Satellite Reign

Satellite Reign

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Disky  [δημιουργός] 3 Αυγ 2015, 0:11
Changelist July 20th to August 3rd Part 2
Dull out save slot titles when disabled. Made list item colors in system menu more consistent. Removed ui navigation from fast travel button.
fix dengler having my name in his ui popup :(
fix being able to throw grenades infinite distances by standing near locked doors
Graphnode Cleanup in Industrial District
Fixed divider in configuration panel.
Added shading to login panel lists.
Added shading to top and bottom of lists to indicate scrollable pane.
fix hijacked enemies not being able to pickup ammo
fix bug where dead enemies were being counted as a counter threat for reinforcements
slightly lower threat levels of enemies
increase destruction threat values, lower progressoin multiplier
fix warnings in commandLine
slightly lower base threat of ag
Graphnode Cleanup in Industrial District
civilians can use wonka doors when hijacked
fix pop out of cover falling through floor sometimes
Tweaking breadcrumb headings and format.
Added breadcrumb trail for map quest path.
More downtown graphnode cleanup (missed checkpoints)
add debug key to dump list of active lights
ai's who can arrest dont produce weapon out suspicion
Cleaned up graph nodes in Downtown District
Added tag subtitles. Intro can now use scaled time. IntroMusic SFXDialogue buses now pitch shift with game speed in debug mode. Autotyper can now be set to use scaled or unscaled time. Subtitle component waits until for valid subtitle popup can be fo
Added subtitles to intro.
fixed having to hold down alt until actions have started when doing force interaction
fixed weapons out not causing suspicion while not tresspassing
allow revive from further away and while in cover
switch off needing to check force key for ziplines at start of interaction
fixed turret lighting and icons
fixed overriding functions for quest elements
fixed some warnings in tools
Added Run_Idle riot anim to controller.
fix newly added zipwire bug where you fall forever
Fix civs not falling properly offzipwires
AbilityReturnToBase queues up after zipwire (but it seems disabled at the moment)
Render jammer and map ping circles above restricted areas in map view.
Stopped load menu items remaining higlighted if you click and drag them.
Added subtitle color. Changed hud layout for subtitles.
Added support for sequenced subtitles. Added colorid attribute and property drawer.
fix flying drone audio
fix repeated add of investigate state
add debug info for stealth kills
no money for respawn error sound
fix null shield exception
add null checks to pickups
change industrial ambience to Infinite3d
lots of little fixes around cbd
check noise messages against silent volume.
sleeping giant mechs ignore sounds when in a silence sphere
Hijacked enemies become suspicious if they start shooting things
fix music volume changing when you change sfx volume
make enemies in investigate state prioritise loud noises
Bring Back the claw!!!
no battle created for head shot
make giant mech explode when it dies
added lights to the side and top of sentry guns to show if they are hijacked and if they are attacking
fixed sentry guns so they now attack on sight if they are hijacked
Giant Mech wont respawn after death, unless a long time has passed
add null cehcks to networkednode lists
fix faction manager suspicion check bug
fixed some graphnodes
fixed unlocked and moved light in tutorial
Removed redundant comparison panel for clone info. Changed clone panel to only show deltas.
Added data terminals to prison and entertainment quarter locations.
Added walls around wonka door near convention center
Set Eternals cloak x-ray to red.
Environment: fixed a few minor visual issues, floating streetlight, incorrectly rotated lights
added quest to get to dracogenics tower
fixed descriptions on dengler fight quest
- Changed material on UZY enemy
fix tooltip init ordering
fix tooltips on cars
slight increase in cover bonuses
fixed clone and skill tutorials
- Current progress of Dracogenics diorama
Updated preview scene with Uzy Korp soldiers.
Added working files.
Removed damage effect from destroyed sedans and van
Fixed energy regen modifier logic. Added automatic highlighting for modifier values. Energy regen modifer now displays 2 decimal places.
Environment: Placed fences around rooftop outside of convention center zipline to stop players falling off onto the roof below
