DiART Paintball 0.6 is Up!

major update

DiART Paintball · published · build 24802482

Major

  • Optimizations were made to AI, collisions, shadows, and several other systems to reduce stuttering. This has dramatically improved performance.

  • A playable tutorial was added, featuring movement practice, a shooting range, bot combat, and moving targets.

  • New player models and textures

  • Circuit 1 was added, a new map inspired by professional paintball fields.

  • Cinematic introductions were added before each match, featuring camera pans across different areas of the map and information about the selected game mode.

  • Loading screens and transitions between menus, lobbies, and matches were overhauled.

  • A Ready system was added to online lobbies.

  • Players can now request a rematch after finishing a match, both online and offline.

  • A new killfeed was added to display eliminations.

  • Score and elimination feedback was overhauled with new animated text, hitmarkers, and visual confirmations.

  • Bunkers now accumulate paint directly on their surfaces through a more efficient and persistent system.

  • Nets now react to impacts, deform, and accumulate paint.

  • Paintballs can now ricochet off bunkers and nets depending on their speed and impact angle.

  • Bot AI was significantly improved. Bots now detect crouching and leaning players more accurately, use cover, reposition themselves, and manage their bursts and ammunition more effectively.

  • Visible pods were added to players’ belts. They move naturally as players run and disappear as they are used.

  • Steam integration was improved, including lobby invitations and joining through invitations received while the game is closed. Further refinement of this system is still planned.

Minor

  • The maps are now called Fortuna, P1, Stream, Proto, Opulence, Protonight, and Circuit 1.

  • Visual and lighting improvements were made across multiple maps.

  • Paint impact particles and effects were improved.

  • Paintball physics were adjusted to preserve speed more effectively while retaining their natural drop.

  • Players can no longer eliminate themselves

  • First-person and third-person reload animations were improved.

  • Transitions between movement animations and rapid direction changes were improved.

  • Online synchronization was improved for paint, deformation, ricochets, and visible pods.

  • An FPS limit option was added, with common framerate values and an option based on the monitor’s refresh rate.

  • Music randomization was improved to reduce repetition.

  • Music and audio transitions were improved when matches end or a rematch is requested.

  • Map previews and several selection interfaces were updated.

  • Spawn point selection was improved to prevent players and bots from spawning on top of one another.

  • Several issues involving the scoreboard, statistics, team colors, and final results were fixed.

  • Cases where a round would not end after only one player or bot remained alive were fixed.

  • Mouse sensitivity is now consistent across scenes and maps.

  • Numerous issues involving the HUD, cursors, cameras, pause menus, round restarts, and online synchronization were fixed.