I get the impression I already used every possible bugfix announcement phrase at least once. I should stop maintaining this game :-)
Changes:
- Added a little splash screen while the game is starting up
- Fixed the shoot button mixup in Multiplayer
- Fixed the weird default XBox360 controller setup
- Fixed the global illumination in the Multiplayer Test level
Unfortunately this also means that if you are using a XBox360 controller, your control setup is mixed up now. You have to manually remap the movement and aim controls to make it work again. Sorry for that. I promise it's the last time that this is happening.
Maintenance update
Another update incoming, this time mainly tackling the input issues some of you encountered. It might not solve those issues immediately, but it should at least write better log messages now which might allow me to analyze the issues better.
Also:
- rewrote Mac OSX input to use OS pointer movement in Single Mouse Mode
- added exception handling and logging to all OS' input setup to catch weird devices
- added second-guessing to Linux input system to improve handling of input device which declare themselves neither Mouse nor Keyboard
Turns out there are some weird devices out there :-)
New round of bugfixing
Welcome the newest batch of fixes. A huge ThankYou to The Rushin' Russian for his detailed reports. Due to ongoing problems this update is again only available for Windows and Linux. OSX users will hopefully receive all updates by tomorrow.
Fixes are:
- Fixed black screen in Arcade Survival and Coop Survival modes
- Fixed subway being destructible by explosive weapons
- You can now leave the turret at storage hall alarm in Harbor level manually using at the movement buttons
- Improved quest scripting at the Lighthouse in the Harbor level to avoid getting stuck
- Improved savegame serialisation for Harvester boss to fix Save/Load exploit
- Improved savegame serialisation for Final Boss, stage 2
- Improved several other minor savegame issues
- Fixed large decoration graphics not showing up in Weapon Upgrade screen
Finally: the Linux & MacOSX versions are here!
I remember very well being asked about Linux/OSX support on the Gamescom. That was August 2014; and I responded "Should be done in a couple of weeks". How naive :-) Now, nearly a year later, it is finally done.
Unfortunately I had to rewrite the whole input system to make this possible, so Windows players will find their controls reset to the defaults next time they start the game. Maybe this also fixes the input issues which one of you encountered.
What took so long, you might ask. There are several reasons:
a) I did some contract work in the meantime.
b) My publisher went bankrupt.
c) This is not a Unity game, so porting isn't a single click.
d) Mac/Linux were really new to me, but I learned a lot.
e) One lib I was using turned out to be not as portable as it claimed to be.
So here it is :-) It surely still has some rough edges which I'll try to fix in the coming days. Have fun! And if you liked it, why not tell it to your friends? Or send me a message; I love to get mail :-)
And if you're a coder yourself, have a look at the new input library I developed for this port. Look for SNIIS at GitHub if you're interested.
Maintenance update
Just a bugfix update coming through.
<*> Fixed potential getting stuck in Coast level at the storage hall alarm.
<*> Fixed shadow jump in Coast level when the lighthouse spot comes sweeping
<*> Hopefully fixed all sorts of non-ASCII install paths, usernames or savegame names.
<*> Fixed graphics errors in Multiplayer gamemode selection screen
Plus some internal changes as usual. I'll keep you posted.
Bye, Thomas
Optimizations
A new update awaits! I know you can't hear it anymore, but I'm still pushing for the Mac&Linux version. In its wake I optimized the shadow shaders, improved the render passes, compressed the savegames, pushed the saving to a second CPU core, and much more. So especially those of you with weaker hardware such as an Intel GPU should now have a much more pleasant stay.
We also put out a Demo version of Splatter. In it you can try the first three levels. And if you liked it, you can continue from that exact spot in the full version.
Have fun! And I promise, the Mac&Linux version is not far away anymore. Really now.
Splatter The Pumpkins!
...because the ground turns orange for a change, instead of the usual red.
Splatter got a little Halloween update which spices up the slaughter with some surprises. Try the arcade or multiplayer modes and see for yourself. Plus again a lot of stuff is changing under the hood, but you shouldn't notice that just yet.
Have fun!
Functions'n'Fixes
The new Splatter update changes a lot under the hood in preparation for the Mac&Linux release. But you shouldn't notice that at all if it works as intended :-)
What you should notice:
- ability to delete save games
- some zombies now aim ahead of you when attacking
- final boss, third phase, moves around more dynamically
- final boss, third phase, does not take damage from its own mines anymore. Kill that guy like you're supposed to do :-)
- fixed that dialogue long gone would start playing again after loading a savegame
- always enabled "Apply settings" in the graphics options, maybe it helps against the lost settings some of you experienced
- rebalanced some ammo and flare placements
- lots of details and small fixes
Please leave us a message in the forum if something doesn't work as announced. Other than that: have fun!
Better Splatter
Splatter just got updated! Changes are:
- Dialogue remastered to be more audible against the fighting sounds
- Survival mode starts next round right away if all enemies are dead
- Fullscreen/Windowed and VSync now selectable in the graphics settings
- Many small campaign level details
- You now have to play the whole campaign in "Maniac" difficulty to get the corresponding achievement. No cheating with the Difficulty setting anymore :)