ORMOD: Directive Closed Playtest · published · build 17515380
- improved wind turbine visuals (not so fat)
- reenabled bottom left text visually counting
- implemented a new loot pooling system... loot if loot spawns together it will attempt to (for the most part) spawn similar items around it i.e no more wrong mags next to guns (this will be improved in the future)
- fixed fridge spawn positions
- fixed foregrip having wrong description
- removed .45 from military loot tables
- changed "Safety" to "Safe" (for now im not completely sure about this one but well try it)
- added new "barbed wire" damage area which slows you and applys bleeding sometimes... im saying it like this because this might be used in other areas too
- fixed angled foregrip also having wrong description
- changed safezone status effect to a house
- fixed ak74u having wrong hotbar icon
- yeeted bag spawnrate back down a lil (mightve overcorrected hehe)
- stopped hazard medical tents spawning steel shelves lmao
- moved some food spawns outside to the crop field in woodland safezone
- added new death type razor wire
- you will now still take damage from bleeding and starving and whatnot in safezone... just not physical damage i.e u cant just run into a safezone to stop u from starving to death or something lol
- fixed large electrical cords not having collision
- ore now shows text when looking at it
- added sounds to CRANK
- you can now CRANK broken workbenches (not that it does anything its broken)
- fixed incorrect junk spawns in medium house stairs
- fixed heavy lifter skill having scuffed fog
- moved dead grass to cull layer (no more desert grass in buildings)
- reflections now update on changing inside & outside status (hopefully no more popping of reflections)
- fixed holding breath while ADSing standing up
- console will now auto cull text if too big to stop insane lag if theres too much text because it still renders all text even if masked (thanks unity)
- fixed bags spawning items not correctly attatched
- fixed chunk generation failing if unallocating null world objects
- added proportional based ground flattening, meaning different allocated height point coordinates should blend together (should mean no more ground suddenly changing height in structures)
- added accociative spawns for lots of other items like knives and canned food and whatnot (not just guns) so things should look much better
- moved structure locations for rail based POIs back... they will no longer spawn on the track
- fixed tier 2 & 3 conveyors not having correct bendyness
- increased movement inertia (just a lil)
- you can now load ammo individually into unchambered weapons from inventory
- you can now open military crates
- fixed military crate interior collisions
- added 9x39mm ammo boxes
- added 7.62x51mm ammo box
- added 5.7x28mm ammo box
- significnatly increased amount of ice sheets in tundra
- harsh tundra no longer spawns dead grass (just snow grass so only white)
- biome temperature now affects ice sheet amount (i.e harsh tundra has basically full ice sheets normal has only a bit)
- fixed world spawn objects being harry potterable
- increased roadside events base percentage
- fixed some roadside events having missing objects
- relised roadside events wernt spawning at all oops
- moved sawn off double barrel ADS location back
- fixed floating junk in staircase in construction apartments
- fixed skyscrapers also having flating junk on staircases
- fixed upgrading workbenches not correctly closing toolbox
- fixed tailor workbench winging on initialization
- fixed sawmill & pipe roller upgrades not accepting hard wood
- you can now open fridge doors
- you can now open electrical cabinets doors
- ammo boxes now destroy upon emptying
- fixed garage having clipping outside object spawn
- fixed some object spawns in large barn
- fixed some short roads & tracks not bending enough at junctions
- if moving an object now drops all objects placed ontop to the floor (no more floating objects :()
- moving small items now also apply physics to items stacked ontop of it
- if stacking items on a workbench, stacked items will now also be parented to the workbench
- fixed not being able to move tool benches
- fixed deleting heavy objects when trying to move them
- added new CRANK sounds
- manually chambering weapons in inventory now also allows loading multiple rounds into internal magazine weapons (i.e you can chamber multiple bullets if it has internal)
- increased flatten range of some tents
- new sounds for moving ammo boxes
- new sounds for loading shotguns & rifles
- fixed shotgun shells dropping on the floor being too low pitched
- fixed disconnecting with an equipped weapon saving its state in inventory as an incorrect position... i.e it wont be properly attatched to where it should
- fixed being able to load 3 shells into a double barrel lol
- fixed autohotkeying consumables not allowing you to use all of it
- fixed military crates not opening in the correct direction
- roadside events now flatten a lil ground
- increased garage flattening radius
- roads now do a double pass height check to ensure thier at the correct ground height
- finally fixed the stupid blending issue for the most part which has been plauging my efficency for the past 2 days... hopefully smoothing and blending of roads & structures & whatnot should b rlly rlly nice
