Greetings hard-working(and not so hard-working) swabs!
Very soon you'll be able to get your rubber-gloved hands on your very own Janitor Plush!
As mentioned before, this is out first foray into Merch, and so we (and administration) have partnered with Makeship to ease most of the challenges involved. Aerospace Sanitation prizes itself on efficiency. :vcdmop:
Behold, we present to you the living embodiment of the oft-forgotten space-station working class! :vcdjanitor:
As you can see, despite his somewhat cute appearance, Aerospace Sanitation and Makeship together have done a remarkable job in capturing the soulless and emotionally numb look of Aerospace Sanitation's workers.
The things they've seen, oof! Well, that's covered by Section 3 of the Non-Disclosure agreement under the standard Aerospace Station Contract, so we really cannot say...
If the campaign goes well and you'd like more, we'll certainly be considering some other tasty plush options! Be sure to stop by the campaign page and sign up, so you'll get reminders, and ultimately be able to support the campaign.
Until then, the administration and Makeship are offering a once in a lifetime opportunity. Where you will have the chance to win 1 of 2 Limited Edition Janitor Plushies!
Greetings everyone! I hope your mops are keeping busy!
Another year has passed, and much has happened. We thought we'd give you a rundown of what exactly this year brought in terms of progress, among other things. As ever, sorry for the long periods of silence.
Since our last major announcement, a few things happened.
In July, South Africa experienced a major bout of civil unrest. Rioters burned down buildings, destroyed and looted shops, disrupted vital transportation, ceased harbor operations, and generally caused a great deal of damage across the country, adding to the existing damage caused by the pandemic and lockdowns. Just down the road from us the shops were ransacked, and for over a week things were touch and go. Many parts of the country experienced food shortages. Fortunately, things returned more or less to normal quicker than expected, but it's safe to say that stuff got very uncertain, and led to many changes in the country.
We've been very hard at work on the two projects mentioned last time; The UE4 Port and the "Other Project" The other project has been showing great promise, and it is now nestling into a final form. It's hard to over stress how much this project has been a journey of discovery. Not just in terms of the tech, as we are making our own engine for it, but in terms of the game it's going to be.
We've been spending a lot of time learning new skills and new tech for what we have planned for the future. Working on VCD full time made this difficult, what with the weekly updates and regular dead lines, so we're taking the time(what little there is) now to do so.
The 'Other Project'
The time spent since our last word on it has brought a fair bit of progress. As I say, it is now nestling into a final form. So we're testing and iterating over it. It has fresh and shiny new content to go with its unusual art style. It has a fair play time, and it has a feel that's now getting in line with where we want it to be.
That being said. It's still pretty early for where it needs to get, ultimately. But it is approaching the time when we can announce it, with a good bit to show.
It'll be very interesting to see what you all make of it! One of these days, we might actually have images to show. Hard to believe, I know... We've talked about it for ages, but yes, it is coming along very nicely now!
It's a culmination of many years of effort in making our own tech, so it's naturally been an exercise in experimentation.
The UE4 Port of VCD
This one has also been coming along nicely. But it too is a huge undertaking.
Here are some screenshots of where it stands. We decided to remake Splatter Station, as it's a good test bed for the main mechanics before we move onward.
Currently, we have most of the main mechanics in, and a fair number of starting objects. But just about everything is going to need significant iteration. Every mechanic is simple and crude and needs work.
Hands can pick up and hold things. But their animations are not all correct.
Many sounds are missing, and old content does not always import correctly.
The UI is extremely basic!
There is no custom editor tool for placing objects or blood, making level creation very slow until we make it.
The way blood worked in the original VCD is out-dated and UE4 requires different textures. That's part of the reason why the blood in the screenshots(when it's actually visible) is so faint.
The networking is likely going to need extensive iteration. It's on the right track, but needs a lot of improvement.
There are little to no particle FX yet.
The Camera and world scale are slightly off.
Buckets don't have a water material. Ghastly!
The default UE4 lighting system requires a rethinking on how we approach lighting a level. As you can see by the darkness. Alternatively, we may simply use the older method. More work is needed, basically.
