Dev Build - Save System (v1)
Added 2023-06-13 19:40:30 +0000 UTCHere's the new Development Build for you to test.
Note: When your downloading development builds, always download the whole file structure. Do not move or download individual files/folders.
Disclaimer: You can share, record and publish content from this development build, but do not share files or download links outside from Patreon.
Download link: (Google Drive): Download (2.03GB)
Feedback: All feedback is good to have, but this dev build is designed for testing how the save system for items and containers work. Most valuable thing to debug/break/test is the save system, so the goal is to try to find out if there's a way to break the system, meaning you lose items or gear when some bug happens.
FEATURES:
Updated Main Menu
There's now New Game and Load Game buttons on the main menu. New game options gives you a small warning first and then if you continue it deletes the save file on your PC which is linked to the shelter system. Load game uses an existing save file and restores all the items and containers to their previous state when you last visited the shelter.
Save File Encryption + Permadeath Formatting
All the save files are encrypted with AES encryption and there shouldn't be any "easy hacks" to manipulate the save files. Permadeath uses an additional formatting method so once you die in Vostok (Public Demo 2) there shouldn't be any "easy hacks" to recover the files.
Save System
Shelter (CDS) uses an advanced save system that saves each container, item and object that is linked to the save system. This system also recognizes modded weapons, rail positions and so on. Save system performs a save loop each time when you exit the shelter, die inside the shelter or return to main menu. Loading happens each time when you enter the shelter, whether it's through main menu or shelter entrance.
Shelter (Civil Defence Shelter)
If you want to learn more about the shelter that is featured in this dev build, I highly suggest watching the latest devlog. In summary, this shelter will act as base for Public Demo 2 and you can access every room that it has with this build. There's interactive lights, movable shooting targets, containers, storage space and features that will be unlocked in Public Demo 2 (like trading, weapon wall, sauna etc.)
Updated Item Placement
Item placement [G] [RMB] [SCROLL] has been updated in order to minimize potential physics based bugs when colliding with other object. This new version tries to minimize accidental "chaos" that happens when multiple physics-based items are close to each other and you grab a item in the middle. The system also now automatically rotates items to logical base rotation and offsets the pivot so the item isn't above or below the screen. If you are not familiar how the placement system works, there's Public Demo 1 v2 Items billboard for that inside the Sandbox area.
New Weapons
- PM5-K + weapon audio
- PM5-SD + weapon audio
- PM7-A2 + weapon audio
- PP-91 Vita + weapon audio
- KA-12 + weapon audio
New Attachments
- KA Navy (PM5 suppressor)
- Micro 2 (RDS)
- Patrol PRO (RDS)
Updated Fire Rates
Nearly all automatic weapons got a small fire rate increase in order to mimic the IRL fire rate. This should be noticable especially with some of the new weapons added to this build like PM7-A2.
Updated HUD
HUD elements have been updated in order to provide all the necessary info in a single HUD-element. All character stats and vitals like Health and Body Stamina are now numerical values and there's also small icons (WIP) that indicate different medical conditions. Only active conditions currently are Bleeding and Overweight.
Updated Hover Tooltip
Hover tooltip can be opened with [ALT] and it shows item info when you are hovering items. The update part is that the tooltip now provides item type specific information, for example how much hydration each consumable restores or how many health units each medical item regenerates.
Carry Weight
Inventory system use now a carry weight which determines the max carry weight for your character. You can increase the carry weight by equipping gear that has logically increases carry capacity like backpacks, rig and jackets.
Medical System (WIP)
The first pieces of the medical system have been implemented and there's now Health regeneration through medical items (like Medkit) and medical conditions like Bleeding and Overweight that affect the character.
Medical HUD Slot
You can now equip medical items to a dedicated HUD-slot and use them with a linked hotkey [5]. This allows you to use medical items as without opening a Main UI / Inventory.
