View Full Version : Development Updates
Usurpator
04-29-22, 11:37 AM
Hello everyone!
This week Oscar has added animations and sound effects to all doors and telephones, and fixed some bugs. Einar has been optimizing the interior model, and Koji has started working on new equipment for the radio room. Axel has been working on the VOIP implementation for the new network protocol.
VonHoffman
05-05-22, 06:50 PM
Looking awesome!!!
I've been looking forward to being able to traverse the entire boat and interact with everything.
:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:
Usurpator
05-06-22, 11:15 AM
Hello everyone!
This week Oscar has been working on the lighting system, using the new and improved meshes that Einar produced last week. We have spent the bulk of the week fixing lightmap errors and dealing with problems that arise when turning lights on and off. Things have been going well, and most of the problems are solved. Once the light functions the way we want it to in the whole sub, we will release the current build on the beta branch.
Axel has been working on solving more VoIP issues, as well as correcting some minor Steamworks-related issues in the dedicated server architecture. Koji is working on new equipment for the radio room.
ReallyDedPoet
05-06-22, 04:48 PM
Looks-sounds great :up:
Usurpator
05-13-22, 11:59 AM
Hello everyone!
This week we have finished lighting the interior. Einar has made some new textures for the intercom, and we have been fixing minor things like the wrong material being applied to meshes, or things being in the wrong layer. We have also done some last minute fixes for the VOIP system, as a serious bug was found. This has been resolved now, so we will be able to release a build to the testing branch soon.
Kallale
05-17-22, 12:10 AM
Which modders from subsim, if any, are a permanent part of this development team?
Usurpator
05-20-22, 01:21 PM
Hello everyone!
This week we have found and fixed a number of issues with the new lighting system. We have released a build to our internal test branch. The interior is looking better than ever, and will be made available on the beta as soon as we have cleared up a few more problems.
Usurpator
05-27-22, 12:37 PM
Hello everyone!
This week we have been fixing bugs found by the testers, mostly related to the light. A new test version will be released soon. When the test version is stable we'll release it to the beta branch. Axel has been fixing issues related to headless (meaning no graphical client) dedicated servers, including debug and console output options as well as some minor refactors related to network data. Koji is working on new equipment for the radio room.
Usurpator
06-03-22, 11:06 AM
Hello everyone! This week we have been fixing bugs found by the testers, and improving the lighting. We are releasing a new version to our testers today. If no major bugs are found, it will be released on the beta branch.
Usurpator
06-10-22, 09:50 PM
Hello everyone!
This week we have been solving bugs and fixing things. We have updated the vertical scale in the periscope to 1/16th of a degree (instead of milliradians). We have updated the tables in the recognition manual to reflect this. We have also started working on some anti griefing-systems that many players have been requesting for a long time. We have released a new build on the testing branch.
Usurpator
06-17-22, 12:29 PM
Hello everyone!
This week we have added all of the features of the new anti-griefing system to the testing branch. The new system consists of a permanent ban list, and a change to the way the crew roles work.
Bans work on both a server level and a crew level. If you are the host, players on your ban list can not join your server (it will be invisible to them).
When joining a crew, the first player that joins becomes the captain. When the next player tries to join, the captain gets a question whether he wants the person to join the crew or not. If the person is on the captain’s ban list, the person is automatically rejected. If the person is on any of the crew member's banned lists, the captain will get a warning message that one of his crew members has banned the person. The captain can then choose to accept or reject the request.
The last safety net is that we have chosen to decouple player roles from the join order. When the game starts, everyone who is not the captain will have the “passenger” role. In this role, they can not interact with any of the controls in the boat, but they can talk, move around and write in the chat. The captain can then choose to promote (or demote) the other crew members as they wish.
Axel has been testing and fixing join/disconnect-in-progress issues, added better console integration and server management settings, and is currently investigating a memory-related issue that can over long periods of time cause a crash. Koji is working on equipment for the radio room.
von faust
06-19-22, 04:07 AM
Hello everyone!
This week we have added all of the features of the new anti-griefing system to the testing branch. The new system consists of a permanent ban list, and a change to the way the crew roles work.
Bans work on both a server level and a crew level. If you are the host, players on your ban list can not join your server (it will be invisible to them).
When joining a crew, the first player that joins becomes the captain. When the next player tries to join, the captain gets a question whether he wants the person to join the crew or not. If the person is on the captain’s ban list, the person is automatically rejected. If the person is on any of the crew member's banned lists, the captain will get a warning message that one of his crew members has banned the person. The captain can then choose to accept or reject the request.
The last safety net is that we have chosen to decouple player roles from the join order. When the game starts, everyone who is not the captain will have the “passenger” role. In this role, they can not interact with any of the controls in the boat, but they can talk, move around and write in the chat. The captain can then choose to promote (or demote) the other crew members as they wish.
Axel has been testing and fixing join/disconnect-in-progress issues, added better console integration and server management settings, and is currently investigating a memory-related issue that can over long periods of time cause a crash. Koji is working on equipment for the radio room.
as much as I am looking forward to the next update these developments are extremely important. Thank you
Usurpator
06-23-22, 11:14 AM
Hello everyone! This week we have fixed some bugs with the anti griefing system, and added back the water drip effect / wet floors across the entire sub. We have also added a feature to set the brightness of the recognition manual and other menus. This build will be made available on the beta branch next Friday.
Usurpator
07-01-22, 11:14 AM
Hello everyone!
We are happy to announce that update 0.26 has been released on the beta branch!
This is the first iteration of the interior, and not all interactable systems have been added or integrated yet.
Up next is the fully animated and interactable engines, the new playable engine chief officer,
adding the missing equipment and details from the radio and sonar rooms as well as torpedo reloading.
https://www.youtube.com/watch?v=qyoHk8L4kBs
Check out the Steam page for more information: https://store.steampowered.com/news/app/490920/view/3316353291725389278
Hello everyone!
We are happy to announce that update 0.26 has been released on the beta branch!
https://www.youtube.com/watch?v=qyoHk8L4kBs
Check out the Steam page for more information: https://store.steampowered.com/news/app/490920/view/3316353291725389278
:Kaleun_Thumbs_Up::Kaleun_Applaud:
Onkel Neal
07-01-22, 02:26 PM
What now?
Most of the Wolfpack team will be taking some time off during the coming month, after that work will resume on remaining 0.26 features.
von faust
07-01-22, 04:18 PM
Hello everyone!
We are happy to announce that update 0.26 has been released on the beta branch!
This is the first iteration of the interior, and not all interactable systems have been added or integrated yet.
Up next is the fully animated and interactable engines, the new playable engine chief officer,
adding the missing equipment and details from the radio and sonar rooms as well as torpedo reloading.
https://www.youtube.com/watch?v=qyoHk8L4kBs
Check out the Steam page for more information: https://store.steampowered.com/news/app/490920/view/3316353291725389278
Great work !!! Amazing.
(I found a little bugs with doors and sound but I'll report to You on doscord channel or were You want).
Thank You !!! :Kaleun_Applaud:
Usurpator
07-22-22, 03:04 PM
Hello everyone!
This week we have been fixing bugs found by our testers and the community. These include crash issues, UI scaling issues for certain resolutions and
various minor bugs.
The voice tubes in the conning tower and torpedo rooms now work correctly, and all voice tubes are now louder and easier to use.
Onkel Neal
07-24-22, 07:32 AM
With this update, the voice tubes became much more useful.
https://youtu.be/Y93NnPeNmdM
Lignite
07-28-22, 10:56 AM
The way the voices work seem to be another fantastic immersion addition, just great work. I can't help but feel like I want (always wanting more!?!?) some great diesel noise to go with it now. 6 cylinder diesels, sound determined by engine RPM. I have no idea what an actual large displacement ship diesel sounds like, but in my mind I hear a deeper and slower 855 Cummins like in my old '73 White Freightliner. The electric motors should hum too, I can picture them similar to an irrigation pump motor (perhaps more maddening than the diesel clatter).
Anyways, keep up the great work guys, it makes for a lot of fun.
Usurpator
07-29-22, 10:35 AM
Hello everyone!
This week we have released a new patch on the beta branch.
Here are some of the changes:
Pressing escape and leave now leaves the crew rather than the server. Kicking someone from the crew options menu now kicks them from the crew, but not from the game. The host/server can still kick people off the server using the ban menu. We have added animations and changed the sound for the diesel engines.
Usurpator
08-05-22, 05:09 PM
Hello everyone!
This week we have made adjustments to some of the models in the engine room and the aft torpedo room in preparation for implementing the interactive engines. Axel has been reworking dedicated server related architecture and resolved the crash issue caused by them. He is also doing some r&d regarding a crew finder feature that would allow players to automatically match with other players looking for a crew/more crew members. Koji is working on more equipment for the radio room.
Usurpator
08-12-22, 05:54 PM
Hello everyone!
Like last week we've been preparing assets for the interactive engines. Axel has been working on the netcode and Koji is modeling more radio equipment.
Usurpator
08-19-22, 05:48 PM
Hello everyone!
Like last week we're working on the interactive engines. Axel is working on refactoring issues related to game servers/dedicated servers. He's also reworked the related UX and is currently working up a proof-of-concept for an automated crew finder to help players find crews to play with in-game. Koji is wrapping up another piece of equipment for the radio room.
Usurpator
08-26-22, 05:32 PM
Hello everyone!
This week we have been busy fixing bugs. Most of the major problems have been addressed, and a new test build will be made available next week. Right now we are aiming to get a bug free build up as soon as possible on the main branch, and then we will start working on implementing the interactive diesel and electric engines. Axel 's made progress on the automated crew finder and Koji is working on radio equipment.
Usurpator
09-02-22, 01:37 PM
Hello everyone!
This week Oscar has been sick with covid. Nothing serious, but the promised patch is going to have to wait a bit longer. Koji is making great progress in the radio room. Most of the equipment is modeled and he's currently working on the last few assets. Axel is working on the automated crew finder.
Lost At Sea
09-03-22, 12:28 AM
Get well fast Oscar :salute:
Cheers,
Lost at sea
Usurpator
09-09-22, 07:55 AM
Hello everyone!
This week we have fixed a number of bugs. A new version is available on the beta branch. There are still a few known bugs left, we will spend next week resolving them as well. We also added some new utensils in the galley.
Onkel Neal
09-13-22, 10:21 AM
Latest on the upgraded radio room.
https://media.discordapp.net/attachments/616268820931149824/1018951902978904144/WIP_9-12-22_Voltmeter.jpg?width=1202&height=676
Latest on the upgraded radio room.
https://media.discordapp.net/attachments/616268820931149824/1018951902978904144/WIP_9-12-22_Voltmeter.jpg?width=1202&height=676
:Kaleun_Thumbs_Up:
Usurpator
09-16-22, 05:31 PM
Hello everyone!
This week we have been mopping up the last few bugs, and a new build will be made available on the beta branch next week. If there are no major issues with it, we will move it to the default branch. We have also begun implementing the interactive diesel and electric engines. Koji has been modeling the last pieces of the radio room and Axel is working on the netcode.
Usurpator
09-23-22, 09:47 AM
Hello everyone! This week we have been working on the interactive diesel and electric engines. The diesel engine is almost done - all the controls work as they should, but it lacks sound effects and polish. The e motor is still under development. Einar has been remodeling the clutches for both engines so that they can be operated, and moved some stuff around to increase playability.
