Ravenfield

Ravenfield

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Viotech3 Jun 27, 2017 @ 3:27pm
Beta Branch Update Notes
Do keep in mind, these notes aren't super detailed due to the rapid nature of the updates they represent. But, this should keep some people aware of what's going on.


***As always, I highly reccomend going onto the Ravenfield Discord. Report Bugs and recieve help on the fly there.***

All Future Updates (Post June 27th, 2017) shall be posted as a Reply.
Last edited by Viotech3; Jun 27, 2017 @ 3:31pm
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Viotech3 Jun 27, 2017 @ 3:29pm 
June 7th, 2017:

- Started adding detail on northwestern part of the map (airport and stuff)
- Added checkbox to disable joystick input binding (requested on steam forums)
- Fixed sniper not playing reload animation when starting reload from sprinting.
- Added annotations visible in spectator mode with information about ideas and upcoming stuff for archipelago
- Flags will remian neutral until fully captured



June 15th, 2017:

Changes:
-New village things and also updates to the outpost (though it needs more work).

Other stuff:
- Improved AI cover usage so they should select cover a bit better when defending.
- Added fog
- AI no longer walks while firing at enemies unless that enemy is close, should speed up overall movement over the level!



June 21st, 2017:

Changes:
- Archipelago changes including palm trees!!!
- Temple should now work again
- Added TOW's (anti tank turrets), the AI has a bit of trouble aiming these atm, but I'm working on improving this.
- Added helis to archipelago
- Added tank to archipelago
- Tank health increased from 2000 to 3000
- AI is more inclined to stay and defend a point if targets to shoot pop up on a regular basis.
- Resupply Crates now present on maps



June 26th, 2017:

Updated the beta branch with a *release candidate for EA2*. Changes:
- AI weapon leading improved (they might be slightly better at shooting you now, especially at short ranges)
- Archipelago changes
- Capture points capture volumes are now cylinders instead of spheres, this gives me more control over where you can capture from etc (no more capturing from the top of carrier, for instance)
- AI no longer takes cover next to (or inside) turrets
- Plane guns now has slight convergence so it's more likely you hit the thing your crosshair is over
- Plane AI improvements



June 27th, 2017:

Changes:
- Removed TOW from carrier
- Moved carrier spawn back inside the ship
- Slight AI pathfinding tweak that should prevent walking through walls in archipelago village (and also improve pathfinding performance slightly! \o/)
- Hiding the game UI now properly hides "Team captured point"-messages.
- The game remembers if you disable ingame UI between lives.
- Added respawn button in loadout menu if you're alive, this is the same as suiciding by hitting the K key (default keybinds).
- Definetely did not break the water on island.

Last edited by Viotech3; Jun 27, 2017 @ 3:33pm
P. Good @ Ravenfield patching  [developer] Jun 28, 2017 @ 5:29am 
June 28, 2017:

Changes:
- Fixed wrenching yourself
- Fixed kicking yourself
- There are now 3 difficulty options, Easy (like old easy), Normal (slightly easier than old challenging), Hard (slightly harder than old challenging)

This build will most likely be the same one that will go live as version Early Access 2 later today.
P. Good @ Ravenfield patching  [developer] Jun 30, 2017 @ 3:43am 
June 30, 2017:

Changes:
- Upgraded Unity engine to 5.6.2
- Added work-in-progress support for loading custom levels.

I will be updating the beta branch very often with improved custom level support, though most work will be behind the scenes, which I won't post update logs for here. If you're interested in making custom levels, please join the discord server. Because of the nature of adding custom levels, I will be making significant changes to the codebase, so gameplay on the beta branch might break from time to time in the coming 2 weeks. If you want to play the official maps only, you should probably switch to the stable branch during this time!
Last edited by P. Good @ Ravenfield patching; Jun 30, 2017 @ 3:43am
Viotech3 Jul 1, 2017 @ 8:50am 
July 1st, 2017:

Changes:
- Updated beta, custom maps can now have any vehicle type spawn in.
- Made it so you can go back to menu and reload the map properly.
- The level load fail message can now be closed.
Last edited by Viotech3; Jul 1, 2017 @ 8:50am
Viotech3 Jul 3, 2017 @ 11:00am 
July 3rd, 2017:

Custom map improvements:
- The game will now load any level in your levels folder into the instant action maps list (no need to name it ExampleScene.rfl)
- You can now set your executable location in the Ravenfield Tools project (Ravenfield Tools -> Set Executable Path)
- If executable path is set, the level will automatically be copied to the levels directory.
- You can also scan pathfinding from the tools (Ravenfield Tools -> Scan Pathfinding), you can see the generated navmeshes from here.
- Scanning pathfinding will also generate a navmesh graphcache file next to your Unity scene, this will get automatically bundled with your exported map for much faster loading ingame.
- You can now set the owner of each flag without messing around with Game Mode Info, this allows for any number of flags for any team
Viotech3 Jul 5, 2017 @ 1:48pm 
July 5th, 2017:

Updated the game and tools:
- Scanning pathfinding now also caches cover points.
- Added Sanity Checker when you export the map, will tell you if there are any common problems you need to address.
- Added optional automatic cell size on pathfinding boxes
Viotech3 Jul 6, 2017 @ 1:52pm 
AHHHHHHHHHH SORRY IM LATE!

