Bluedrake42

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Bluedrake42 last won the day on November 17

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About Bluedrake42

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    Majestic Drakeling
  1. Gta V Key Revoked By Rockstar

    Hey man, I was able to file a complaint, and I finally got you a refund for your key. I'll look into trying to get you a Steam key as a replacement.
  2. Mining Drill and Salvage Claw

    @Lucas Melo you should post the art here that you were working on for the idea similar to this.
  3. Guided Missiles

    Well even if they aren't procedural, I definitely like the idea of making them physical objects. However I'm worried about the network optimization of something like that... so we'll have to focus on optimizing our network usage before we delve too deep into something like that, where lots of networked physics objects are spawned. Currently the "bullets" are not physics objects, and have a much more simplistic network profile. However they also look really poopy as missiles (we've tested this before.) So we'll just have to see. Once we open up the source code soon, I would love to collaborate on this idea with the community to find the best way to implement badass and convincing missiles.
  4. Armor bug

    This is a bug that was introduced with our new destruction overlay system. @Imacds - Cubba will need to look into this, and I believe he is already aware of it, as this was his system that he implemented recently. Basically there are now two sprite layers to "dynamically connecting" tiles like asteroids and walls. When they are damaged, instead of actually changing sprite... they simply spawn a second sprite above them, that shows the damage state. I believe what is happening, is upon destruction... that upper sprite is getting stuck somehow. However when the entire grid is destroyed, there is a hard-check that deletes everything attached to the grid (just in case) which catches it. So this is something that just needs to be looked at and fixed up really quick, because this didn't use to be a bug in the older builds... it seems to only be because of the new destruction update.
  5. shootback

    I'm not sure if this is a huge issue. IIRC you definitely cannot fire even if the turret is facing internally. This may not even really be considered a bug. Currently there is nothing "stopping" a turret from facing inwards... we just have a lot of systems and restrictions for client controls that make it difficult to do, but it doesn't forbid it explicitly. It might be important to keep it like that for other control systems to work seamlessly. For instance right now when you are controlling a turret remotely... and your cursor moves past a point when the turret faces its own ship, the turret doesn't "stop" what happens instead is the turret disconnects from your control, and sits there awaiting a new controller (like someone else manning a gunnery station) to pick it up. It only gives the illusion that there is a hard "stop" for turrets to not face your own ship, when in fact its just a control/gameplay element.
  6. laserGlitch

    Yeah I've seen this a few times, we're going to have to look into it. Its definitely a problem related to the state change of players moving from an "on-ship" state to an "free object" state. Basically whenever you press spacebar, the player on the ships is "deleted" and your character is "remade" as a new jetpacking player in the blink of an eye. I have a feeling the laser is shooting way off into the distance because its being "reinitialized" for a split second. I think it might make sense to just disable laser rendering for a moment whenever it is being initialized, that would probably stop it. Will look into this more. Subsequently, as a fun fact... the way we handle players moving on and off of ships is why the ship-side player movement is so foolproof and physics-glitchy-free. Whenever you "board" a ship, basically what happens is the "physics" version of the player is deleted... and an entirely new version of the player is created, who is completely slaved to the ship's position. So basically you're kindof like a "ship block" that just happens to have the ability to move around relative to the ship. However your position is permanently slaved to that ships orientation, and your position is exclusively calculated in respect to the ship's coordinates/position. Whenever you press the spacebar button, you are "respawned" basically and it breaks your positional slave to that ship.
  7. Construction Laser Bug

