Posted on Behalf of SOF Studios President, Tom
Hello H-Hour community!
The development team and testers worked overtime to get our first pass of the newest map and game mode out to the community on Saturday. Despite not having final lighting, optimization and all of the bugs found cleaned up, Temple and Breach got wide playtime over the weekend and everyone seemed to enjoy this new content. This experience is only going to get better as the dev team continues to improve on this initial release.
Our Saturday patch also included some global improvements to the action system, adding an additional variable to the close inventory function and some fixes to the NVG for Factory. For more details on the contents of the patch or to leave us feedback, visit here.
Sharing a screenshot for those who have not experienced Temple as of yet:
[img=https://sofstudios.com/Art2015/2015pics/map/temple.png]
The dev team’s focus for the rest of the week will be:
- Working on lighting in Temple
- Working on bugs in Temple
- Continuing the work on the Workshop framework
- Revisiting the other maps to identify objects affected by the fix implemented to prevent wall clipping of weapons to see where collision blocks should be removed. Primary example would be the rails in Factory now preventing players from shooting.
- Reorganizing our bug system to make it more effective for the developers. Bugs identified for the polish stage of development will be categorized as such and only worked during that phase. This will allow the team to use a more focused approach to fixes so you get those bugs that are most important to you fixed first.
Animations talks are still happening. We’re looking to see when the resources will be available to get working on them. A lot of times when you’re working with other Studios it boils down to time available. We’ve done all we can, internally, and are positive we’ll get to the standard you all are looking for. Once I nail down a start and finish time for the animations I’ll relay that to you all.
Once the Workshop framework is completed we’ll be following up on the mic system. It’s a pretty complex system but at the end of our analysis we’ll have a good idea of the best course of action moving forward. In the interim, our testers did discover two important pieces of information on our current mic system that may help some. We tie into Steam's voice and Steam will detect when the mic is being used in another application and mute one of the mics. This is why some using the same sound device in for example, Teamspeak are muted in our game. Another important point is that the use of special effects or voice modulators can cause reverb, echos and/or lag in the channel so please refrain from using this if you are also using our mic system in game.
I can’t thank all the testers and community enough for the support and LONG hours that have been put into this game. Things are starting to get cleaned up nicely and it’s because of the dedication and time you all have given to us. Thank YOU!
On a sadder note, we are sorry to inform those of you who knew him that “Baskee” lost his battle with cancer and passed away on October 11th. He was a dedicated supporter of H-Hour, an excellent dev tester and a friend to many in our testing group. Our sincerest sympathies go out to his friends and family during this difficult time. Keep them in your heart and prayers.
More next Monday.