Some of the grimy architecture has not been put in Splatter Station yet.
So, although much needs to be done, it is going very well so far.
It should be said however, that this may be put on pause(at least partially) when our new project is announced. As we'll likely need all hands on deck to facilitate its continual updates and full-time development.
Conclusion
It's been a long year full of some very silent work, and a ton of distractions. We've been nose to the grindstone so much we forget sometimes to look up and let you all know. Doesn't help if what we're doing doesn't have nice images to go with it.
Next year should be very interesting indeed! So stay tuned for that.
I hope you all have a wonderful holiday! Keep the mops up and the bins down. There is no rest on holidays for Space Janitors, so we expect you to keep the stations tip top for the executive Christmas party!
EDIT: Thank you so much everyone for the well wishes!
We are fortunate to have such an excellent community of fantastic janitors! Aerospace Sanitation does not deserve you fine hard working custodians. But don't tell them I said that...
Unfortunate Spacemen: Janitors Wanted
Greetings, noble mop masters!
I come bearing news. Aerospace Sanitation has taken a contract with some Unfortunate Spacemen, and calls for fulfilment are now coming in. Suitable Janitors will be dispatched at once to offer their services. The company has urged me to remind all Janitors that refusal is not an option...
Jokes aside. The folks over at New Blood Interactive have been kind enough to allow Aerospace Sanitation employees a minor position in the ranks of the Unfortunate Spacemen.
As of right now, anyone who owns Viscera Cleanup Detail on Steam will receive an appropriate Janitorial suit and Helmet for use in Unfortunate Spacemen.
Be sure to conduct yourselves in a manner befitting the company's reputation. Any improper behaviour will, I am told, lead to an immediate termination.
As always. Work quickly and efficiently. Your future depends on it.
Status Report
Greetings, tentacle-headed mop wielders of legend!
We thought we'd give you a quick update on what's happening right now.
Short answer; lots with only a little to show. Long answer:
We've been hard at work on two things at once. (1): "The Project" (2): Viscera Cleanup Detail UE4 Port
"The Project"
This one, as you might expect, continues to prove tricky. Still too early to tell if it's gonna make it through the whole process. It's being dissected, analyzed and re-focused as we speak. We still don't have "it". The hook, the feeling, the *whipcrack* that makes it all come together and feel like how it's supposed to. But it is certainly making progress.
Currently it's undergoing a fresh start to see if its redesigning holds water, and can be put together more solidly.
All of this sadly, comes in the form of words for now. We don't have any pretty little pictures to show yet, or a concrete way to describe what it is we're making(it is still morphing), other than to say: It's not like VCD at all, yet a decidedly interesting specimen all the same.
So rather than say when we'll have something to show, or when we hope to reveal it, or give any other dates, It's better to maybe just say: We're working on it, and prefer not to force it out into the wild without its poncho.
It feels somewhat pointless to say what we're doing if we can't show you anything, but sadly that's just how the process works. It's a lot like a sculptor giving you a running commentary whenever he lands a chisel blow. Not even he knows how the nose is going to look until it hath been cleft. Side-note: If you have a cloven nose, you'll have to start over. Unless a mutated renaissance abomination is what you were going for.
Better that than we say nothing at all, so...onward with the prattle!
VCD Port
Luckily, this one does come with some imagery. Albeit somewhat drab and barren. Like a mop that's been left out in the blaze of a red dwarf for too long.
Work proceeds well on this. However at this point it's largely just in the form of rebuilding basic game mechanics. Most of which are in.
Mops
Hands
Buckets
Bins
Splats
Physics Objects
Incinerator
Machines
Janitors
UI
Networking
We've also been making sure to do networking early this time around, so everything you see here works in Multiplayer too.
Some blessed improvements have been made to how objects are synced between players now, so(although it's early days) the movement of objects is much smoother on clients. I think this area, predictably, is going to need a lot of work, and may necessitate a far more individual approach to object networking than the more generalized system VCD had before.
As you can see in the images, things are extremely raw. Some of the old content no longer works correctly in the newer engine, and that poor worker there has joints that bend the wrong way. Although that could also be why he died.
