What changed
2 fixes3 additions3 changes0 removals
- Fixes
- Performance
- Gameplay
- Server
- Balance
fixedFilipe - Lead ProgrammerAfter the release of an update we usually start working on improvements, bug fixes or reworking things that aren’t functioning as intended. That’s exactly what happened after the release of Update #2, we deployed several hotfixes, which not only fixed stuff, but also added additional content.
changedFilipe - Lead ProgrammerPerformance is always one of our primary concerns, whatever we do we try to do it in the most optimized manner possible, but sometimes that doesn’t work out or it results in bugs, but there are always several ways to do something, but to make it good and performant is the real challenge.
addedFilipe - Lead ProgrammerAnyways, we’ve got a lengthy list of bug fixes, but we’ve also managed to add some additional content. We reimplemented the Foliage Interaction to the foliage, and I managed to make it work with replication in a very efficient way, so you can see foliage bending and shaking when something moves, big or small.
addedFilipe - Lead ProgrammerI also managed to create a solution for the Admin spectator camera, to display usernames and Steam IDs of all connected players in the server, it works well and doesn't cause big performance hits to the server, since it is mostly data, not processing. This is a very popular addition for admins, but doesn´t stop there, we will add more as progress moves forward. Also implemented some improvements to ragdoll, especially when replication is reinitiated, to pounce, pickup and some movement server corrections as well as vocals. But vocals were not exactly improved, they were reworked, to be more efficient, have more realistic attenuation distance (being adjusted yet) and also avoid any kind of latency. So now it is latency free and in sync with animation.
changedFilipe - Lead ProgrammerOther small things are, for example: Plus icon to blood meter, so you know when it is being recovered. A new (surprise!!) health indicator in the dinosaur profile (heart icon). AI now bleeds, so easier to track and chat now clears the list at a certain point, to avoid performance issues, besides simple commands to toggle them:
fixeddmIV - ProgrammerAs always there were many bugs that needed to be fixed. One that was particularly annoying was juvies not being able to get out of water in the same places where adults had no problem. The way swimming works in the engine can be difficult to work with and slow swim speeds led to this issue. Fortunately one of my movement system overhauls made it possible to just add a little boost to the dino’s speed until it successfully gets out of the water.
The Isle changes
fixedAfter the release of an update we usually start working on improvements, bug fixes or reworking things that aren’t functioning as intended. That’s exactly what happened after the release of Update #2, we deployed several hotfixes, which not only fixed stuff, but also added additional content.
changedPerformance is always one of our primary concerns, whatever we do we try to do it in the most optimized manner possible, but sometimes that doesn’t work out or it results in bugs, but there are always several ways to do something, but to make it good and performant is the real challenge.
addedAnyways, we’ve got a lengthy list of bug fixes, but we’ve also managed to add some additional content. We reimplemented the Foliage Interaction to the foliage, and I managed to make it work with replication in a very efficient way, so you can see foliage bending and shaking when something moves, big or small.
addedI also managed to create a solution for the Admin spectator camera, to display usernames and Steam IDs of all connected players in the server, it works well and doesn't cause big performance hits to the server, since it is mostly data, not processing. This is a very popular addition for admins, but doesn´t stop there, we will add more as progress moves forward. Also implemented some improvements to ragdoll, especially when replication is reinitiated, to pounce, pickup and some movement server corrections as well as vocals. But vocals were not exactly improved, they were reworked, to be more efficient, have more realistic attenuation distance (being adjusted yet) and also avoid any kind of latency. So now it is latency free and in sync with animation.
changedOther small things are, for example: Plus icon to blood meter, so you know when it is being recovered. A new (surprise!!) health indicator in the dinosaur profile (heart icon). AI now bleeds, so easier to track and chat now clears the list at a certain point, to avoid performance issues, besides simple commands to toggle them:
Filipe - Lead Programmer
After the release of an update we usually start working on improvements, bug fixes or reworking things that aren’t functioning as intended. That’s exactly what happened after the release of Update #2, we deployed several hotfixes, which not only fixed stuff, but also added additional content.
Performance is always one of our primary concerns, whatever we do we try to do it in the most optimized manner possible, but sometimes that doesn’t work out or it results in bugs, but there are always several ways to do something, but to make it good and performant is the real challenge.
Anyways, we’ve got a lengthy list of bug fixes, but we’ve also managed to add some additional content. We reimplemented the Foliage Interaction to the foliage, and I managed to make it work with replication in a very efficient way, so you can see foliage bending and shaking when something moves, big or small.
I also managed to create a solution for the Admin spectator camera, to display usernames and Steam IDs of all connected players in the server, it works well and doesn't cause big performance hits to the server, since it is mostly data, not processing. This is a very popular addition for admins, but doesn´t stop there, we will add more as progress moves forward. Also implemented some improvements to ragdoll, especially when replication is reinitiated, to pounce, pickup and some movement server corrections as well as vocals. But vocals were not exactly improved, they were reworked, to be more efficient, have more realistic attenuation distance (being adjusted yet) and also avoid any kind of latency. So now it is latency free and in sync with animation.
Other small things are, for example: Plus icon to blood meter, so you know when it is being recovered. A new (surprise!!) health indicator in the dinosaur profile (heart icon). AI now bleeds, so easier to track and chat now clears the list at a certain point, to avoid performance issues, besides simple commands to toggle them:
/gl - Sends a message in Global chat /gr - Sends a message in Group chat /ls - Sends message in Local Species chat
dmIV - Programmer
As always there were many bugs that needed to be fixed. One that was particularly annoying was juvies not being able to get out of water in the same places where adults had no problem. The way swimming works in the engine can be difficult to work with and slow swim speeds led to this issue. Fortunately one of my movement system overhauls made it possible to just add a little boost to the dino’s speed until it successfully gets out of the water.
With the Tenontosaurus gaining access to CC attacks it became important to add some prevention against getting stunlocked. Later on I also tweaked the attack to only stagger dinosaurs that are close to your own weight instead of having a sharp limit where something is either knocked down or unaffected. It still felt a bit too strong so I disabled CC for attacks that hit the tail.
I’ve been able to dedicate most of my time to working on the Pteranodon lately. Stamina is now consumed when gaining altitude during flight so you can’t just fly forever anymore. I made gliding not consume any, but we’ll see how that works out. Initially I just set some baseline values and we tweak those as time goes on. The takeoffs work better now as well. Starting your flight from running is free, but