A new build of TY2 has been released to experimental.
The main feature of this build is a fix for the occasional crash that can occur when you create an explosion, on retail only.
Full notes below.
Any issues, please let us know.
Cheers
Linds
CRASHES
Fix for occasional crash when creating explosions, in retail only.
ART
Fix for any prop that was set to static not properly receiving colors (very noticable in the oil rig)
Updated textures for the oil rig
Updated graphics settings for the oil rig
TY2 Build r2779_v073 now on EXPERIMENTAL
Hey all,
A new build of TY2 is up on the EXPERIMENTAL branch.
This build has a bunch of effects and texture updates; as well as some general stability improvements.
The remaining work that we have earmarked before leaving Early Access is:
Finalization of texture updates
Performance and stability fixes
Audio updates for some additional effects, improved bitrate etc
Any issues with the build, please let us know!
Cheers
Linds
ART
New explosion effects
Approximately 80% of the game's textures updated to highest available source textures (with some complete repaints) (A1, A2, A3, A5, R1, R2, R3, R4, R8, R7, Z2, Z3, E1, parts of Z4
Added HD Gallery art
Further hit damage particle updates
Lava blob particle updates
Added gpu particles for wall collisions with fourbie and race vehicles.
New effects settings for A1
Fix cloth to handle concatenating odd lengthed strips
Improved thunderrang effect
Rework water spray from fire bunyip and thermo exteme bunyip to look more impressive.
Improved zappyrang effect
AUDIO
Play the Menu Select (swish sound) when opening/closing the rang select screen.
Added HD Gallery artUpdated sounds for a variety of objects (flames, sheep, shattering objects, nanoboss, boss fights, sharks, fluffy's rocket fire)
CAMERA
Save and load/apply, with MKSettings, the camera distance for each of the types of camera stages.
CRASH FIXES
Fix crash when catching dual throw exploding rangs while one rang was not available to throw.
Fix for crash if level is deinit'ed while Ty is jumping.
Fix for potential crashes if level is deinit'ed while Ty is in other states that access the camera, during deinitialization.
Fix crash in Opal when collected and the collector object is null (perhaps occurs if collecting an opal and deiniting the character at the same time?).
MISC
If something external to the Bunyip (eg Cutscene) causes the bunyip to go to Idle while the player is exiting the Bunyip, it will now exit the bunyip still rather than staying in Idle state.
Reduced size of savegame
Fixed the E4 platforms despawning while riding them if you jumped while you were on one.
UI
Fixed not being able to left click/Enter/A button to select a rang on the rang select screen.
Updated Extra's screen to check all three savegames for picture collectables and combine them to get a total count, which the concept art screen uses to display them.
Added left/right arrows for mouse clicking to change images on Gallery
Build r2675_v071 is now on EXPERIMENTAL
Hey all,
A new build is up on EXPERIMENTAL - mostly to fix the opal issue but there are some other changes.
The plan is to then push this build live to DEFAULT tomorrow - so long as nobody has any issues with it on EXPERIMENTAL that we need to resolve.
Changes in this build since the previous build:
ACHIEVEMENT
Fixed the achievement calculation for completing 44 missions to not include races
ART
Updated textures for Patchy boss fight, Pocket Fluffy boss fight, Buster the Nanobot boss fight and Boss Cass boss fight
AUDIO
Fixed the opal bag collection sound (and mission complete sound) to being a single play - was multiple sounds in original version due to memory limits, is now its own separate sound so we don't need the multiple play calls
CRASHES
Potential fix for a crash reported by a user - change ControlTextBox to use a PropRef to the activator prop, so that it doesn't hold references to unloaded props
GAMEPLAY
Fixed lock-on during Boss Cass fight
Added more effects to indicate damage during Boss Cass fight
GRAPHICS
Improved particle effects for Boss Cass fight
<*>Made the Boss Cass lava attack more impressive.
<*>Made Boss Cass' nanobites have a bigger explosion if you punch them and optimized their render.
<*>Added new boomerang hit/deflect effects to let you know better if you have done any damage to the enemy
<*>Fixed some shadow settings in the first level - was making shadow direction pop severely when you moved through the level.
MISC
Fix for opal count from save games
New build coming soon
Hey all,
We've found and fixed an issue that was causing some peoples' opal counts to get reset to 0 on loading a save game.