Most of all, the level is an engine template, and has basically no VCD architecture. Also, there's a crosshair! Ooof, it hurts just looking at it...
Soon though that should change. As the basic mechanics approach full-functionality, there will be time for the environment, sounds, effects, etc.
The new engine also necessitates certain improvements to the content(assets). So some stuff may have to be changed or re-made in the end, which opens up some opportunities.
Time will tell. It's too early to know how the port will go. We'll keep working on it when we can, and get it as far as it'll go, but it's no sure thing.
Side-note: I managed to get bins to fuse and dance around, so that's good. What would VCD be without the little things, eh!
That's it for now, folks. We'll keep you posted as we go, even if there isn't much new too say.
v1.145 released; fixes & improvements
Greetings, mop brigade!
I come bearing a small update, Mostly in the form of fixes, and a few improvements. As well as an updated HD soundtrack!
A few notable items are:
A Throw key
Some hopefully beneficial changes to improve multiplayer performance
Alien Creep foulness factor + 10
High Quality lossless .flac versions of the game's soundtrack
Workshop additions
Before we get into the changelog, I want to issue a short warning, as some of the changes have unintended side-effects.
Your personal settings, such as:
Key-bindings
Player and server names
Volumes and Preferences
Performance tweaks and some Display values
Default ports, network device and framerate limits
Will all be reset.
This is unavoidable I'm afraid, given the way the engine handles configuration settings. We always tried to keep these to a minimum, but in an effort to tweak a few essential systems, we've had to make changes this time around.
Hopefully you won't be too adversely affected by it.
We have also changed the game's default port, so let us know if you are suddenly unable to connect to your friends where you were before the update.
Changelog:
Added HD .flac versions of the game's music to the Soundtrack download. For all you audiophiles out there. Where you at!
Maps:
Made the "Creep" and "Biomass" materials in Incubation Emergency pulsate, resulting in 10x more disgust; How unseemly!
Added "Deadly Fauna" as an "Incident Particular" to the Incident Report for Pestilent Penitentiary.
Fixed Hydroponic Hell seeds that have been in an empty bucket being impossible to plant.
Game:
Added a "Throw" key(Default E on keyboards, B on XBox controllers). Mainly designed for controller use, as throwing is often difficult. Yes, you can now break acid jars!
Fixed the Broom jiggling off its hinges in first and third person.
Made spent Flares look darker than their un-used cousins.
Fixed a number of items(such as dynamite and candles) not being extinguished when they make contact with water other than buckets.
Fixed long text fields in Report Forms being cropped when loading a game, or re-entering the form on the punchout machine.
Hopefully Fixed the occasional disregarding of values entered into Report Forms upon punch-out.
Changed the game to use a gradual stepped "chunk" loading approach to the loading of Save Games. This should stop actor-rich save-sessions from crashing on load. This can be changed in the UDKPreferences.ini file.
Increased physics damping for valid objects inside Stacking Zones, allowing them "settle" more easily.
Multiplayer:
Changed the game's default network port back to 7777. (Let us know if you are suddenly unable to connect to your friends!)
Increased engine bandwith limits and net tick-rates, which will hopefully improve connections for larger and faster servers.
Fixed clients being unable to use machine interfaces after restoring Light-Bulbs to incubators in Incubation Emergency.
Slightly reduced the "jittery" movement of various "ragdoll" objects on clients.
Fixed certain objects on clients appearing with the wrong orientation before they have been touched by anyone.
Fixed notes on the personal PDA not being saved properly for all players in multiplayer.
User Interface:
Fixed being unable to Pause the game while editing text on the Notes page of your personal PDA tool.
Fixed the interface not changing to the correct DLC styling when joining another player's game, or loading a level via commands.
Fixed the Report Form viewing screen in the office cutting off long text fields.
Fixed values entered into number fields on the Punchout Reports screen sometimes being discarded.
Fixed some typos.
Vulcan Affair:
Fixed the mini rockets exploding on clients as soon as they are launched, instead of when they actually hit things.
Santa's Rampage:
Fixed TNT coming out of the bucket machine during Speedrun sessions.