Clicking item in map no longer takes you directly to the quest, instead player can click show mission button in entity info popup.
Environment: Navmesh fix for rooftop bridge across the road from casino
- Fixed forearm texture on AGE_M_Backer
door test scene
log options file loaded
Inspector Navigator
fix steamworks for 5.2
Clear list when QuestDescriptionList is enabled. Pressing escape in mission debrief, dismissing panel instead of opening main menu.Update selected display quest correctly in MissionDebrief.
Updated working files.
Deleted redundant collision on navbake/navcutter meshes on various props
Added inCombat heavy walk anim.
Removed film grain from HUD.
setup individual tooltips for terminals
location icons on map now appear as quests are unlocked
fixed icons not reappearing on load
fix compile warnings on networkednodes
added modifier for standing near dead bodies
suspicion bubbles now clear away if entities get arrested in them
alert ui now explains when you are near a dead body
can now select icons in the map and show corresp
Fixed meta files.
Added IQuestElement interface, any object can supply a quest element via this and have a quest link button appear in the entity info popup. Fixed bug buttons in main menu.
add tute log triggers
fix null refs on camera
Updated location for final VIP in CDB pass 2 mission.
fix various agents not being responsive bugs
fix double add of state reload
player agents no longer do a cover check with los checks
Explodey mech state no longer interuptable
Materials and textures for Commander Aura effect
Minimap cleanup world edges and dracogenics
fix poison pipes not working properly
fix trying to get into poison vents and making your agents inivisible
fix explosives not affecting cameras
fix camera lights not being initialised properly
fix poison valves not restting properly
fix turrets not
Updated Commander Aura Effect
Include formatting of stats in localisation.
Updated clone bonus and applied stats for cloneable info panel.
Made cars not use road leading up to prison
Coloured map legend icons.
fix checkpoints not connecting properly
add null checks
Fixed two grid locations not being set to the correct district.
Updated QSelectLocation in CBD Pass 2 mission.
Updated localisation text.
really fixed escort VIP for industrial military storage mission
fixed a few secure tiles in checkpoint from industrial to cbd
removed logs from skills
fix the rigid body deletion code
fix escort VIP for industrial military storage mission
fix dupe ids on dracogenics tower quest
Minimap Cleanup, district borders (all) and district world edges (Downtown and Grid)
delete rigid body from static cover colliders, not needed in unity 5 and cost us a lot of cpu time
Fixed issues with some CBD missions.
fix cctvcameras resetting properly when destroyed
setup scene for luke to test info broker quest
clamped distances on stealth xp
reverted min stealth xp, reduced max
reduced stealth xp time multipler
reduced stealth xp timer
- Fixed the plasma weapon assignments for ETE and UZY variants
- UZY_Mech_Quad_01 and ETE_Mech_Quad_01 now conform to the same values as DRA_Mech_Quad_01
Show and hide next previous buttons instead of enabling/disabling.
Fixed status bar hud layout. Hijacked and agent huds now share statusbar hud prefab.
- MapIcon_Turret added
- New achievement icons created for Dracogenics
- Updated master files
- updated brightness calibration image
add + and - to zoom camera
add beamLaser to trashman
slight increase in chance for commanders to throw grenades
reworked networked system (fixed reloading / resetting networks, fixed stun bug on cameras)
stopped effects from being on in fog of war
Vertical lines shader rendered in Transparent queue, fixes health dividers rendering over armor status bar.
remove goto point error log
fix health shield setup, when manager hasnt been created yet
reduce streaming delay after an error, reduce simultaneos stream count to 10 to try and reduce error count
Ensure GameInProgress is true before attempting to display main menu panel from minimap, skills icon, or popup message.
Added antialising submenu to set antialiasing method. Removed "Settings" from audio and video settings title. Moved HDR options to dev options.
remove foreach through abilitiy dictionary in a dozen places
Moved AA component before tonemapping.
Fixed mouse cursor not changing when selecting ability.
