Alpha EXPERIMENTAL 8.0 - Release Candidate 2: Hotfix

Discussion in 'Announcements' started by EleonGameStudios, Jun 10, 2018.

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  1. EleonGameStudios

    EleonGameStudios Developer
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    Hi Galactic Survivalists!

    We have another small update for you with more bug fixes. We will release the last update tomorrow Monday before the big Alpha 8 release on Tuesday.

    Bug Reports: Alpha 8 EXP Release Candidate 2
    https://empyriononline.com/threads/bug-reports-alpha-8-0-release-candidate-2.38083/

    Bug Reports: Solar System Generator
    https://empyriononline.com/threads/bug-reports-solar-system-generator.37387/

    Bug Reports: Controller and Keymapping https://empyriononline.com/threads/bug-reports-controller-and-keymapping.37450/

    All feature discussion threads pinned: https://empyriononline.com/forums/experimental-features-discussion.35/

    Thanks a lot for your help

    Empyrion Dev Team

    ================

    CHANGELOG: Alpha Experimental 8.0.8 (Build 1702)

    Gameplay:
    - Removed sentries from Turret targeting
    - Removed camera shake from escape pod
    - Updated story POI on starter planet

    Changes:
    - Set Deco options to Medium on "Best" preset > this should have a considerable performance boost in Best setting
    - Added very detailed comments and explanations to dynamic.yaml in ExamplePlanet
    - Removed comments from all playfield_dynamic.yaml
    - Added new stock prefab SV Tier 2a: Thanks to jrandall
    https://steamcommunity.com/sharedfiles/filedetails/?id=1400275796
    - Renamed some biome names to be different from PlanetType names (eg Lava, Barren, Snow etc)
    - Exporting new params to Config.ecf: AboveTerrainCheck, TurretTargetIgnore
    - Added heap output to console command 'stats'

    Visuals / Sounds / GUI:
    - Added ambient sounds back to all biomes
    - Less fog on desert planet
    - Updated some loading screenshots
    - Updated SpotlightSlope and SpotlightSlopeHorizontal Icons

    Updated PDA Missions:
    - Updated Singleplayer missions; Removed those that do not work in the new setting anymore
    - Updated Faction/Team missions; Removed those that do not work in the new setting anymore

    Bug Fixes:
    - Fixed: Compatibility issue with terrain when savegame was older than build 1685
    - Fixed: Item vanish in portable (survival) constructor after pickup it
    - Fixed: Problem that sometimes trees disappeared
    - Fixed: Loot: Same item should not be drawn twice for the same container
    - Fixed: Controls sometimes stop working after using ingame chat in Multiplayer
    - Fixed: Spider and other small NPCs got stuck easily in certain rooms
    - Fixed: PDA Actions panel not showing correctly when switching tabs
    - Fixed: AI ship fighter : Drone spawning on ship with wrong face direction
    - Fixed: Mouse / Keyboard not working after you open console during loading a game
    - Fixed: PDA 'HideTasks' feature not working in MP
    - Fixed: AI Vessel stop moving is some cases
    - Fixed: Broken check in Coop for PDA
    - Fixed: Internal exception on playfield servers
    - Fixed some PDA issues:
    * manually activated chapters with a briefing window armed the actions of the first task already when the briefing window is displayed
    * console cmd chapter reward changed wrong chapter
    * the briefing window re-activated a chapter when manually displayed via the PDA window
     
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  2. ravien_ff

    ravien_ff Captain

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    Thank you for these (and all the other) fixes!

    That sentry targeting one is going to be such a quality of life improvement. No more turrets wasting ammo trying to shoot at sentries inside an enemy base or ship.
     
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  3. Moonsugar

    Moonsugar Rear Admiral

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    Thank You. Wholeheartedly, thank you.
     
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  4. eLLe

    eLLe Captain

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    Do you ever sleep?
     
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  5. Moonsugar

    Moonsugar Rear Admiral

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    Of course they do. With their heads on the keayboard...
     
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  6. Damocles

    Damocles Captain

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    Looks like they also do work from home, I dont think they sit at the office at that time. (that would be kind of unhealthy)
     
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  7. Space Beagle

    Space Beagle Captain

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    HALLELUJAH!

    Removing sentries from target list can seriously improve game with its current 'auto-turret' targeting system - if this now works as we hope it will, at least we can circle around targets and 'auto-select' visible targets with some sense & limit "shooting through/at walls" like some space maniacs :D

    Targeting base sentry guns didn't make much sense from a moment they make them basically one-shot kills... before that in older builds you needed several good hits on them, and they could make some serious damage depending the situation.
     
    #7
  8. hound

    hound Captain

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    Removed camera shake from escape pod----great start---please continue
     
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  9. jlego

    jlego Commander

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    Great, this is appreciated. What's happening with the camera shake on weapons? I'm presuming that this is also going to be removed or an option added?
     
