Apocalypse Rising 2 Alpha Changelog 02/03/2022

02/03/2022

  • Added a day/night cycle to fit the grass map
  • Added new sun and moon images
  • Added clouds and atmospheric fog
  • Changed texture color for all trees and plants
  • Fixed the “Game Quality” settings
  • Animation quality scales the distance that 60+ FPS animations can occur at
  • World quality sets the distance that high quality buildings can be seen at
  • Lighting quality changes the quality of the lighting and clouds
17 Likes

02/16/2022

  • Added safe guards for various non-critical game functions that could break during client disconnections

  • Fixed a rare case of random events bricking and failing to despawn/respawn

  • Added safe guards and debug info for a potential trigger for a god mode on death bug

  • Rounded the “Handling” and “Aim Speed” stat labels on firearms to prevent text clipping

  • Attempted to fix firearms and some ground items not properly displaying attachments / state

  • Changed the timing window on item consuming to better account for latency

  • Fixed a hovertext issue where equipped items were showing over pop-out slotted items

  • Characters no longer rotate with the camera on ladders when in first person (the arms still do)

  • Adjusted how the world chunking system handles player visibility at the distance limit

  • Added a server region label to the debug text system. We cannot choose where servers are located, this is just to help explain high ping on otherwise healthy servers. The further you are from the server = the higher your ping to it.

  • Rewrote how equipped weapon and tool models are handled. We’re having a hard time reproducing the bug where equipped items won’t display. If you know how to reproduce this bug please let us know.

  • Rewrote the actions used for mounting ladders. This should help with some of the ladder flinging bugs. If you know how to reproduce ladder bugs please let us know how.

  • Addressed a server issue that may have been contributing to poor ping on older servers. This may improve long term client performance too but we haven’t been able to benchmark it to confirm.

Safe exit:
- Rewrote and added safe guards for the safe exit process on the server
- Rewrote the client information display for safe exiting to avoid skipped messages
- Safe guard should no longer silently stall out if it encounters errors

Dynamic crosshair:
- Changed default crosshair size values for every firearm, based on hipfire accuracy
- When off, the crosshair is a static size relative to the gun
- When on, the crosshair attempts to scale itself based on firearm spread
- When on, the crosshair will resize in accordance with firearm recoil

Infected:
These changes are a hold-over until we come up with a better system for Infected-player collisions. Infected-player collisions are still off. These changes are intended to keep zombies at a more comfortable range for close quarters combat with them.
- Increased the stop chasing range from 1.5 to 2 studs
- Increased the slow down / speed match range from 3 to 5 studs
- Changed how the infected calculate distance to their target

7 Likes