Fixed TNT continually re-lighting and being extinguished when inside a bucket that's being incinerated.
Made it possible to light Molotov cocktails by holding down the Interact key, much like you do with flares.
Workshop:
Made the "Debris" kismet action able to control what happens when the "Melt" input is used.
Made the "Check Area" kismet condition able to check an AABB and volumes.
Made the "Debris" kismet event able to ouput damage received, along with damge type, hit location and hit momentum.
Made the "Debris Spawner" kismet action able to vary the spawn rotation.
Added a "Spawn Projectile" kismet action; allows you to spawn projectiles(or projectile archetypes). So things like dirt, pus-pod goo, crystal dust, fire and custom projectiles.
NOTE: Objects that use the skeletal mesh versions of the Broom will no longer have collision.
There you have it!
This will, in all likelihood be the last VCD patch or update for the foreseeable future...
Other Projects
We are hard at work on our other game project we mentioned before, and while it's showing promise, and coming along, it will likely take longer than we expect. It's still so...experimental. We want to take it where it needs to go, and it's not a straightforward process by any means, so we'll be tinkering for a while still before we can show you anything concrete.
Besides that, we're also hard at work on getting VCD operational in some form on UE4. Decided against using Unity for a few reasons, most of all is the familiarity of knowing the Unreal Engine and C++. Something that can't be discounted when you're a small studio.
We'll keep you guys posted as things develop!
*EDIT* There were some issues with the update at first. If you are one of the people who updated it early, or it was automatically updated shortly after it went public, then let us know if you lost anything critical and we'll do what we can. Likewise if you are suddenly unable to play the game after the update.
For the most part, you should notice no change. Sorry for any inconvenience, folks.
Remote Play Together Support
Greetings, sanitation squad! I come bearing some news on Remote Play Together support.
We've finally found the time to do some testing of the feature and improve its support. As such, it will now be enabled for the general public.
With the excellent help of our community, we've unearthed some info you'll need to know to ensure a decent experience. Many of these things will be familiar to those who've used the feature before.
With ado in no way furthered, here is what you need to know!
Hosting
Before you launch VCD
Enable support for controller types used by the players you'll be inviting. You can do this by going to the Settings menu in your Steam client. Under Controller->General Controller Settings you'll find the tick-boxes to include support for other devices.
Ensure players you're inviting in-fact have a controller. It won't work without. You as the host will likely also need a controller plugged in too(even if you don't use it), as this can sometimes cause connection problems. If a player is unable to connect, consider having one plugged in.
Starting a game
Launch VCD in either 64bit, or normal 32bit mode. If you have problems, consider running the other one instead.
Start a Splitscreen Co-Op work assignment.
Inviting Players
Once inside a level, open the in-game overlay and in your Friends List, invite a player.
Wait for them to accept the invite.
If you're having trouble, consider:
Disabling sharing of Keyboard and Mouse in the Remote Play dialog before they connect. You can do this by clicking on the respective input icons on the Remote Play dialog.
If you have a controller of your own, try dragging and dropping its icon in the Remote Play dialog to the right, into Player slot 2. Also before they connect.
When a player joins, drag and drop their controller input icon to the right; out of the Player 1 slot and into Player 2, etc
Then, optionally re-enable Keyboard and Mouse sharing.
Joining
Make sure you have a controller plugged in.
Make sure the host has added support for your controller type.
To join a Remote Play Together session, simply
Wait for your friend to invite you
Click on the Play Game button that appears in your message window.
Wait for it to connect.
Once you see the host's view of the game, press Start on your controller to take possession of a new character and initiate a splitscreen.
Common fixes
If you should still have problems, here are some common solutions.
Poor performance
Reduce the game's resolution on the host.
Adjust the stream quality settings in the Remote Play dialog.
Stop downloading that collection of Janitor Couture pics you've got on the go.
Trouble Connecting
Port forward the Steam Remote Play ports in your Firewall, and if it still doesn't work, your Router.