July 6th, 2017:

Updated the game:
- Should solve the mac/linux issue of pink skies and trees
- Maps do NOT need to be re-exported!

Upated the game again:

- Also solves pink skies etc in navmesh scanning mode
- Explosions don't deal damage through walls (but they will still affect your balance a little bit)

Check out Sky Turtle! Woohoo!
Viotech3 Jul 7, 2017 @ 11:26am 
July 7th, 2017:

More game updates:
- Improved scan pathfinding visualization so you can see the Relevant Pathfinding Points and what surfaces they affect
- A pathfinding box can now be affected by multiple Relevant Pathfinding Points, this gives you more freedom to create separate islands, etc.
Vecktrex Jul 10, 2017 @ 8:40am 
July 10, 2017

Tool and game update:
  • Added pathfinding links that you can use to connect navmesh areas
Viotech3 Jul 10, 2017 @ 10:38am 
Originally posted by Vectrex720:
July 10, 2017

Tool and game update:
  • Added pathfinding links that you can use to connect navmesh areas

Also:

Updated the game with a minor patch to pathfinding box blockers for custom levels
Viotech3 Jul 11, 2017 @ 10:49am 
July 11th, 2017:

Todays update:
- Mapping tool cleans up any graphcache files when running Scan Pathfinding. This means you can always trust the generated graphcache files to be up to date. Hopefully this solves a rare bug related to scan pathfinding a few of you were having, though we have to confirm this is the case.
- Added Turret Spawners, works like vehicle spawners but for turrets.
- Added Avoidance Boxes. This prefab allows you to have the AI avoid certain areas in your level, which can be good for making AI avoid risky areas such as hills, etc. You can also set these boxes to be unwalkable, which forces the AI to walk around 'em in all circumstances.
- Scan Pathfinding mode will now show you generated cover points, and their coverage value (how much can be seen from a particular cover point). AI will always prefer using the points with the highest coverage value.
Viotech3 Jul 13, 2017 @ 9:51am 
IM A DAY LATE! AHHHHHHHHHH!

July 12th, 2017:

Minor update:
- Added graph type selection to AvoidanceBoxes, so now it's possible to only have it affect, for example, infantry graphs.
- Updated tools to use a different folder for exporting levels. This should solve the permissions issue some mac users were having.
Viotech3 Jul 20, 2017 @ 6:34pm 
I'M SORRY I'M LATE AGAIN! MARIO KART IS IMPORTANT, I SWEAR!

July 20th, 2017:

Updated the game and tools! You need to download the new tools to be able to automatically export to the game folder and do Scan Pathfinding.
- The game now has a Mods folder in ravenfield_Data/Mods on Window/Linux, or Ravenfield.app/Content/Mods if you're on mac. (You might need to export a custom map to see this folder!
- The level folder will be replaced with this mod folder (though loading from the level folder is still supported in this update, but this support will be removed soon!)
- The Mods are visible ingame, and individual mods can be enabled/disabled from here.
- Steam Workshop integration, you can now subscribe to items in the steam workshop and play them ingame. You can also upload to the steam workshop via the Ravenfield Tools.
- Steam Workshop is currently only available to testers, message @SteelRaven7 your steam profile page link so he can add you as a tester if you want to try this out. (In discord)

Personal-Edit: It's a large updated (potential-wise) so it's been a while coming. Sorry for the long period without an update! (From me, not Steelraven. Although I'm not important. Sorry.)
Last edited by Viotech3; Jul 20, 2017 @ 6:36pm
Vecktrex Jul 24, 2017 @ 8:40am 
July 24, 2017:

New beta update with some bugfixes!
- Official maps should now work properly again
- You can now change game modes again
Vecktrex Jul 26, 2017 @ 10:55am 
July 26, 2017:

Updated the game:
- More shaders are now bundled with the game per default, this means the pink bug on mac will be way less frequent. If you are running the game on mac and are still experiencing pink materials, let me know what map and object is affected!
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