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Godot Test Build #8

Download link

https://drive.google.com/drive/folders/1WHmBJ7kkPaOopErgPmS2dYzwduCQxxOI?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?

- Attachment system
- Attachment data architecture
- Attachments shader caching
- Persistent weapon data (attachments)
- Inspect system + Weapon UI
- Inspect animations (front and back)
- Optic lens shader with glass reflections
- Optic scope shader + FOV effects
- FSR 2.0 with temporal antialiasing
- Rendering improvements and stabilization
- Modded item icon (weapons with attachments)
- Standard and performance rendering modes
- Added ACOG (Optic)
- Added PU Scope (Optic)
- Added Micro RDS (Optic)
- Added multiple suppressors

Bug fixes & tweaks

- Fixed NVG noise artifacts (no warping)
- Fixed AKS-74U dynamic selector (didn't work previously)
- Fixed bolt / slide movement for automatic fire (follows the fire rate)
- Fixed NVG shader caching issue
- Removed item icon pixelation (when dragging)

Nice to know

I changed a major part of the rendering settings and tried to emphasize image stability with FSR 2.0 upscaling. This change involved multiple other tweaks and in general the performance might be a little lower (can be fixed) but it's now more stable between different areas.

Currently I have divided the rendering to Standard and Performance modes. These two modes are designed for the next demo, so there's less variables for testing different hardware (like separate antialiasing options).

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

For inspect animations, there isn't currently any keybind options, so it's not visible on the setting menu but that works by scrolling the mouse (when inspecting the weapon).

Feedback topics

- Attachment system (general feedback?)
- Inspect system (general feedback?)
- Optic scope shaders (performance?)
- Standard rendering mode (any issues?)
- Bugs & crashes?

- Antti (Developer)

Comments

Hello Antti, test build #8 Google drive folder is empty, I know this is old stuff now but can I still get that download to try it out?

Patrick Ha

Is there going to be a Linux build? What render backend is used, Forward+ or Compatibility?

MineLPPhynix

I like the easy way attachments can be changed. But im unsure if its better for the sake of immersion to add a switching animation for the attachments. Thoughts?

R3tz4mEXE

I felt the attachment system was nice and intuitive. Similar to the Unity demo in terms of usability. I noticed I could clip through a wall when hitting X (I think it's X?) to inspect the weapon I'm holding while standing too close to the inside wall of a building. Other than that I didn't notice anything odd. I'm afraid I wasn't able to play this build very much--too busy with life stuff! As a general comment, I think this is already fun to play even though it's only a fraction of the full game. I know you're focusing on Windows right now, but I thought it might be useful to know that (a) I was able to run this build in wine as I had with previous builds besides #7 (I didn't need Steam's proton); and (b) No crashes occurred. Something you did between builds #7 and #8 restored the stability that the pre-#7 builds had when using wine on Linux.

Anthony Bucci

Rifle scopes are most likely work in progress but I agree about the scope sway. Plus there's many mechanics that need to be present when you use rifle scopes like bullet drop, holding breath, distance adjustment switch etc.. The whole diopter mechanic needs to be figured out so the scope angle actually makes sense according to the distance. Like with Mosin the PU-scope is not aligned vertically with the iron sight by default but still the bullet goes where the scope reticle is even if you shoot to a wall 2 inches out. If we pretend that the iron sight is stagnant (can not be adjusted) on Mosin, then by default the bullet trajectory should be programmed so it lands where the iron sight is before bullet drop becomes a thing. After that it is depended on what angle the seperate rifle scope is set related to distance. Basically the scope should gradually move vertically down from the iron sight to compensate bullet drop as distance increases. That's a bit of a distraction since now you can see the barrel through the scope so in Mosin's case the iron sight. Without distance adjustment the scope should always be aligned with the iron sight because the bullet goes where the iron sight is before the bullet slows down enough to start descending and then you just shoot over the target. Now since you can see the barrel through the scope, it should just zoom "through" the iron sight and basically the magnified iron sight is just side product from being able to see further with the gun. It's completely fine to shoot over the target at long range like in many many shooters but this is not fine where the 2 scopes are independent, and the scope swaying seperately from the iron sight even though both are physically bolted on the gun.

Herbmeiser

And lastly, I'm not sure if the drag and drop is intentionally made like this, but having the item stay attached to the cursor when you release the button instead of dropping it to that location is very unintuitive. I guess it's needed for the way swapping works right now, as the previous item returns to the cursor.

Hammerkeg

Ejected bullets from the KAR-21 also seem to spawn pretty far from the ejection port.

Hammerkeg

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

Personally, the shakes when entering the modding menu are also a bit exaggerated.

