Hi all!
We are releasing a new open testing build today. See below for the changelog
Open Testing Times
Thanks to TheSlayerNL, we are trying to co-ordinate more regular times for Open Testing for more improvements. It's no secret that the team is reduced to only a few part-time developers and we don't have time to both develop the game and run testing sessions.
If you are interested in helping test OT and join in, please read the sticky thread at the top of this forum, or click http://primalcarnageforums.com/showt...ng-Steam-Group!
Important setup note
Before launching the OT build, you will need to update your Binaries/Win64/steam_appid.txt file to contain the following:
392990
You may not be able to join the server if you don't do this. Note that in future builds this won't be required - I just keep forgetting to fix it before I put out a build.
Test notes for this week
With the network changes listed below, the main thing we're looking at testing are network related issues - whether hit detection is improved, whether you can consistently join a team at the start of a round, taunt-sliding etc.
We'd also like some feedback on the updated spawning system introduced in the last OT build. Do you feel like your spawns are weighted away from enemies better, and more towards teammates? That is the main goal of the updated system.
Accessing the build
Open Testing now has its own App ID on Steam! You can find "Primal Carnage Extinction Open Testing" in your games list.
Server
We're running an official open testing server called "PCE Official Open Testing" in the US region. You can join the official open testing server by connecting to IP Address 192.223.31.152 or finding it in the server browser.
Loadout Information
In this build we've REMOVED economy item replication over the network. This system is going to be re-written as its blown out to use a lot of network traffic, so in this build you will not see skins being applied.
The purpose of this is to test and measure our current network traffic and have a look how many issues (ie team joining at the start of the game) are being caused by the network traffic saturation.
General Changes
Added sounds to more idle animations
Added auto-balance to GTTC mode
Adjusted idle menu animation play rates for Acro, removed Spino look animation that moved way out of frame
Re-added the Killed Restrainer assist bonus for pounced Raptors
Made the left/right arrows on controller layout read "none" since they are unassigned currently
Enabled dino head loss from melee attacks
Added more conditions for when taunts cannot play
Added tyrant breathing
Made the first intro movie unskippable to allow game menu time to load (otherwise rapid clicking on the bink before the menu's loaded causes crashing)
Reduced compression on menu theme music
Balance
Acid pool now does damage in a circle as opposed to half circle
Increased assault rifle grenade launcher damage and radius
Made the Spinosaurus secondary attack cost stamina (and stopped it from healing you)
Added a minor boost to human melee crit multiplier
Conformed roar cooldown timer to 60 seconds for all Tyrants
Fixes
Fix for weapons losing their skins after being upgraded in Survival mode
Fixed up and re-jigged timers for the Carno charge and bite to help prevent the exploit.
Fixed rockets not hurting Tyrants when hit in the head
Fixed the Overdose achievement to be valid for all Tyrants not just T.Rex
Fixed missing impact sound of landmine
Prevented reloading during weapon switch
Fixed the SPAS-12 and default shotgun reloading animations
Disabled scope view when in menu
Fixed the customization camera to work properly when player is dead / taking damage
Fixed the Machete Icon in Character SelectScreen
Fixed reticule vanishing when switching from dino to human if the dino didn't have one (needs testing)
Inventory screen should now minimize when character select is requested
Fixed missing customization items on the client
Fixed assault rifle skins not showing up (second material channel was going unused, they were only being applied to the rocket shell)
Fixed incorrect default taunt being specified for Commando loadout & handling of invalid equipment
Fixed crash at end of match, where dismissing the Scoreboard allowed you to enter the Pause Menu then goto customization which would crash when rolling over to another round.
Potential fix for players being able to die from overdosing in FreeRoam when No Damage or No Killing is enabled (needs testing)
Potential fix for selecting an invalid class as your first class breaking class select (needs testing)
Potential fix for dropped players turning their customizations off
Disabled head loss from tranquillizer weapons
Fixed hatchet not having a kill icon
Fixed tranq rifle using wrong kill icon
Fixed hatchet using the wrong weapon glyph in the class select
Map Fixes
Fixed wall collision problem on UtilityBase
Fixed customization actor position on PC-Docks
Stopped humans being able to climb on top of pipe stack on PC-Docks
Fixed broken health box on GTTC-Docks
New customization location for AI-VisitorCenter
Fixed collision issues on Contingency
collision fixes for ForestChasm
Fixed customization camera being obstructed on the Ruthless maps
Fixed truck clipping into crates on PC-TheFalls
Fixed some human camping spots on Transfer
Mirrored recent changes from ForestChasm to ForestChasmSnow
Removed black grass from GTTC-Downpour
Got rid of the weird positional distortion on the waterfall mist, added LODs to it
Added energy effects package
Adjusted specular on certain signage
Fixed unusable resupply crates on GTTC-Falls
Removed sub-objective W and adjusted capture times with a little help from RestrainedRaptor (GTTC-Falls)