Axel has been fixing issues related to connecting players getting stuck in infinite loops, and an issue with disconnected players getting stuck on the server.
https://cdn.discordapp.com/attachments/531281921490026496/1022881476020289606/PlayableEngine.png
Usurpator
09-30-22, 06:27 AM
Hello everyone!
Version 0.26 is now live on the main branch. This week we've been working on the interactive E-motors. It's looking pretty good!
https://cdn.discordapp.com/attachments/531281921490026496/1025384020219011093/e_motor1.png
https://cdn.discordapp.com/attachments/531281921490026496/1025384102561583114/e_motor2.png
https://www.youtube.com/watch?v=fCutpL6I5mQ
Check out the Steam page for more information:
https://store.steampowered.com/news/app/490920/view/3264570140380329825
Usurpator
10-07-22, 12:03 PM
Hello everyone!
This week Oscar has worked on the electric motors, making them interactive and adding animations, labels and light sources. The motors are now fully interactive, but most of the underlying sub-systems do not yet work.
Einar has been rearranging and creating additional assets in the diesel engine room related to the new clutch system.
Axel has updated documentation, fixed an issue related to password requests from the server and has been authoring some unit tests for next week.
Koji is dealing with some technical issues right now, but he'll be back on track finishing up the radio equipment as soon as possible.
https://cdn.discordapp.com/attachments/531281921490026496/1027984832975863839/panel_lit_1.png
https://cdn.discordapp.com/attachments/826498344469659690/1027986892832129196/panel_dark_1.png
Usurpator
10-14-22, 12:43 PM
Hello everyone!
This week we've put more work in to the interactive electric motors and diesel engines. Most of the systems are now in place. The engines and motors can be started and turned off, the speed can be adjusted, the clutches can be engaged/disengaged and the EOTs now function in a realistic manner.
Axel has been writing unit tests, doing multi-client testing and correcting some minor issues discovered in relation to said tests. Koji is researching the sonar room equipment. He will start working on the sonar room after the radio room is finished.
Screenshots of the new clutch controls:
https://cdn.discordapp.com/attachments/531281921490026496/1030525034814517378/clutch1_2.png
https://cdn.discordapp.com/attachments/531281921490026496/1030525046411763753/clutch2_2.png
Usurpator
10-21-22, 01:02 PM
Hello everyone!
This week Oscar has worked on the battery charging procedure, and the interaction between the diesel and electrical system. Einar has made a battery capacity meter. Axel fixed an issue related to some test implementations and is currently looking into some UI quality of life improvements and related issues.
https://cdn.discordapp.com/attachments/531281921490026496/1033046944634912788/battery_meter_1.png
Usurpator
10-28-22, 01:53 PM
Hello everyone!
This week Oscar has continued working on the electrical system. The new electrical system will take the load of the motors and lights into account. Next week Einar will start working on the fuse rooms in the galley and outside the radio room. We have also added the new battery meters and a compass to the e motor room.
Axel has been working on UI concepts and menu prototypes, as well as some UX features, some interface color palettes and other smaller items. Koji is working on textures for the new radio equipment.
https://cdn.discordapp.com/attachments/531281921490026496/1035624255762747462/e_motor_1.png
Usurpator
11-04-22, 10:13 AM
Hello everyone!
This week we've made further improvements to the electrical system. Voltage regulators for each of the batteries are now functional. One is located on the left panel in the aft torpedo room and the second one on a separate panel in the control room. They will be used for regulating the power directed to the U-boats interior lights. The fuse rooms are modeled and will soon be implemented.
Axel has been doing more work on UI and UX, mostly focusing on completing menu structures and setting up prototypes for the main menu, lobby menu and options menu. Coming up now is work on buttons, sliders and UI sound effects. Koji is finishing up more radio equipment.
https://cdn.discordapp.com/attachments/531281921490026496/1038108263654363206/voltageRegulator1_1.png
https://cdn.discordapp.com/attachments/531281921490026496/1038108291953336320/voltageRegulator1_2.png
Usurpator
11-11-22, 12:07 PM
Hello everyone! This week we have added the circuit breakers for the starboard and port engine. We have also been adding more features and complexity to both the diesel engine and the electrical motors.
https://cdn.discordapp.com/attachments/531281921490026496/1040672733517848576/circuitBreaker1.png
https://cdn.discordapp.com/attachments/531281921490026496/1040672733215866980/circuitBreaker2.png
Usurpator
11-18-22, 10:57 AM
Hello everyone!
This week we have finished work on the electric motors. This includes fixing bugs, tuning variables and adding sound effects. We have also modified the EOTs to incorporate the much requested dive command, and added new lights to the control room and diesel room. Next week we will be working on the diesel engines.
Axel has made more progress on the menu structures and Koji is working on completing the remaining radio units.
https://cdn.discordapp.com/attachments/531281921490026496/1043191121246965800/Lights1.png
https://cdn.discordapp.com/attachments/531281921490026496/1043191146656043138/Lights2.png
https://cdn.discordapp.com/attachments/531281921490026496/1043191171985448980/Lights3.png
Usurpator
11-25-22, 11:59 AM
Hello everyone!
This week we have been working on the diesel room. Einar has been making some adjustments to the engine model, and Oscar has made the air intake and exhaust vents interactive, and added the dive safety panel.
This week a problem with the network protocol was revealed, and we have begun solving the problem. The update will be rolled out as soon as possible.
Axel has been working on more UI elements, mostly focusing on the U-boat bunker menu this week as well as refining some audio UX. Focus next week will be on integrating the chat, as well as wrapping up some elements still unfinished in the options menu.
https://cdn.discordapp.com/attachments/531281921490026496/1045744640445390948/DiveSafety.png
https://cdn.discordapp.com/attachments/531281921490026496/1045744661328822292/DiveVent1.png
https://cdn.discordapp.com/attachments/531281921490026496/1045744671814582272/DiveVent2.png
https://cdn.discordapp.com/attachments/531281921490026496/1045744688214331422/DiveVent3.png
Onkel Neal
11-26-22, 11:58 AM
One nice feature Oscar and Einar thought up: The straight handle on these valves will be folded up when the valve is open, and hanging down when they are closed. :up:
Usurpator
12-02-22, 03:33 PM
Hello everyone!
This week Oscar has continued working on the network fix, and we expect it to be finished some time next week. Afterwards we will continue working on the diesel engines. We've changed the portable lamps for a more authentic look and added a few more of them.
Axel has continued work on menus and UX. The U-boat pen menu has been completed and current focus is the end-screen menus. Next week he'll be working on the workshop and editor menus. Koji has made progress with the radio equipment, finalizing several new units.
https://cdn.discordapp.com/attachments/531281921490026496/1048322682204200960/Lamp1.png
https://cdn.discordapp.com/attachments/531281921490026496/1048322695114260490/Lamp2.png
https://cdn.discordapp.com/attachments/531281921490026496/1048322704333357138/Lamp3.png
Usurpator
12-09-22, 05:13 PM
Hello everyone!
This week Oscar has built a log system to prevent griefing. The log will show who used a system last, and will be available both during the match and after the match has ended. The new system also writes out who uses guns and torpedoes in the chat.
Einar is adding more equipment to the conning tower.
Axel has finished nearly all prototype panels, the mission editor and victory screens being the last remaining two not yet completed - the plan for next week is user testing of the new menues, as well as planning the integration.
Koji is working on the remaining dials for the radio equipment.
Usurpator
12-16-22, 03:03 PM
Hello everyone!
This week Oscar has been working more on anti griefing and anti cheating measures. Einar has been working on improvements to the conning tower, modeling additional gauges, voicepipes and more.
Axel has pushed the first iteration of the new user interface to the testers, and is in the process of collecting feedback and sorting issues. Koji has finished modeling several new assets for the radio room.
The work on the interactive engine compartments is underway. We know that this patch is highly anticipated, and we had hoped to release it before Christmas. However, the patch has been delayed, and we will release it in early 2023 instead.
Usurpator
12-23-22, 09:41 AM
Hello, everyone!
First of all, we would like to wish you happy holidays, and a great new year!
We would also like to extend a special thanks to our testers, and the community at large for your positive attitudes and your constant encouragement of this project.
2022 has been a massive year in terms of Wolfpacks development, and while the new features have yet to reach you - don't worry, they are just around the corner!
For early 2023 we are looking at a massive patch, with tons of new and exciting features that will radically transform the way you play Wolfpack!
Once again, we wish you the happiest of holidays, and a happy new year!
The Wolfpack Team
https://cdn.discordapp.com/attachments/531281921490026496/1055856996370350130/image.png
Usurpator
01-06-23, 10:03 AM
Hello everyone!
The holidays are now over and we are back working as usual. The log system developed to prevent griefing and cheating was almost finished in December, but there are still a few more things to sort out. We are currently giving this high priority, and as soon as it is finished we will make the final additions to the diesel engines.
Koji has moved on from the radio room and is now working on updating the sonar room. Einar is working on improvements to the conning tower, adding missing gauges and other details. Axel has continued working on the next iteration of the menues. He is currently looking at re-working some modules, as well as adding selectors to categories and adding the first iteration of audio ux.
Usurpator
01-13-23, 11:21 AM
Hello everyone!
Work on the diesel engines continues. Oscar has implemented gauges which measures individual cylinder pressure. He also created a flame for the check valves.
Axel has reworked the modules from last week, and has reworked some problematic areas. He has also started to look into introducing better icons where needed to improve the user experience. Unfortunately audio did not get done and had to be postponed to the coming week.
Einar is creating new assets for the conning tower and Koji is modeling equipment for the sonar room.
https://cdn.discordapp.com/attachments/531281921490026496/1063481387157569566/flame1.png
https://cdn.discordapp.com/attachments/531281921490026496/1063481468367667301/flame2.png
https://cdn.discordapp.com/attachments/531281921490026496/1063481497430012014/flame3.png
skin-nl
01-16-23, 01:51 PM
This looks AWESOME :o
von faust
01-17-23, 07:12 AM
Excuse me for my english, I use Google translator ;-)
When will you start developing the possibility of longer missions? I'm not saying real SH5-style campaigns but at least missions that include a quadrant achievement phase to patrol, a departure from an harbour, a navigation and hunting phase (with the possibility to save the mission?). This would also make more sense to the amazing work you have done on diesels and electrics. Be positioned immediately in the vicinity of the convoy, sinking the sinkable and ending the mission is a bit limiting.
Thank you for your wonderful work !!!
Onkel Neal
01-17-23, 11:59 PM
Hi von Faust,
We do intend on making a campaign with a mix of scripted and dynamic missions.
I play single player by setting up a private server for myself. Any chance of getting a button in the menu that does that automatically when clicked?
Maybe also instruct the game to not list such a server on the available servers list, so as not to unnecessarily clutter up the multiplayer server list.
:Kaleun_Salute:
ReallyDedPoet
01-18-23, 10:29 AM
Hi von Faust,
We do intend on making a campaign with a mix of scripted and dynamic missions.
Nice :up:
Sirjonkey
01-18-23, 11:12 AM
Hello everyone!
Work on the diesel engines continues. Oscar has implemented gauges which measures individual cylinder pressure. He also created a flame for the check valves.
Axel has reworked the modules from last week, and has reworked some problematic areas. He has also started to look into introducing better icons where needed to improve the user experience. Unfortunately audio did not get done and had to be postponed to the coming week.
