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roadtovostok
roadtovostok

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Godot Test Build #9

Download link

https://drive.google.com/drive/folders/1WvI-mTjz6k4l75j2slQBqEL4bZKSghNA?usp=sharing

General info

1. These test builds are not designed for public, they are barebones test scenes for getting feedback from recently ported features and gathering general performance data

2. You can still share, record and publish content from these test builds, but do not share files or download links outside from Patreon.

3. Feel free to leave comments and feedback in this post. All feedback is important, but most relevant feedback topics are listed at bottom of this post.

What's new?

- Winter system
- Snow shaders
- Rain / Snow VFX
- Weather modes
- Thunder system
- Ambient zones (Indoor / Outdoor)
- Indoor weapon SFX variants
- New footsteps (WIP)
- New ambient sounds (WIP)
- Background music option (Area 05, Border Zone, Vostok)
- Color settings (Exposure, Contrast, Saturation)
- Camera settings (FOV, Interpolation, Headbob)
- Mouse settings (Sensitivity, Scope sensitivity)
- Inverted mouse option
- Completed settings menu

Bug fixes & tweaks

- Adjusted AI footstep hearing distance
- Adjusted weapon fire / tail volume
- Adjusted NVG light amplification
- Skybox / lighting changes

Nice to know

There's still few visual things missing in terms of certain weather effects. The rain / snow / blizzard effects are going to be improved next week.

AI may spawn really close to you with this build (test purposes), so if you want to play around with new features peacefully you can turn the AI spawner off in the demo settings.

I have some pre-planned events / meetings today, so I will post the port update tomorrow.

Feedback topics

- Winter / Weather / Ambients (general feedback?)
- Weapon indoor SFX variants (general feedback?)
- New footsteps (general feedback?)
- Settings menu (does every button / slider work?)
- Bugs & crashes?

- Antti (Developer)

Comments

In any case, a very good job, in particular sound effect

Justin

No issue for me, the bots are a little bit too simple (no hiding, try to shoot me without see me when I am in a house, they don't hear when I shoot... but thats WIP). And no performance issue, no lag, always 60 fps in fullHD

Justin

Hi! Antti Thoughts: Blizzard: I thought it would be better if the thunderstorm rained down a little more violently. Natural environmental sounds and gunshot sounds are pretty good. However, there were parts of the wall where the flash of gunshots fired indoors was reflected on the wall, and parts of it that were not. thank you for your hard work!

VTuber イヴァン・プラウダ

Snow looks and sounds fantastic. Excited to see ragdoll implementation into Godot although the current ping on kills is pretty fun I won't lie :) The game's atmosphere is really coming together, as mentioned by the other commenters. Do you think you could tweak the damage values for the next demo for the Mosin? just to see how a one-shot bolt action would feel haha I know audio will be tweaked but I did want to add that directional audio is sort of difficult to parse in the current build (specifically to determine where I'm being shot from), but the whizzing sound effects are fantastic.

Dani

Love this one. Like in the new squad update. That feels real. Thanks

SW Content

There's now an interpolation slider setting available related to the camera. That slider can smooth the mouse input and provide a bit "weight" to the gun but drawback for that is losing some accuracy when there's smoothing applied.

Road to Vostok

Amazing. Did you change the movement of the weapon on the screen when moving the mouse? Feels real

SW Content

I think the running footsteps sound too rushed and hollow - like not a lot of weight is being carried with very short and choppy movement. Personally I think the footsteps are a bit too loud when on pavement -- on snow they are right on the money.

ea

I second all of @Fonzi's comments. I had much the same feeling. I likewise think the atmosphere is really coming together nicely. I love the winter + dusk combo. I encountered a bug /glitch that I haven't been able to replicate but was very noticeable the one time it did. I was running through the trees and wanted to hide behind a boulder (since I was being shot at!). The boulder had a concave part, so I crouched in there. There were sticks on the ground. I went to inventory, changed around a few things, then changed attachments on my gun (not sure if that's relevant). After that, the WASD controls for walking did not work properly. It's a bit hard to describe, but it felt like W was trying to make me go diagonally (like W+A) instead of forward. Likewise for the other controls. Eventually I walked backward (D) enough that I was clear of the boulder, and suddenly the controls worked as expected again. Perhaps the sticks + boulder collision shapes made for a weird walking experience in that particular spot, or something like that?