We're hoping to push a new build with this fix live tomorrow morning.
The opal count may not be able to be restored if the save game has already been subverted.
If you want to ensure you don't lose your opal progress, keep a backup of your save until the fix comes out. To do this, make copies of the "Game 1", "Game 2" and "Game 3" files from the "\Userdata\\411970\remote" directory before you load the game. If the opal count is reset, you can then copy the save game back in (keeping in mind you'll revert any mission progress).
Sorry for the inconvenience!
Cheers
Linds
TY2 Build r2652_v069 on EXPERIMENTAL
Hey all,
A new build is up on the EXPERIMENTAL branch.
The major fix in this build is the correction for the issue some people are having with the cogs and purchasing the skins.
There are several other changes, some of which are work in progress - please see the notes below.
Any issues, let us know!
Cheers
Linds
ART
Updated Karloss texture
Updated Boss Cass texture
Updated Dennis texture
Updated Keith texture
Updated Patchy texture
Updated Fluffy texture
Updated mallee tree grass texture
Updated Burramudgee textures, including Bush Rescue HQ and Cass cutscene textures
Updated Southern Rivers textures
Updated Trader Bob's and Sly's Shack shop textures
Tweaks to grass distances in Burramudgee and Bush Rescue HQ
Fixed floating gravestones in Burramudgee
CONTROLS
Allow right trigger (TC_EnemyCamera) to fire the shadow bunyip weapon while in first person mode.
GAMEPLAY
The ShadowBunyip now checks the camera first person invert yaw setting when aiming the laser blast in first person mode.
The ShadowBunyip laser bolts and charged blast now aim at the centre of the reticule in first person mode.
Many gameplay fixes and graphical improvements to the end boss fight against Boss Cass -
MISC
Added logging for people who can't get in to the bunyip during Dennis Dash. If anybody gets this, please send us your TY2OutputLog.txt!
Fix for cog as currency issue stopping the purchase of the last skin
PERFORMANCE
Fix for grind-rail performance. Especially noticable while driving in the northern area of Southern Rivers
Enable static rendering for any non-animating, non-unique props - especially noticable in Sulphur Rocks
Optimised cloth renderer - low detail cloth update for distance cloth; disable cloth update if cloth in distance and not attached to animated/moving model. Improves performance in Suplhur Rocks and Burramudgee.
Tweaks to what is rendered in the last shadow split in MID and HIGH detail shadow mode, to improve performance.
Stopped friends from drawing in reflections - specific instances are being flagged so as to draw in reflections on a case-by-case basis. This is still being implemented.
Fix some unnecessary material thrashing caused by hidden collision materials in models.
Huge Bush Rescue August Update (Build r2609_v067 on DEFAULT) and TRADING CARDS Added!
Hi all,
There is a new build up on the DEFAULT branch for TY2; and TRADING CARDS have gone live!
This build contains some additional new items, as per the list below, as well as all the changes in the last few experimental builds, namely:
Massive kart racing handling changes
Skin support for TY and the fourbie
More achievements
Fixes to the Buster the Nanobot boss fight
Replayable first mission
Fixes to music and sound effect reverb problems
100s of changes to art, sounds, graphics and effects.
Note that as mentioned previously, all kart racing leaderboards, and your best times for each race have been reset as of this build, due to the changes in kart handling.
As per normal, let us know any problems.
Have fun!
Linds
New Features In This Build
AUDIO
Added missing Infrarang throw sound
CONTROLS
Fix rang direction when throwing with mouse - so it works like the TY1 throw
GAMEPLAY
Massive changes to Pocket Fluffy boss fight. This includes Fluffy "taunts" TY at the beginning, then immediately jumps towards TY; Fluffy jumps directly to the pillar TY is on at the time, rather than multiple jumps along intervening pillars. Jump speed also sped up; Fluffy melee range increased; Added state to shoot at TY if he is out of melee range while Fluffy is hanging on a wall; Fewer cloud mines spawn each wave; cloud mines may now be destroyed using the bunyip power punch (AoE); Fluffy can no longer shoot "steeply" downwards - the gun turret is limited to -20 degrees of pitch (which additionally prevents clipping into the mech mesh at steep angles); Fluffy fires more quickly while hanging on a wall, and can interrupt firing to melee if TY gets in melee range; Fluffy will no longer jump to the same pillar she is currently on if all that is changing is the cling position (she'll shoot at TY instead).