Einar is creating new assets for the conning tower and Koji is modeling equipment for the sonar room.
https://cdn.discordapp.com/attachments/531281921490026496/1063481387157569566/flame1.png
https://cdn.discordapp.com/attachments/531281921490026496/1063481468367667301/flame2.png
https://cdn.discordapp.com/attachments/531281921490026496/1063481497430012014/flame3.png
This looks awesome...
von faust
01-18-23, 03:16 PM
Hi von Faust,
We do intend on making a campaign with a mix of scripted and dynamic missions.
Hi Neal,
this is great news. Thank You.
Usurpator
01-20-23, 05:03 PM
Hello everyone!
This week Oscar has been working on the diesel engine. The diesel engine takes into account the temperature, friction, oil pressure, air flow and diesel flow for each cylinder. You can use the starter air, diesel throttle, starter lever, check valves, oil valves, diesel flow valves, supercharger and clutch. You can also operate the air intake and exhaust valves for both the diesel engine and the ventilation system.
Axel has been wrapping up the remaining stuff in most of the UI, including reworking the player items, the U-boat pen is still in need of some improvement which should be the last thing before another test version goes out to testers, hopefully early next week.
After feedback processing the goal is to start implementing the new UI for beta/release.
Einar is working on the new conning tower, adding more equipment and detail for authenticity. Koji has made improvements to the new radio equipment, correcting minor errors as well as optimizing the materials.
Michal788
01-22-23, 04:30 AM
What is a U-boat pen?
Lost At Sea
01-22-23, 06:32 AM
What is a U-boat pen?
A sheltered dock. A large bunker for U-boats.
https://en.wikipedia.org/wiki/Saint-Nazaire_submarine_base
Cheers,
Lost
Usurpator
01-27-23, 05:44 PM
Hello everyone!
This week Oscar has continued working on the diesel engine, balancing the different variables. During preliminary testing of the e motor we found some problems with the e motor that will be addressed next week.
Axel has wrapped up the second iteration of the UI rework, including more audio effects and a reworked submarine pen. A build is heading to the testers today, and we eagerly await their feedback!
Einar has added a lot more detail to the new conning tower interior and Koji is working on textures for the new radio equipment.
Usurpator
02-03-23, 06:20 PM
Hello everyone!
This week Einar has finished the first iteration of the new conning tower interior. Oscar has been working on the diesel room - It is now possible to flood the engine and ventilation system if you dive with the vents open.
Axel has been fixing bugs in the UI preview according to reports on mantis from the testers, and is now in the process of starting the UI integration into the actual game. Version 3 of the UI preview should contain full functionality for improved testing/iteration. Koji is working on textures for the new radio equipment.
Usurpator
02-10-23, 08:25 PM
Hello everyone!
This week Oscar has been adding sound effects and particle effects to the diesel engines and ventilation system. Einar is done updating the conning tower and is now adding missing voice tubes and air vents to the other compartments.
Axel has started work on version 3 of the UI preview, which includes integrating the new UI into the existing game - so far the main menu and options have been completed, as well as some necessary foundational work in the UI code/structure. Koji is working on materials for the radio equipment.
Here is a short video showing the updated conning tower:
https://www.youtube.com/watch?v=iSWYjPAsBNs
Usurpator
02-17-23, 04:50 PM
Hello everyone!
This week Oscar has worked on the voice system for the new voice tubes. The tubes are equipped with a lid which can be opened and closed. Closing the lid will block the sound from the tube. Each tube is fitted with an alert whistle that will sound by the receiving voice tube in the other compartment.
Einar is working on adding missing voice tubes to the control room and the E-motor room. Voice tubes will also be fitted to the radio and sonar rooms. He is also adding additional light sources to the control room and the E-motor room.
Axel has continued work on the menu integration, as well as fundamental localization components. This will allow easy modification of the in-game language in the UI. Koji is creating new assets for the sonar room.
AllegPeet
02-24-23, 08:26 AM
On the subject of adding more light bulbs, may I suggest a repositioning or adding a red lightbulb near the TDC? In some situations the 2 right knobs are impossible to read during red light, while perfectly readable with whithe light.
Usurpator
02-24-23, 01:49 PM
Hello everyone!
This week Oscar has been working on new shaders and materials for the Radio room. Right now the voice system is slightly broken, due to adding more doors to the game. Oscar will spend next week fixing this, and when that is done we will release a new version of the game to the testers. Koji is working on new assets for the sonar room.
Einar has been adding additional vents, voice tubes and light sources, as well as other details. The lighting of the control room has been altered slightly, taking new light sources into account. A speed chart and a interior pressure gauge has been added to the helm station.
Axel's made progress in the menu integration. The options menu has been fully integrated with the new UI and underlying functionality, and work has started on the game setup menu. Localisation components have been completed and are functioning in the game - with the new UI there will be official language packs from the Wolfpack team (currently only english) as well as the ability to add your own custom ones (something we want to use the Steam workshop for). Support for non-latin alphabets will be looked at a later date but are currently at a very low priority.
https://cdn.discordapp.com/attachments/531281921490026496/1078746796492345434/ct1.png
https://cdn.discordapp.com/attachments/531281921490026496/1078746825252675614/ct3.png
https://cdn.discordapp.com/attachments/531281921490026496/1078746850636599447/ct2.png
Usurpator
03-03-23, 11:22 AM
Hello everyone! This week Oscar has been working on the voice over IP and adding a few new models and textures to the game. A patch has been released to the testers.
Axel has continued work on the play menu, where players can create and/or join lobbies, the largest feature this week has been work on improved sorting options for server listings, and the ability to filter search results depending on parameters such as password/bots/full/distance/etc.
Huge thanks to TheEngineerGuy for providing the images for the new dials!
https://cdn.discordapp.com/attachments/531281921490026496/1081248966471057609/papenberg.png
Usurpator
03-10-23, 01:10 PM
Hello everyone!
This week we have received a lot of feedback and bug reports from our testers, and we have been working on fixing the reported issues. A new test patch will be released next week.
Axel has continued work on the play menu, and the menu itself has been completed. Work on the Steam integration for the underlying server listings and lobby creation is about halfway done and should be completed next week - at that point work will start on the next menu (game setup/submarine config). Koji is modeling new assets for the sonar room.
Usurpator
03-17-23, 04:22 PM
Hello everyone!
Yesterday a new version hit the testing branch - we've included a lot of bugfixes found during the last test. We are super excited to share the new engine mechanics with you, we've found them to be super fun and engaging in our internal testing.
There are still some bugs in the VOIP system, some SFX and VFX work remaining and hooking up the resources so batteries/bilge and similar have a proper gameplay impact - but we're getting close to a new update!
Axel has continued work on the play menu, the last finishing touches are being wrapped up this weekend, and work on the submarine selection/in-game start menu will begin next week.
Currently, you can sort lobbies by title, description, year, location, time of day, player count and elapsed game time (how long the match has been running) as well as filter out password-protected lobbies, lobbies with bots enabled/disabled and full lobbies - do you have any other sorting/filtering options you'd like to see? Please let us know in the suggestions channel in our Discord: https://discord.gg/D3x34RDWHs
Usurpator
03-24-23, 11:50 AM
Hello everyone!
This week Oscar has added a new radio to the radio room, worked on the voice over IP system, added working voice tube whistles, updated the engine clutch, and started working on water leaks from the air vents. Einar has modeled a measuring device for CO2-levels and is now modeling equipment for the sound room. Koji is working on a new detailed version of the U-boat bunker/sub pen.
Axel has wrapped up the play menu, and work has now started on the submarine/lobby menu.
The second screenshot features one of our special cases, where we want to provide a real time preview to related graphic settings in the options menu - in this case, the Water tab features a background where you can inspect your water settings in real time for better configuration.
https://cdn.discordapp.com/attachments/531281921490026496/1088865708152193094/image_1.png
https://cdn.discordapp.com/attachments/531281921490026496/1088865739705950218/image.png
https://cdn.discordapp.com/attachments/531281921490026496/1088865861487566858/20230324163143_1.jpg
Thanks for the update, Einar! It's great to hear that the game is now greenlit and that you're working on integrating it with Steam's services. I understand that rewriting the net code can be time-consuming, but the benefits of having automatic updating, bug reporting, and matchmaking features will be worth it in the long run.
It's also exciting to hear that you're working on creating player avatars. Having avatars can add a lot of personality and immersion to the game, so I'm looking forward to seeing them in action. Keep up the good work!
Usurpator
03-31-23, 04:25 PM
Hello everyone!
This week Oscar has added flooding effects for the air vents. Diving with the vents open will cause flooding and increase the bilge levels rapidly. He's also made adjustments improving the voice tubes. Einar has been working on an underwater telegraph unit for the sonar room.
Axel has been designing another menu, the game setup/lobby menu - most of the menu has been completed, some work remains on chat functionality/player lists. He's also adding some quality of life features related to user VOIP volume levels and microphone control. Koji is working on the new U-boat bunker.
https://cdn.discordapp.com/attachments/531281921490026496/1091466883192074250/ut.png
https://cdn.discordapp.com/attachments/531281921490026496/1091466958878298112/flood3.png
https://cdn.discordapp.com/attachments/531281921490026496/1091467042047139940/flood1.png
https://cdn.discordapp.com/attachments/531281921490026496/1091467054617477232/flood2.png
https://cdn.discordapp.com/attachments/531281921490026496/1091467081226141726/flood4.png
https://cdn.discordapp.com/attachments/531281921490026496/1091467097319682109/flood5.png
https://cdn.discordapp.com/attachments/531281921490026496/1091467112138154063/flood6.png
Usurpator
04-07-23, 07:23 AM
Hello everyone!
This week Oscar has finished work on the voice tubes (including the radio and sonar rooms), and added sound to the flooding effect.
Einar has finished modeling and texturing the underwater telegraph. He's now working on updating the hydrophone model to a historically accurate version. He is also adding miscellaneous detail assets for the radio and sonar rooms.
Axel has continued work on the game setup menu. Work has wrapped up on the chat and player list functionalities, as well as integrating the Steam Workshop for custom mission types. A push-to-talk hint has been added (with quick settings for mute/unmute) which will be featured in all menues where voip is enabled.
Koji is working on the U-boat bunker, initially creating a rough outline of the facility.
https://cdn.discordapp.com/attachments/531281921490026496/1093852489188659341/ut2.png
https://cdn.discordapp.com/attachments/531281921490026496/1093852500613931098/Hydrophone.png
Usurpator
04-14-23, 08:59 AM
Hello everyone!
This week Oscar and Einar has been working on the new sonar room. Oscar has implemented the new hydrophone and Einar has added a lot of new models. A new test build has been released to the testers.
Axel has started working on the submarine selection and loadout menu, while here, we are adding some minor quality of life features such as tags for playstyle/preferred languages/crew description - and some minor customization options such as a submarine "nickname" that can be displayed in tandem with the submarine identification number ("U-96, and so on...) in applicable game menues. Koji is working on the new U-boat bunker.
https://cdn.discordapp.com/attachments/531281921490026496/1096433542331904060/Hydrophone3.png
https://cdn.discordapp.com/attachments/531281921490026496/1096433614222262402/Hydrophone2.png
KapitanShad
04-15-23, 10:14 AM
I fire up wolfpack everyday in anticipation and hope of seeing an update dialog appear ... 0.26R downloading! looking great. :Kaleun_Applaud:
Usurpator
04-21-23, 01:00 PM
Hello everyone!
