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Steam News17 February 20242y ago

CURBS!

Happy New Year! Our first major update of the year brings curb geometry to our city streets! Back when Rise was first in development it was very flight-centric ...

Full notes

Full Rise - The Vieneo Province update

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What changed

4 fixes3 additions3 changes0 removals
  • Gameplay
  • Store
  • Fixes
addedHappy New Year! Our first major update of the year brings curb geometry to our city streets!
changedBack when Rise was first in development it was very flight-centric ... the idea that we could go from orbit all the way down to the ground (without cut-scenes, etc) was pretty revolutionary and quite taxing on the technology of the time (almost 20 years ago!). The surface detail, while resolution of the texturing increased over the years, never really kept up with the times (AKA other games).
addedWhile we added high-resolution city streets and bump/elevation layers to simulate the vertical displacement of the curbs, the curbs were never visualized as three-dimensional which always caused confusion and frustration as to why people were flipping their cars, grunting, and dying.
changedRefactored the way that we build/store/sort city/colony buildings
fixedDeois Port District parking lot/street design issues fixed
changedRefactored and centralized collision (vehicle/weapon to building) detection

Rise - The Vieneo Province changes

addedHappy New Year! Our first major update of the year brings curb geometry to our city streets!
changedBack when Rise was first in development it was very flight-centric ... the idea that we could go from orbit all the way down to the ground (without cut-scenes, etc) was pretty revolutionary and quite taxing on the technology of the time (almost 20 years ago!). The surface detail, while resolution of the texturing increased over the years, never really kept up with the times (AKA other games).
addedWhile we added high-resolution city streets and bump/elevation layers to simulate the vertical displacement of the curbs, the curbs were never visualized as three-dimensional which always caused confusion and frustration as to why people were flipping their cars, grunting, and dying.
changedRefactored the way that we build/store/sort city/colony buildings
fixedDeois Port District parking lot/street design issues fixed

Happy New Year! Our first major update of the year brings curb geometry to our city streets!

Back when Rise was first in development it was very flight-centric ... the idea that we could go from orbit all the way down to the ground (without cut-scenes, etc) was pretty revolutionary and quite taxing on the technology of the time (almost 20 years ago!). The surface detail, while resolution of the texturing increased over the years, never really kept up with the times (AKA other games).

While we added high-resolution city streets and bump/elevation layers to simulate the vertical displacement of the curbs, the curbs were never visualized as three-dimensional which always caused confusion and frustration as to why people were flipping their cars, grunting, and dying.

Other changes in this version:

  • Refactored the way that we build/store/sort city/colony buildings

  • Additional character voices

  • Deois Port District parking lot/street design issues fixed

  • Curbs raised from 6" max to 8" max

  • Refactored and centralized collision (vehicle/weapon to building) detection

  • HOT (holdover time) for deicing operations

  • New ice accretion rates and tracking airfoil ice vs. surface ice

  • CAS message for surface de-icing

  • Menu option to de-ice at airfield colonies

  • Player generated roads are now rendered at a greater distance

  • Fixed a bug with key bindings getting intercepted by dialogs

  • Fixed a bug with the null pitch trim to computed target upgrade

  • Fixed a bug with the initialization of the localizer/glide-slope deviation

Source

Steam News / 17 February 2024

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