    Just fixed this in the latest bug-fix commit pass. Will have an updated build out here soon. https://gitlab.bluedrake42.com/drakelinglabs/ironarmada/commit/724be3be1554da2d55c599afd8105a153f0e3315
  8. Hi everyone, Breezy update this week. This weekend we will be at MEGA in Montreal. We will even have a photoshoot with some Uncle Jack props, so if you are around, come by and say, “Lovely day for it!” Animation Team - JR, Rémi, Vincent, Mike P, Jules, Raph And Franzi Jules Hi everybody! So this week I’ve worked on the Doctor’s bonesaw attack. I added the VFX and tweaked the animation for it a little bit to look better in-game. During the other part of the week, I’ve started to work on my new task, a new taunt and a death reaction. We want to add some custom animation for NPC’s death. At the moment it’s just a hit reaction with a ragdoll notify inside of the animation sequence. So basically more variant in combat for it to look better. I will share with you some gifs next week. Mike So this week I worked hard to deliver a cutscene that .. well won’t be used anymore. At least not for its intended purpose. Then I moved onto polishing up some animations I had to rush a few weeks ago, and then I finished a first person animation of talking on a Walkie Talkie. So this week has been a bit of a mixed bag, but fun nonetheless! See you next week, same Bat Time same Bat Channel! Vincent Ahoy, long time no see! I’ll just peek my head behind the curtains to confess that this week I took some off time to tweak and polish a bit the Mad Scotsman intro, a cinematic I worked on almost two years ago… daaammn, time flies. The game has changed so much since those days. The team and the office as well! Art Team - Whitney, Emmanuel, Tito, Marc-André, Sarah, Guillaume, Cary And PH Carylitz A lot of sculpting work lately! I have to create a new character variant which is really challenging, but a really fun process. I have also been doing the last touch ups to some maps so we can finish them for real, really small details like fixing lights intensity, arrangement of portraits and moving some props around. I worked in some ninja tasks assigned by Antonio, most of this work is just going back to props and separate them or add pieces. Marc-André and PH We are currently refactoring every single buildings of the Garden District (the procedural fillers as well as the encounters) by adding custom pieces of land. So far so good; we are quite happy with the results we have achieved so far. What this means is that the transitions between the plots are getting a lot smoother. Using vegetation also helps us blend everything together in an organic fashion. Instead of the rigid set of buildings we had, the new plots have a bit more chaos (broken stone walls, plants growing here and there, height variation) which makes the world feel, visually, less procedural. By blending custom-made plots and the procedural world generation, we’re getting closer to a hybrid every day. QA Team - Lee, Stephanie, JP and Alexina Jean-Philippe Rarely ever any interesting news coming from QA. This week has been spent largely regressing fixed issues and disseminating data from other QA testers and playtesters. With this kind of data, we can see potential issues, such as too much time in between two quests, unusually long quests, and it can also tell us roughly how much time it takes to complete our content. Alexina Hey everyone, I started here back in September but haven’t had much to say. There’s nothing beyond the usual (testing, regressing, test plan creating - you know, the usual) going on in the QA world of Compulsion. We had a playtest this week that Lee oversaw, besides that, “nose to the grindstone” as Arthur says (except we’re actually doing so, and not off our Joy). Engineering Team - Matt, Serge, Michael, Lionel, Rob, Evan, Maarten, Céline, Neil And Guillaume (Sometimes) Maarten Hi all! We have been hard at work getting the PS4 build up to par. While Unreal is pretty good at supporting console platforms, it leaves enough things for us to figure out. Those can be simple, like "How do I properly set up our savegames so they play nice with PS4's dashboard?"; less simple: "Where are those damn GPU faults coming from?"; or downright odd: "Why do our houses look like they're auditioning for a Tim Burton movie?" Michael Recently I’ve been going through all the NPC reactions for the naughty things you can do that make them mad, like climbing, stealing their stuff, murder etc. The goal is to make sure it is clear exactly what triggered their reaction, and what you can do to avoid being punished. The reactions consist of 3 elements, the NPC animation, their VO and then feedback through the HUD and status menu. It’s a lot of stuff to test, so my first step was create a level where I can easily spawn each type of NPC and switch outfits and weapons with a few button presses, and fill it with stuff like cupboards to steal from and locks to pick. Then I just have to press a button and check how each character reacts to a guy in a boiler suit and gasmask trying to jimmy bar a window. Are they angry enough? What if I start shoving them? Am I dead yet? ...success! Lionel There are things that make a city (or a hamlet) more believable. Among them is the structure of the road layout. It implies the flow of people over time, some kind of history. So this week, I focused on how to improve the diversity of our roads. The problem is not the roads themselves but when they meet. The crossroads are transition areas that are complex : they are the meeting points for different visual styles and different road width. I am not done but I already worked out the final model for crossroads the game will use. I implemented in a small prototype to see what it would be once on the screen. I made a mockup for our artists to validate (warning programmer art) : And now I am integrating it into the game. “What strange phenomena we find in a great city, all we need do is stroll about with our eyes open. Life swarms with innocent monsters.” Baudelaire, Best City Bro. Publishing – Steve, Jeff, Mike C, Mike R, Austin, Meredith, Elisa, Kat, Kelly, Nicole, Sean, Mike M, and Elliot (and more) Elliot Hey there! I’m Elliot, Gearbox Publishing’s Publishing Producer. What exactly does that (rather redundant) title mean? A number of things! I put together production schedules that incorporate timelines from Marketing, User Research, and Certification from Publishing, plus Compulsion’s development timeline. I coordinate with outsourced localization teams to get the game’s in-menu text and subtitles translated. I also put together the submission materials we send off to the ratings boards, which is what takes up most of my time at this point in development. Each ratings board has different requirements for the submitted materials, and different turnaround times. For example, ESRB’s turnaround time is 5-7 business days, so we can submit to them a little later- but turnaround time for DJCTQ (Brazil) is 30 days, so we submitted We Happy Few to them a few weeks ago and are waiting to receive our rating certification. Many boards require a gameplay video that shows pertinent content – violence, language, and sexual themes, among others – so we’re tasked with finding and recording the “worst” or strongest instances of these that are present in the game, and editing them together for submission to the boards. Kind of a highlight reel of things that might affect the rating of the game. For We Happy Few, we’re expecting to receive 16-18+ ratings with content descriptors calling out the dark themes, violence, sexual references, strong language, and drug (Joy) use. Some boards require a playable build of the game, and a few require a supercut of all the in-game cinematics (I’m looking at you, PEGI!). A few boards have special requirements. CERO (Japan) requires all communications and submission materials to be in Japanese, so we work with a third party (in this case, Neilo) for translation and guidance. IMDA (Singapore) and GCRB/GRAC (South Korea) do not allow extranational applications, so we secure local representation in order to be rated there. It can sound pretty dry on paper, but I enjoy it - both the work itself, and being part of the process of helping Compulsion get their awesome game out there where people can play it! Thanks for tuning in! Compulsion Team View the full article
  9. 3.21.3.0 Update Notes

