DIRTY BOMB UPDATE: Version 21216


(Smooth) #1

Hi all,

We’ve just released an update with the following changes.

[u]Change List[/u]

All Levels

[ul]
[li]Updated map and character lighting[/li][li]Continued optimization passes on all levels[/li][li]Lots of bug fixing and polish on all levels[/li][/ul]
Whitechapel

[ul]
[li]Updated objective spawn times[/li][/ul]
Camden

[ul]
[li]Continued terrain & art pass[/li][/ul]
Canary Wharf

[ul]
[li]Continued gameplay blockout iteration[/li][/ul]
[u]User Interface[/u]

[ul]
[li]Big overhaul of IFF and Objective HUD - (still WIP - try pressing Z!)[/li][li]Added new Objective Progression HUD - (still WIP)[/li][li]Added High Quality Materials video option[/li][li]Improved UI performance throughout[/li][li]Updated End Game Results screen[/li][/ul]
[u]General[/u]

[ul]
[li]Implemented first pass of increased character visibility[/li][li]Improved first-person weapon handling animations throughout[/li][li]Polished and fixed many third person animations[/li][li]Fixed visibility issues with player IFFs[/li][li]Fixed bug with AirStrike projectile damage radius being too small[/li][li]Hit beeps no longer play for knife hits against the environment[/li][li]Hit beeps now properly respect friendly fire rules[/li][li]Improved damaged EV visual effects[/li][li]Updated blood puffs and on-screen hurt VFX[/li][li]Fixed the post process effects for the Concussion Grenade[/li][li]Updated the look of the Death Ghosts and fixed several issues with them[/li][li]XP is now awarded for the amount of health given by a medic, rather than a fixed value[/li][li]Increased XP given by various class abilities[/li][li]Fixed several issues with the Quick Ability (Q) key[/li][li]Tweaked ironsight positions for many weapons[/li][li]Updated character face for Alan “Vassili” Lewis[/li][li]Updated character model and textures for CJ “Arty” Weng[/li][li]Added gameplay option to disable non-gameplay effecting camera animations[/li][li]Added gameplay option to disable 1st person weapon momentum arm sway[/li][/ul]
[u]Balance[/u]

[ul]
[li]All Medics are now receive health at a slower rate from healing items[/li][li]Increased proximity mine cooldown time[/li][li]Reduced turret lock-on range[/li][li]Updated mounted guns to be a little less laser-like[/li][li]The TEC can only be detonated when using the camera[/li][li]Increased flashbang fuse time and effect duration[/li][li]Alan “Vassili” Lewis now spawns in with only one Sensor grenade with a shorter cooldown[/li][li]Increased frag grenade damage and radius[/li][li]Slightly increased magazine size for many automatic weapons[/li][li]Reduced the length of reloads for many weapons[/li][li]Sped up Shotgun fire, pump, reload timings[/li][li]Increased the bolt-action speed for the Sniper Rifle[/li][li]Reduced view kick when ironsighted or scoped[/li][li]Reduced head hitbox size to more closely match the player model [/li][/ul]

As you might be able to tell; the focus this past month has been on bug fixing, performance and polish of existing content :slight_smile:

Please refer to this thread for the list of known issues: http://forums.warchest.com/showthread.php/33112-Known-Issues-Thread


(Rex) #2

2,32GB :eek:


(Smooth) #3

A lot of things change during an Alpha… :rolleyes:


(tokamak) #4

Great! Can the medpack healing please be sped up again for non-medics?


(Rex) #5

It’s only my slow connection. :frowning:
Looking forward to test! :slight_smile:


(Samurai.) #6

Me to rex, waiting an entire 3 minutes to download - way too long! :wink:

Seems like a nice polishing / fixing / first pass performance patch which should enhance the state of the game, although no dramatic gameplay implementations to test out this should still be an interesting time with some of the subtle changes that could make a bigger difference like closer head hitbox to the player models etc. Looking forward to testing it out.


(.N.E.R.D.) #7

Don’t worry It’s slow for me too. Only get like 3mb/s down :confused:


(Ashog) #8

Amazing patch changes! Especially Thank You for grenades! It’s feels like birthday.