remove various runtime allocs, optimise checking for scrambled
stop effect from allocing a bitarray every frame
replace foreach with for loop for statestack iteration
keep a last seen info list to iterate instead of iterating dictionary
avoid allocs by keeping abilities in a list for iteration, iterate a dictionary causes allocs
Quest description list now builds sequentially, next element only appears after previous finishes typing.
Fixed hijacking entity for second time not having effect. DelayedDestroy can now be set to destroy itself before using trashman to despawn.
Stop relay beacons and atms autosaving at startup. Disable autosave functionality until game in progress flag has been set.
Minimap Cleanup: Dracogenics
Localised EQUIPPED & SELECTED headings. Changed tabbed compare panel to use filter next/previous buttons. Fixed colors on loadout menu selection button text.
Allow clicking through banner.
Ensure game view not visible between end of login screen and start of intro.
Fixed warning indicator not flashing when entering then exting menu.
Check game in progress before showing banner message, otherwise delay it's execution. AgentsGoodToSave now includes check for HijackedEntitiesGoodToSave so will work for autosave and normal save.
Minimap cleanup, CBD
Stopped assassination target from respawning after Test Subject Supplier mission is already complete.
Missed file for submission.
Added Vent Exit anim for mini mech.
Added working files.
Added stunned anim to mini mechs.
Only people with Iron Lungs can use vents that have poison
Autosave checks hijacked entities are good to save as well as agents before saving.
add check for event callbacks already being registered
Created standalone EventSystem prefab and removed from UICanvas.
Created standalone EventSystem prefab and removed from UICanvas.
Set effect camera animator to use unscaled time.
Hide UI canvas (and ui cameras) while showing intro. Disable effects camera during outro.
fix flying drones not shooting after teleporting
fix double arrest
Set the ingame flag on the ui effects camera.
Toggle screen overlay/adaptation when switching between menu and game.
add despawn event to remove suspicion bubble
fix suspicion bubble not being removed on init
slightly reduce suspicion bubble effects
fix arresting kick killing civs instantly
Added menu/game anims for UIEffectsCamera.
Fixed resize handle on minimap.
Environment: Navmesh fix in CBD Center
traffic fixes for industrial
fix shields not being shown when the deploy sound is not supposed to play
resetting all effects on respawn of entity
fix some arrest bugs
stop disabling character to character collision
fix aim wobble where escort and aim fight each other
added check for arrest cash penalty to see if the target is player controled
Localisations for save confirmation dialog and save error.
Added save game overwrite confirmation dialog.
minimap cleanup dracogenics WIP
New window resize logic.
Broke up larger credits text groups to stop vertex limit being reached
Show Reviving (green skull) while being revived.
Added tooltip to menu button. Added autolocalise functionality to tooltip component.
Stop popup showing when exiting menu.
add a message callback system for messages that never get handled
fix car uturn lerping
make one cop arrest/escort multiple perps
reimplement Resist_arrest message
Minimap cleanup: Grid District and checkpoints
Remove color tags while autotyping.
Fixed bugs in CBD pass 2 mission and CBD guard station mission.
Added research progress to resources tooltip.
doors navigation restored when blown up
Ui elements now stop the cursor changing if hovering over item behind the element.
Replaced duplicate key command tokens with correct values.
Fix meta file sync issue.
Hud is now rendered with effects camera. Added brightness option, with calibration image.
Hud is now rendered with effects camera. Added brightness option, with calibration image.
Ui to render texture
put chirs changes back into health.cs
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Εμφάνιση 1-15 από 17 σχόλια
Awesomesauce. I posted a play UI suggestion on the board, if its something that's doable I think it goes a long way in allowing players to dish out more tactical manuevers, kills and actions.
Τελευταία επεξεργασία από BlackHorse23; 3 Αυγ 2015, 0:14
I truly love this game, it's got a great feel to it and brings me back to the golden age of trying to take over the world on Syndicate :)