UDP ports: 27031 and 27036
TCP ports: 27036 and 27037
Review the following official Steam documentation for more info:
Disabled Hardware Encoding in the steam client settings: Settings->Remote Play->Advanced Host Options
Disable windows' IPv6(Internet Protocol Version 6)
Doing a quick google search will yield a number of other possible fixes, like here for example(if you can find the info among all those ads!).
In words of a foul-smelling troll: "Git Gud Internets!"
Hopefully that's enough to get you sorted. It's worth noting that not everyone has success with the feature, and it does require a good internet connection.
A lack of either can lead to a drop-out, or failure to connect.
Conclusion
And there we have it! That should get you on the road to companionable split-screen mopping.
*A word of caution*
We're currently hard at work on some fixes and additions for an upcoming patch. Unfortunately, it looks like it's going to likely cause everyone to lose their config settings(Keybindings, Game Settings, Preferences, manual .ini file changes, etc). Given the way the UDK handles these settings, anytime we make a change, it resets everything that depends on that change.
So be warned...
Backup the Config folder if you have done something you don't want to lose, and want to reference later(or ignore the incoming changes). Like changed a game setting to fix crashing, or unlocked the FPS limit, etc. For others, you'll just have to tweak your settings in the options menu again after the update.
I apologize in advance.
Enjoy for now, everyone!
Roadmap 2021 & Beyond!
Greetings, tireless cleaners!
Gosh, how long it's been.... We seem to be making a bit of a habit of this.
I thought I'd take the time to let you guys know what we've been up to, and finally fill you in a bit about our new project.
Are you guys still alive!?
I think it's safe to say this has been an interesting year for everyone, and I hope you're all keeping well out there. We are well, just -as usual- extremely busy. While the lockdown certainly complicated things for us, we have at least still been able to work.
Between all sorts of other stuff we've had to contend with distracting us from work, and the lockdown situation, we've actually been up to quite a lot.
So here's what's on the cards for next year.
VCD Update
We've got a long list of things to fix, and some additions that will aid our tireless workshop creators. We'll be tackling these after the holidays, and hope to improve a few things. No content additions are planned for this update, so it'll only be fixes.
Sadly, it has become clear that some issues with the game cannot be fixed with the given platform the game is built on. It has been an endless source of trouble for us, and some of these issues are quite serious, as I'm sure many of you are aware. This brings me on to the second bit of news.
VCD Port
Given the challenges and limitations, not to mention just the aging nature of the UDK -upon which is built VCD-, we have decided that an eventual porting of the entire game is the only reasonable course to future-proof and hopefully fix the most stubborn issues the game is currently shackled with.
It's safe to say this will be no small undertaking, and we'll likely have to rebuild the entire game's code from scratch on a newer engine. We're eyeing Unreal Engine 4 for this, but that's not yet locked in.
Having to do things from scratch does allow us a great deal of freedom, and we see this as an opportunity to streamline some elements the game has. It won't just be a simple port, but rather a "gold standard" for the VCD experience. Some things in the current game are chunky, and we see all sorts of areas we could improve. That being said, we're obviously not going to be straying from the quirky oddness that makes VCD what it is, so it'll still very much be the same kind of game, just "better".
However, I must sadly temper your expectations. This is going to take time(likely years), and before we can even commit to doing that full-time(or at all), we have another project we'll be rolling out first!
New Project
"What is it!?" I hear you ask? Sadly, we must be tight-lipped and dry-mopped on this one.
We'd have told you more about it sooner, but it has been as much an experiment as it has been a normal development, and we had to feel our way to something solid before we even knew "what" exactly it would be in the end.
Here is what I can tell you.
It's not in the Viscera Cleanup Detail universe.
It'll be a surprise.
It feels very unique, while at the same time, familiar.
We're focusing heavily on art-design this time, as well as hand-painted art.
Atmosphere and world design play a large role.
Most of all, we're experimenting with our own tech.
Developing the tech for this one has been, in a sense, years in the making. These are new waters for us, so it's going to be a big undertaking to get the tech stable for supported systems and the like. But, given that it'll be entirely under our control, and we can dig around under the hood, we're confident that with enough time we can solve most problems that arise.
We hope to be able to use the tech for more future projects if all goes well.
