Ravenfield

Ravenfield

Ranger Danger [ Linux / SteamDeck | MacOS ]
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Update: 19 Dec, 2022 @ 5:36pm

Well sheeeeeeeeeeeeee yat. I had hoped to add some dynamic fun times for this update but seems like that's a no go. I'm suspecting security reasons but I'll leave it at that.

- More night audio for more funester
- Various tweaks I don't remember because I've been fighting C# most the day.

*I'll update again soon. I've added more caps. While it might seem it's getting ridiculous it fills in some gaps, helps potentially tighten things up for SpecOps and again kinda draws players into other wise potentially ignored bits. Plus it also gives you a tad more progression if you're searching in a line.

As a side note I had planned on taking the old mine and expanding things for a fast track between it and the mid lake. I had also wanted dynamic sounds and random but linear spawns on start but it looks like I will have to look into SR bastardized Lua for that.

Update: 18 Dec, 2022 @ 9:04pm

- Waterfall fix

Update: 18 Dec, 2022 @ 7:31pm

- Firefly scaling / zoning

- Various small things for night / SpecOps

*Should be one last update. I noticed since Unity ferked things up the waterfall is glowing again so I'll need to redo some of the particle attributes.

Update: 18 Dec, 2022 @ 6:13pm

- Much Change ;p
- Audio tweaks
- New Caps (to make use of each different area)
- New Vehicle Spawn
- Texture Fixes

*I might update once more as the fire flies at night are scaled a tad too large.

Update: 18 Dec, 2022 @ 12:30pm

- Caught another model Unity was applying the wrong components to causing it to displace...

Update: 18 Dec, 2022 @ 11:49am

- Fixed corrupted trees, rocks

- Some more performance tweaks

Update: 18 Dec, 2022 @ 10:17am

Lots of changes but not on purpose.

Unity did what it does best, corrupt everything. Oh you updated a model with a name change to one of its meshes? Well I'll just take every instance, throw out the XYZ and scale data and clump them all in some arbitrary location in the sky. So lots of things are simply putting things back...ish.

- Hopefully things are a tad more performant as I did a tad more optimizing to some trees and various bits.

- Several new features/secrets. Some big ones I'm still kinda lazy on implementing but they are still on my mind.

Let me know if you notice anything stupid. Odd rocks in the sky, wonky trees or anything else that seems off. One of the fun aspects of Unity pulling the BS it does it everything is fine in the editor but then you build/export the map, load it up and WHAM! Tiny pebbles are small mountains, trees are microscopic, flowers are some Tim Burtonesque scaled fantasy nightmare creatures...

***Issue
Just caught that the Poplar saplings were corrupted...and a massive rock arch...FFS Unity is hot garbage.

Update: 7 Dec, 2022 @ 11:43pm

- Updated Occlusion

Update: 7 Dec, 2022 @ 10:59pm

- Models for Occlusion helping LOS
* Unity is back to breaking constantly and requiring constant tricks or restarts to update. This update is actually missing the updated occlusion data so I'll rebake and upload in an hour or so.

Update: 7 Dec, 2022 @ 5:02pm

- Spawn fixes
I noticed during SpecOps some spawns would push AI under the terrain. Since Unity 2020 there is no longer a primitive to gauge placement for spawns. I typically try to keep them as tight to the deck as possible other wise you get spawns where you fall in. The scale is horrid to judge. As such they were above ground but how the characters spawn in it still intersected with the terrain in a way to "drag them under" trapping player and AI alike. There are also some issues where the AI can't figure out how to traverse the caves still and some times they force themselves under the terrain where it intersects with the caves.