Thursday 19 February 2015

Getting Better Every Day

Each day brings fewer and fewer new bugs added to the list, and once more I fixed ALL of my bugs but as at 5PM I only have one bug remaining, which is a crazy one which takes 15 minutes to reproduce, but for the rest of my tests I have gone through the whole software, ever button and menu item, every key press and feature, and it stood up very well.

Also played some more multi-player today and it's holding up too, with the ability to host and join with built-in content instantly, and for custom and store assets the workshop auto-subscribe system also works well, and you can get up and running with a new level with only an extra 20 seconds added to the process, so everything is looking good for some kind of release next week, and allows me to relax a little on Friday and hopefully spend most of the time testing and making small games :)

9 comments:

  1. hi Lee amazing work on the last update!!! I was just wondering if you had solved this issue of items resizing after light mapping? I've imported the security camera at half it's original size and in the editor it's fine but in game after light mapping it resizes to it original size.

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  2. sorry that's the security camera from the classic model pack 2.

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  3. I would suggest that you take any candidate for Steam release and get it into the hands of Reloaded pledgers to hammer for at least a week before releasing to Steam. Even when internal Alpha testers have hammered a version it has sometimes proven to be very faulty once the community at large gets it. This might help to avoid a lot of bad press on Steam by pushing out a build to Steam without being battle tested.

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  4. How's character creator coming on?

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  5. I have fixed an LM re-size issue recently, but whether its the only one remains to be seen. We do plan to have a pre-release for some pledgers, just watch this space to see more info on the when and how (and who). We will be looking for good reproducible bug reports :) Character Creator proto is fine, and the new art for it is coming along very nicely, the coding on this will resume once the Steam Early Access is out, and I have had a week off to chill. Sometime mid-March, and I will blog its progress so you can all keep in the loop on this exciting module.

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  6. Thanks for the update Lee. My level looks awesome with the light mapping(even if I do say so myself lol) but not with huge cameras everywhere.

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  7. Lee Regarding Translation are you going to provide a function for script to test the language code of the application so that in script we can display the message in the user preferred language

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  8. Any word on my issue concerning the FOV being significantly lower than in previous builds (especially on Eyefinity setups)?

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  9. Having a hook in LUA to detect language is a good idea, and something we can look at once we get closer to completing our first translation (and possible localized game demo). No word on the FOV as testers so far are happy with the max range for single monitors. We do not support Eyefinity for the first release, but if you can send me some links I can check out the possible demand for this feature over other items on our burgeoning task list.

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