This week Oscar has added two more player slots to the U-boat, making it possible to play with up to 7 people in the same boat. Einar has been modeling and texturing more assets for the radio and sonar rooms. Axel has continued work on the submarine pen-menu, as well as some minor icon work for rank insignias. Koji is working on the new U-boat bunker.
https://cdn.discordapp.com/attachments/531281921490026496/1099009402503184424/7Players.png
https://cdn.discordapp.com/attachments/531281921490026496/1099009434103070840/Radio1.png
https://cdn.discordapp.com/attachments/531281921490026496/1099009455636623390/Radio2.png
Usurpator
04-28-23, 08:47 AM
Hello everyone!
This week Oscar has started building the bot routines for the diesel engine and electric motor, he has also been fixing bugs in the voice system. Axel has been working on various menues, such as loading screens, message boxes, popups, and rank icons. He is currently working on Subpen back-end parts. Einar is adding more detail to the radio and sonar room and Koji is working on the U-boat bunker.
Hello everyone!
This week Oscar has started building the bot routines for the diesel engine and electric motor, he has also been fixing bugs in the voice system. Axel has been working on various menues, such as loading screens, message boxes, popups, and rank icons. He is currently working on Subpen back-end parts. Einar is adding more detail to the radio and sonar room and Koji is working on the U-boat bunker.
Great to hear, but living in hope of player-escorts so the potential PVP aspect of the game can be explored. The battle of wits, possibility of decoying the hunting destroyer, damage to the u-boat, evasions, teamwork with other surface ships... there's a lot there to be mined. So to speak!
Usurpator
05-05-23, 09:57 AM
Hello everyone!
This week Oscar has finished work on the voice system. All of the doors now block sound properly, and all voice tubes and telephones work as intended. Oscar will spend the next week fixing other known bugs. Einar has been working on textures and optimizing assets.
Axel has continued work on miscellaneous menues, and the subpen menu is pretty much done - the menues remaining are the in-game menu and post-game debriefing menues. Koji is working on the new U-boat bunker.
Usurpator
05-12-23, 03:09 PM
Hello everyone!
This week Oscar has been fixing bugs, and has added some more effects to the diesel engine. The batteries can now be charged and discharged correctly. Einar has been working on equipment and detail for the radio and sonar rooms. Axel is working on finishing the new menues. Koji is working on the new U-boat bunker.
Usurpator
05-19-23, 12:32 PM
Hello everyone! This week Oscar has been fixing bugs and working on the electric motor system. The battery voltage is now correctly affected by load. A new patch will be made available to the testers some time next week. Axel has been working on the UI of the post match screen. Einar has been AFK this week, but will be back next week to polish up the sonar room. Koji is still working on the bunker.
Usurpator
05-26-23, 02:34 PM
Hello everyone!
This week Oscar has been refining the electric motor system. A new patch has been released to our testers, this will be used to get feedback on the e-motor system. Einar is modeling the remaining units for the radio and sonar rooms. Axel is currently working on the last legs of the integration of the menues into the main build of the game, with some functionality in the subpen menu currently yet to be implemented. He is confident that the menues will make it into the next testing build on time.
I'm hearing some very disturbing rumours that the latest testers patch involves simplification of the e-motor controls.
It seems to me that if players want simple, it ought to be possible to have the bots accomplish the task, however, have them makes operations of the engine controls SLOWER than a competent player can, so that there's a valid role for players to operate as chief. Removing the complexity of said controls just means more down time staring at bloody gauges (usually play as dive officer) with very prolonged periods of doing sod all. I for one am very much looking forward to having more to do as "chief" and am very cross if indeed that e-motor is being simplified from the tutorials.
By all means simplify it via the Bot use, but leave it complex for the players, and faster than bot use relative to a well versed player!:Kaleun_Mad:
Usurpator
06-02-23, 11:19 AM
I'm hearing some very disturbing rumours that the latest testers patch involves simplification of the e-motor controls.
It seems to me that if players want simple, it ought to be possible to have the bots accomplish the task, however, have them makes operations of the engine controls SLOWER than a competent player can, so that there's a valid role for players to operate as chief. Removing the complexity of said controls just means more down time staring at bloody gauges (usually play as dive officer) with very prolonged periods of doing sod all. I for one am very much looking forward to having more to do as "chief" and am very cross if indeed that e-motor is being simplified from the tutorials.
By all means simplify it via the Bot use, but leave it complex for the players, and faster than bot use relative to a well versed player!:Kaleun_Mad:
The E-motors are still under development. We strive to find a good balance :yeah:
Usurpator
06-02-23, 11:19 AM
Hello everyone!
This week Oscar has been iterating on the electric motor system with feedback from our testers. We have reached some good results thanks to the feedback, and we are working on another test patch right now. Einar is adding labels and other details to the radio and sonar rooms. He also finished modeling and texturing another radio unit.
Axel has continued work on the final integration of the new menues. There are still some issues remaining before the new UI is fully integrated. Additional localization options has been added for keybindings, as well as new features for the subpen. These will be described in further detail when the integration is complete.
Usurpator
06-09-23, 09:38 AM
Hello everyone!
This week Oscar has been working on refining the electric motor system with the help of feedback from our testers. A new test build has been uploaded and will be tested during the weekend. All electrical systems should now be affected when the battery is completely drained. Einar has been working on various detail assets for the radio and sonar rooms as well as the E-motor room.
Work on the UI is wrapping up, some stubborn bugs remain but should be fixed without major delays - afterwards the testers will hopefully get their hands on the build asap to clear out any remaining issues.
Usurpator
06-16-23, 11:32 AM
Hello everyone!
This week Oscar has added interactivity to the auxiliary voltage regulator. The regulator can be found to the right of the starboard side motor, and provides regulated power to the TDC, Gyrocompass, and all of the equipment in the radio and sonar rooms. Einar has been working on assets for the radio and sonar rooms.
Axel has been working on tooltips and selector markers, as well as adding corresponding localisation keys to the two aforementioned items. UI sounds has been added to all interactive UI elements as well as options for UI audio levels.
https://cdn.discordapp.com/attachments/531281921490026496/1119302596214136872/AuxVoltageRegulator.png
https://cdn.discordapp.com/attachments/531281921490026496/1119302621249945712/image.png
Usurpator
06-23-23, 05:40 AM
Hello everyone!
This week Oscar has been working on the electric motor and bots for the new diesel and e-motor systems. The motor is now feature complete, and a new patch will be sent to the testers soon. Einar has resumed work on the new U-boat bunker.
Axel has wrapped up development of UI, and is now finalizing the integration in preparation for the first test build with the new UI/feature set, planning to enter a polish/bug-testing phase in cooperation with our testers some time next week.
Usurpator
06-30-23, 11:51 AM
Hello everyone! This week Oscar has reworked the diesel engine. The new version of the engine is easy to control at lower speeds, but becomes unstable and requires more maintenance when pushing it to its limits. It is now possible to break the engine if it is overheated.
Axel has wrapped up work on integration, and is now in a testing and polishing phase in terms of the new UI - unfortunately we did not have time to release a UI test build this week due to some minor bugs, mostly related to situations where the online connectivity could cause sync issues with the UI that needs to be fixed before testing, and some minor fixes made to in-game popups and error handling.
Einar has been working on the U-boat bunker.
Usurpator
07-07-23, 01:29 PM
Hello everyone!
This week we have started merging the new UI branch and the engine branch. The new bots are almost completed and a new test patch should come out next week.
Usurpator
07-14-23, 12:53 PM
Hello everyone!
This week we have been working on integrating the new UI and fixing bugs. Einar has added some more details to the radio room.
We are still preparing for the next test build, sadly, we did not have time this week to deploy a test build due to some integration and game-breaking bugs requiring more substantial refactors than previously expected.
We have made a priority list regarding these bugs and will start processing them as of tonight and next week, and hopefully we will be able to deploy the next test build as soon as possible.
Usurpator
07-21-23, 03:08 PM
Hello everyone!
This week we have released five new test builds, each with incremental improvements and bug fixes. We will continue to work in close contact with our tester community to discover and correct issues found for the upcoming patch.
ReallyDedPoet
07-21-23, 06:49 PM
Hello everyone!
This week we have released five new test builds, each with incremental improvements and bug fixes. We will continue to work in close contact with our tester community to discover and correct issues found for the upcoming patch.
:up:
Usurpator
07-28-23, 09:35 AM
Hello everyone!
This week we have continued bug fixing in close cooperation with the testers. Settings-related issues have been completely fixed as of the latest test build - and large parts of the UI has been successfully integrated.
There are still remaining parts to be integrated as well as plenty of bugs to fix, but we're getting there!
ReallyDedPoet
08-01-23, 07:01 PM
Hello everyone!
This week we have continued bug fixing in close cooperation with the testers. Settings-related issues have been completely fixed as of the latest test build - and large parts of the UI has been successfully integrated.
There are still remaining parts to be integrated as well as plenty of bugs to fix, but we're getting there!
Nice :up:
Michal788
08-04-23, 03:41 AM
When is the new conning tower coming?
Usurpator
08-04-23, 03:34 PM
Hello everyone!
This week has seen a ton of game-breaking bugs fixed in the testing builds, with issues getting smaller and smaller, and more specific. We want to give our testers a shoutout for their awesome work in reporting a whopping 140 bugs (on this update alone) so far - with slightly more than 70 of them currently fixed.
Einar has also been busy giving the bunker model a much-needed makeover which we are excited to share with you in the coming weeks!
Usurpator
08-04-23, 03:35 PM
When is the new conning tower coming?
Hi! The new conning tower is currently on hold, but we'll get back to it in the future.
Michal788
08-04-23, 03:49 PM
How do I become a tester?
If you find out, let me know!
Ask Onkel Neal in a discord DM or maybe in a forum PM? Neal handles the tester recruitment as far as I am aware
I've tried in both steam, pm here and on discord, at least 3 times for both Neal and Usurpator. <sp> Never heard back. I imagine they're busy bug-squishing instead!
Sabreliner
08-05-23, 05:02 PM
I too, would like to help beta test!
Usurpator
08-11-23, 11:07 AM
Hey everyone who wants to become testers, I've directed Neal to this thread.
/Oscar
Usurpator
08-11-23, 11:08 AM
Weekly update:
Hello everyone!
This week has been similar to previous week, tons of bugfixes and some polish work, Oscar has been hard at work at fixing issues related to bots and engine government and Axel has been chipping away at UI and network issues.
We've also introduced some quality of life features that includes mission settings being export/importable and better chat.
ReallyDedPoet
08-11-23, 12:08 PM
Weekly update:
Hello everyone!
This week has been similar to previous week, tons of bugfixes and some polish work, Oscar has been hard at work at fixing issues related to bots and engine government and Axel has been chipping away at UI and network issues.
We've also introduced some quality of life features that includes mission settings being export/importable and better chat.
Nice.
Onkel Neal
08-11-23, 03:59 PM
I added some testers today. Send me a PM here or a message in Discord, include a working email. :Kaleun_Salute:
Many thanks, much obliged. I've spent the evening playing with the diesels. It occurs to me it would be most valuable to have a forum, possibly pass-word protected, where testers can share notes about procedures, hints and tips, rather than having to work out features such as controlling engine-temps/power developed from other's experience, rather than experimenting until solutions are found?
May I say, what a fantastic job this patch is going to be. Breath-taking!
Usurpator
08-18-23, 05:16 AM
Hello everyone!