TY2- made the bunyips swim faster on the water surface
GRAPHICS
Add some bunyip wake and foot splashes for the Aqua Fluffies.
MISC
Fix for filesystem crash that does a "bad MKINI" assert when loading an ini from a thread.
Fixed input issue when you have 2 joysticks connected, it could vibrate the second joystick
Fixed collectables not saving their used counts.
RACING
Disable AI DDA when iceblocked - otherwise they can still gain on you when they are behind you
Don't apply DDA to AI when they have a power boost on; so they don't go crazy-fast
Reset race "best times" in save games
UI
On the Skin Selection screen, user must press A to confirm the change to selected skin. Any other input is treated as "cancel" and the skin is reset to what was active when entering the screen.
Fixed mouse being locked to the centre of the screen on the TrophyScreen, RaceResults and LeaderboardsScreen after a race if you entered the race from in game. The mouse unlocks on the TrophyScreen and relocks after the LeaderboardsScreen if you're in game.
Added mouse support for Yes/No ControlTextBoxes.
Shifted the mission timer to the top middle area of the screen.
Previous Experimental Builds Fix Notes
ART
Updated road markings texture
Added TY and Fourbie skins, and all associated icon art
https://www.youtube.com/watch?v=31mTh2t7HEI
Updated Rex and Elle textures.
AUDIO
New sounds for cart racing (bumps and hits, engine sounds, skid sounds, rolling on the road sounds, smashing in to things)
New sounds for footsteps, TY being punched, lasers, some environmental audio
New sounds for splashes
New sounds for battle bunyip attacks
New sounds and sound updates for Patchy
Fixed up some audio clipping of the fourbie engine sounds in the intro cutscene to the game
Added Kart VO system, for the racers to use for overtaking, hitting the player with a weapon, or bumping into the player
Ensured environmental effects don't play on music
Set up the trigger to stop the reverb from effecting audio when exiting the sewers in town, when completing Ranger Ken's croc mission
Stop audio effects when quitting to the main menu
Stop audio effects when on the pause menu
Fixed music cross fading so that the NEW music track fades in while the old one fades out, and adjusted fade time
Changed bilby and platinum cog to play their pickup sounds as SFX not music, to fix music reversion issue
Fixed Bilby, platinum cog and kromium orb SFX to not use environmental effects
Fix for the incorrect music playing when exiting a Birrel and Squeaver mission area (by entering the fourbie) before the mission is complete
Added new sounds to all the boomerangs
they have multiple throw sounds now (impact and looping sounds)
Added "successful bite" hit sound
Fix for sounds using the Audio Fader to ignore the volume setting defined in the audio configuration file (was always playing at full volume previously). Example - TY's swimming sounds
Tweaks to chopper sounds
Changes to enemy death sounds for some enemies (croc, frill, generic enemy death)
CAMERA
Many fixes for bunyips and the camera, and pushing out of water volumes, and the camera getting stuck above you
CUSTOMIZATION
Added skins to TY and the Fourbie. Buy some with platinum cogs, from Trader Bob's. Get awarded some others by "doing stuff" TM
GAMEPLAY
I wonder what this does? First person to find out, let us know! :)
Added give and complete mission position markers for the maps for Haunted Hassle
Racing: Large changes to cart racing position calculation during shortcuts, AI route selection (shortcuts, catchup) etc, based off feedback and QA testing
Racing: Fixes for speedups not working
Racing: make the spins even out when you're facing forwards-ish
Racing: fix crash when AI takes a specific route type
Racing: added pitch smoothing to the camera
Racing: Increased the maximum allowed speed now that the pitch smoothing of the camera is working
Racing: Fixed icons on the pause map not displaying
Racing: Fixed current lap number being incorrect on restart of a race
Racing: Fixed 8th place appearing with "default" text if you finished in 1st to 3rd when playing races single player from inside Chockers' shops.
Added 4 x more achievements
"Complete all Birrel and Squeaver Missions", "Buy all Mopoke's Maps", "Buy all Skins" and a hidden achievement.
