Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Styg

Pages: 1 ... 14 15 [16] 17 18 ... 139
226
Development Log / Dev Log #3: Real-time 3D Models
« on: August 26, 2020, 02:41:08 pm »
Hi guys,

One thing that we wanted to overcome for a long time when it comes to Underrail's engine are the limitation of the prerendered character models, and in Infusion we're finally going to do it. Character and creature models are going to be rendered in real-time in a style as closely matching that of the (new) prerendered backgrounds as possible in order to retain the established visual feel of the game.



This is going to allow us to display the exact gear on your character, as well as NPCs. If they are wearing a crafted piece of armor, you'll be able to see exactly from what materials it is made (type of leather, carrier vest, metal, etc) and what kind of enhancements it has. Same for the weapons. Also, this will allow us to model the unique pieces to complete that experience of wielding something as awesome as, say, Balor's Hammer. Some mechanical changes when it comes to itemizations are going to follow with this change as well. I'm currently inclined to make the pants a separate slot and I also have an idea for another slot, but I'm going to talk about that more later down the road.

Furthermore, you'll now be able to customize your character by picking their haircut, facial hair (as well as color of these), and skin tone, and maybe even adding tattoos and other features on top of that.

Also, this will allow us to add a lot more animations to characters and creatures which, in addition to the eye candy, will also make the combat more readable as potentially special attacks can now have their own special animations.
Let us know how you like the new models.

Cheers.

227
lol. Well, it is kinda distracting to have a camera in your face.

228
Bugs / Re: [1.1.2.3] Talos Outpost massive lags and CTD
« on: August 21, 2020, 09:02:41 am »
Ok, I added some further limitation on how much memory pathfinding can allocate, so hopefully now it will not exceed the 32-bit process limit.

As for the player getting stuck in those situations, I'll address this in the next major update probably as it would be too big of a change to release without extended testing.

229
Bugs / Re: Map description missing flora
« on: August 18, 2020, 11:47:11 am »
Fixed for the next hotfix.

230
Bugs / Re: 1.1.2.3 Enrage duration is 4 turns.
« on: August 18, 2020, 11:03:23 am »
Fixed for the next hotfix.

231
Bugs / Re: [1.1.2.3] Talos Outpost massive lags and CTD
« on: August 18, 2020, 10:54:23 am »
What computer are you playing it on?

232
Yes, the current plan is to have a legacy branch frozen at 1.1.1.6 for those who do not want to switch to the new psi. That branch would not be further updated.

233
Bugs / Re: 1.1.2.3 No map description for flora
« on: August 17, 2020, 08:53:01 am »
Fixed for the next hotfix.

234
Bugs / Re: [1.1.2.3] Status effects that pass through the Stasis
« on: August 17, 2020, 07:59:50 am »
Out of all of those, maybe Suppressed shouldn't apply, but that's questionable as well.

235
Bugs / Re: [1.1.2.3] Talos Outpost massive lags and CTD
« on: August 17, 2020, 07:53:21 am »
Post the crash log from Documents\My Games\Underrail.

237
Should be fixed now.

238
Bugs / Re: 1.1.2.3 - Mutants are hostiles even we mutated
« on: August 03, 2020, 10:11:30 pm »
Just want to add that it does not, necessarily, entail making you non-hostile with the mutants. (Just managing expectations.)

239
Bugs / Re: 1.1.2.3 - Shooting spree and contaminated bullets
« on: August 03, 2020, 10:08:23 pm »
I'm afraid I don't have an easy way to fix this. It would probably require significant changes to how the special ammo works. It's definitely not something I can do in a hotfix, so I'll just write it down for now.

240
Bugs / Re: 1.1.2.2 Vanishing Powder Grenade crash
« on: August 03, 2020, 09:45:54 pm »
Do you remember if you threw those grenades in turn-based or real-time mode?

Pages: 1 ... 14 15 [16] 17 18 ... 139