Hello everyone!
Time for the Revision 1 release!
Read this, to get a clear idea what’s in for this Revision:
Changelog:
+New+ Performance pass applied to everything, adding validation checks everywhere to avoid empty pointers left in memory and trying to read from them
I’ve seen some people having fatal errors. This can be caused by many things (hardware incompatibility, software lacking, usage of conflicting software, engine internal errors, memory leaks, etc.) but what I can take care of the ones related to my code and that can cause memory leaks, like trying to access invalid pointers in memory. This is why I added validation checks to every line of code that is trying to write or read a pointer in memory (like UObjects references, For Loops, etc.). This way I can be (almost) sure that the errors are no longer related to a code problem.
+Change+ Got rid of the checking to prevent Julia from aiming when looking at wall, so no more places where she can't aim
This was added a few versions ago, just to avoid that “ugly” visual effect of Julia’s arms going through walls when aiming against one. But looks like that with this release, lots of you started finding troubles with it, so yeah, gameplay comes first that small visual imperfections. This means, the system is now off, so it shouldn’t give any more problems with Julia aiming.
+Change+ The wall behind Julia during a Sexttack against the wall won't get affected by the invisible effect when the camera is not through it
First improvement to this new system, the wall behind Julia during a Sexttack was taken as an object in the middle of the “action” so it was turned invisible when unnecessary. This has now changed.
+Change+ The Boss room has been lightened up a bit
I completely forgot that my screen is different to the rest of the world xD and it’s always a lot brighter by default, so I tweaked the lighting in the Boss room a bit to make it easier to see. I think it’s good now, but you’ll have to test it out by yourself and let me know.
+Change+ RHI set to default instead of forcing DirectX 11
This could cause problems to some GPUs, so I got it back to its default value.
+Fix+ Interacting with closed doors sometimes cause a hard-lock
Yes! I think I finally tracked down this old error that I never managed to replicate. All I can say about this is just play it and give me good news _^
+Fix+ The custom camera when using a lever is not working
This glitch appeared with this release and it’s now solved, so it’s back to normal
+Fix+ Some enemies (mainly the Cerberus) are moving in place on Mission 5
Something really weird I never noticed before, but with this fix I think that the random enemies not moving in areas like the Exterior on Mission 2, should be gone as well
+Fix+ Sucking against walls animation is too slow no matter the random speed value
+Fix+ Julia's melee attacks fail on affecting multiple enemies at once when it hits one of them
+Fix+ Julia's shoulders are acting weird during some Sexttack animations as well as in the final part of the Sequence on Mission 6
+Fix+ Something is forcing Julia to look down during the Sequence on Mission 6
+Fix+ Enemies get stuck during a jump over and just stay forever in that place Another old-as-hell-bug that I managed to track down for this Revision
+Fix+ The rain in Mission 3 is taken as an "Object" to apply the invisibility effect during a Sexttack
+Fix+ The equipped weapon appears on top of the handgun during the Sequence on Mission 6
+Fix+ Julia will soft-lock when quick-knifing if you keep pressing the T button
Known Bugs (read them to avoid reporting stuff we already know it’s in there):
• Some Julia outfits may show many zones of clipping through (this is being worked on little by little, so please bear with us while we fix them) Yes, I always focus on more important things and tend to forget about this one, sorry.
• Enemies will try to grab to directions where Julia is not I’m pretty sure this is caused by the WIP IK system (but I have yet to investigate it further). I think we’ll have it fixed for the next version.
• Enemies' movement (animations) are a bit awkward I need to smooth the IK transitions and reduce the foot sliding, but that takes time ’.
• Sometimes enemies will get up from floor right after falling on it (this is a temporal fix to avoid enemies from remaining on floor bugged after being hit) This is a problem I thought to have fixed when remade the Enemy Entity, but looks like I missed a check in some part of the code and because finding it right now would take me a bit of time, I decided to implement a temporary fix to avoid the enemies to “deactivate” randomly when falling to floor, but that caused this behavior. It should be totally fixed for the next version.
Download:
BIOASSHARD ARENA Version 0.5.328-Rev.1
I hope you enjoy this new Revision with fixed stuff.
See ya soon everyone!
-Meguido