There's 1 thing that annoys me, the noise that Nanobot heal makes, I have to turn my audio down to 20% to make it manageable, which means I miss out on the awesome gunfire FX, please change this.

Also the traffic jams are rather irritating and i'm pretty sure they're the root cause of my FPS slowly degrading the longer I play (Easily rectified by going to town on all the cars)
Τελευταία επεξεργασία από Shemone; 3 Αυγ 2015, 2:56
Nice.. :D I loved the old syndicate wars, and this is shaping up to be the same kettle of fish, I have not encountered enemy agents yet tho, and some missions are not quite clear what u gotta do, like the CSA maintenence worker.. but i suppose i'll play the update and see whats what :D, still loving the game tho
Why its still Slow.. My Specs : Radeon HD 6790 DDR5 and RAM 16 GB..
Maldito, I don't know why then, I am gaming with Nvidia less than that, and 4GB RAM, and it's no glitching for me at all, plays fine
I'm not calling you a liar like..... just it may be something other than ur specs that is slowing gameplay

First of all, define slow.

For me, windows 10 64bit, i5@4.4ghz(OC), 16MB ram, ssd, 2*r9 290 on 2560x1440 I get about 22 FPS (with SSR) / 33 FPS (without SSR) in a heavily populated area with some cars and cameras. Now personnally, I find this way too slow. On 1920x1080 FPS is around 47 FPS without SSR. This too I find too slow.
I like to have 60 FPS on 2560x1440, so anything less is "too slow" for me. And anything less than 30 FPS I regard as just plain bad.

Regarding my pc setup, this game doesn't support crossfire, because 'fullscreen' is not exclusive fullscreen, but borderless fullscreen. So that's extra bad luck for me.
Αναρτήθηκε αρχικά από Maldito:
...Radeon HD 6790...

Maybe that´s why?
Αναρτήθηκε αρχικά από Arschgeige:
Αναρτήθηκε αρχικά από Maldito:
...Radeon HD 6790...

Maybe that´s why?

The HD6790 is faster than the minimum required graphics card 8800GT.
So the question is valid imo.
But more information from Maldito about his system wouldn't hurt.
The game has enough graphic options to experiment with.
Αναρτήθηκε αρχικά από Jeroen:
Αναρτήθηκε αρχικά από Arschgeige:

Maybe that´s why?

The HD6790 is faster than the minimum required graphics card 8800GT.
So the question is valid imo.
But more information from Maldito about his system wouldn't hurt.
The game has enough graphic options to experiment with.

I don't believe anyone will get a good experience playing with an 8800GT today. This is running on Unity 5. 8800GT was the minimum requirement for 360 ports which were running 720p 30FPS. It's a valid question but I agree that the 6790 is the reason the game is so slow for him
Αναρτήθηκε αρχικά από Kandy_Man_1990:
Αναρτήθηκε αρχικά από Jeroen:

The HD6790 is faster than the minimum required graphics card 8800GT.
So the question is valid imo.
But more information from Maldito about his system wouldn't hurt.
The game has enough graphic options to experiment with.

I don't believe anyone will get a good experience playing with an 8800GT today. This is running on Unity 5. 8800GT was the minimum requirement for 360 ports which were running 720p 30FPS. It's a valid question but I agree that the 6790 is the reason the game is so slow for him

I agree, but it's easy to see how someone can be mistaken that his system would run this game nicely if the minimum requirements, as stated on the store page, are not correct.
My preference would be that the devs update the minimum and recommended requirements to some more recent hardware.
mad ay, some graphics cards are just bell ends when it comes to certain games..why.. I dunno
Αναρτήθηκε αρχικά από Buzzkillington:
mad ay, some graphics cards are just bell ends when it comes to certain games..why.. I dunno

Or, some game engines are just crap for some graphics cards.
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