0.3.7 Update

Discussion in 'Change Log / Patch notes' started by Ryan, Dec 12, 2016.

  1. Ryan

    Ryan Moderator Staff Member

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    Caves
    • Cave structure created
    • First pass at ivy and foliage
    • Waterfalls and streams added
    • First pass at ruins and props
    • First pass at lighting
    • Caves added to the main map for players to find
    • Skylight disabled when player enters caves
    • First pass at cave post processing settings
    • Trigger added to despawn main level when in caves and despawn caves when you have left

    Deer:
    • Deer Herd Mentality in, they will group up and act together
    • Deer will elect a leader to follow when in a grou
    • Deer will choose new leader if current leader dies
    • Fear is shared amongst the group
    • AI flee as a group

    Wolves
    • Wolve animations setup
    • Wolve footsteps play sounds
    • Hurt and Death noises added
    • Wolf stops targeting once target is killed
    • Wolves will attack player on sight or sound
    • Wolves can attack and damage player
    • Wolf attack cooldown added
    • Lone wolf added that will stray outside of it's territory and wander entire map
    • Wolves will howl upon sighting player
    • Other wolves who hear howl will path to first wolf and attack together
    • Howling will spook deer and other neutral ai causing them to flee
    • Sleep wolves added
    • Wolves will return to spawn point after chasing player for max distance
    • Added max wander distance variable to define wolves territory
    • Added Alarm radius where Wolves will track and approach player once they are close enough
    • Added Wolf spawners to map
    • Wolves will hear the player from a greater distance
    • Wolves have random delay on their attack so they don't all attack in sync
    • Wolves won't call for help if they are attacked first
    • Wolf health increased

    Oculus Touch
    • Auto-Detect if Oculus is connected
    • Left Analog controls movement
    • Right Analog controls player rotation
    • Analog button opens menus
    • a/x mapped to teleport

    Fixes and Tweaks
    • Changed Default AA method from Temporal to FX
    • Added AA method toggle(FXAA/TXAA) in Advanced Graphics menu
    • Movement Speed now saves properly
    • House sign and chest disappear around back when it is fully upgraded
    • Basket Spawner added
    • Belt no longer prevents crossbow reloading
    • Buns and fruit no longer spoil
    • Blooms no longer disappear as soon as they are thrown into furnace, they need to be heated up to min temp before they disappear
    • On game load, physics objects spawn slightly higher to prevent them from falling through tables - Commity fix
    • Blooms placed into Top of Smelter no longer block ore if not melted but game reloaded - Commity fix
    • Bloom no longer disappear immediately after thrown into smelter - Commity fix
    • Hands rotated outwards to appear more natural - Community fix
    • Tools can no longer bat cart around - Community fix
    • Noise player generates travels much further now
    • Resource yield clampable to allow us to give wolves more health than deer but yield less meat
    • Material fixed for decal on blood drips from deer
    • New Game / Delete Save data scroll added to main menu house
    • Nav Mesh fixes to main map and caves
     
  2. R3volve

    R3volve New Member

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    I purchased the game last night, and tested it out on my Oculus Rift.
    The left analog stick for movement doesn't work. As far as I could tell the left analog stick did nothing.
    The teleport worked, so I was able to get around with that.
    At one point, pressing X and moving the left analog stick would move me, but that takes two hands on one controller. My one thumb couldn't possibly do both.
    That only worked for a little bit though, then it stopped and I have no idea why.

    One other thing I noticed is that when you use the right stick for rotating the view, the HMD is not the pivoting point for the rotation. I don't know if its attached to the "play area center" or if its just offset from the HMD. It wasn't that noticeable when rotating while your view is horizontal. But if I looked up or down while rotating, I would also see myself sliding around in a circle that gave me a bit of VR sickness.
     
  3. lumps

    lumps New Member

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    Same as R3volve. Playing on Oculus and left stick movement does not work. Could teleport with X, but A did nothing. Clicking either thumb stick opened up a menu, but cannot navigate menus at all beyond selecting top option with trigger. Pressing B brought up a d-pad on my left hand, but didn't seem to do much else.

    For general appearances sake, hands could be rotated outward about 30 degrees to match actual controller position.
     
  4. R3volve

    R3volve New Member

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    I noticed that as well, but didn't know how to articulate it.
    When I hold my hands out in front of me, palms down, my characters palms face outward.
    When I hold my palms together, his palms are down.
     
  5. Ryan

    Ryan Moderator Staff Member

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    Thanks so much for the feedback on this everyone, a hotfit has been push to steam that should get that left analog working again.. Keen to hear if you are able to navigate the menu now if you have it open in the left hand

    This is a tricky one that we are trying to work through althogh we have another discussion going in one of the other forums about just adding a 180 turn button instead of doing full rotation control. What do you think about that?
     
  6. R3volve

    R3volve New Member

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    Just gave it a go on Oculus with the hotfix and almost nothing worked lol.
    the left stick did not move, the right stick did not turn and pressing the teleport buttons did not activate the teleport mechanic.
    The only movement I could get was holding X on the left controller while moving the left stick would move me.
    And the same for the right, I could hold A and use the control stick to move.
    pressing down on the sticks did not open the menu so I couldn't even fiddle around with any settings to see if it was something on my end, which it might be. My last play session i was fiddling with the control options but it didn't seem to do anything at the time.
    I can't get back into that menu now though.

    And to answer your question about the 180 turn, YES PLOX!
    Arizona sunshine has the right control stick (the look around one) flip you 180 when you pull it down. It was very intuitive. Flicking left or right would rotate your view about 60 degrees, and flicking down would turn you a full 180.
    It was an easy way to get around the motion sickness problem, and the failed room scale deployment of the rift.
    (my third sensor is on its way so that should help)
     
  7. chaoko954

    chaoko954 New Member

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    Nice to have som more Oculus Rift people in here!
    Addressing this:
    When you see the Dpad on a hand, use the control stick on the Oppisite hand to move. You have to keep holding down the button though.
    It makes for very strange movement with both hands pressed together.
    They are working on Rift controls though! be patient
     
  8. Ryan

    Ryan Moderator Staff Member

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    Ah this is so frustrating. We try to fix one thing and break another 2. There's a new update coming, been compiling the project for 6 hours as I'm on a laptop for the next couple of weeks. As soon as it's done I can upload it to the beta on steam and get you guys to test it.

    Yea, that's a great idea, going to put it on the board to implement
     

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