Overweight (Condition)
Cause: Carry Weight
Symptoms: -25% movement speed, +25% Increased inertia, -40% Jump height, 200% Stamina consumption
Cure: Reduce inventory weight or equip more gear
Bleeding (Condition)
Cause: Gun shot wound
Symptoms: Health degeneration (1 unit per 5 seconds)
Cure: Emergency Bandage / Medkit
Debug Damage + Vitals Reduction
In order to test how the medical related UI-elements and features work, there's now a debug button [L] which causes damage to the character and lowers hydration and energy. This debug button can be also used for simulated death situation inside the shelter and how the save system handles that.
Context Menu (Item Actions)
Each item has now a context menu, which allow you to Use / Equip / Transfer / Place / Drop items. You can open the menu with [RMB] when you hover on top of the item. Context menu updated automatically based on you item type or UI status. Consumables and medical items can be used through this context menu.
Have fun testing!
- Antti (Developer)
Comments
hmm, all my inventory and items on me was gone when I loaded the game. everything in the shelter was still as I placed it
DoneFeedingTheFox
2023-06-14 18:39:57 +0000 UTCThanks for the info, I already found a solution to this items falling through floors and this will be fixed soon.
Road to Vostok
2023-06-14 18:06:50 +0000 UTCThanks for the info, I will look into these.
Road to Vostok
2023-06-14 18:05:52 +0000 UTCThose are all saved, I will put those links to the website at some point.
Road to Vostok
2023-06-14 18:05:16 +0000 UTCAwesome, thank you for sharing!
Andex
2023-06-14 16:27:46 +0000 UTCthings I found out at first glance: - Canned soup can glitch though the shelter floor sometimes (as already mentioned by Juusto. EDIT: I could also find it down in the firing range, so I think it just clips through the floor) - I think it would be a better QoL approach if doors would open in both directions, so that it always opens in the direction the player is facing. I find it kind of annoying that every door pops straight into my face when opening it 😅 - When carrying items (after pressing [G] or the inventory action "drop"), items just fall down to the floor, when hitting an object with them. This is kind of annoying, when you try to place an item in a shelf or something.
Flxw
2023-06-14 12:14:04 +0000 UTCI made one and I try to keep it updated as well: https://www.youtube.com/playlist?list=PL8-NKQaJVhhszePGdbRXfcGD24qH-XfCE
Flxw
2023-06-14 11:37:36 +0000 UTCI dont know if these are related particularly to this build: Pea soup cans fall through the world quite often in and out of shelter. If in shelter, you can sometimes find dropped cans in gun range. If you go in your inventory and place an item but leave it in your hands while placing another item. First item stays floating in the air. Happens in and out of shelter. If you have Item on your hands close to you and flashlight on at the same time, It looks like the item emits its primary color. Happens in and out of shelter. Its little too much.
Juusto Höylä
2023-06-14 09:43:26 +0000 UTCThis is off-topic from the save system, but I want to ask since I'm not sure when the next Q&A is. Do you think you could make a playlist or a separate post with links, that gets updated with all the livestreams (if you still have the vods?)
Andex
2023-06-14 07:52:49 +0000 UTCIt's silly to me, but the fact that the fire selector switches move makes my gun enthusiast heart happy. It's pretty neat, the shelter feels great. SO EXCITED for the future! :D
Skilletfan93
2023-06-14 01:43:54 +0000 UTCThanks for the feedback! The humming sound that you are hearing inside the shelter is actually just a placeholder since this is a dev build and I mostly focused on the save system and trying to make that bulletproof. Better audio and reverb will be implemented for v2 of this dev build along with other fixes. Could you specify what sound was better in 1 v2 since I haven't changed anything else and shelter wasn't in that build. Are talking about that shelter hum ambient bug that stays even when you exit the shelter?
Road to Vostok
2023-06-14 00:49:57 +0000 UTCThanks for the info, I have already fixed the targets and they will be corrected in v2 of this dev build along with other fixes.
Road to Vostok
2023-06-14 00:47:22 +0000 UTCThe only thing I can say, after reading all of the comments and seeing that some of my concerns have already been addressed, is that to be honest I'm not a fan of the sound in the shelter. It sounds like you are in thin walled house on the top of a windy hill. I don't think there should be any noise like that imo. It also sticks with you when you go outside and it's drowning out the noise of the guns. The sound was so good in the demo 1 v2 update, so this is a bit distracting tbh.