- implemented first pass structure pooling
- pooled structures can now contain scattered objects & structures outside of existing structures
- second pass pooled structures complete
- added 6 new structure objects (like large things u find in structures)
- added 26 new pooled structure types... this is stuff like industrial districts, gas stops, large military & evac camps, steelworks, ect
- significnatly increased normal rural structure density
- new enforcive spawning mechanic where certain structures are always spawned first (ensures no more mostly empty locations hopefully), this is a seperate layer over the existing system that attempts to spawn larger structures first
- structures no longer try to place in bridged areas
- tightened threshold of structures placed in center POIs
- removed structures being placed at road hight if right on road...notreally needed because of the new blending system
- fixed vehicles facing the wrong direction when placed around fences
- reduced maximum yaw angle of structure objects
- fixed icon sizes of all square items being wayy too small
- fixed bandages having incorrect id
- fixed some structures not placing correctly due to being slightly too close to others
- fixed garages being able to be way too small
- pooled structures now do multiple passes to help find a good location
- fixed pooled structures not having internal POI padding
- loot no longer respawns instantly on server restart
- increased clamped angle threshold for structure bounds check 6m -> 8m
- fixed structure bound check only checking poligonal edges - 1 causing an open polygon... creating incorrect bounds checking
- fixed farmland not having wheat grass
- fixed certain junk piles having incorrect sizing causing overpopulation
- fixed wheatgrass not ignoring mipmap threshold
- increased farmland_cleared groundtype grass amount
- fixed rocky ground being quite low resolution
- significantly reduced amount of blending of groundtypes inside structures
- new groundtype modifier: blending which will mean some groundtypes will have alot more solid ground & some more other colors
- new HESCO military fence type
- reduced maximum grass sizing
- structure density setting now actually works
- increased size of all medical POIs
- fixed structure bounds being 2x too large
- added 10 new medical based structures
- updated medical factory camp POI
- updated powerplant POI
- updated some larger industrial POIs to be less boring (more to come !!)
- structure bound check is now variable depending on size i.e small ass structures wont have the same threshold as massive ones
- improved some military canopy assets
- upgraded most military tent structures
- added 8 new military structures
- updated all existing medical structures
- added military shipping container
- you can now open & close shipping container doors
- dragging a weapon onto ur character in inventory will now automatically hotkey & equip it
- fixed church POI being too small to actually fit a church sometimes lol
- placing large structures now only cares about the max size of the area instead of the density size (i.e if it can fit it WILL fit)
- wheatgrass now uses a reduced overgrowth modifier
- remodelled shipping containers
- inventory equipping now defaults to already hotkeyed slot
- removed some unnessasary objects off region layer
- moved openable shipping containers to entity layer so doors can be serialized on the server
- new multi door state datatag for serialized entities
- structure objects can now spawn enforced entities, this can be used for some other interesting shit in the future like light switches in buildings & whatnot
- redesigned how all shipping containers work (should spawn pretty good loot and have more stuff in them)
- added 5 new industrial buildings
- updated all existing industrial structures
- added 3 new rural buildings
- fleshed out industrial warehouse interiors
- fleshed out all factory exteriors
- updated powerplant exterior
- pooled regions structure objects now use maximum road distance instead of min
- you can now SHIFT + click to equip straight from inventory
- you can show CTRL + click to drop straight away from inventory
- added 2 new military structures
- fixed instant equipping being allowed from backpack
- new large workshop building type
- finalized second pass LOD vertex count on large workshop
- finalized surface design on large workshop
- added new openable large garage door type for some industrial buildings
- redesigned medium warehouse
- added 3 new warehouse types & 2 new door types
- redesigned small metal shed
- added 2 new varients of large workshop building
- redesigned all pipes & pipes & chemical silos
- resdesigned grain silo
- redesigned sawmill warehouse
- reduced radio tower lights brightness
- redesigned radio tower
- retextured large concrete shed
- green shipping containers will now always be open
- retextured log holder thing
- ok this might be an extremely stupid solution but gonna fix the issue with being able to see past the long range chunks by generating even LONGER range chunk which will be extremely low resolution so wont affect performance at all (this has been bugging me for a while)
- added new log cabing POI
- added a shadowmask in inventory to give more interesting shadows (instead of just flat)
