Congrats and thanks to Mazey, Galen, and the rest of the discord crew. Github has slowed down a little over the New Year, but we'll be updating the repository with contributor guidelines soon - watch that space if you're looking to get your feet wet with KAG dev! A chinese translation may also be in the works, and the Russian, French and Polish translators are waiting on some further extensions to the translation system. Terracraft also contributed optimised image files to the space taken by the game on disk. Eluded released his KAGLadder site for ranked 1v1. I believe discussion should be directed here. The official servers have experimentally had the chat filter enabled serverside. We don't expect that this will have much of an effect on gameplay or on the majority of chat, but it will hopefully send a