I cannot give you much more info right now, but hopefully you won't have to wait long. We're looking to go public with it mid 2021 if all goes well, so look forward to that!
If it catches on and everyone likes it, we'll continue to develop it. For now it's in a fairly early development state, but already has some flesh on it.
Conclusion
We are very much up to things, all of which will be picking up speed next year. For now I hope you all have a great Christmas, and keep safe out there! May 2021 be a far better year than 2020 has been. Hey, at least it can't get any worse!
I should not have said that...now I've jinxed it, I just know it. Gather your mops! This is gonna get nasty... ːvcdbloodː
v1.14 released; Even more fixes!
Greetings, grimy cleaners and bloody technicians!
We've taken some time to fix a few more pesky little issues plaguing the game. Nothing that will especially pique your mop's interest, but important nonetheless.
Main among them was a game crash when you tried to take one of those poor dead janitor bodies from Uprinsing back with you to your office as a trophy. What a ghastly thing to do, you monsters! Well, you can feel better now, knowing that the game is impartial to your unhinged nature.
Also, some improvements aimed at unusual combinations of features in Workshop levels that weren't initially supported. Like the ability for Flares to ignite TNT or Candles.
Workshop creators will now also be able to represent door codes using letters/words and not just numbers, similar to The Vulcan Affair doors.
Additionally, for those who are negatively affected by the flickering nature of lantern and candle light in dark areas, which can get quite intense with such high contrast, we've added an option in the menu that will allow you to keep the fancy lighting and shadows, but without the flickering.
Here is the full list of changes:
Changelog:
Maps
Fixed the PDAs in Overgrowth not keeping their text and colours when taken back to the office.
Changed the background color of PDAs in Overgrowth from dark-brown to light-green.
Fixed the janitor bodies from Uprinsing causing the game to crash when you try and take them back to the office.
Synced up the gate image on Unearthly Excavation keypad consoles with the movement times of the gate itself.
Fixed the punchout machine logo in Paintenance Tunnels being solid black.
Game
Fixed lit Flares not igniting Candles, Jacko-Lanterns, Dynamite and Molotovs.
Added an internal limit of 3,000 on the number of player-generated bloody footsteps the game is allowed to save. This should mitigate crashing on save-file loading.
Fixed certain PDAs from attaching to walls with the wrong orientation.
Fixed unusual paper note shapes attaching to walls with the wrong offset.
Slightly increased the general surface offset distance for attached paper notes.
Improved grammer and wording for one of the news-ticker stories; "Statues to Replace The Rot?"
UI
Added a "No Flickering" option to the Light Complexity setting, allowing you to keep full detail shadowing without the flickering.
Added font support for some additional and unused character sets, ie: Turkish/etc. This is not any form of official language support, but does give you some tools for adding it yourself.
Added letters below keypad number button icons, allowing workshop level designers to represent numeric codes with strings, similar to the codes in Vulcan Affair.
House of Horror
Fixed lit Candles not igniting Flares, Dynamite and Molotovs.
Santa's Rampage
Added a slightly new and better looking level preview image.
Workshop
Added Kismet Actions that allow you to change and check the currently applied character skins of players.
And there you have it!
We're hard at work at the moment on...well, many other things both in terms of game projects, as well as general life stuff. So you may not see any updates for a while. As always, we'll keep you posted if anything interesting is ready for revealing, etc.
Keep those stations clean, everyone!
*EDIT*: Re-uploaded a missing package. Flicker option wasn't right for HoH candles.
v1.135 released; More fixes!
Greetings, all.
I hope you've kept the dilapidated stations across the galaxy in at least semi-working order.
I come bearing a bucket stained with the blood of game bugs.
Some of which have been long standing issues, such as the mysterious player name being "False" / "True" bug. That was a silly one...
Or the issue with faulty paperwork completion percentages in Revolutionary Robotics and Uprinsing.
Others are just general fixes.
Nothing too glorious I'm afraid.
Mac users will be especially pleased to hear that notes will no longer be vanishing from their trunk upon being returned to the office.
This was particularly annoying, as it destroyed all of Bob's notes.
Read on for a full list!