M1XED_BAG
2023-06-13 23:41:38 +0000 UTCI found that one of the shooting range targets kept dropping when picked up and after a few tries it could not be interacted with at all anymore. No bullet holes when shot at or anything. The other two worked fine.
Rommikola
2023-06-13 22:30:26 +0000 UTCThe only negative thing I find is that the font sizes are really small and I sometimes have to get close to the screen to be able to read (tooltip, bleed icon etc). Just a question (or suggestion), wouldn't it be better to have the bleeding icon next to the Health to help the player to understand more easily that you lose some HP ?
Shamnolya
2023-06-13 22:27:29 +0000 UTCYep, I have kind of just let that be since the whole weapon "save state" system (rail position, condition, reticle brightness, firemode) will be reworked with the upcoming ammo system, so I try to avoid implementing features the get rewritten soon :)
Road to Vostok
2023-06-13 22:03:08 +0000 UTCI've found that the game doesn't remember the state that your weapon's fire mode is in. I unequip it and equip it back and see that it's not in full automatic
Dimitris Kalyvas
2023-06-13 21:54:00 +0000 UTCWhen it comes to spamming items I think this is kind of a side effect of allowing that much freedom / interactivity to item placement because you can exploit the environment in so many ways that are impossible to control. There's of course tweaks that can be made to colliders since now weapon pickup colliders are just simple boxes in and those leave a ton of invisible collision space but they are simple to debug etc.
Road to Vostok
2023-06-13 21:39:40 +0000 UTCThanks for the info! Save system is now only connected to Items and Containers since those are the important ones. Lights, doors and other save elements will be linked to this save system before Public Demo 2.
Road to Vostok
2023-06-13 21:37:44 +0000 UTCThat would actually make sense if you leave the shelter before those bullet decals vanish (30s) so the save system might try to save those and I haven't provide any material references to get the right "load materials" for bullet decals and then the end result would be magenta based missing materials for bullet decals spots. Great point!
Road to Vostok
2023-06-13 21:35:28 +0000 UTCoh yeah, thats a great tip. i can remember shooting stuff to see if i can knock it over. so those glitch can belong to bullet impacts.
SavRoyale
2023-06-13 21:31:41 +0000 UTCHah! I've done it. Fell out of the map: https://imgur.com/a/oXTrP9c Spamming G with objects against walls is a pathway to many abilities some consider to be unnatural...
Andex
2023-06-13 21:30:46 +0000 UTCThat ambient bug was a great find, I don't know it got through my radar :) I usually work with speakers and don't use headphones, so that subtle ambient hum probably just blended with the environment and I didn't noticed that. When it comes to entrance colliders, those are not fully yet implemented or tested with the AI-sensor since the entrance will not be in the middle of the sandbox area and AI is going to have a rework for next devlog anyways so I didn't spent any time on testing those.
Road to Vostok
2023-06-13 21:30:21 +0000 UTCThis was the way it looked for me when i shot the items in shelter and then came back. It was only on placed items and shown were i shot.
Juusto Höylä
2023-06-13 21:27:39 +0000 UTCAgain some minor things, the abiant sound of the bunker doesn't stop playing when exiting the bunker, and, the bunker entrence has still no I would say "visual" collider, but im not really sure, since enemies can spot you through it AND can shoot through it. I guess it could have something to do with the shot tracking system, since I think you went with a non-bulletphysic approach there.
TastyMilk
2023-06-13 21:24:25 +0000 UTCIt sounds like the save system losses some information while loading those materials back, sounds kind of weird but I don't see any other possibilities. When you have time, if you could test if the bug is limited to only certail parts of the weapon or attachments so I can pin point which materials are the "bad ones" :) Unfortunately I can't produce this bug myself.