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  10. SilvRav

    SilvRav Moderator
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    :D
     
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  11. BakerAble

    BakerAble Commander

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    Removed camera shake from escape pod?

    You really missed the point. Remove it altogether or add client side option to turnoff entirely.

    Weapons camera shake needs to go away.

    For perhaps the 1st time in egs forum history, everyone who has weighed in is unanimous for something ---- Remove camera shake. Yet -- you have not responded fully to what is requested.

    Unbelievable.

    Escape pod is seen one time starting a new game. Whereas weapons are used in game all the time. If you had to make a choice (which you didnt have too), remove weapons shake and leave in the escape pod shake.

    Again, astoundingly unbelievable.

    And, just in case you have never fired a weapon in real life -- there is no equivalent to camera shake in rl. I have sent thousands of rounds down range, and it does not exist.

    If I want camera shake, I'll set my monitor on a vibrator.
     
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    Last edited: Jun 10, 2018
  12. JTurbo

    JTurbo Commander

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    updated version of the game today ... I'm disappointed !!!
    FPS is extremely low!
    it's impossible to play.
    It's time to start work on optimization!
     
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  13. WHM DaddyStu

    WHM DaddyStu Lieutenant

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    Interesting move with the sentry targetting change. If tweaking turret targetting why not give us the ability to select one targetting option for all turrets? That would have a much more significant effect on gameplay imho.


    Another big downvote for camera shake for me.
     
    #13
  14. Daego

    Daego Commander

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    Single / Survival / Random (8.0.8 1702)

    Dead Zirax rotate rotate always to me

    1.png 2.png 3.png 4.png
     
    #14
  15. WHM DaddyStu

    WHM DaddyStu Lieutenant

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    We'll just put some other stuff inside there for you to shoot at ;)
     
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  16. BakerAble

    BakerAble Commander

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    And, removed sentries from turret targeting.

    Just Great (sarcasm) ---- now an hv will ignore sentries when attacking a poi.

    Another 'head scratching' decision.

    How about making it selectable for the player to decide?

    (P.S. Instead of 'fix by nerfing' --- try a solution to actually fix problems and improve the game without screwing up something else. HV turrets not firing under original terrain surface is another one in this category. Yea, you fixed turrets firing underground through terrain --- but, HV now has no defence from drones or players as soon as its drilled down a bit.

    In addition, consider this. Long term --- if you keep using this fix by nerfing, bandaid approach, always breaking something else along the way --- will you ever deliver a fully polished, triple AAA rated title game?)
     
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  17. Bigfeet

    Bigfeet Captain

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    Gravity feels like i'm on the moon. Jumping against a vertical surface katapults the player in the air.
    I'm not even wearing a suit and i'm performing as if i'm wearing one.

    And i'm still baffled with being able to build a large constructor at level 0 but i need to be level 3 to build a portable one ...
     
    #17
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  18. Daego

    Daego Commander

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    Single / Survival / Random (8.0.8 1702)

    NPCs who were already dead make a dying animation when they are rendered again.

    render.png
     
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  19. Nogitsune

    Nogitsune Rear Admiral

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    - Well ok.. but.. how are they going to break sentries that are placed on the outside of target, shooting at you on approach?

    - Pod was actually the only place where I kind of liked the shake, and generally something you see once. >.<

    Better working fix for sentry targeting would likely be a LoS check - don't shoot at sentries you can't aim at directly.

    I guess I can remove the shake individually from weapons since I happen to use my own server, but how do I remove it from the ship entering orbit playfield? How do people remove it from weapons when playing on public server?

    Seriously, client needs an option to flat out disable the camera shake for those people who -can't deal with- it. It's one of those game features that some people -can't deal with-, so while it's good and fine to have it for those who want it, there needs to be a way to make it go away.

    Well scratch that. It seems the config file option does't even work for removing the camera shake?
    I added lines, f.ex.:

    Code:
    { Item Id: 2072, Name: AssaultRifleEpic, Ref: AssaultRifle
      Durability: 1500, display: true
      {
        CameraShake: 0
      }
    }
    
    to config.ecf. The durability was there to make sure the portion is read and understood - and it did apply to the game, but the epic AR still makes the whole world shake when firing.
     
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    Last edited: Jun 10, 2018
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  20. Frigidman

    Frigidman Rear Admiral

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    I've to agree with the above notions on camera shake:

    - It was fine on the escape pod entry, as that is generally viewed as a 'cutscene' ... a cinematic where (like it or not) the industry thinks camera shake make people feel like they are there (which in fact it does not, it just pulls a person out of immersion because they cannot focus on anything going on).

    - Its atrocious on weapon firing. It has no place there. Make the gun and hand itself shake on fire... not the whole camera.

    - Only one place it 'might' feel 'cool' to have camera shake on a weapon's fire event... is for the massive artillery cannon gun firing off a small vehicle. But only if the user is zoomed in close to their ship when they fire it off. Not if zoomed out (the shake should degrade the further zoomed out in 3rd person someone is).
     
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