Changelog:
Maps:
Added brown "Mantis" corpses to Unrefinery level to replace the far less suggestive "blood pools" used to indicate 9 dead alien lifeforms.
Fixed a blood splat in Unrefinery that was red instead of yellow.
Improved weirdly offset bullet holes in Revolutionary Robotics.
Fixed "Revolutionary Robotics" and "Uprinsing" Report Accuracy never reaching 100% even when you did things perfectly.
Blocked off the area above the "gates" in Unearthly Excavation, making it impossible to sneak objects past them.
Game:
Fixed tick-box on punchout report forms for the "AI" incident not being properly evaluated. Led to it being impossible to get 100% accuracy on any level that used it.
Changed Death Report Accuracy value to reflect whether you put all the PIDs into the punch-out machine or not. Previously only considered inserted PIDs.
Levels without PIDs now reflect this with a 100% Death Report Accuracy instead of 0%. Only happens(for official levels) in The Vulcan Affair.
Fixed the annoying player name being "True" or "False" problem. Was caused by the "VSync" setting overriding player name.
House of Horror
Fixed "Incinerated Items" in the punchout report forms counting objects destroyed in the Woodchipper. This likely led to a false reduction in report accuracy.
The Vulcan Affair
Fixed one of the henchman heads not counting toward "Head Hunter" achievement.
Death Report Accuracy now always reads 100% instead of 0%.
Mac/OSX
Fixed notes from various levels not appearing when taken to the office. Such as as Bob's notes.
Fixed Santa presents not keeping their appearance when taken to the office.
Fixed teleporters from Core Sample not keeping their appearance when taken to the office.
Workshop
Added a slightly smaller and brown version of the Mantis.
And there it is.
Enjoy, everyone.
v1.13 Released; Fixes and Improvements!
Greetings, everyone!
I hope you've all been keeping the orbital habitats clean and orderly.
I bring a tidy little update overflowing with fixes.
Some of these are nasty little bugs that crept in from v1.1, other are long standing issues.
Along with the fixes, we've also taken the time to add some oft requested features; like being able to stick your EotM photos and notes to walls, optional reduction of the Welder's FX intensity, and the ability to disable controllers.
Read on for the full list!
Changelog:
Maps:
Fixed Gravity Drive airlock getting stuck(upon load) if you save while it's cycling.
Fixed buggy performance scoring in Hydroponic Hell. This was most noticeable in Speedrun, where your score would simply go up each time you punchout.
Fixed Incident Report forms not adjusting score in Speedrun mode for the following levels; Cryogenesis, Hydroponic Hell, Uprinsing, Penumbra, Unearthly Excavation, Core Sample, Incubation Emergency, Pestilent Penitentiary and Revolutionary Robotics.
Fixed fire finding its way under gates in Penumbra causing scorch marks.
Slightly increased the size of one of the stacking zones in Core Sample level.
Increased the crate stacking reward in Core Sample level by 25%.
Fixed objects being able to slip under the staircase steps in Core Sample level.
Fixed crystal shard mess being able to spawn inside blocked off geometry.
Reduced the number of shards spawned from immoveable Crystals in the Core Sample level, by about 25-35%.
Reduced speedrun par-time in Core Sample level from 2:21:44, down to 2:13:38.
Added FX to Core Sample "crystal generation units".
Fixed Stairs in Janitor Office not blocking physics objects... Oops!
Game:
Teleports in Core Sample level can now be transfered to the office and other levels and will remain connected(if both are taken together).
Teleports in Core Sample now keep their appearance when transfered to the office.
Prevented certain "lid" actors from being teleported by Core Sample portals, trunk, medpack, office hatch, etc.
Crystals from Core Sample level can no longer be shattered inside containers like bins, buckets, trunks, etc. Something which was very much an easy cheat.
Increased the Crystal Pile sweeping power of the Broom by 60%, making it much faster to sweep crystals back into shape.
You can now finally stick EotM photos, paper notes and PDAs to surfaces by holding down left-mouse(Interact) and pressing right-mouse(Drop / Hit).
Fixed bin and bucket dispensors not spawning the correct meaty bits.