Road to Vostok
2023-06-13 21:18:31 +0000 UTCYep, that need still tweaking, the main point with this test was just to provide technically working item usage and some test penalties, so balancing comes later :)
Road to Vostok
2023-06-13 21:14:49 +0000 UTCThanks for info 1. Target related bugs are now fixed 2. When it comes to spamming items like that it's kind of a side effect of allowing that much freedom / interactivity to item placement. There's of course tweaks that can be made to colliders since now weapon pickup colliders are just simple boxes in and those leave a ton of invisible collision space but they are simple to debug. So save system performed like it was designed, those colliders just leave them like that :)
Road to Vostok
2023-06-13 21:12:43 +0000 UTCif it helps: putting them in the Inventory and replacing them fixes the Texture.
SavRoyale
2023-06-13 21:04:56 +0000 UTCJust wanted to say real quick, I love your approach for displaying medical effects on the HUD! It's very minimal and very readable at the same time.
Fonzi
2023-06-13 21:04:50 +0000 UTCThanks for the info, this was also new bug to me. This is now fixed, I added a hover tooltip reset command once you die if it was active.
Road to Vostok
2023-06-13 21:01:09 +0000 UTCWhile testing out the penalties that came with being overweight, I noticed that you can still easily sharp turn 180 degrees while sprinting without losing momentum, even while in mid-air. This could probably be exploited as a cheesy work-around to dealing with inertia, both with and without the overweight penalty.
Fonzi
2023-06-13 21:00:31 +0000 UTCi simply placed them, exit and re-enter the shelter. In the first couple of times it was only the MP5 on the Table but the more often i went to the Sandbox Area and back into the Shelter the more of this Texture Bugs happend.
SavRoyale
2023-06-13 20:59:40 +0000 UTCAfter a few tests there's a few things of note. First is that the target panels seem to be quite wonky. They're really easy to lose out of bounds through walls if you spam G to force them somewhere. I did manage to carry one upstairs, but they seem to reset after save & load. Items stacked on top of them are found on the ground after load, so that seems to be working. Same with stacking items on top of the player model. Second has to do with abusing spamming G with other objects. I piled on a mountain of guns and tried looking down on top of them and spamming G. This resulted in many of them getting stuck in the air and staying there even with after saving & loading back in. Screenshots: https://imgur.com/a/X9yAgt3
Andex
2023-06-13 20:57:37 +0000 UTCThat bug is related to some shader / material issue which are missing. In which situations it turns to that magenta color?
Road to Vostok
2023-06-13 20:56:09 +0000 UTCYep that additional rotation mode is definitely on the to-do list.
Road to Vostok
2023-06-13 20:55:23 +0000 UTC1. Shooting target bug is now fixed 2. Save system is now only connected to Items and Container, lights, doors and other elements will be linked to Public Demo 2. 3. Could you explain a little more about this texture bug or take some screenshots? 4. Weapon wall like other shelter features (sauna, trading) are Public Demo 2 features like mentioned in the highlight boxes. 5. I added a large hitbox to protect to cat since there's some systems that would activate if you hit that and I want to avoid those :) 6. Physics based impacts are coming with the impact sound updates (will be shown in next devlog)
Road to Vostok
2023-06-13 20:52:24 +0000 UTCHere's a Picture of the Texture Glitch: https://ibb.co/T0HW4Kw oh maybe in the future we can also turn the Weapon on the side in the placement mode. A weapon standing on a Table seems wrong.
SavRoyale
2023-06-13 20:51:54 +0000 UTCgot it, already thought that, since I think by your level of detail it would be kind of wierd if it wasn't intended lol
TastyMilk
2023-06-13 20:48:25 +0000 UTCThanks for the info, this was related to placement offset value which was set to 0 with that target so it grabbed it by the pivot point and collider then hit the roof and broke that placement connection. This was fixed now.
Road to Vostok
2023-06-13 20:48:02 +0000 UTCWell looks like I found another one, this time reather a pretty minor one, like a "polishing" kind of bug. So if you die while in inventory and hovering over an item and showing its stats, you get reset into the CDS, but your mouse is still showing that item info. You can easily can get rid of it by just opening the inventory, if it isn't still open, beacause sometimes your inventory is still open when you spawn back, eventually it is also a bug idk.