Anthony Bucci

Winter feels solid, I know it's early stages so it's not going to be as polished as it was when you switched off of Unity, but IMO this Winter already looks better than the first iterations of Winter in Unity. It feels a lot more crisp and high fidelity compared to Unity, I remember it being way more blurry before. I love the ambience, I love the weather. The thunderstorm effects are pretty cool. It really hits different hearing the low Area 05 music in the background as I walk around in Dark weather. The atmosphere is slowly but surely coming together. The indoor gun SFX feels really immersive, the contrast from outside to inside is very strong and IMO the audio feels good, reminds me of the indoor/outdoor dynamics from Battlefield 1. The footsteps sound good too, I'm not really nitpick-y about that stuff since I know it's the early Godot demos and the snow visuals won't necessarily match 1:1 with a deep snow crunching noise. As far as immersion goes, I was immersed, and as far as the audio quality goes, it felt well-made. I believe every button/slider works, and man am I so relieved to finally be able to crank my mouse sensitivity down instead of having to adjust my DPI every time I play a demo haha. The color settings are nice to have in particular, although they already feel optimal at their default levels. I personally have not really had any issue with sight accuracy or misalignment, I went ahead and tested it pretty thoroughly with different guns at different ranges, with and without sights, and it seemed to me like my shots were accurate in all scenarios. One quirky bug I found was that if I turned on the NVG with Summer Day Dark, it would change the sky back to Summer Day Neutral, but I think the world lighting stays a little bit darker until I actually select Neutral for the weather. Very nice demo as usual, this is the most "complete" feeling iteration by far. The music really, really adds to the experience for me personally. :) Update: I ended up leaving the game running in the background because the music + windy ambience felt so nice. I think audio-wise the atmosphere in this game is really going to hit hard.

Fonzi

Näppäimet ja sliderit toimivat. Talvi tilassa huomasi, että itellä alkoi ottamaan silmiin, kun FPS asetus oli unlimited. Epämukavuuden sai kyllä asetuksia säätämällä korjattuun. Voi olla tietenkin, että silmissä on vaan vikaa. Aseiden suuliekeistä sellainen kysymys, että pitäisikö niiden olla pikkasen kirkkaammat, jotta niitä voisi yöllä erottaa. Ja yks juttu mikä vois olla kiva niin latautumisen keskeytyminen, kun vaihtaa aseesta toiseen.

Jami Sundvall

Thanks, I will look into this there might be an easy solution to this issue.

Road to Vostok

about Scoping: When aiming with the Mosin's scope and looking up close at a wall, the gun will be lowered but the zoom of the scope will stay. This could be wanted in some situations, where for example the player wanted to stay scoped but accidentally looked at the wall, so un-scoping could be annoying here, but also does not look great in other situations.

MineLPPhynix

I did not look at the keybinds properly and thought there is no crouch only prone lol

MineLPPhynix

Just tried to record a video of a bug that is really hard to describe in words but now my mouse cursor disappears in the game. If I close OBS the cursor re-appears. The window capture seems to be making that problem, i think the newest version of OBS has some issues. Game Capture also does not work on any window and other people on the internet had similar problems with other games. So maybe this has something to do with Godot and how it displays and game window. I will try to describe this bug. It happens very rarely and I was not able to replicate it again, only happens accidentally. When this bug happens the game will lag a little bit and then the camera looks like it rotates around very quickly and then seems to glitch trough the world and you can only see the skybox for a very shot moment. This happens very quickly. It might have something to do with the attachment selection, but I'm not really sure.

MineLPPhynix

Yep, there are no camera collision yet, that will be one of the last things added once I rebuilt the entire level and I have all those surfaces ready.

Road to Vostok

Currently you can lean and shoot like that: https://www.upload.ee/files/16019092/IMG_20231205_152155.jpg.html

Rottmeister

Yep like mentioned in the post the blizzard is one of the main weather things which is missing stuff that will get added next to the next test build.

Road to Vostok

there might be something wrong with snow particles. blizzard is definitely too liitle snow for a "blizzard" otherwise looks nice!

Cosku Bas

**And lastly, I still think the bolt actions mechanics are a bit clunky, I can't properly cycle the gun while leaning and moving for example, because I don't have that many fingers. ** - in shooters, you use finger top and area below it simultaneously.