This week has seen the torpedo reloading interface getting fixed properly, post-processing tweaks to improve image quality both inside and outside of the subs (we've also introduced much more granular control over post processing settings, for you to customise), quality of life features such as sea state previews and saved mission settings.
We've integrated Steam Rich Presence to better display the game state in the steam client, and have fixed a metric ton of bugs. We're not quite at a point where we are confident enough to provide a fixed date for the update release, but it's getting very close.
https://cdn.discordapp.com/attachments/531281921490026496/1142038085450858517/image.png
ReallyDedPoet
08-18-23, 06:45 AM
Hello everyone!
This week has seen the torpedo reloading interface getting fixed properly, post-processing tweaks to improve image quality both inside and outside of the subs (we've also introduced much more granular control over post processing settings, for you to customise), quality of life features such as sea state previews and saved mission settings.
We've integrated Steam Rich Presence to better display the game state in the steam client, and have fixed a metric ton of bugs. We're not quite at a point where we are confident enough to provide a fixed date for the update release, but it's getting very close.
https://cdn.discordapp.com/attachments/531281921490026496/1142038085450858517/image.png
Very nice :yep: Slow and steady wins the race :up:
Usurpator
08-25-23, 09:09 AM
Hello everyone!
This week has seen more bug fixes in the UI, the entire subpen model has been reworked by Einar, and is now integrated (see attached screenshot). We have also improved the subpen menu with quality of life features such as a mission and crew overview. Oscar has added missing sound effects to the diesels and electric motors, as well as making minor adjustments to the simulation.
Hope everyone has a great weekend!
https://cdn.discordapp.com/attachments/1016343088131735574/1144627894111449128/image.png
ReallyDedPoet
08-25-23, 06:40 PM
Nice :yep:
Usurpator
09-01-23, 08:12 AM
Hello everyone!
This week has seen Oscar submit a ton of engine fixes, as well as the addition of all the engine sounds. Major fixes to bots have been introduced and some desync issues have also been fixed.
The subpen bunker has seen three new iterations with more models and details being added every time by Einar. Axel has continued integration work with the new UI and has been bugfixing in close contact with our testers!
ReallyDedPoet
09-01-23, 07:13 PM
Thanks :up::yep:
Usurpator
09-08-23, 12:55 PM
Hello everyone!
This week Oscar and Axel has been working on finishing the bots for the diesel engines and electric motors, as well as fixing lots of bugs. Several new versions has been released to the testers. Einar has been working on the U-boat bunker.
NTurano
09-14-23, 11:59 PM
Now that it's on Steam. It would be ideal if you considered doing the translation into Spanish.:Kaleun_Wink:
Usurpator
09-15-23, 03:52 PM
Hello everyone!
This week Oscar has been working on bugfixes for the radio and engine room bots. Einar has continued work on the U-boat bunker. Axel has mostly been doing some new builds due to absence caused by a stomach flu. We've just released a new version to the testers, and a stable version is on the horizon.
Usurpator
09-22-23, 10:07 AM
Hello everyone!
This week Axel has been working on adding the mission editor, which is one of the final parts of the new UI, as well as some minor bugfixes. Oscar has been fixing bugs and is currently updating the radio and enigma station, making it more user-friendly. Einar has finished modeling another section of the U-boat bunker.
ReallyDedPoet
09-22-23, 01:55 PM
Thanks :up:
Usurpator
09-29-23, 08:58 AM
Hello everyone!
This week Axel has mostly wrapped up the new mission editor and corresponding UI, some issues remain and will be fixed early next week before a new test build will be created for the testers. Oscar has been working on bugs in the Enigma station, and Einar has been decorating the interior of the u-boat.
Skillsko20
10-01-23, 07:57 AM
Hello, I would like to ask when there will be a new update on Steam or a beta on Steam in addition to the progress made so far. I would be very happy to receive an answer.
Aktungbby
10-01-23, 10:33 AM
Skillsko20!:Kaleun_Salute:
ReallyDedPoet
10-02-23, 10:05 AM
Welcome to SUBSIM Skillsko :yep::up:
Usurpator
10-06-23, 12:43 PM
Hello everyone!
This week Axel has finished the mission editor and will start fixing crucial issues next week (specifically torpedo reload interface and some issues with the height-measuring line in the recognition manual. Oscar has been redesigning the Enigma and radio station. Before it was three separate states: The radio, the morse key and the Enigma machine. Now they are a single station, and the interface and message handling has been streamlined. It will be available for testing soon.
Fanders
10-11-23, 02:11 AM
Good job! I look forward for the next patch!
Will there be an option to save a game in the future? My friends and I have limited playing time, and often it feels like we are rushing the missions, instead of taking it cautiously. If you had been able to save a game, the gaming experience would have been completely different, when you know you can take it easy and continue another evening.
Just a humble suggestion from a 4 child father with limited time :D
Usurpator
10-13-23, 08:38 AM
Hello everyone!
This week Axel has finished the mission editor, and a test build has been deployed to the testers to chew on over the weekend! He is eagerly awaiting feedback on it, and will in the meantime work on fixing the torpedo reloading UI, a small logbook UI widget and lastly fixing the height measuring line in the recognition manual.
Oscar has completed the new radioman station, and has been working on the new radioman bot UI. He will spend the next week fixing latency issues in the real time radio/morse code. Einar has been working on further detailing the U-boat interior.
Usurpator
10-13-23, 08:40 AM
Good job! I look forward for the next patch!
Will there be an option to save a game in the future? My friends and I have limited playing time, and often it feels like we are rushing the missions, instead of taking it cautiously. If you had been able to save a game, the gaming experience would have been completely different, when you know you can take it easy and continue another evening.
Just a humble suggestion from a 4 child father with limited time :D
Hello! We've gotten this request from others as well. Unfortunately this won't be an option in the near future, but we are aware of it.
Fanders
10-14-23, 12:07 PM
Hello! We've gotten this request from others as well. Unfortunately this won't be an option in the near future, but we are aware of it.
Great! I totaly respect that you have more important features of the game to work with in this state. It's good to know that you are aware of the request though :up:
Kör hårt!
This week....He will spend the next week fixing latency issues in the real time radio/morse code. Einar has been working on further detailing the U-boat interior.
That is SUPERB news for the radio operators out there using morse, I know it's driven a few around the bend...
Usurpator
10-20-23, 10:15 AM
Hello everyone!
This week Oscar has been working on finishing the new radioman bot UI. Einar is working on various details for the U-boat interior. Axel has fixed the torpedo reloading interface, as well as some minor issues reported with the mission editor. He has also added some features for the localisation, which should now be feature complete and almost bug-free. The localisation package will be included in the next update, allowing you to play Wolfpack with your custom-made language packs (see below for example in Swedish). We also plan to make language packs publishable to the Steam workshop.
https://cdn.discordapp.com/attachments/531281921490026496/1164944512884408330/localisation_1.png?ex=65450e1f&is=6532991f&hm=07c494c7f3d7609c156a36c33f175dac555f0f5142185bc 6d56a6b63d612b165&
Usurpator
10-27-23, 03:40 PM
Hello everyone!
This week Axel has given the recognition manual / "C-menu" a passthrough, adding quality of life features. It has been reworked to better adapt to different monitor configurations, and it uses available screen real estate more efficiently. This is a first-pass, and we have more plans for this menu in the future. Einar is modeling new assets for the U-boat. Oscar has been working on the radio room making the real time Morse protocol more stable under high latency conditions.
iambecomelife
11-03-23, 03:22 AM
Many thanks for the updates, it's inspiring how diligent you guys have been. Still can't get over how excellent the interiors are; I have been browsing old screenshots & videos - your diesels are simply works of art.:yep:
Usurpator
11-03-23, 10:16 AM
Hello everyone!
This week the feature work on the radio room (enigma/radio station) has been completed, this marks the final new feature to be added to this update.
We are now doing what's known as a "feature freeze" (no more new features will be added), and we'll start clearing the remaining bugs as well as doing a bit of polish work before releasing this update!
Axel is currently working on fixing bugs, mostly in the newly reworked recognition manual, as well as other UI related issues. He is also adding sound effects and localizable tooltips wherever currently missing.
Many thanks for the updates, it's inspiring how diligent you guys have been. Still can't get over how excellent the interiors are; I have been browsing old screenshots & videos - your diesels are simply works of art.:yep:
They are also "the cleanest diesels in Christendom"! :Kaleun_Applaud:
Usurpator
11-10-23, 09:55 AM
Hello everyone!
This week Axel has been working on bugfixes and polish. The UI scaling issues with the recognition manual has been mostly fixed, as well as other misc. areas all over the UI. After feedback from the testers, Oscar has been refining the radio and enigma stations. Einar is working on small improvements and polish related to the upcoming release.
Usurpator
11-17-23, 10:44 AM
Hello everyone!
This week Axels main focus has been on narrowing down bug fixes, as well as polish in various parts of the UI. The radio/Enigma-station has been redesigned and a new version has been released to the testers. Various polish work has been done as well.
ReallyDedPoet
11-17-23, 12:53 PM
Hello everyone!
This week Axels main focus has been on narrowing down bug fixes, as well as polish in various parts of the UI. The radio/Enigma-station has been redesigned and a new version has been released to the testers. Various polish work has been done as well.
:up:
Usurpator
11-24-23, 11:00 AM
Hello everyone!
This week Oscar has been working on the revised Radioman bot. It will be finished sometime next week. Axel has continued general bug fixing in our bugtracker and publishing nightly builds to the testers.
szatanski
11-24-23, 11:02 AM
Hello everyone!
This week Oscar has been working on the revised Radioman bot. It will be finished sometime next week. Axel has continued general bug fixing in our bugtracker and publishing nightly builds to the testers.
Keep up the good work 👍
Awaiting update 👍
Good job guys ❤️
Aktungbby
11-25-23, 12:48 PM
szatanski!:Kaleun_Salute:...after a 13 year 'silent run'!
Usurpator
12-01-23, 09:18 AM
Hello everyone!
This week has seen feature development on the radio room completed and shipped of to testers yesterday. This was the last major addition before the update and it is now in polishing/bugfixing mode.
Axel has continued with general bug fixing, notable issues fixed being persistent individual VOIP audio controls for players, misc UI issues and respawn issues. Oscar is also working on fixing bugs, but is still mostly focused on issues pertaining to the radio room/enigma for now.
devnull
12-01-23, 06:07 PM
Hello everyone!
This week has seen feature development on the radio room completed and shipped of to testers yesterday. This was the last major addition before the update and it is now in polishing/bugfixing mode.
Axel has continued with general bug fixing, notable issues fixed being persistent individual VOIP audio controls for players, misc UI issues and respawn issues. Oscar is also working on fixing bugs, but is still mostly focused on issues pertaining to the radio room/enigma for now.
This is great news, I can hardly wait!!! 😍
Fritzdanger
12-04-23, 06:29 AM
After some time on land, I have to ask, Wolfpack it is the ultimate submarine game now ? I was a former SH5 player, just think the game had some challenges like bugs :arrgh!:
I don't know about "the ultimate", as I've only ever played the SH series, but it's bloody good, especially played at the organised game level, with up to 4 boats and 5 or more crew. In terms of the behaviour and lethality of escorts, I'd have to say the AI SH3 ones were much better, but we hope eventually the devs will add playable escorts so that human decision-making drives the escorts use, rather than the rather beef-witted AI. Movement into 1942 and onwards, would also serve to increase difficulty, perhaps with hedgehogs, radar and the like.
