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aliascartoons

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Posts posted by aliascartoons


  1. @GunTer

    Updates will be announced here as soon as we are ready to c

    https://discord.com/channels/497907246165000206/497912398108426240

    other communication channels will be updated with a delay sometimes depending on the availability of the team member.

     

    These are the changes on short:

    Fixed - 
    Memory leak for caves
    Single player saving not functioning 
    CCTV station not displaying camera feed
    Several terrain fixes and OOB's fixed.
    Black light glitching
    Destructible walls
    Missing roadways to some object
    Fixed double lab door
    Uniform names 
    Missing property names
    Randomized door reset when player joins

    -

    Changed - 
    Light HP, Most lights can now be destroyed in one shot
    Rework of all dynamic sound properties
    Buffed Exo-suit damage resistance
    Blinking lights animations
    Some object optimisations

    Framework:
    Rewritten our entire SFX controller, New abilities and optimizations  to help us streamline the creation and usability of SFX objects in the future <-- The cause of most of the delay
    LimitViewDistance Rewrite

    -

    Added -
    Attributes:
    Initial earthquake timer and repeated earthquake timer now customizable 
    Random inactive lights % 

    Features:
    Destructible windows on cars and windows
    Miners hat lamp/no lamp
    Ground texture floors
    Missing property names
    Flicker effect to light SFX

    Objects:
    Ground texture tiles 
    Miners hat
    New Rails 
    Pavements
    Supports
    Working Ladders
    and of course further optimisations 

    • Like 2

  2. On 3/6/2022 at 11:23 AM, Gunter Severloh said:

    Speaking of exploring, i came across that white circular elevator that actually works, so bringing me up to another level,

    im wondering if there is such a function for the elevators in the other parts of the map, are these

    work in progress or am i missing a switch somewhere?

     

    We only covered 5% from what we have planned for the terrain so we used various compositions to block areas as that utility elevator which has a working version as well, but not used in the current version of the map

    • Like 3
    • Thanks 1

  3. 12 hours ago, beno_83au said:

     

     [Official] Cytech Industries Showcase Mission by TropicalOasis. It's the first mission listed in the link you posted. Like I said I can still subscribe to it, but clicking on it to go to the mission's page in Steam gives me that permission error. 

     

    Honestly though, I was just able to access it from my phone, so maybe my PC was just not cooperating yesterday. 

     

    Edit: It's not private now, all's good.

     

    That is not an official Cytech mission tho 🙂 I will speak with the author to slightly change the name to avoit confusion.
    Tho should be accessible, i remember i had a look on it.

    • Like 1

  4. Here we go. Was a long wait for everyone involved but now we have a release date for Cytech alpha version.

     

     

    Will be a long way for this project to see the finish line so if you want to support this mod now would be a good time to:

    * spread the word

    * join our team if you like making compositions in Eden, make/port models, texturing, scripting etc

    * become our Patreon https://www.patreon.com/CytechMod

     

    As you may know the project is in early access stage, is still opened for video, art work, mission and/or mod makers with a history in this fields, preferably with items published on STEAM or other public channels.
    You can apply for early access via https://discord.gg/bK8bDRCJuN

    For everyone else the mod will be available as stated in the trailer.

     

    I almost forgot, we have a website now, still WIP but will be one of the ways to keep you guys up to date 

    https://cytech-mod.com/

     

    • Like 17
    • Thanks 1

  5. We did some work on AI pathing, however for the first release i don't know if we gonna have time to implement the final version of AI pathing.

    With this occasion i would like to officially welcome our new team members who worked hard on expanding our assests and compositions:

    * C.Ritter - Modeling, texturing (https://www.youtube.com/channel/UCiULvHNGokE3sfVTx_XatUA)

    * Clλckers - Level design (https://steamcommunity.com/profiles/76561198104468876)

    * Jan - Level design, video editing (https://www.youtube.com/channel/UC9E0hIzlM--GPFWZ9FmS16g)

    • Like 1

  6. @Valken

    CYTECH objects will be available in Eden.

    We have several levels of randomness and all of them can be tweaked by server owners, mission makers or admin via options.

    There are random lights effect: we have lights that go off randomly, we have SFX which will be randomly generated near lights.

    Doors and gates have randomized states: open, closed, locked and we think of adding few other states to them tho is not a priority or something that we will necessarily implement.

    Special effects scattered around map will be randomized off/on.

    Random sounds, random events. but more about these in the future announcements.

    You will also have the option to turn randomization, SFX etc OFF via mission editing or as server admin.

    Going on several floor levels will be tricky for AI, we experiment with a 3 levels area but is something we have to see if is feasible in terms of performance.

    • Like 8
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