Developer postOriginal post (opens in a new tab)

Alpha Update 0.224.0.28

GAME ENGINE / GENERAL

  • The game has now been updated to Unreal Engine 5.3.2.
  • Support for DirectX11 (Shader Model 5) has been discontinued, as the new UE5 features require DirectX12 (Shader Model 6).
  • Shadows are now rendered using Virtual Shadow Maps, which are superior to the old Cascaded Shadow Maps.
  • All world geometry is now rendered using Nanite, which practically gives us an unlimited poly count budget.
  • Replaced the visible sun flare with a more dynamic and visually attractive version.
  • Optimised and generally removed unnecessary bloat from the sun/starlight code.
  • Reduced the opacity of the FTL magic space clouds so that the realtime star parallax can be seen more clearly.
  • The initial entry into the game is now a lot smoother, with all of the laggy processes hidden behind the loading screen.
  • Added a new ship selection/config menu when starting a new game.
  • You can now turn NPC's on or off when starting a new game (SP and MP).
  • You can now start new games in a Cold & Dark state (SP and MP).

MULTIPLAYER

  • Added password protection for multiplayer games.
  • Added the ability to hold tab to see a list of player crew members.
  • Added a new Host Controls UI. Press F6, or find it on the pause menu when you are hosting a multiplayer game.
  • Added the ability to kick players from your game.
  • Added the ability to mute players on your game.
  • Added the ability to send players to the brig (basic, temporary brigs have been added adjacent to the shuttle bay on E Deck).
  • Added the ability to update the server password, description and max-players while still in-game using the host controls.
  • Picking up and manipulating props is now properly synced in multiplayer.
  • The lift in the VIP lounge is now properly synced in multiplayer.
  • All of the Engineering systems now work in multiplayer.

UNOS OPERATING SYSTEM

  • Turned the UNOS UI's into more of an actual operating system, with consistent UI elements and a custom data transfer system.
  • Updated the projected UI material so it properly scales the background cloud effect to its screen size.
  • Added a new simulated UNOS loading screen (only included on the new UI's currently).
  • Holding E will allow you to use the mouse pointer to interact with any UI screen.
  • Designed a new UI for the Cryo Tanks.
  • Designed a new UI for the Cryo Pumps.
  • Designed a new UI for the Cryo Coolers.
  • Designed a new UI for the Valves.
  • Designed a new UI for the Fusion Reactor.
  • Designed a new UI for the Reactor Output Distributor.
  • Designed a new UI for the HV Battery Distributor.
  • Designed a new UI for the HV Shields Distributor.
  • Designed a new UI for the HV FTL Distributor.
  • Designed a new UI for the HV Propulsion Distributor.
  • Designed a new UI for the HV Weapons Distributor.
  • Designed a new UI for the Deck Distributors.
  • Designed a new UI for the Quadrant Distributors.
  • Designed a new UI for the Reactor Room Distributor.
  • Designed a new UI for the Startup Distributor.
  • Designed a new UI for the Corridor Distributors.
  • Designed a new UI for the A Deck Distributor.
  • Designed a new UI for the Battery Charge Distributors.
  • Designed a new UI for the Battery Aggregators.
  • Designed a new UI for the Battery Arrays.
  • Designed a new UI for the B Deck Crew Information Terminal/Map.
  • Designed a new UI for the C Deck Crew Information Terminal/Map.
  • Designed a new UI for the D Deck Crew Information Terminal/Map.
  • Designed a new UI for the E Deck Crew Information Terminal/Map.
  • Designed a new UI for the F Deck Crew Information Terminal/Map.
  • Designed a new UI for the G Deck Crew Information Terminal/Map.