- added new concrete tiles for more decoration around industrial zones & districts
- increased windyness of wheatgrass
- added smaller steel radio tower for non radio tower POIs
- upgraded radio antennas
- finished interior spawns of large workshop
- added 8 new industrial door types
- added new vehicle garage varient of large workshop
- finished third detail pass on all industrial structures
- finished third detail pass on all military structures
- redesigned concrete shed
- added 5 new shed varients
- updated all concrete based objects with new surface design (looking 10x better)
- updated steel barrels textures
- fixed small concrete shed having incorrect resolution of textures
- updated steel barrels textures
- fixed small concrete shed having incorrect resolution of textures
- retextured factory
- retextured military barracks
- retextured small barracks
- retextured guard tower
- retextured steel shed
- retextured military barrels
- barrels are noticebly crumply now (looks fire hehe)
- also made ammo box (world not ammo containers) crumply
- updated scrap pile
- updated residential shed
- updated trash bags (also lookin fire)
- updated tires
- updated large concrete pipes
- updated large fuel tanks
- updated large propane tanks
- fixed entity doors not spawning
- updated cloth hay bale
- updated grain pile
- updated normal hay bales
- updated large metal pipes
- fixed beige broken car driverside door not having sounds
- fixed hesco wall not spawning
- fixed all powerpoles having powerboxes (very important thomas)
- highlighting a gun to put ammo into the chamber now also highlights all attatchements
- fixed garage doors having incorrect window alphas
- fixed door sounds cutting off when the animation finishes
- fixed large workshop right garage door having incorrect positioning
- fixed dropping items with ctrl + click / dragging out not removing it from hotbar
- fixed not being able to hotbar number 1 slot due to its proximity to dragging onto character
- updated large copper coil
- updated all fuel station assets
- fixed dropping toolbelt not updating not removing items from hotbar
- updated wind turbine
- updated rusted car
- fixed bag of cement not being highlightable
- added 2 new shed varients
- fixed truck door in town center evac camp spawn
- updated all substation concrete assets
- updated all road curbs
- updated road blocks
- updated small boxes
- updated sandbags
- issue where player wouldent spawn on creating new world (you would just see a black screen and nothing would happen)
- made roadside generation asyncronous
- fixed objects in districts spawning too close to roads
- fixed factory buildings spawning too close to walls
- updated fridge
- retextured concrete tiles
- added new shed structure
- added 8 new shed varients
- structures now have robot spawns (yay)
- enemy spawns are now pooled into groups for more interesting spawns
- enemies now use the standard entityid system for better serialization & respawning
- fixed robot spawn percentage not affecting all weighted spawns across the board
- significantly reduced HP of all mechanoids
- significantly increased lock on time for turrets i.e time it takes for you to get absolutely cooked
- made shooting mechanoids wayyy more satisfying and responsive with special sounds & effects when hit (WIP ofc)
- added delay to walker fire time as unlike turrets it would fucking melt you instantly lol
- added special effects for hitting mechanoid weak spots
- fixed entity respawning doing a respawn tick on reload if spawned but no items spawned
- fixed some chainlink fences being tagged as solid steel i.e not being very penetratable
- significantly increased max pen of mechanoid armor as u would end up penetrating through like 8 different components with high calliber bullets and doing a bazzion damage lmao
- fixed large concrete wall floating sometimes
- fixed chainlink fences being only visible from like 2m
- increased hit effect sounds accross the board (it was so quiet it was almost non existant lol)
- changed sound rolloff curve from logorithmic scale for hit effect sounds to make shooting shit when its 1m away from u not really loud but then get insanely quiet
- fixed issue with map not loading properly when loading into world with existing spawn regions
- if spawn region init designes area as town region but cant place town due to terrain requirements, will still place as a region anyway just without town
- decreased byte serialization amount by truncating floats for path points in regions as it was buffer overflowing 65kb
- fixed warehouse having incorrect collisions
- slightly increased ADS sensitivity
- fixed objects spawning in concrete tiles lots
- fixed freelooking after using a scope weapon having incorrect sensitivity
- fixed turrets targeting instantly because the serverside call for deactivating was also turning it on lol oops
- created thease lil metal pillar things to plonk turrets ontop of cuz they would spawn in grass and like actually melt u out of nowhere lmao
- turrets now clear bushes & large mechanoids flatten ground
- fixed turrets continuing to shoot after being destroyed
- fixed terrain splatmapping causing artifacts as x axis rolls over
- significant optimisations on chunk & regions generation... still needs a lil work as some parts of the new algorithm are very expensive