What changed
1 fix0 additions0 changes0 removals
fixedNew: Game Options -Chat HUD, Group Name Tags, Group Avatars. New: Sound / Audio Options -Quality (Low,Medium,High,Epic) -Volume Sliders (Master, Effects, Music, UI) Changed: Sound Quality now defaults to Medium. (128 Sound Channels) New: FPS Limit Graphics Option. (Setting it to 0 is unlimited fps) Fixed: VSync not working correctly in graphics options. Changed: Rippling wing sounds work for Quetz: they no longer use looping cues, so the sound *shouldn't* persist forever after landing. Removed: Old / Unused Audio Files. Other: Testing artificial prioritization for dino calls. -Reduced volume of swimming splashes slightly -Set sync markers and adjusted timelines for all vocal-related animations on all remaining creatures. Roaring should now be more reliable and hopefully not fail to produce a sound. -Set up new focus-based attenuation falloffs for all remaining creatures. They should feel more naturally positioned than before. -Started setting up different sound quality modes for the individual effects. This will be an ongoing process, so don't expect everything to have different quality levels instantly. The overall quality options effect how many sounds are playable in the world at once, whilst these changes will affect how much variety there is to the sounds based on your quality level. Trike & Rex calls have low, medium & high variations set up. If you set sound quality to low you will hear less variety and the game will load in fewer sounds, meaning a lighter memory footprint. This has also been enabled for dinosaur footsteps & quetz wing flaps.
The Isle changes
fixedNew: Game Options -Chat HUD, Group Name Tags, Group Avatars. New: Sound / Audio Options -Quality (Low,Medium,High,Epic) -Volume Sliders (Master, Effects, Music, UI) Changed: Sound Quality now defaults to Medium. (128 Sound Channels) New: FPS Limit Graphics Option. (Setting it to 0 is unlimited fps) Fixed: VSync not working correctly in graphics options. Changed: Rippling wing sounds work for Quetz: they no longer use looping cues, so the sound *shouldn't* persist forever after landing. Removed: Old / Unused Audio Files. Other: Testing artificial prioritization for dino calls. -Reduced volume of swimming splashes slightly -Set sync markers and adjusted timelines for all vocal-related animations on all remaining creatures. Roaring should now be more reliable and hopefully not fail to produce a sound. -Set up new focus-based attenuation falloffs for all remaining creatures. They should feel more naturally positioned than before. -Started setting up different sound quality modes for the individual effects. This will be an ongoing process, so don't expect everything to have different quality levels instantly. The overall quality options effect how many sounds are playable in the world at once, whilst these changes will affect how much variety there is to the sounds based on your quality level. Trike & Rex calls have low, medium & high variations set up. If you set sound quality to low you will hear less variety and the game will load in fewer sounds, meaning a lighter memory footprint. This has also been enabled for dinosaur footsteps & quetz wing flaps.
New
Game Options -Chat HUD, Group Name Tags, Group Avatars.
New
Sound / Audio Options -Quality (Low,Medium,High,Epic) -Volume Sliders (Master, Effects, Music, UI)
Changed
Sound Quality now defaults to Medium. (128 Sound Channels)
New
FPS Limit Graphics Option. (Setting it to 0 is unlimited fps)
Fixed
VSync not working correctly in graphics options.
Changed
Rippling wing sounds work for Quetz: they no longer use looping cues, so the sound *shouldn't* persist forever after landing.
Removed
Old / Unused Audio Files.
Other
Testing artificial prioritization for dino calls. -Reduced volume of swimming splashes slightly -Set sync markers and adjusted timelines for all vocal-related animations on all remaining creatures. Roaring should now be more reliable and hopefully not fail to produce a sound. -Set up new focus-based attenuation falloffs for all remaining creatures. They should feel more naturally positioned than before. -Started setting up different sound quality modes for the individual effects. This will be an ongoing process, so don't expect everything to have different quality levels instantly. The overall quality options effect how many sounds are playable in the world at once, whilst these changes will affect how much variety there is to the sounds based on your quality level. Trike & Rex calls have low, medium & high variations set up. If you set sound quality to low you will hear less variety and the game will load in fewer sounds, meaning a lighter memory footprint. This has also been enabled for dinosaur footsteps & quetz wing flaps.