    Trunk Storage: The long, long requested trunk storage space has finally arrived! You can access it underneath the usual vehicle menu controls like door locks and passenger seating. I did my best to add it to every vehicle, but there are quite a few so some tweaking might be required. Update Notes: Additions: Added trunk space to all official vehicles. Added support for level configs to override mode configs. See the Destruction map config for an example. Added vehicle explosion force option for bicycles. Tweaks: Tweaked auth event for mods to only be called for pending joining players.Fixes: Fixed to force players off destroyed bicycles without killing them. Fixed using doors on car to boost through closed hatch. Fixed crash when zombie destroys bicycle. Fixed dropping throwable when killed while throwing. Fixed using chewing gum in safezone. Fixed chewing gum to explode after fully finishing using. Fixed Liberator lights not turning on/off. Fixed tutorial CCTV note NPC mixup. Next 4.x Devlog: Lots more progress this week! I've been excited seeing your responses to the first Devlog and taking into account all your feedback at this early stage. The next post will probably be sometime next week - moreso timed around milestones than weekly.View the full article
  10. Conquest Update

    Hey! There are a lot of changes in this update, most noticably a new game mode, weapon and more performant collisions with large vehicles. New: -Conquest game mode -Sniper rifle -Ability to switch between different loadouts -1x1x1s axles -8x2x1s and 10x2x1s flat bricks Improved: -Performance improvements during large vehicle collisions -Reenabled player-vehicle collision in multiplayer -Vehicles do not get damaged from collisions with the player -Players do not get hurt when standing on a moving vehicle -Search bar in the workshop upload menu -Nicer looking glass -More contrasty ambient occlusion -Removed rough falloff around the train tracks on canyon map -Performance improvements on canyon map Fixed: -Fixed not being able to enter passenger seats in multiplayer -Vehicles bouncing when spawned with 0 suspension length -Fixed a bug where rotated bricks would not snap correctly in the editor View the full article
  11. Ship Core Names

    Definitely something we've been thinking about, we haven't decided exactly how they should be name-able yet, but we'll definitely experiment with this soon.
  12. Shield Generators

    We had a discussion about this on the roadmap a few weeks ago. Here are the prototype drafts we came up with.
  13. Guided Missiles

    Rockets are definitely on our radar, we just haven't decided how to do them yet. We could actually make it so rockets can be "built" by putting small blocks together. Not sure.
  14. Capital Core

    Hm, interesting thought. Might have to do that... different factory sizes. Good idea.
  15. Build scrap deposite

    Definitely something we've thought of doing, but just need to do it the right way. In fact we're thinking about overhauling the mining system entirely, where instead of credits... you have rock pieces inside your inventory, that you then have to go process by "selling" to a factory.