Weekly update
Hello everyone!
This week Oscar has been working on fire and explosions for the new ship destruction system. This video shows work in progress. We want all basic features working before Koji starts using the new system with his ships. The effects will be improved come version 0.27. https://www.youtube.com/watch?v=xWFSd37t0Ps |
Weekly update
Hello everyone!
This week Oscar has been working on a fire shader for the damage system. The new shader causes the burning area of the ship to glow and get charred. https://www.youtube.com/watch?v=9hEHSsy1yM4 |
Weekly update
Hello everyone!
This week Oscar has been adding the final touches to the new damage system. Some cleanup of the project is needed, but after that it will be handed over to Koji, so he can start implementing it using his new ship models. Axel has successfully completed a true-to-life test of the netcode and is rectifying issues caused by players disconnecting from the server. Next week we will begin working on implementing the new interior, as well as addressing some of the feedback we have been getting since the last update. https://www.youtube.com/watch?v=XfexRWzeI3E |
Weekly update
Hello everyone!
This week we have finished work with the damage system (for now) and have started working on implementing the new interior. The next week will be spent handling basics such as occlusion, collision and voice attenuation for the new compartments. Axel has continued to work with JIT and disconnection-related issues - as well as some optimization in regards to message packing. |
Weekly update
Hello everyone!
This week Oscar has imported the complete interior to the main project. Collision and occlusion works, so you can walk around everywhere without falling through the floor. We are still working on the look of the lighting. We have also started splitting up the old radio/hydrophone compartment into two rooms. Next week we will add animations to the engines and work on voice tubes across the sub. Axel has mostly wrapped up work on JIT and disconnection-related issues, optimized away a couple of nasty bottlenecks in hot loops and is looking into a reconnection issue. https://www.youtube.com/watch?v=8NYyrv1qJos |
The full interior is looking great. Does this mean there may be more crewable positions in time? i was really pleased to see playable escorts on the dev list, wish they were further UP the list though! ;-)
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Hello everyone! This week we have moved the relevant equipment to the hydrophone room. We have added voice tubes and correct voice attenuation across the sub, and spent the rest of the week doing optimization. We are working towards a stable patch where the new parts of the interior will be static/non interactive. This will be released on the beta branch as soon as it is playable. After this we will add interactive diesels and electric engines, and manual torpedo reloading.
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Thanks for the update Usurpator.
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weekly update
Hello everyone!
This week Oscar has been doing more VOIP related work, adding closable doors (that interfere with player voices if you close them), and the intercom system to the sub. The doors do not yet have animations for the handles and locking mechanism, but this will be added later. Axel has worked on voice communication and a couple of related issues. https://www.youtube.com/watch?v=gGxtCQpgZig |
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Weekly update
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. |
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: |
Weekly update
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. |
Looks-sounds great :up:
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Weekly update
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. |
Question about dev team
Which modders from subsim, if any, are a permanent part of this development team?
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Weekly update
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. |
Weekly update
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. |
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.
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Weekly update
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. |
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