But as a pre-release beta, it is pretty outstanding even in it's current form. Presently new functioning engine and e-motor compartments are being added, and it's reasonable to assume I think that eventually reloading of the torpedoes and manual control-based flooding/firing of torpedoes on command, rather than via the commander's electric firing circuit may also be possible. So there's a lot to look forward to. In the meantime, where it excels is in the teamwork and regular crews of specialists who need to work together to achieve hits, whilst also permitting solo-play augmented by "bots" who can achieve evolutions at the direction of the player.
There are lots of nice touches, such as a working (if a little simplified) Enigma, that can be used to decrypt messages from BDU in custom missions, or between u-boats (although the latter is only very rarely used). Real morse-code is routinely used via a morse-key to communicate between boats on some organised games. I'd highly recommend the game. The game does have a few bugs and idiosynchrasies, for example, if you join a lobby and for some reason leave it, it's best if you completely close WP before rejoining as a client, or if starting a new lobby as a host. Overall, the remaining bugs are generally "slight irritants" rather than "serious". It is a pre-release beta, albeit a very long gestation one, so one should reasonably expect a few such.
Usurpator
12-08-23, 11:52 AM
Hello everyone!
This week Oscar has been sick with the flu and unable to work. He is doing better and will most likely be back Monday to finish the final details for the new radioman bot and to start sorting out the remaining bugs in our bug tracker. Axel has spent the week fixing lots of bugs as well, and a new version will be released to the testers early next week. We are still in the bug fixing and polish phase, getting closer to a version ready for public release.
Get well soon!:k_confused:
troopie
12-15-23, 01:14 AM
It's amazing to see how far this has come along. Thanks for the regular updates.
I seriously dislike steam and do not use it. Do you have any plans of an independent release in the future? I would really like to support the project.
Usurpator
12-15-23, 10:43 AM
Hello everyone!
This week has been dedicated to swift bug fixes on multiple fronts as we gear up for the final test builds scheduled for next week.
We will release the beta on the public branch Thursday or Friday next week, depending on test build feedback.
We're tremendously excited to see you dive into the new content, and hope you can have patience for just one more week.
Happy holidays and have a great weekend!
Usurpator
12-22-23, 11:40 AM
A new version is now live on the beta branch!
https://store.steampowered.com/news/app/490920/view/3872597312394315244?l=english
Disclaimer: For those of you who intend to try multiplayer regardless of our disclaimer, testers have reported that setting wind speed to 1 produces much more stable network conditions at the moment.
Lignite
12-22-23, 03:11 PM
Merry Christmas to everyone!
Bilge_Rat
12-23-23, 03:24 AM
great news! :arrgh!:
Usurpator
12-29-23, 10:01 AM
Hello everyone!
For those of you who have played the new open beta the past week, we really hope you've enjoyed it so far. We are currently working on fixing remaining bugs and polish leading up to the main release of version 0.26.
Happy new year!
The Wolfpack Team
Usurpator
01-05-24, 01:55 PM
Hello everyone!
We're finally back in office after the holidays, our current main priority is fixing issues to get the beta ready to deploy on the main branch.
We're aware of some issues with the recognition manual, they are getting fixed - don't worry!
Hope everyone has a great time in the beta,
happy weekend!
Usurpator
01-12-24, 11:16 AM
Hello everyone!
This week Axel has reworked and fixed the filtering options for the recognition manual, and a build has been sent off to the testers for iteration. Oscar has been working on improving net code stability for the main release of version 0.26. Einar is modeling new assets for the U-boat.
ReallyDedPoet
01-16-24, 06:10 PM
Thanks for the updates :yep::up:
Usurpator
01-19-24, 11:59 AM
Hello everyone!
This week we've addressed and improved the recognition manual filter, ensuring a smoother and more efficient experience. Stay tuned for upcoming quality of life features that will further improve the recognition manual in the coming weeks.
Work on the network issues are currently in progress, and we're expecting to deploy test builds to our testers soon.
Thank you for your continued support,
The Wolfpack Team
https://store.steampowered.com/news/app/490920/view/3987441639164696207?l=english
Usurpator
01-26-24, 10:47 AM
Hello everyone!
This week Axel has almost wrapped up the recognition manual, with fixes for aspect ratios, some quality of life features suggested by testers and other minor bugfixes.
It's almost ready and will probably be released to the testers early next week, and hopefully to the open beta by next Friday.
Einar has begun work on a Type VIIC/41 exterior with a snorkel and radar. This will be available later in the war, when the allies have radar.
Usurpator
02-02-24, 04:23 PM
Hello everyone!
This week Oscar has made good headway into a necessary refactoring of certain network code sections. This work involves separating the client code from the server code. This will fix the current network issue, as well as a host of other issues we have encountered during development. The most common issue being a disconnect from what the server sees and what the client sees.
Axel has had to postpone most of his work due to some mild seasonal flu, but should be back next week. Einar is working on the Type VIIC/41 exterior.
Usurpator
02-09-24, 05:12 PM
Hello everyone!
This week Axel has continued the same work as last week. He had initially hoped to push another beta version to the testers at the end of this week, but some issues could not be remedied on time, and he's aiming for a test build early next week instead. Oscar is still refactoring the net code and Einar is working on the type VIIC/41 exterior.
Usurpator
02-16-24, 10:43 AM
Hello everyone!
This week work has been more or less the same as last week, Axel has pushed a build to the testers and received some feedback which is going to be addressed. Oscar is still refactoring the net code and Einar is working on the type VIIC/41 exterior. We had initially hoped to have another incremental update for the open beta, but we will move this up to next week instead.
Usurpator
02-23-24, 06:02 PM
Hello everyone!
Oscar has been sick this week, but is recovering and will hopefully be back next week! Axel is still working on UI fixes related to the recognition manual, mostly focusing on refactors and future-proofing in the underlying code architecture. Sadly this included postponing a planned test build until this work has been completed. Work on the VIIC/41 exterior is progressing.
Usurpator
03-01-24, 01:10 PM
Hello everyone!
This week Axel has pushed another build to the testers and received some feedback, and is now fixing the remaining issues. Oscar is back 100% refactoring the net code and Einar is working on the VIIC/41 exterior.
Usurpator
03-08-24, 12:46 PM
Hello everyone!
Today we have updated the open beta branch, with fixes and improvement for menues and the recognition manual.
We have more updates coming soon.
Hope you are enjoying the weekend,
The Wolfpack Team
https://store.steampowered.com/news/app/490920/view/4109043267623155645?l=english
Usurpator
03-15-24, 10:29 AM
Hello everyone!
This week Axel has been investigating issues found in the previous build, fixing them as found, and preparing for re-releasing the build with some additional bug fixes added as well. We've also made some internal changes to our deployment pipeline to avoid similar issues again. Einar is making progress on the VIIC/41 exterior and Oscar is refactoring net code.
Usurpator
03-22-24, 10:14 AM
Hello everyone!
This week Oscar has continued network refactoring, and is making rapid progress. Axel is wrapping up some issues before preparing for another test release, with the goal of moving the test build to the open beta as soon as possible. We expect to have more significant update content in the coming weeks.
Usurpator
03-29-24, 11:12 AM
Hello everyone!
We are still working on getting the new version ready for the main branch. Oscar is refactoring net code, Axel is fixing remaining bugs and Einar is modeling the VIIC/41 exterior.
Usurpator
04-05-24, 01:25 PM
Hello everyone!
Axel has continued work on some of the last remaining bugs in UI-areas (such as nameplates disappearing etc.) He has also started working on a texture streaming framework, intended to load height maps and other world location data at runtime as efficiently as possible - this will be used for creating land and more advanced AI navigation. Oscar is still refactoring net code. It is tedious, but it needs to be done and the final result will be great! Einar is working on the VIIC/41 exterior.
Usurpator
04-12-24, 09:35 AM
Hello everyone!
This week Axel has continued work on the texture streaming framework. Oscar is still refactoring net code and is making progress. Einar is working on the VIIC/41 exterior.
Usurpator
04-19-24, 10:20 AM
Hello Everyone!
This week Axel's continued working on the texture streaming framework, as well as looking into terrain loading/shaders. Oscar's making progress on the net code. It's getting there! Einar is unwrapping/texturing the VIIC/41 tower.
Usurpator
04-26-24, 02:23 PM
Hello everyone! This week Oscar has continued work on the net code refactor - more details below. Axel has been on sick leave most of the week, but is continuing work on the global map and terrain planning. Einar has been finishing up the type VIIC/41 model.
FAQ about our progress and priorities:
Why do you have to refactor the code right now, can’t you just fix the bug and release the patch?
Refactoring code is a normal and necessary part of development and needs to happen periodically, because requirements change as the product matures. Right now, the net code is the oldest piece of code in the game. It was written seven years ago, when the game was in its infancy and everything worked very differently from the way it does now. This has caused several issues as time has passed, and is currently preventing us from expanding the design of the game.
Why is it taking so long to fix?
The net code affects most of the components in the game. Since we have to rewrite the components, we’ve decided to also make some structural changes to them, in preparation for future updates. This means it takes a bit longer now, but in return it enables improvements and speeds up upcoming releases. For example:
In the current version of the game, the player character is a property of the U-boat. This means that each U-boat has seven hidden player characters in it at all times, and when a player connects they possess one of these pawns. Each u-boat has exactly seven player slots, and the player character can’t leave the u-boat. This design is part of the legacy code that we are throwing out with this patch.
In the new version, the player character is its own object, separate from the u-boat, and the u-boat implements a generic container interface that can hold any number of players. This change means a couple of things:
It will be possible for the player character to be in different places than the u-boat, for example in the bunker, or in the water.
It will be very easy for us to add other vessels, like the Corvette and the Type VIIC/41 that Einar has modeled.
The u-boat (and other vessels) is no longer limited to 7 players, it can have as many players as we want.
How much work is left on this patch?
The netcode itself is finished, but all of the components that touch the net code need to be updated to work with the new system. Oscar has been implementing one system at a time.
These are done:
The water and weather system.
The player character
The propulsion system
The torpedo system/tdc
The electrical system.
Periscopes and depth keeping.
We still need the radio/sonar room and map to work before we can release the patch.
Thank you for your patience!
Usurpator
05-03-24, 09:44 AM
Hello everyone!
This week Axel has returned to the UI temporarily to prepare some fixes for the new patches, and otherwise continued work with land and sea charts. Oscar has been working on the map implementation, it is almost finished. For more details, see the previous update.
Usurpator
05-10-24, 03:11 PM
Hello everyone! This week Oscar has finished work with the map. Axel has been working on shaders for the land / world map. Einar has been working on the corvette.
Usurpator
05-17-24, 04:32 PM
Hello everyone!
This week we have worked on real scale world maps, terrain and in-game sea charts rendered according to those maps (using real oceanographic survey data), AI groups/convoys and steering behaviors as well as network code cleanup.
We wish everyone a great weekend, happy hunting!
Usurpator
05-24-24, 04:57 PM
Hello everyone!
This week Axel has been working on a group system for non-player units, which includes pathfinding according to depth/terrain and task/waypoint management. Without getting too technical, individual units (ships, submarines, aircraft) are composed into groups (mixed compositions are available), groups share tasks and waypoints and will operate as a group when pursuing those objectives. Groups can dynamically form and split at the command of a "global" AI director. This should make missions much more dynamic and more replayable.
This group system is built with a new mission editor in mind, where our vision is for mission authors to be able to compose groups in real-time and assign waypoints, etc.