GRAPHICS
Fix shadow settings in Outback Dash race
Fixed lens flare not rendering
SSAO shaders now work with fog
Dynamic brightness changed to use average brightness instead of max; so that areas of flame don't make the entire room dark, like seen previously in the Oil Rig
Underwater wobble effect added, if Bloom is enabled
Fixes to grass reflections drawing below-water grass in the reflection
Added plankton underwater effect
Fixes to the road shader to solve shader compile crashes
Removed cross hatch glow from the loading gate's light objects and replaced with a diffuse glow
Added cubemap support and changed road shader to use the cubemap
Added a cheap brightness shader for when bloom is disabled, so that adaptive brightness works on a min-spec machine.
Added GPU particle effects to the lasers for the critters, Shazza's laser weapon and the shadow bunyip's pew pew laser
Fixes to the skid mark textures to be visible
Fixes for shadow settings for Burramudgee and Sourthern Rivers
MISC
Multiple memory leak fixes
Fix for crash when using "Next Track" UI option for "All Tracks" cart racing from the main menu
Fix for occassional camera weirdness (and potential crash) on restarting a race
Crash fixes
Fix for chunk queuing issue in Southern Rivers while driving the fourbie
Fix for crash caused by uninitialised controller last device
Stop crashes caused by crazy camera velocity when teleporting camera
UI
Sped up the scrolling button group some more. Made switching to previous do a "one ahead" like switching to next does, so that you can see what's coming up on the list.
Reduced cart scale to 3.3 and moved them downwards in order to try and lessen how much of some characters heads are obscured by the name text.
New UI icons for Main Menu race track selection
Update race results UI. In game version now uses the same as the frontend version (with the racer models).
Pause menu "zoomed in" so that it fills more of the screen and less of the PDA is visible.
Added "change skin" UI to the pause menu
Added Rang count to game totals screen display, as it contributes to the 100% complete
MORE EXPERIMENTAL BUILDS NOTES
<*>ART: Improved noise texture for the water
<*>GRAPHICS: Add color support to shader to better support an effect used near the end of the game
<*>GRAPHICS: changed the way water alpha works so refraction is is tinted less by transparent water
<*>UI: Updated main menu cart racing selection UI
<*>UI: Moved cart configuration into new "Race Options" Screen, which can be found from the main menu cart racing. This is where you set up your split screen preference now (and in future may be where we add options like "no powerup" racing)
CART RACING
Basically, we've touched a LOT of things with the cart racing.
The default controller controls are now right trigger to accelerate, left trigger to brake, A to jump/powerslide and X to fire weapons (and similar for the fourbie)
Cart handling (turning), powerslide, boost out of powerslide, jump height, acceleration and max velocity have all been tuned
Cart camera positions and FOV have been tweaked
We've added in the option to do split screen vertically as well as horizontally (currently in the camera options screen)
Cart camera smoothing for vertical "bumps" so it doesn't jitter all over the place
The long and short of this is that the carts handle a LOT differently, and we think a lot better.
The "downside" to this is that part of us making things feel better has resulted in the overall speed being somewhat reduced - so people will more than likely not be able to beat their previous best time, or get top of the leaderboard, compared to the old code.
The plan is to get peoples' feedback on all these changes, and make adjustments.
Then, once adjustments are made we will be resetting the leaderboards for the carts, as well as resetting peoples' best times.
Feedback very much appreciated!
BOSS FIGHT CHANGES
In addition to making the boss fights replayable, we've made some changes to BUSTER the Nanobot boss fight.
We don't want to go in to too much detail here (that's spoil it!) but in short:
Attack ranges reduced to make him attack more
Pauses between attacks removed to make it flow better
Added some extra "boom" to some of the attacks ;)
Feedback would be awesome!
OTHER CHANGES
ACHIEVEMENTS: 11 new achievements - should be awarded off loading a 100% save game and going to the game totals screen. See the achievements information for the game in Steam for details on what these new achievements are!
ACHIEVEMENTS: Race achievements (come first in a race, come first in all races) should now award if you load a 100% complete save game where you've completed those races.