ENGINEERING

  • Built a new system from the ground up to simulate piped fluids.
  • Built a new system for laying pipework via splines, which dynamically adds brackets and connectors.
  • Built new models for the pipework and its connectors.
  • Added all of the cryogenic pipework needed to supply the reactor with fuel and coolant.
  • Added coloured plastic clips to the pipe brackets and connectors to help indicate the fluid type.
  • Added functional valves to control the flow of cryogenic fluids.
  • Built new models for both small and large Valve variants.
  • Built a new model for the Cryo Coolers.
  • All fluid-related hardware now requires live power to operate.
  • Significantly overhauled and optimised the existing electrical simulation, increasing performance and reducing lag spikes.
  • Updated the electrical code to support an "emergency power" flag, so everything knows when its on emergency power.
  • Updated the Reactor to require actual fuel and coolant consumables.
  • The Reactor can now be throttled between 10% and 110%, with anything above 100% heating the reactor to eventual failure.
  • The Reactor output is now connected to the FTL system, so changing the reactor setting will impact the ship's FTL speed.
  • The audible buzz from the distribution boxes now scales with internal bus amperage, but is also generally quieter.
  • Built new models for the HV Distributors at the back of the reactor room.
  • Built a new system for adding dynamically scaled Distribution boxes, which can now scale to fit any UI dimensions.
  • Updated how Battery Arrays calculate wattage. They now use the "Equivalent Resistance" of all connected battery cells.
  • Changed how batteries display their remaining charge. It now states "Time To Depletion", which is calculated against the current draw.
  • Built a new system for laying railings via splines, which dynamically adds balustrades and other details.
  • Built new models for the various railing elements.
  • Added new railings to both floors of the Cryo Room.
  • Built new models for some of the steps on the Cryo Room staircase. The remaining steps are still WIP.
  • Built new models for the various Cryo Room flooring elements.
  • Added a new WIP room on G Deck to house the Startup Capacitors and their associated Distributor.
  • All of the doors on both F and G decks should now be named properly.

TUTORIAL SYSTEM

  • Significantly improved the tutorial system, which is now generally more robust and has much better UI click-detection.
  • Added the ability to skip forwards (Enter) and backwards (Backspace) in the tutorials.
  • Added a new tutorial covering the ship's full Cold Start procedure, which includes 12 minutes (180+ lines) of audio dialogue.
  • Updated the Scanning & Navigation tutorial and replaced all of the audio with new samples, totalling 7 minutes.

GALAXY

  • Added city surface lights to procedural Earthlike planets. There's a flat 33% chance for testing right now.
  • Added glaciation coverage to Earthlike planets, which is driven by the planet's temperature.
  • Added more surface colour variation to Earthlike planets.
  • Updated Earth's surface lights, and added a noise function to increase their detail a bit more.
  • Updated the light cast by black holes so that it properly obeys inverse square law and is the correct colour.
  • Updated the Black Holes code to remove some unnecessary bloat, and generally optimise how they are generated.
  • Added some more volumetric noise textures to increase Black Hole detail and variety.

PROPS SYSTEM

  • Built a new system for achieving object permanence. Props will now remain where you left them when re-loading a saved game.
  • Greatly improved the way props are handled when picked up. You can now rotate them with the mouse and reset their orientation.
  • Props are now a lot more solid, and much more difficult to clip through walls unless you really force them.
  • You can now pick up and interact with objects while sat in a chair.
  • Props now have audio associated with them.
  • Updated a few prop items to make them interactive, such as the mop and wet floor sign in the B Deck lounge bathroom.

SHIP CUSTOMISATION

  • Added the ability to change the UI button colours (only affects the new UI's currently).
  • Added the ability to switch between seasonal holiday ship decorations.
  • A few Halloween and Christmas decorations are now available on the bridge for testing.
  • All of the standard UNOS UI screens now display the chosen ship name correctly.

FIXES

  • Fixed Earthlike planet mountains reflecting starlight on the dark side.
  • Fixed the bridge space labels appearing and flickering on B Deck.
  • Fixed the sun/starlight shining into B Deck in the wrong places.
  • Fixed an issue with the volumetric textures on Black Holes, and made a new one with a cell resolution of 128x128 (up from 32x32).
  • Fixed Water Planets not being spawned properly.
  • Fixed Dwarf Terrestrial Worlds not being spawned properly.
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