Preview branch version 3.24.5.103 is now available. This information may change between now and the update’s official release.
Warning
Please note: New versions on the preview branch are designed to load older saves (backwards compatibility). However, the public branch typically cannot load saves made with newer versions (forwards compatibility). Therefore, if you plan to switch back to the public branch before the update is officially released, we recommend that you avoid loading important saves on the preview branch. Additionally, make sure to back up any maps before saving them in the level editor.
Changelog
Added
Volume sliders for overall music, death screen, main menu, and ambient/in-game.
The toggles for each filter. They take up a massive amount of space, and I feel like it would be better to simply have the toggles beside the state buttons rather than above. Most of those state buttons are extremely wide. However, I can see how the labels can come in handy.
The map filter is named ‘Map Name Filter’. You can only select maps installed on your computer. You aren’t able to filter by name manually, as the label implies. Perhaps there is a way to do this, but not at first glance.
It might be worth having a custom map toggle for the map filter. This would remove any maps from the available list that are located in the local ‘Maps’ folder but not categorized as Official.
The ‘Open Available Filters’ button is a bit awkward in the middle, but I’ve talked with some others and below is the most natural alternative, but it isn’t problematic enough to really warrant it being changed:
I like what’s been done with the two-wheeled vehicles. However, there are a few bugs I’ve found.
All three vehicles still have the bug where the back wheel basically loses all horizontal traction when you turn fast. This results in you sharply drifting when making asharp turn.
Since the snow mobile also has the leaning function, it’s front tracks clip into the ground whenever you lean.
The snow mobile’s tracks clip through the ground when you drive. You can find this by just driving forwards on any flat surface
All of these are relatively small issues but I hope you can find some solution to them
Thanks @Jdance_Media, 2 and 4 at least should be straightforward adjustments - I’ll see how the revised open/close placement looks in practice. 3 would be a nice improvement for a future update I think.
Thanks @CPL! My thought with 3 was that it kind of like it’s cutting through the snow in motion, but I intend to revisit it as part of updating crawler-tracked vehicles and will adjust depending on feedback. 2 can maybe be disabled - will check - but some amount of leaning might be inevitable, and 1 I hope to better sort out as part of revising all tire mass+traction values.
Another user asked me how to use the new Effect reward type. The modding documentation has already been updated – just make sure you’re on the latest branch when looking for upcoming features/changes.
I like how you’ve made it an arrow button but the close button isn’t in the area you’d expect. When a game or UI has this type of button, it typically stays on whatever side it starts on. Like, if it starts on the top, it stays on the top even after being opened. This is where people typically look for it too.
So, I feel like moving it to here would be best for UX
First of all Nelson, im quite enjoying the fact of how much more active you’ve become on the forums ever since the anniversary.
And next of all my thoughts and suggestions and etc.
Bicycles
-I call it questionable why the bicycles should throw up particles for grass and dirt even though it isnt that fast and heavy
-Shouldnt zombies be able to damage the player on the bicycle for how exposed the player is?
Suggestions
-A quiet bicycle chain sound effect so that the bicycle still is the best stealth vehicle
-Being able to perform a bunny hop with the bicycle to jump over halfways so that it might have more of a functionality
Dirtbikes (spend a hot minute trying to find the ids for them because I thought they were just called motorcycles)
-For the dirtbikes so far its better than before but when driving the backtire just clips into the vehicle itself.
Im not sure if this is logical ive never driven a motorbike before but should doing turns on junctions really still keep the player leaning into it?
In the clip im only trying to steer right to make a clean turn holding down d until im perfect aligned to the next road but for some reason it keeps on turning right resulting in me getting off the road and me trying to counter steer it results in me loosing control doing a 180 turn.
Suggestions
Would recommend raising the maximum speed from 60 to give the bike a better agility role at making it more difficult to hit the player because of the speed and how exposed the player is while as a trade off penalizing the driver for irresponsible driving.
General Suggestions
Vehicles throw up water particles when its raining
Small misc bug report
While driving around with the bicycle on Germany, I stumbled across this line where the tile materials dont merge together perfectly and it seems to go on in both directions.
Definitely want to improve those aspects as well! The bicycle tires kicking up particles is because it feels satisfying IMO. I believe the tires losing grip should be better addressed when I get the chance to go through and revise all tire mass+traction/friction values.
Hi, have you considered updating the tire models refreshed by car repairs id1451,The current tire model is still stuck in the previous version, and when it comes to cars, the appearance is instantly different, which gives a lot of dissonance. It looks like the tire held in hand has no texture
Preview branch version 3.24.5.103 is now available. Notably - this includes a fix for issue #4627 which was reported overnight.
Other tweaks include:
Fixed mistakenly copy-pasted exception message in GuidBuffer.Read. [Thanks Jdance!]
Fixed potential cause of a door/gate/window/etc snapping issue. [Thanks prank!]
Please note: New versions on the preview branch are designed to load older saves (backwards compatibility). However, the public branch typically cannot load saves made with newer versions (forwards compatibility). Therefore, if you plan to switch back to the public branch before the update is officially released, we recommend that you avoid loading important saves on the preview branch. Additionally, make sure to back up any maps before saving them in the level editor.