ART: fix for alpha issues with the oil rig textures used in the buster boss fight
ART: Envdome upres for Southern Rivers (overworld)
AUDIO: added SFX for throwing a frill off a bunyip
AUDIO: updated main menu SFX
AUDIO: added new glide SFX loop
AUDIO: Updated some cart racing SFX
CAMERA: fixes for the camera clipping through the roof (eg stand on a crate in between bush rescue HQ and town; and double jump)
CART RACING: Brand new in-game race UI for single player, split screen, and Chocker's shops.
CART RACING: split screen races now draw the props on both views, if "Cart Prop Detail" is set to High (new settings option in screen settings)
CART RACING: music for races starts on start of flythrough now
CART RACING: fixed issue where some objects wouldn't shatter during cart races
CART RACING: lots of cart camera fixes to smooth things out
CART RACING: added vertical split screen option to multiplayer cart races (in camera options UI)
CONTROLS: jump with ty is now on by default on a fresh install
CONTROLS: Change default controls for vehicles for left trigger = break, right trigger = accel; X = throw/fire; A = jump/slide
CRASH: fix for crash if exiting level/to main menu; while in the middle of a boomerang throw
GRAPHICS: fixes to fading in of objects when SSAO is enabled to fix some of the "pop to black" issues
GRAPHICS: omni lights update while changing rangs from rang selection popup
GRAPHICS: net fixes for m12 to make it more like the original release
GRAPHICS: reflections are fixed for clipping and draw distance
GRAPHICS: fix for helicopter mission ssao issues (1cm nearplane and 1km farplane!)
GRAPHICS: fixed edges on invincibility texture particle effect
GRAPHICS: added road shader specular
GRAPHICS: fix for graphics corruption if both SSAO and Bloom are disabled on boot
GRAPHICS: fix shadow setting not initialising if shadows were set to "off"
GRAPHICS: tweaked all shadow settings for all races
LEVEL DESIGN: Added some decoration props to the beach area.
LEVEL DESIGN: Set some per-level grass detail settings for Burramudgee to improve performance
MISSIONS: Grindstone Cowboy control and camera fixes; and graphics fixes
MISSIONS: boss fights are now replayable
MISSIONS: Buster the nanobot fixes
PERFORMANCE: grass now runs on the gpu
UI: Added per-level collectable information pages to the pause screen (scroll through on the game totals tab)
UI: new race shop UI updates (chocker's) with trophy visible if you've won
UI: Added a scroll to the race win flag background to make it a more dynamic looking.
UI: added map for Canopy Capers
UI: sped up speed of scrolling button groups on the UI (for long menus eg shops)
UI: fixed the "press start to play" text for the race intro to reflect your last used control device
UI: race hud now displays the name of the race during the flyover
UI: boss fights now have a different icon on the map; once you've finished them
UI: fix for sound options not being able to be changed on the main menu
UI: added animated dunny to the "you've lost" screen for races
UI: new location banner system (only used for shop entries ATM)
UI: All of the shops have new UI, icons etc
What's Coming Soon
Hey all,
Just a progress report for you today.
We're in the middle of testing some changes, and are aiming on there being a new build of TY2 available the week starting Monday the 14th of August.
This build will be a build on the DEFAULT branch, with the changes that have been in the last few EXPERIMENTAL branch builds (the new achievements, the updated kart racing, replayable first level, skins for TY and the Fourbie, etc).
For this we will also be:
Resetting everybody's "best time" for each race track
Resetting the leaderboards for the race times, as well as some management of the other leaderboards
As the speeds etc have changed for the races, we need to make the leaderboards relevant to the new configuration, and we're doing a general clean up of some other debug postings.
Additionally, there will be a couple of new features added, that we're still in the process of finalizing. The one I'll leave you to savour with this update is that we've done a pass over the Pocket Fluffy boss fight to make it a bit more fun and enjoyable.
Some of the fixes are:
Fixes for Pocket Fluffy getting stuck on the side of the pillars
Changes to Pocket Fluffy's attack patterns to shoot missiles at the player
Changes to the functionality of the cloud mines tracking the player
Cheers!
Linds
TY2 Build r2516_v061 now on EXPERIMENTAL
Hi all,
A new build is (finally!) released out to the EXPERIMENTAL branch.
Other than whatever issues are raised from you guys checking it out, we believe this will be the end of the major cart racing changes.
That will mean that, next build, we will be looking to ensure the build is stable so that we can put the build onto the default branch.