The only thing I am unsure why - is the turret range reduction - was it bad before? Gonna test how it plays ofc, but perhaps also turret reaction time reduction next patch?

Great job!


(Vahl) #9

Hi guys.
Not long ago I promised I would be onto the character visibility, after a lot of research, experimentations and playtests, we set up a solution, and the first pass for it is in that build.

First Pass Solution: A directional Rim light was added, which changes colour (from slight blue to slight orange) depending on if the player is friend or foe.
At closer range this helps outlining the characters against darker elements; it also helps making them look better in shaded areas, making up for the low light intensity in interiors and shadows.

At mid-range, the Characters are made slightly darker or brighter artificially, depending on the maps (darker on bright maps, like London Bridge, Brighter on darker maps, like Whitechapel) The rim light is intensified and widened to detach the characters more. This helps ensuring that the characters go through the fog density no matter what, by always being darker or brighter than the most extreme element in the map, we ensure good visibility at long range without the need to rely on things like the team light. This also works from any angle. I learnt From Mr Jolly a few hours after implementing it that such a solution was also used in earlier SD games, which comforts me that we are heading towards a good solution. Other games like BF3, uncharted and Call of duty for instance also use directional rim lights.

At longer range, the effect is intensified even more; really helping to contrast the characters against the environment and the coloured rim light is more visible. At this distance, the IFF should give sufficient additional information on the character in view.


These effects are set per map , so we can, in future iterations, tweak them in all ranges (from darker to brighter, at close or long range, rim light intensity, spread, etc.). Now what’s left to do:

  1. Ensure consistency throughout all levels as to not destabilize the player.
  2. Tweak on levels other than London bridge (which this solution was first set up for), then go back to London bridge after final lighting and post process passes
  3. Make sure the effect disappears/is reduced when scoped.

It is as of today a bit overkill on all the maps except for londonbridge, this is due to the fact that our maps are not yet consistent in terms of lighting, tonemapper and post process, which is our next step after some extra polish on londonbridge, this will be fixed, but will take time, please be patient :).

Another change we put in was to make the teams black versus white as an extreme test of the light versus dark team colours. This is pretty much as far as we can go without losing visual fidelity. Future updates will see more work geared towards making this more consistent and efficient.

Please note that these settings have been set up for gamma 2.2, anything brighter might break the solution or render it inefficient. Same goes for crazy low lodbias. Also note that while the changes might seem very subtle on screenshots, I believe them to be quite noticeable ingame, so feel free to download the build and test the game out with those settings.


(Mao.) #10

What the problem with the medic?
Stop nerf the medic it was good…


(Ashog) #11

It wasn’t - 90% of medics were ramboing shamelessly instead of healing/reviving. But let’s see how it plays.


(Volcano) #12

wtb more seeders


(Anti) #13

Whilst we expect the Medic and Engineer to be slightly more popular than the other classes, the Medic 01 was so OP (in terms of self healing and lethality of the SMG) that this is what we were seeing with regards to play time.


Needless to say we’re looking for more balance than that :slight_smile:


(Kl3ppy) #14

<3 excel stats :smiley:


(Volcano) #15

[QUOTE=Anti;453444]Whilst we expect the Medic and Engineer to be slightly more popular than the other classes, the Medic 01 was so OP (in terms of self healing and lethality of the SMG) that this is what we were seeing with regards to play time.


Needless to say we’re looking for more balance than that :)[/QUOTE]


(Anti) #16

Yea, Echo doesn’t really do visualization yet! :slight_smile:


(RasteRayzeR) #17

Perfect opportunity to test this new patch tonight at the showmatch, we still need at least 2 or 3 players btw …

http://forums.warchest.com/showthread.php/36594-Tuesday-Night-Super-Draft-v8-(25-06-13)?p=453447


(Mustang) #18

Downloading slowly, see you all soon.

One request for Toomic, please could you emphasise changes between consecutive posts on the Known Issues Thread. Italic for new and strike-through for fixed would be perfect.


(INF3RN0) #19

Can’t wait to playtest :)!


(BomBaKlaK) #20

Look like a nice new update.