Rottmeister

If you attach a sphere to the center of the sight lets say 50m forward, you'll see that the reticle does not follow the sphere.

Hammerkeg

Yes it the same issue IMO, it gets exaggerated over distance.

Hammerkeg

Thanks, I will look into this topic tomorrow.

Road to Vostok

I believe it's the same issue I tried to make a video about here. https://youtu.be/pEN6hlFoZyU?si=l2XUyr_K96Fxah3o I can't seem to damage enemies when the distance is too great. It was close to impossible to hit/damage enemies when they are far away. It's hard to demonstrate because my aim sucks. If the damage of the mosin is bumped to one shot on body shots it could be easier to demonstrate. And I'm not sure if you have implemented some sort of bullet drop or damage reduction based on distance?

Iluvatar

Thanks for the feedback!

Road to Vostok

Thanks, I will check some of these things tomorrow if there are something wrong. + Ejection distance thing will be fixed + ESC thing from all UI's will be added + Reloading mid magazine will be added to bolt-actions also. Thanks for the feedback!

Road to Vostok

The new Ambient Zones sound great, obviously it would be better if there was some kind of transition when switching zones but that might not be done that easily. Also on doors the indoors Ambient kicks in too early where the gun is still outside, but the solution to this would probably require, having additional zone colliders for each door, to account for the player collider. Or another collider, maybe on the gun, is used to detect the current Ambient.

MineLPPhynix

I had a couple of things there, I'll copy them here: Sights: I'll second the aiming being broken for the optics. I am pretty sure that while the weapon is swaying, moving, etc. the aiming point is not actually moving with the gun. You can see this on the mosin for example, when moving the weapon you will see that the reticle does not stay fixed on the front sight as it should, but moves around. I'm a UE dev so I can't speak for Godot or Unity, but I'd wager you're calculating the offset UVs wrong. Personally, I align create a pseudo parallax effect by taking the object transform, transforming it to clip/camera space, and the calculate a virtual circle based on that transformed position. I just noticed also that when leaning, the reticle on the PU turns with the gun, but when the gun leans around while moving, it stays vertical, which will also throw off the aim. UI: It would be great to be able to leave various menus like the inventory and modding screen by pressing escape, or maybe performing some other action. Eventually I'd get used to the keybinds maybe, but currently I always try to press escape and nothing happens. Firearms/Animation: I also feel that the Mosin is set way too far forward on the screen (mainly while aiming), and looks a bit weird because it is the quite stretched, and makes the right hand visible (including slightly blurry textures of the arm) The shakes when entering the modding menu are also a bit exaggerated. Ejected bullets from the KAR-21 also seem to spawn pretty far from the ejection port. And lastly, I still think the bolt actions mechanics are a bit clunky, I can't properly cycle the gun while leaning and moving for example, because I don't have that many fingers. Having to click for every bullet is a chore and visually it's a bit choppy and unappealing, but doable, but it would at least be nice to have the character automatically close the chamber after you fill up the gun fully (there isn't any other action you could do at that point anyway) Also not being able to reload mid magazine is definitely something that would make me not want to use a bolt action.

Hammerkeg

There haven't been proning in any these test builds yet, only crouching. You may have experienced some pseudo prone feeling that one time :) Let me know if you figured out a way to get stuck and there's a bug which prevents standing up.

Road to Vostok

Hi! I might have missed that comment related to sights, could you recap what you mean by not accurate? Based on my tests I haven't experienced any accurary problems or then I'm missing something. Yea the textures in these test builds are around 50% of the available resolution since I'm testing some VRAM optimization things at the moment.

Road to Vostok

As in the previous version I can't prone. I was only able to prone once but then I could not go back to normal walking and I don't even know how I managed to get myself stuck like that.

MineLPPhynix

Couple things, unsure if you've seen my commentary on the last build, but the issues with the sights still remain. Aiming is not accurate. Have you lowered the resolution of textures? Either way, the snow textures are really blocky. Plus not having any bump mapping on the snow makes it look really flat and unrealistic, so that could be an improvement. Snow footsteps are nice and crunchy, but it's also sounds like I'm walking through 20cm of fresh snow while walking on a flat road. There default scope sensitivity is equal to non-scoped sensitivity as well, which is probably not great, and has to be tweaked everytime. Maybe also disable the AI spawner by default?

Hammerkeg


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