Update 110a1 is now Live on the Alpha Branch!
Author: [RUST]Grumplestiltskin,
published 1 year ago,
[previewyoutube=K2z9e8pO5d4;full][/previewyoutube]
Howdy All!
It's been a while since we did a build for the game, as we've been heads-down busy building new levels for the game. This project has been going WONDERFULLY, and this week we've decided to pop our first technical test onto the Alpha branch, in a scene called 'Institution Preview'.
This scene is purely level geo, and represents the structural assets for about 1/5th of the coming Take & Hold level. We're doing this test to identify problems in lighting approach, collision, performance and navmesh early, so they can inform the process in building the level proper.
PLEASE NOTE, this level is temporary, and will be regularly changing as we swap in different assets to test, try fixes, and play around. The plan is to first launch a Take & Hold level with this content, which we're currently aiming to do in June, and then in late summer/early fall release a set of sandbox levels that use the same assets but in different smaller configurations.
If you decide to check it out, please share any issues you run into the bug reports section. We deeply appreciate it!
Hope you all have yourselves a wonderful weekend, and we'll have more for you soon.
-Anton
[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3][list]
[*] Right click H3 in Steam
[*] Go to Properties
[*] Click Betas
[*] Click The Dropdown
[*] Select Alpha!
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[h2]Full Changelog - Update 110 - Alpha 1[/h2]
[h3]Additions:[/h3][list]
[*] Added New Level: Institution Technical Preview
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[h3]Changes:[/h3][list]
[*] Replaced Cartridge Models on 9x39mm, 5.45x39mm, 7.62x39mm, and 7.62x54mmR
[*] Rebalanced Object Appearance in the Object Spawner. Families now have presence within an object table equal to the Square root of the total number of weapons in that family. Thus, for example, instead of one MP5 family weapon appearing in a pool, 4 will due to there being 16 in the family.
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[h3]Fixes:[/h3][list]
[*] Changed lighting path on Shaders to prevent certain categories of lightmapping artifacts from occuring
[*] Fixed Missing .50RemBP JHP cartridge model
[*] Fixed placement of .45LC shell
[*] Fixed dimensions on 22lr, 22long, 22short ammunition
[*] Fixed HPoint Follower and Spring animation
[*] Fixed Display spelling of Dragunov
[*] Fixed wall collision in Warehouse Range
[*] Fixed Geometry holes on MP5SFA3 and MP5Shadow
[*] Fixed errant XM500 barrel reciprocation
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