This will ALSO mean that:
We will be resetting all race leaderboards
We will be resetting all the user's individual "best times" for the racers (NOT that you have completed the race)
This is so that the leaderboards will/can reflect achievable times by the new code.
There are a LOT of changes in this new build.
We've taken a bit of time getting it out because we have been testing and fixing issues - but there may well be some issues that have crept in from all the updates. In particular, please let us know if you have any issues with the new graphical updates, such as the improved laser blasts, and the "cheap" adaptive brightness.
We have had the occasional load crash accessing a file - haven't been able to reliably reproduce that at the moment though - so please let us know any issues you have!
Now... to the changes since the last build!
ART
Updated road markings texture
Added TY and Fourbie skins, and all associated icon art
https://www.youtube.com/watch?v=31mTh2t7HEI
Updated Rex and Elle textures.
AUDIO
New sounds for cart racing (bumps and hits, engine sounds, skid sounds, rolling on the road sounds, smashing in to things)
New sounds for footsteps, TY being punched, lasers, some environmental audio
New sounds for splashes
New sounds for battle bunyip attacks
New sounds and sound updates for Patchy
Fixed up some audio clipping of the fourbie engine sounds in the intro cutscene to the game
Added Kart VO system, for the racers to use for overtaking, hitting the player with a weapon, or bumping into the player
Ensured environmental effects don't play on music
Set up the trigger to stop the reverb from effecting audio when exiting the sewers in town, when completing Ranger Ken's croc mission
Stop audio effects when quitting to the main menu
Stop audio effects when on the pause menu
Fixed music cross fading so that the NEW music track fades in while the old one fades out, and adjusted fade time
Changed bilby and platinum cog to play their pickup sounds as SFX not music, to fix music reversion issue
Fixed Bilby, platinum cog and kromium orb SFX to not use environmental effects
Fix for the incorrect music playing when exiting a Birrel and Squeaver mission area (by entering the fourbie) before the mission is complete
Added new sounds to all the boomerangs
they have multiple throw sounds now (impact and looping sounds)
Added "successful bite" hit sound
Fix for sounds using the Audio Fader to ignore the volume setting defined in the audio configuration file (was always playing at full volume previously). Example - TY's swimming sounds
Tweaks to chopper sounds
Changes to enemy death sounds for some enemies (croc, frill, generic enemy death)
CAMERA
Many fixes for bunyips and the camera, and pushing out of water volumes, and the camera getting stuck above you
CUSTOMIZATION
Added skins to TY and the Fourbie. Buy some with platinum cogs, from Trader Bob's. Get awarded some others by "doing stuff" TM
GAMEPLAY
I wonder what this does? First person to find out, let us know! :)
Added give and complete mission position markers for the maps for Haunted Hassle
Racing: Large changes to cart racing position calculation during shortcuts, AI route selection (shortcuts, catchup) etc, based off feedback and QA testing
Racing: Fixes for speedups not working
Racing: make the spins even out when you're facing forwards-ish
Racing: fix crash when AI takes a specific route type
Racing: added pitch smoothing to the camera
Racing: Increased the maximum allowed speed now that the pitch smoothing of the camera is working
Racing: Fixed icons on the pause map not displaying
Racing: Fixed current lap number being incorrect on restart of a race
Racing: Fixed 8th place appearing with "default" text if you finished in 1st to 3rd when playing races single player from inside Chockers' shops.
Added 4 x more achievements
"Complete all Birrel and Squeaver Missions", "Buy all Mopoke's Maps", "Buy all Skins" and a hidden achievement.
GRAPHICS
Fix shadow settings in Outback Dash race
Fixed lens flare not rendering
SSAO shaders now work with fog
Dynamic brightness changed to use average brightness instead of max; so that areas of flame don't make the entire room dark, like seen previously in the Oil Rig
Underwater wobble effect added, if Bloom is enabled
Fixes to grass reflections drawing below-water grass in the reflection
Added plankton underwater effect
Fixes to the road shader to solve shader compile crashes
Removed cross hatch glow from the loading gate's light objects and replaced with a diffuse glow
Added cubemap support and changed road shader to use the cubemap
Added a cheap brightness shader for when bloom is disabled, so that adaptive brightness works on a min-spec machine.
