Developer postOriginal post (opens in a new tab)

Update v0.54: Overgrowth

Hey hey!

With this weeks update, comes the final level, 'Overgrowth'!

It's a primarily outdoor, industrial jungle environment. Larger in size than other small/medium maps, but less mess overall.

Anyway, to the changelog!
Maps:

  • Added "Overgrowth" level! [The Jungle]
  • Added reverb sound processing to Athena's Wrath, Paintenance Tunnels, Waste Disposal and Revolutionary Robotics. [Improves creepy atmosphere]
  • Blocked off the area under the Revolutionary Robotics boardroom table, making it impossible for careless janitors to lose their dignity under there. Game:
  • Fixed Security Cameras causing problems for players if they die while viewing through one of them.
  • Fixed level completion progress tracker only recording speedruns and not normal cleanups. Oops!
  • Increased the maximum FoV from 120 to a whopping 160. Prepare for some serious beetle eyed action!
  • Goo Jar mess now glows in the dark. UI:
  • You can now use the Enter key on punchout report boxes to make a new line. How nice of it.
  • Added "Shadow Draw Distance" setting to options menu to adjust the distance at which object shadows are drawn.
  • Added "Draw Object Shadows For" setting to options menu to decide which physics objects will cast shadows.
  • Added "Complex Object Lighting" setting to options menu to turn on detailed lighting for physics objects, replacing the cheap On/Off method. System:
  • Improved the lighting and shadows of physics objects, making many objects look much better than before. Only if you adjust the new shadow and lighting settings above. Workshop:
  • Added Kismet action for manipulating debris actors.
  • Added Kismet action for teleporting debris actors.
  • Added Kismet event for when the world data is loaded or saved.
  • Added Kismet action to get the Pawn from an input Controller, for easy casting.
  • Made it possible to pose dead bodies by using custom animations.

And with that, we're nearly content complete! More fixes and other improvements here and there to make, but we're getting there :) I will mostly be moving onto other things now (as the main content guy), but will cobble together what assets are required should the need arise.

Anyway! Check out the map, and let us know what you think. I'm a bit wary that it might be kinda slow on older hardware, what with all the foliage and stuff, but we shall see :\

Have fun everyone!