We've play-tested the lights branch in an underground parkour scenario today and I was really impressed by the added atmosphere of darkness. The constant movement of shadows makes exploration of caves so much more exciting. I can't wait to have a proper exploration scenario with caves and AI enemies with the new system!
Unfortunately, some show-stopping bugs:
* League server didn't work because of the version update. We had to do direct IP join (see bugtracker #1190).
* We absolutely need branch snapshots! I think it took us 1 hour to get everything in sync and a game going.
* The game crashed after a player died and was eliminated in network (see bugtracker #1191)
* Objects were mostly dark unless you stood really close (see bugtracker #1192)
See screenshots of our short round!
Unfortunately, some show-stopping bugs:
* League server didn't work because of the version update. We had to do direct IP join (see bugtracker #1190).
* We absolutely need branch snapshots! I think it took us 1 hour to get everything in sync and a game going.
* The game crashed after a player died and was eliminated in network (see bugtracker #1191)
* Objects were mostly dark unless you stood really close (see bugtracker #1192)
See screenshots of our short round!
> * Objects were mostly dark unless you stood really close (see bugtracker #1192)
Huh, is this new?
More bugs (ck's snapshot version)
Dead clonks also are a light source which they should not be.
And I had a crash:
../source/src/landscape/fow/C4FoWLightSection.cpp:580: std::list<C4FoWBeamTriangle> C4FoWLightSection::CalculateTriangles(C4FoWRegion*) const: Assertion `tri.fanRY < nextTri.fanLY' failed.
5.5.1: Caught signal SIGABRT
Dead clonks also are a light source which they should not be.
And I had a crash:
../source/src/landscape/fow/C4FoWLightSection.cpp:580: std::list<C4FoWBeamTriangle> C4FoWLightSection::CalculateTriangles(C4FoWRegion*) const: Assertion `tri.fanRY < nextTri.fanLY' failed.
5.5.1: Caught signal SIGABRT
And some feedback in general, I played two rounds which are completely set underground and then you see a lot of black on the screen. I may be better if the lights allow you to see a bit further through solid materials, maybe 30-50% further.
Hm, possibly - the "half the screen is black" part is definitely an issue. Would it make sense to just increase the zoom in these cases?
An assertion which failed when loading a record on the lights branch, no more information than this:
../source/src/game/C4Viewport.cpp:640: bool C4Viewport::Init(int32_t, bool): Assertion `pFoW == __null' failed.
../source/src/game/C4Viewport.cpp:640: bool C4Viewport::Init(int32_t, bool): Assertion `pFoW == __null' failed.
Attachment: 070-ShiverPeak.ocs (2147k)
I cannot reproduce the crash when playing this record. Neither in fullscreen nor in editor mode.
Did you tab out during initialization? (see bug #1208).
Did you tab out during initialization? (see bug #1208).
When playing through tutorial 4 I saw that the lights branch combined with night is very dark and not fun to play anymore. Before releasing the time of day object should be revised.
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