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Do we have news about whether "survive" is available in dev branch tmorrow or not?

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Do we have news about whether "survive" is available in dev branch tmorrow or not?
As a final test before releasing campaign episode 1 next week, we are still considering to stage it on devbranch this Thursday.

From Sitrep 31

Nothing new on the other hand.

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Yeah I know, but in that same sitrep, they said they would keep testing it yesterday (tuesday) and today (wendesday) and maybe release it tomorow (thursday).

So, I wanted to know about it.

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We are indeed still trying to stage the episode today (within a few hours), but not entirely sure yet - due to the validation of some fixes.

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We are indeed still trying to stage the episode today (within a few hours), but not entirely sure yet - due to the validation of some fixes.

Why not for the first episode, but what's content we can expect also ? ( work on bug ? tools ? more ?)

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Why not for the first episode, but what's content we can expect also ? ( work on bug ? tools ? more ?)

I don't think you can expect tools nor new content for today, I would guess some fix and the 1st part of the campaign.

As always, just be patient and read the devbranch log once it's here.

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And here's another friendly reminder that everyone please refrains from posting any spoilers, which will not be tolerated. You can of course comment on the quality and your opinion of this WIP episode but please do it spoiler-free.

Thank you!

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New video from dslyecxi:

I wonder what is this new multiplayer feature that's coming in the next few months?

(5:30)

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I wonder what is this new multiplayer feature that's coming in the next few months? (5:30)

More cause for speculation. ;)

Since he starts talking about community mods almost immediately afterwards, my guess is that it might be related to joining modded MP servers. (Auto-downloading and/or auto-enabling/disabling of mods etc. Or perhaps an official external launcher + MP browser akin to Play WithSix, as some people have suggested.) Or maybe it's just a coincidence. :D

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And here's another friendly reminder that everyone please refrains from posting any spoilers, which will not be tolerated. You can of course comment on the quality and your opinion of this WIP episode but please do it spoiler-free.

Thank you!

Well, it's not even 100% confirmed to actually be releasing on dev branch today (at least I haven't gotten it).

As a final test before releasing campaign episode 1 next week' date=' we are still considering to stage it on devbranch this Thursday. [b']Whether it will happen, depends on evaluations of the latest version today and tomorrow.[/b]

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*sigh* I was hoping for some word on release of the new modding tools... instead, more announcements of announcements.

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*sigh* I was hoping for some word on release of the new modding tools... instead, more announcements of announcements.

Well, all we know from the last sitrep is that they are "working" on them. So, *sigh*. We wait some more... Honestly at this point I want a new Oxygen program that is actually user friendly and suitable to modeling (most user friendly, but simple, program I've used is one called Wings 3D).

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Well, all we know from the last sitrep is that they are "working" on them. So, *sigh*. We wait some more... Honestly at this point I want a new Oxygen program that is actually user friendly and suitable to modeling (most user friendly, but simple, program I've used is one called Wings 3D).

I'd be happy with the new binarizer already, so we can use UnhideValue and similar things, since I work mostly in Blender. The only thing I do in Oxygen is anims, which, admittedly, is a pain in the arse I'd like to move to Blender as well (working on it). The crux for me is that there are features we cannot even use without the new tools, plus there is no way to unpack the models for island makers... Seeing how much user created content is stressed, I'm a bit disappointed.

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also O2 needs better importing or atleast updated , same goes to buldozer which is like from OFP times (no proper 16:9 support etc)

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I'd be happy with the new binarizer already, so we can use UnhideValue and similar things, since I work mostly in Blender. The only thing I do in Oxygen is anims, which, admittedly, is a pain in the arse I'd like to move to Blender as well (working on it). The crux for me is that there are features we cannot even use without the new tools, plus there is no way to unpack the models for island makers... Seeing how much user created content is stressed, I'm a bit disappointed.

My problem is when I've modeled something and get it in O2, only to realize that there's some aspect that's not right. Then I've got to export, reimport, resize, etc. just a hassle that's all.

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My problem is when I've modeled something and get it in O2, only to realize that there's some aspect that's not right. Then I've got to export, reimport, resize, etc. just a hassle that's all.

If campaign and tools are in the 325 mo of update, i go to died :p

For tools, it's easy for Bohemia, just to use the original version and delete or lock what we don't need (as 3D editor and more)... :(

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My problem is when I've modeled something and get it in O2, only to realize that there's some aspect that's not right. Then I've got to export, reimport, resize, etc. just a hassle that's all.

Ah, yeah... I don't have that problem since I export directly from Blender and never even load the stuff into O2 ;)

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More cause for speculation. ;)

Since he starts talking about community mods almost immediately afterwards, my guess is that it might be related to joining modded MP servers. (Auto-downloading and/or auto-enabling/disabling of mods etc. Or perhaps an official external launcher + MP browser akin to Play WithSix, as some people have suggested.) Or maybe it's just a coincidence. :D

The ability of Auto joining servers with mods, or in other words, you join a server with mods you don't have, and as you are joining it gets the mods for you, would be a major improvement, and a dream, instead of being forced to look through every mod enabled, and hunt them down yourself. Would be fantastic. Would bring me back to the days of Doom.

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Then I've got to export, reimport, resize, etc. just a hassle that's all.

So long as you set up your grid units in the application you're modelling in correctly, and choose an appropriate scale percentage for the unit conversion when you come to transfer to O2 - it should automatically scale to the right size. I've had no problems in using Maya and other programmes with a cm/mm grid then using a scale factor of 0.01 or 0.001 to get them to the correct scale on the O2 import.

I tend to use discrete transformations to reposition objects after importing rather than doing it with scalar mouse dragging - so I just make a note of the transformation values I've used in the named properties window in case I need to repeat them after importing another object. "Apply to all LODs" in the transformations windows is also very useful.

Loss of smoothing groups is one thing that frustrates me a bit though. Fixing them manually with the vertex selection mode and the / keys is a bit tedious

New BinPBO and the possibility of a proper character animation rig for Max/Maya that was hinted at, are the top of my list for things I'd like from the new toolset. I can cope with old O2/Buldozer despite its flaws.

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New BinPBO and the possibility of a proper character animation rig for Max/Maya that was hinted at, are the top of my list for things I'd like from the new toolset. I can cope with old O2/Buldozer despite its flaws.

Likewise, but adding "Blender" to the "Max/Maya" part :D

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i'm apologize if asked before

there will be a trailer for the new truck ?

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