Added GPU particle effects to the lasers for the critters, Shazza's laser weapon and the shadow bunyip's pew pew laser
Fixes to the skid mark textures to be visible
Fixes for shadow settings for Burramudgee and Sourthern Rivers
MISC
Multiple memory leak fixes
Fix for crash when using "Next Track" UI option for "All Tracks" cart racing from the main menu
Fix for occassional camera weirdness (and potential crash) on restarting a race
Crash fixes
Fix for chunk queuing issue in Southern Rivers while driving the fourbie
Fix for crash caused by uninitialised controller last device
Stop crashes caused by crazy camera velocity when teleporting camera
UI
Sped up the scrolling button group some more. Made switching to previous do a "one ahead" like switching to next does, so that you can see what's coming up on the list.
Reduced cart scale to 3.3 and moved them downwards in order to try and lessen how much of some characters heads are obscured by the name text.
New UI icons for Main Menu race track selection
Update race results UI. In game version now uses the same as the frontend version (with the racer models).
Pause menu "zoomed in" so that it fills more of the screen and less of the PDA is visible.
Added "change skin" UI to the pause menu
Added Rang count to game totals screen display, as it contributes to the 100% complete
OI! COBBER! WHAT ARE YOU DOING?
Hey all,
We thought that it was about time for us to let you know some information on what's coming next.
Next build will be another EXPERIMENTAL branch build - probably somewhere near the end of next week, or the start of the week after.
In this next build:
WOW! WHAT IS THIS!
Made cogs do something. I hope you've been collecting them...
GRAPHICS
Fixes for shadow settings in various levels
Added the Lens Flare on sunlight back in
SSAO shaders now work with fog.
Dynamic brightness now uses average brightness instead of max - so small flames don't make entire rooms dark, like on the Oil Rig
Fix for issue with grass reflections was getting confused and drawing below-water grass in the reflection.
Added some underwater effects
Added a cheap brightener shader for when bloom is disabled, so the adaptive brightness still works on a minspec machine.
Fix for endless bilby music, if you collected a bilby, then a cog.
Fixes so that music will cross fade properly, going in and out of music regions or changing levels.
AUDIO
Updated sounds for cart racing and some rangs, and general gameplay.
Added voice overs to the cart racing, for the AI passing you, etc
Fixes for environmental audio effects getting applied to music, and to the pause menu or main menu
INTERFACE
Sped up shop icon scrolling
New icons for Cart Racing level selection on the main menu
Update race results UI - now uses the same as the frontend version (with the racer models).
Rang count added to game info screen (seeing as it counts to the percent complete)
Cart racing positions now display on the pause menu map.
Fixed current lap number being incorrect on restart of race.
Fixed 8th place appearing with "default" text if you finished in 1st to 3rd when playing races single player from inside chockers shops.
GAMEPLAY
Added mission markers for Haunted Hassle
Various camera fixes for stick points etc
I wonder what this does?
Added some more achievements. They'll have backwards compatibility :)
Various additional fixes and tweaks to the cart racing AI and driving, from feedback as well as internal playtested. Needs to be well tested further before releasing to the non-EXPERIMENTAL branch.
Further fixes to cart racing camera.
MISC
Crash fixes
Lots and lots of upres'd textures (lots more to come!)
We've got a few more things we need to clean up before doing some testing and getting the build out to EXPERIMENTAL. We hope you enjoy it, once we do!
Also - just a reminder again - once we're happy with the cart racing changes and push it to the default build, all the cart racing best times in your saves will be invalidated, and the leaderboards reset. That you've COMPLETED the races, will not be wiped.
Cheers
Linds
TY2 Build r2287_v045 now available on EXPERIMENTAL
Hi all,
Quick patch update to EXPERIMENTAL to fix the following issues:
Crash going in to Buster's level
Per-level collectable totals not showing anything but Burramudgee Town
Additionally, these items have also been updated:
ART: Improved noise texture for the water
GRAPHICS: Add color support to shader to better support an effect used near the end of the game
GRAPHICS: changed the way water alpha works so refraction is is tinted less by transparent water
UI: Updated main menu cart racing selection UI
UI: Moved cart configuration into new "Race Options" Screen, which can be found from the main menu cart racing. This is where you set up your split screen preference now (and in future may be where we add options like "no powerup" racing)