Oscar is making progress on the network update and Einar is working on a few unfinished parts of the the VIIC/41 tower.
Lignite
05-25-24, 10:23 AM
That sounds very... Dynamic! Great concept, would love to hear more as it developes.
entrippy
05-27-24, 09:57 PM
Sounds exciting. I'm looking forward to seeing the next patch.
Speaking of which, are you still working towards the net code patch milestone or have you extended the scope (eh?!?! geddit?!?!?) to include the new features you mention above.
I'm not try to to project manage you, just create a picture in my head of how you're structuring your delivery
Usurpator
05-31-24, 09:11 AM
Hello everyone!
This week Axel has continued work on AI and world pathfinding, and debug tools for those features. Oscar has been working on integrating the AI into the new release and Einar is finishing up some modeling work.
Hello everyone!
This week Axel has been working on a group system for non-player units, which includes pathfinding according to depth/terrain and task/waypoint management. Without getting too technical, individual units (ships, submarines, aircraft) are composed into groups (mixed compositions are available), groups share tasks and waypoints and will operate as a group when pursuing those objectives. Groups can dynamically form and split at the command of a "global" AI director. This should make missions much more dynamic and more replayable.
This group system is built with a new mission editor in mind, where our vision is for mission authors to be able to compose groups in real-time and assign waypoints, etc.
Oscar is making progress on the network update and Einar is working on a few unfinished parts of the the VIIC/41 tower.
It will be useful if these groups can be deployed in formations by a real player acting as "convoy commander", so, for example, two or three Flower class corvettes can sweep an area in an asdic search about a half a mile apart. or be formed into line ahead to protect a flank, or sequentially DC a discovered u-boat? This is I hope a great first step towards players being able to drop into escorts and control them, with AI escorts continuing to follow their formation/route/activity orders. That'll put all the tedious searching into AI boats, but nevertheless have them directed by a human mind, with boats able to prosecute DC attacks again under player control. Meaning they won't just give up merely because a uboat has reached 185m, or the elapsed time for searching has been reached.
Usurpator
06-14-24, 03:17 PM
Hello everyone!
This week Axel has continued work on navigation and AI, as well as implementing features for the future mission editor, (such as making the terrain image based, which in the future will allow us to make it editable). Oscar has been working on the refactor of the net code for the patch. This week he has been working on the radio room.
Usurpator
06-21-24, 06:17 AM
Hello everyone!
We are still working on finishing the patch, and it's getting there. Oscar is finishing up the new netcode for the radio room. Axel has continued work on navigation and AI. Einar is working on UVs and modeling remaining details for the VIIC/41 tower.
It'd be interesting to know what the new net-code will permit to be developed.
Usurpator
06-28-24, 06:50 PM
Hello everyone!
Axel is back from vacation and is now back at work on AI, terrain and navigation. Oscar has been working on finishing the new net code for the radio room, and it is almost completed. Einar is still working on details for the VIIC/41 tower.
We are currently re-working our routines for updates and community outreach internally, and we hope to have a better way of communicating with all sections of our community in the future.
I'd really like to see the Audio UI changed for the engine room. This remains a uniquely challenging sound environment in game. In order not to be completely deafened by the diesels, we have to dial back our master-volume to circa 15%. In doing so, the alarm bells cannot be heard at all in the engine room or emotor room, the telephone cannot be heard aft of cylinder #5, DC's explode soundlessly and EOT bells are frequently all but impossible to hear.
We need:
Audio sliders for (volume of) :
EOT bells
Telephone bells
Diesel engine sounds
Alarm bells (preferably with repeaters in both engine/motor rooms)
DC's
Shaft RPM
Clutches and decouplers
Emotors/Generator.
That operate independently to "Master volume" or "effects volume" when in either the diesel or e-motor room, in order that the sound environment can be reasonably tailored. Obviously, the sound environment should be somewhat challenging, and encourage some teamwork in dealing with those problems, however, it's beggars belief that the Germans would fit bells that can't be heard on the EOT's, or that DC's would be soundless! Anyone who plays machinist or engineer, will be deeply thankful for reform of the UI in this respect.
Usurpator
07-03-24, 05:18 PM
Hello everyone!
It’s July, and time for the team to take a break for vacation. We’ve been working tirelessly on the patch, but alas, it is not ready for testing quite yet. As soon as we get back, we will of course do our utmost to release the patch as soon as possible. We appreciate your patience and understanding. Your continued support means the world to us, and we can't wait to return with renewed energy.
See you in august!
The Wolfpack Team
Usurpator
08-09-24, 09:34 AM
Hello everyone!
We’ve just returned from our respective vacations. We are well rested and excited to dive back into development! Next week Oscar will start integrating land and global locations into the new build. This integration is necessary, since the new net code / back end needs to be able to support multiple concurrent map instances, allowing different u-boat crews to be in different parts of the world.
Axel is going to focus on getting the AI to work with the new terrain/map system. Einar will be making assets for the new terrain.
Will the type IX be modelled at some point? In order to operate in some of the more distant waters, running a type VII is not ideal, so having the type IX will make good use of the expanded sea-areas, as well as provide some variety in tactics - the type IX being slower to dive for example?
Usurpator
08-16-24, 09:22 AM
Hello everyone!
Work is picking up speed again after the vacations. Axel is currently working on AI and navigation, Oscar is working on implementing the network protocol and Einar is modeling new assets.
Usurpator
08-23-24, 04:24 PM
Hello everyone!
This week we've continued working on our respective tasks. Oscar is working on the network protocol, Axel is working on AI and navigation and Einar is modeling new assets.
Usurpator
08-30-24, 12:07 PM
Hello everyone!
We are still working on the net code update, but we have some big news.
Going forward we are going to focus on building a new way of playing the game, called Career Mode.
This means changing the development roadmap.
Career Mode is a free roaming, campaign-style game mode, with permanent progression.
In this game mode, you start in 1939 and can play through the entire war. When you quit, progress is saved, so you can continue your game where you left off at a later date. U-boats are free to travel throughout the entire world map, and can use fast travel to quickly traverse great distances.
Career Mode is designed to be the seminal Wolfpack experience—we will keep and continue to maintain the old way of playing wolfpack, now called Scenario Mode, where you play a game on a limited map with predefined objectives, without fast travel.
Our next release (0.27) will include everything in the current beta — along with the new stable net code, and the new world map.
After this release is bug free, we will focus on implementing career mode.
https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/490920/extras/roadmap.png?t=1725028722
We will be holding a Q&A soon to answer all your questions regarding roadmap changes and Career Mode.
Best regards
The Wolfpack Team.
Very interesting list indeed. Will there be a period of putting one or two things right/improvements before this is all embarked on? In particular:
1. Getting the Enigma functioning properly
2. Getting the Workshop running again
3. Adding diesel and e-motor compartments individual sound UI settings of every sound heard within, independent of global sound settings? (or alternatively greatly increasing the sound of DC's, adding an alarm bell repeater to both compartments, and making the EOT bells MUCH louder. If one optimises global sound levels to operate in the engine room, none of these can be heard!)
Usurpator
09-06-24, 03:19 PM
Hello everyone!
This week Axel has been working on AI behaviours. Oscar is working on the new world map and Einar is modeling new assets.
Usurpator
09-13-24, 09:38 AM
Hello everyone!
This week Axel has been working on more AI behaviours and general AI avoidance. Einar is modeling assets. Oscar is making progress on the new world map. Here's a work-in-progress picture of it's current state. In the coming weeks we will return with more details regarding how you will navigate on this map, and how you can interact with other entities in the world.
https://cdn.discordapp.com/attachments/531281921490026496/1284156056653533258/map_1.png?ex=66e59b06&is=66e44986&hm=bffe57e6b73c731c9621ceb2424bc40f49190da65442f9f c4ea0943feeaeb9bb&
Usurpator
09-20-24, 09:59 AM
Hello everyone!
Axel has continued work on more advances AI features for convoys/escorts, Oscar has been working on the map implementation.
PL_Andrev
09-24-24, 12:54 AM
Ech... playable corvette (PvP) will be available when I'm a grandpa I see...
Raf1394
09-26-24, 11:31 PM
I'm looking forward for the interactions in the forward and stern torpedo rooms.
The reloading procedure now has a fixed reload time.
The guy at the TDC, just clicks the torpedo panel and reloads it.
But with a manual reload, there is no fixed time. The torpedo reload time depends how fast and correctly the person reloads the torpedoes.
Usurpator
09-27-24, 10:44 AM
Hello everyone!
Work continues, don't expect any drastic reveals today. Axel is still at work on AI behaviours, and Oscar is mapping up work on the world map and associated tools.
peirzac1
09-28-24, 05:29 PM
Thank you developers for the work you have been doing! I greatly enjoy what you have made so far and am excited to see what is to come!
Raf1394
10-02-24, 09:13 PM
The U-boat flooding and new damage system looks interesting.
Usurpator
10-04-24, 01:56 PM
Hello everyone!
Axel is still working on AI behaviours for escorts. Oscar is working on the map system and Einar is modeling assets.
Raf1394
10-04-24, 07:32 PM
Thanks for headsup !
Usurpator
10-11-24, 02:23 PM
Hello everyone!
This week Oscar's continued working on the new map system and Axel is working on AI behaviours. Einar is modeling assets.
Usurpator
10-18-24, 04:30 PM
Hello everyone!
Axel is still out due to covid/influenza, Oscar is still working on the map and world navigation. Einar is modeling assets.
Many thanks. If ever you feel able to expand on the improvements to AI, I for one would be most interested to read what's being worked on!
Raf1394
10-19-24, 05:19 PM
Thanks for the info!
PL_Andrev
10-22-24, 11:46 AM
What happened to playable corvette?
Since two month no info at all about that.
As I understand it, playable escorts require some changes to legacy code, which is still in progress. There are other things in the road-map queue before playable escorts. Although I'm extremely keen to see this too, we have to accept that with a tiny dev crew, these things are going to take time. It'll come eventually, but it will take months and years, rather than weeks and months?
Usurpator
10-25-24, 11:29 AM
Many thanks. If ever you feel able to expand on the improvements to AI, I for one would be most interested to read what's being worked on!
Most of the work on the AI right now is getting AI navigation and obsticle avoidance to work well, both in a global and a local context.
There are several tiers of AI systems working in tandem. Right now most of the work is being done on local groups of ships, but we are also working on a stratetic AI that will handle global decisions.
We will also need to add AI for new unit types, such as aircraft, aircraft carriers and patrol boats.
Usurpator
10-25-24, 11:41 AM
What happened to playable corvette?
Since two month no info at all about that.
Progress is being made with the playable corvette, mostly modelling at this point.
We will add an alpha version of the corvette after the network patch is bug free and on the main branch. At this stage it will be incomplete, and new systems will be added to it as they get finished. This will mostly be for testing though, since to get the most out of the corvette, we need dedicated servers. Without dedicated servers, the host can simply quit the game when he is about to lose, which will be a very frustrating experience for everyone involved.
Many of the systems for the corvette can be lifted straight from the u-boat with little to no modification to the code, such as guns and steering. The more unique systems, such as radar and active sonar/depth charge systems will have to be implemented from scratch, so they will take a bit longer to put in.
So, the playable corvette is still very much on the table and will be progressively implemented after the patch we are currently working on is out on the main branch. A proper pvp mode, however, will be implemented once we have dedicated servers working.