TastyMilk
2023-06-13 20:45:29 +0000 UTCSo after my Quick Test i found following things: Targets on the Shooting Range falling through floor by spamming G and collide with the roof a few times. Turning lights off and re-entering the shelter turns the lights back on Texture Bug on placed Items in the Shelter when you leave and re-enter. Doesn't happen all the time but the more often i re-enter the more Items are infested by this Glitch. Weapon Wall doesn't work yet?! Shooting Range Reset after re-entering the Shelter? Inventory & Wearing Equipment Reset (deleted) after Loading the Game. Other things: Weird Hitbox on the Cat. Almost like a big Box all around. I could stack items on top of her/him. In a Devlog there was Physic on Items (Shooting Cans with a Shotgun) did you remove them for now? Edit: Thanks for the Builds :) Already had a lot of fun and will bring the Game to its limits in terms of the Shelter in the next couple of days. Sadly i have to work tmwr and it's already late :)
SavRoyale
2023-06-13 20:45:17 +0000 UTCThanks for the info, that was indeed related to placement offset value which was set to 0 with that target so it grabbed it by the pivot point. I fixed this now.
Road to Vostok
2023-06-13 20:45:14 +0000 UTCThe targets in the shooting range get lifted up super high when I pick them up, which makes me let go of them too quickly sometimes. I have to basically look straight down while grabbing for them to not hit the ceiling. Maybe it has to do with that automatic pivot offset that you implemented?
Fonzi
2023-06-13 20:43:37 +0000 UTCThank you for this build! So easy to get into it. :) Doors, tv, candle, lights or targets do not save as you left them in the shelter, maybe thats how it should be. I have found 1 bug; If i place items, shoot them and leave the shelter. And then come back, bullet holes are shown as pink light on the objects.
Juusto Höylä
2023-06-13 20:41:00 +0000 UTCYep those magazines are kind of obsolete since they will be reworked with the ammo system so I didn't spent any development time on those...
Road to Vostok
2023-06-13 20:40:53 +0000 UTCIdk if this is a bug, intended or you just forgot to implement it yet, you can't switch the "native" mag of the AK-12 with the "PUF" one, even it is an 'AK compatible' attachment
TastyMilk
2023-06-13 20:32:58 +0000 UTCGreat find, thanks for the info. I will write this down.
Road to Vostok
2023-06-13 20:29:41 +0000 UTCAlready found a not really game breaking, but pretty nasty bug. If you equip the Type 2 optic on one of the MP5 variants, the scope disappears on the model, but the scoperail stays, as this happens, you still can rotate the weapon, but can't leave the "examin mode" anymore, so you have to quit the game and restart, but...eventually lose all your gear you brought out with you and the loot that you found, since you can't access the bunker anymore to safe it.
TastyMilk
2023-06-13 20:25:41 +0000 UTCah yeah i do, X-56 HOTAS
PaveWay
2023-06-13 20:22:36 +0000 UTCSorry Sir, couldn't test yet, had too much fun doing this: https://ibb.co/8rMsRgX
SavRoyale
2023-06-13 20:17:19 +0000 UTCThis might be related to some external input devices, do you have USB-input devices connected (like Wheels, Controllers...)
Road to Vostok
2023-06-13 20:16:55 +0000 UTCIt just fixed itself randomly but I think you should still check it out
PaveWay
2023-06-13 20:10:56 +0000 UTCfor some reason I can't walk forward, when I hold W in or out of the shelter I just walk diagonally to the right
PaveWay
2023-06-13 20:09:08 +0000 UTCSo PUMPED!
Dylan DesRe’Maux
2023-06-13 20:04:16 +0000 UTCthe targets in the shooting range don't seem to want to be "held". when you pick them up you just immediately put them back down again\
XpeX
2023-06-13 20:02:51 +0000 UTCSo stoked, thank you dude gunna be enjoying this patreon build for quite a while!! :D
Tenebris Infinite
2023-06-13 19:43:18 +0000 UTC