Fix the Bucket dispensor not updating the "Need a Hand?" achievement.
Reduced the number of hands needed for the "Need a Hand?" achievement from 100 down to 35, due to its unpredictable and grindy nature.
Limited Bin and Bucket machines to a maximum jam spree of 5 times in a row, unlikely to notice a difference in most cases.
Fixed log file being spammed by periodic RUST queries.
Tweaked RUST notification when an item is downloading to tell you to check Steam Client, as it does the downloading and may be queued.
Fixed "Crystal Clear", "Pest Control" and "Bleach and Clear" achievements not being required for the "One Mop To Rule Them All" achievement.
Fixed Welder impact from another player not showing correct effects(damaging vs repairing).
Fixed Performance Stats displayed when selecting a level from taking the newest time(during an equal Cleanup %) instead of the best previous time. (New best performance % still replaces time, which could be worse than previous best)
Fixed a loading issue that resulted in dropped items like welders, shovels and brooms from occasionally vanishing if they were held by the player during saving. Similarly safe-guarded against confusion with tools that were destroyed during gameplay.
Fixed Speedrun team calculation from v1.1 patch only being used to evaluate "Ubermensch" Achievement instead of also adjusting your evaluated Par-Time performance. It was using the old, and less fair method.
Slightly reworked the way Speedrun time impacts your final rating(Fired, Clean, EotM, etc), simplifying the impact of being under or over the par-time. Scores should remain unaffected.
Made Punchout Report forms only reward you for fields you actually enter a value for. Report accuracy still accounts for things you don't enter.
Tripled the amount of bonus points you get from ticking the right box in a Report(IR-8) Form check-list.
Doubled the amount of bonus points you get from filling in Death Report(WTF-12) Forms, due to the difficulty involved in completing them.
Fixed Hosts being able to cheat in Speedrun mode.
Fixed "First Aid" achievement increasing every time you check the punchout results in Speedrun mode.
Fixed objects transferred from the office to other levels using the trunk not being saved by the level, and instead always appearing in the trunk again when you load that saved-game.
UI:
Added "Disable Janitor Voice" setting to options menu, allowing you to silence the voice from the Shadow Warrior level, and custom equivalents in Workshop levels.
Added "Use Gamepad" setting to options menu, allowing you to toggle input from any plugged-in controllers.
Added "Disable Welder Flash" setting to options menu, allowing you to eleviate discomfort experienced by the flashing light and FX of repeated welder use.
Vulcan Affair:
Fixed several highly offset bullet holes in the death-ray dome.
Fixed the sharks occasionally straying beyond their pool and on through nearby walls.
Fixed splats and scorch marks appearing on the ceiling above the shark pool where you can't reach them.
Fixed the main lift from stopping at randomly offset positions near the target floors during low frame-rates.
Fixed Vulcan achievements "Audacious Oddities" and "We're Gonna Need a Bigger Tank" not displaying periodic progress updates in-game.
Shadow Warrior:
Fixed Funk Ninja on/off state not being saved.
Fixed Funk Ninja on/off sounds being reversed.
Workshop:
Made Bin and Bucket machine jamming more modable.
Made buckets more modable; added several flags to control what can dirty a bucket, and made it possible to adjust its lifespan.
Made it possible to use a Voice Controller archetype in levels, allowing you to customize and add your own voice events and sound files.
Added "bDestroyWhenStuckInContainers" flag to debris objects, allowing you to prevent stuck-detection-destruction when an object is inside a container.
Added "bCanBreakInContainers" flag to breakable objects, allowing you to prevent them breaking when inside a container, akin to Crystals.
Added "SpeedrunTimeMinutes" setting to Map Info properties, allowing you to set the exact par-time for a level.
Made Player Starts toggleable.
Added "Crystal" kismet event that notifies you when various crystal types break, and what caused them to break.
Added "Crystal" kismet action that allows you to break crystals on command.
Added "Set Teleport Dest" kismet action that allows you to change the destination companion for a mini teleport(as seen in Core Sample).
And there it is!
Enjoy everyone.
NOTE: Mac version of the update is still uploading and should be available soon.