Hammerkeg

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.

Hammerkeg

Not related to current questions, but I also think that the Mosin is set way too far forward on the screen, and looks a bit weird because it is the quite stretched, and makes the right hand visible (including slightly blurry textures of the arm)

Hammerkeg

Secondly, 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.

Hammerkeg

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.

Hammerkeg

Antti, Great stuff. I haven't noticed any issues outside of what's been mentioned in the comments here already. The new features and systems look, feel, and perform well. I'm loving following this development and continue to be impressed by the speed and quality of your work. Thanks

John E

I can see that I miss a few times, but it seems like more shots should do damage?

Iluvatar

- Attachment system (general feedback?) It was intuitive and snappy. I liked it. I assume there will be animations or delays in the future when changing attachments. Very fast now. - Inspect system (general feedback?) I did not study it hard. Just a quick look with the different weapons. I like it and did not notice any problems. But reading Herbmeisers reply, I should pay better attention :) - Optic scope shaders (performance?) I did not notice any performance issues using the scopes. Because the whole screen zooms I exploited it to get a better view at enemies in the distance. So either Pip or black/blurry borders to avoid cheesing it would be good. - Standard rendering mode (any issues?) None. But I have 3080ti and 5800x3d. Over 100 fps all the time i believe. - Bugs & crashes? You can throw items through environment objects. I lost my AK by accident by throwing it into a rock :p It seems weapons don't do any damage when you're far away from enemies. See youtube video. Definitly watch it in 4k. It gets hard to see any details. Sorry about the bad quality. I've been having trouble with OBS and it's getting late here. URL with timestand a minute in. The contrast is really bad in the beginning. https://youtu.be/pEN6hlFoZyU?t=59

Iluvatar

You can lean and shoot trough the walls.

Rottmeister

I've tried the demo now. One thing I noticed, and the reason might be I'm a horrible shot, it seems like after a certain range, the bullets no longer hit or do no damage. Are there any console commands or the like that would let me spawn an NPC anywhere and let me disable their AI? I was going to test with shooting a wall and look for bullet holes, but it seems the decals are removed after you move away from it or after time. I have a recording of this I'll upload soon.

Iluvatar

I have downloaded each of the test builds and played them in order. It has been a completely unique experience being able to play the progression as it unfolds. One that helps build the appreciation for the hard work and effort that is being put into this project! So far, during the short 10 minutes of playtime I've put into the 8th test build, the sound is the biggest problem that I have encountered. The UI's footsteps seem to be heard from an unnatural distance, volume, and location. It was difficult, but not impossible, to pinpoint a more precise idea of where the footsteps were coming from. At times it sounded as if they were right on top of me, but I couldn't see any signs of UI after doing a full 360 pan. once again, I am so excited about this game and have an immense amount of respect and appreciation for all the hard work you are dedicating. Thank you for the opportunity, Antti!

Neighbor Rex

Thanks for the feedback. Luckily all the things you mentioned are pretty easy to fix and I will try improve some of these for the next test build :) ps. In terms of that persistent weapon data, it should provide those visual attachments on the weapon when you drop the guns etc. The actual UI icons will have separate dynamic weapon icons in the near future, so the attachments will displayed in those also.

Road to Vostok

Thanks for the bug info. This totally slipped through in code, but now it's fixed :)

Road to Vostok

He Antti! Just found a bug, when removing silencer from KAR with ACOG sight, the camera zoom resets back to default. Excellent progress btw, Am super impressed!

Orion (Pandazmon)

What a great week and great progress once again. Attachment system I noticed a stutter when equiping an attachment for the first time, after that smooth sailing. Feels easy to use, everything works sharply on that front. Persistent data worked as well (not visually yet though). Inspection system I unfortunately felt a slight inconsistency with the arms which i have to mention. KAR-21 is pretty good overall but for example left hand's thumb on the AK moved to pretty unnatural state when scrolling up, with Makarov the right arm is moving in late when scrolling up. Mosin the whole left elbow joint moves to pretty impossible position when scrolling up. There are just from the top of my head but in summary the animations have gotten maybe a bit too 'elastic' in some places. Overall the optics feel realistic and rational to use, the shaders look great on the optics as well.. Already surpassing Unity demos, couldn't find any performance issues at all. Overall the performance was way better now with the performance setting, stayed above 100 fps at all times with 1070 i5 6600k and with less drops overall. The image quality on the character preview did take a battering from the sharpening setting, it was now too sharp with jagged edges that led to loss of quality. I saw that the unequip weapon mid reload was also fixed! Only bug i remember now is the tab whilst mid air which pauses the jump, maybe even the whole game not sure.

Herbmeiser


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