Usurpator
10-25-24, 11:50 AM
Hello everyone!
Axel is now back from sick leave and is back to work on AI behaviours and navigation.
Oscar is working on making the wave simulation and other physics systems work in a global context.
Most of the work on the AI right now is getting AI navigation and obsticle avoidance to work well, both in a global and a local context.
There are several tiers of AI systems working in tandem. Right now most of the work is being done on local groups of ships, but we are also working on a stratetic AI that will handle global decisions.
We will also need to add AI for new unit types, such as aircraft, aircraft carriers and patrol boats.
That's good to hear. Will there be any possible player-controlled AI? What I mean by that is an allied-player able to direct AI escorts within the convoy to go to positions and execute tasks (suitably bounded initially by constraints of movement to prevent exploitation of the known usual positions of u-boats 15-25 minutes into the game? This seems to me to be a really good first step towards players being able to move between escorts, with the AI doing directed tasks in the meantime. In other words, using the AI for the dull repetitive tasks, but positioning them according to a human brain's intelligence, rather than an AI algorithm; and then allowing human players to do the fun/fine judgement stuff such as asdic searches in contact and DCing - until called back to the convoy or replaced with a faster escort as they fall astern of the convoy...?
This approach to mixing human play with AI - and occasionally swapping between them, would also permit a smaller number of allied players to have an effect disproportionate to their numbers, which would be especially useful in the absence of dedicated servers?
See:
https://www.subsim.com/radioroom/showpost.php?p=2897786&postcount=118
Raf1394
10-28-24, 03:35 PM
Hello everyone!
Axel is now back from sick leave and is back to work on AI behaviours and navigation.
Oscar is working on making the wave simulation and other physics systems work in a global context.
Thanks for info, and good to hear Axel is back.
Usurpator
11-01-24, 09:21 AM
Hello Everyone!
This week Axel's been working on internal debugging tools for AI/navigation, as well as AI behaviours themselves. Oscar is working on global ocean and weather simulation and Einar is modeling assets.
Usurpator
11-08-24, 02:34 PM
That's good to hear. Will there be any possible player-controlled AI? What I mean by that is an allied-player able to direct AI escorts within the convoy to go to positions and execute tasks (suitably bounded initially by constraints of movement to prevent exploitation of the known usual positions of u-boats 15-25 minutes into the game? This seems to me to be a really good first step towards players being able to move between escorts, with the AI doing directed tasks in the meantime. In other words, using the AI for the dull repetitive tasks, but positioning them according to a human brain's intelligence, rather than an AI algorithm; and then allowing human players to do the fun/fine judgement stuff such as asdic searches in contact and DCing - until called back to the convoy or replaced with a faster escort as they fall astern of the convoy...?
This approach to mixing human play with AI - and occasionally swapping between them, would also permit a smaller number of allied players to have an effect disproportionate to their numbers, which would be especially useful in the absence of dedicated servers?
See:
https://www.subsim.com/radioroom/showpost.php?p=2897786&postcount=118
Interesting idea, however, we have no plans for anything like this. Our plan is for the corvette to work just like the u-boat, with a handful of players manning different stations. We plan on accounting for this when we design gameplay. For example, a scenario where a single corvette is guarding 1-3 very important ships, and the u-boat has an hour or so to sink them. This way the corvette does not have to cover a lot of ground, and the u-boat has a limited time to act, so we don't get infinite games of the u-boat just waiting.
Usurpator
11-08-24, 02:34 PM
Hello everyone!
This week Axel has continued work on AI behaviours, working on some more tricky behaviours in relation to land.
Oscar is working on weather-wind-integration with the water, and integrating this in the world map/physics system.
Interesting idea, however, we have no plans for anything like this. Our plan is for the corvette to work just like the uboat, with a handful of players manning different stations. We plan on accounting for this when we design gameplay. For example, a scenario where a single corvette is guarding 1-3 very important ships, and the uboat has an hour or so to sink them. This way the corvette does not have to cover a lot of ground, and the uboat has a limited time to act, so we don't get infinite games of the uboat just waiting.
Many thanks, it's heartening to read how the player operated corvette is going to be implemented initially. The time-limit is interesting, however, I think the time-limit MUST be configurable by the lobby owner. The reason for this is that it would allow for a 1 hour game v a handful of merchants, or, the usual 3 and a half hour games which typify a usual organised game with up to 4 uboats v a large convoy, with set TOI's etc. So the time limit should probably be configurable from the start so that the maximum flexibility can be built into the gameplay experience?
As for the "convoy commander" directing AI escorts, I see this as the next logical step AFTER what you're envisaging for the initial player operated corvette, as this will help vary the gameplay experience, which is much needed.
The final step, as I see it, is to allow players to drop into any escort, be it Bittern, Tribal or Corvette, with the AI (directed by the convoy commander) doing the repetitive "dull" asdic searches, and the players dropping into any escort that picks up a u-boat on asdic (or "sees") a uboat, (or leaves an escort that has fallen astern of the convoy to man a better positioned one.)
In this way it is not necessary to have equal numbers of escort players to uboat ones, and the majority of the dull work is done by AI, but those movements and tasks are directed by a human intelligence, rather than a dumb-as-fence-post AI. I fully appreciate that this is a process, and that simpler iterations will need to be introduced initially. The playable corvette does sound like a great 1st step!
Usurpator
11-15-24, 01:17 PM
Hello everyone!
Oscar is still working on weather-wind-integration with the water, as well as the world map/physics system. Axel is working on AI behaviours for escorts and general convoy states. Einar is modeling assets.
Usurpator
11-22-24, 10:21 AM
Hello everyone!
This week Axel has been working on AI group states and some dynamic behaviours such as avoiding torpedoes/bomb attacks/similar. Oscar has been working on water/land interactions. Einar is modeling assets.
Raf1394
11-22-24, 11:23 AM
Thanks for update!
Usurpator
11-29-24, 09:14 AM
Hello everyone!
This week Axel has continued working on escort behaviours and attacks. Oscar has been finishing up the global water system. Einar is modeling assets.
We wish everyone a happy thanksgiving!
Raf1394
11-30-24, 07:03 AM
Thanks for headsup!
Usurpator
12-06-24, 05:52 PM
Hello everyone!
This week Axel has been continuing the work on escort attack patterns, and Oscar has been reimplementing buoyancy and water physics to the new water system. Einar has been modeling assets.
Raf1394
12-08-24, 12:12 AM
Thanks for info !:salute:
Usurpator
12-13-24, 10:06 AM
This week Oscar has finished the new buoyancy physics, as well as collision detection and collision resolution against the new terrain. Axel has been working on more AI behaviours for escorts and other surface combat vessels, specifically when reacting to the player submarine/hostile vessels.
Raf1394
12-14-24, 05:53 AM
Thanks!
Usurpator
12-20-24, 08:36 AM
Happy Holidays everyone! Here is our end of the year update:
https://store.steampowered.com/news/app/490920/view/520826430987174098?l=
Raf1394
12-20-24, 08:46 AM
Happy Holidays everyone! Here is our end of the year update:
https://store.steampowered.com/news/app/490920/view/520826430987174098?l=
Thanks for sharing !
Fanders
12-22-24, 10:20 AM
Happy Holidays everyone! Here is our end of the year update:
https://store.steampowered.com/news/app/490920/view/520826430987174098?l=
Good work guys! Now we go ahead flank to see what 2025 holds :arrgh!:
Any thoughts as to when the outstanding bugs of the Enigma will be fixed, and the DFing kit made functional? To which end, it would be useful if a 2nd radio position can be mannable, so that one player can operate the real-morse, and another can encrypt/decrypt or do DF work? Likewise it'd be good to have the workshop usable again. The DF code can perhaps be re-used on playable escorts, so that should they catch a uboat boat transmitting, they know the bearing to chase it down, and if a 2nd boat gets a DF bearing a position can be plotted...
VonHoffman
01-03-25, 09:14 AM
Agree with Enigma and also radio DF.
Has the issue with active sonar being certain death been addressed yet? IRL it gives bearing to contact, but not depth.
Once I've been intercepted and active sonar used, I'm dead no matter what I do, and this is not accurate. Also, the destroyers sit for hours waiting for you to move, and can hear you no matter how silently you run, or whether you are below the thermocline or not.
If this is a bug, where can I report this?
VonHoffman
01-03-25, 09:22 AM
Not a fan of time limits. I've played sub sims for an entire day before now, to achieve an objective.
I would like an on-going open world, where I can save progress, come back, and play for 12 straight hours.
It wouldn't be dissimilar to what we already have, but with spawned convoys on certain routes.
SH had "milk cows" that you could rendezvous with. That could be interesting to add, too.
ReallyDedPoet
01-05-25, 10:02 AM
Happy Holidays everyone! Here is our end of the year update:
https://store.steampowered.com/news/app/490920/view/520826430987174098?l=
Thanks for the update :yep:
KapitanShad
01-08-25, 10:58 PM
There's a draughts board /chess board in the mess ... would be nice to be able, on those long dives, to have a player v player ( or AI) game. Little things like that can make all the difference between good and exceptional.:Kaleun_Cheers:
Raf1394
01-10-25, 11:12 AM
little minigame :)
Usurpator
01-10-25, 01:52 PM
Hello everyone!
Hope y'all had a great Christmas and enjoyed the holidays. We are now back in the studio working according to the roadmap we outlined in our latest Steam announcement.
For more information, please see:
https://store.steampowered.com/news/app/490920/view/520826430987174098?l
Raf1394
01-12-25, 03:11 AM
Thanks for info!
Usurpator
01-17-25, 03:59 PM
Hello everyone!
We have received feedback from the community that these weekly Friday updates often are very terse and repetitive, and we agree with this.
We have decided to stop doing weekly updates, and instead make a more detailed announcement on Steam at the end of each month. The updates themselves will be more substantial and more in-depth.
The first monthly update will come at the end of January.
Excellent news! I look forward to reading the new format!
entrippy
01-21-25, 03:47 AM
I know this might be pushing it as far as asks go... Instead of pushing updates to us, is there an agile board that we can follow so that we can see what features are currently in flight, completed, or up next?
ReallyDedPoet
01-21-25, 09:33 PM
Hello everyone!
We have received feedback from the community that these weekly Friday updates often are very terse and repetitive, and we agree with this.
We have decided to stop doing weekly updates, and instead make a more detailed announcement on Steam at the end of each month. The updates themselves will be more substantial and more in-depth.
The first monthly update will come at the end of January.
Nice work :up:
KapitanShad
01-29-25, 12:26 AM
Nice work :up:
Nice work?
What work?
BrendaEM
01-31-25, 11:43 AM
Agreed! What work?
I am not sure why anyone would be for fewer updates--on a work log.
Up to this point, I have resisted posting on a work log, but I feel that there is a bit of "Emperor's New Clothes" surrounding Wolfpack.
Usurpator
03-28-25, 09:46 AM
New development update!
https://store.steampowered.com/news/app/490920/view/520835140699554930?l=english
ReallyDedPoet
03-28-25, 07:12 PM
Thanks.
Raf1394
03-29-25, 01:24 AM
Interesting to see
Looks very interesting. May I suggest RAF roundels are used to represent aircraft, white ensigns for escorts and red-ensigns (for British vessels)? This would help in discriminating between all 3. The US, star in roundel for air, large US flag for escort and small for merchants; and balken-kreuz for Luftwaffe, KM flag for surface craft and uboats?
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