Godot Test Build #5
Added 2023-11-08 23:00:26 +0000 UTCDownload link
https://drive.google.com/drive/folders/1al_tlPW3N_4OBWkeqFuOXzvYOQaXowNF?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?
- Item architecture
- Item data / sub-datas
- Modular grids (Inventory, Equipment, Container)
- Inventory system
- Equipment system
- Character preview
- Container system
- UI audio events (click, drop, equip)
- Item drag & drop
- Item swap & cross swap
- Item drop toggle (keybind available)
- Item transfer toggle (keybind available)
- Item drop physics (WIP)
- New building
Bug fixes & tweaks
- Fixed shooting from canted aim lower position bug
- Added bigger moon (night skybox)
- Fixed "polar pinching" (night skybox)
- Improved loading screen UI-scaling (ultrawides)
- FSR sharpness slightly reduced
Nice to know
This inventory system is still work-in-progress but the game-ready version should be done before next week.
This upcoming version will include:
- Item use / consume
- Fast equip
- Item hover tooltip
- Item drop physics tweaks
- Grid capacity calculation
- Clothing system (FPS Arms)
- Connected weapon manager
- Equipment slot sizing variations
Feedback topics
- Inventory performance (any stutters?)
- Item drop spawning (any stutters?)
- Inventory UI scaling (any problems?)
- Bugs & crashes?
- Antti (Developer)
Comments
So the build seems good for me at this porting stage, thanks
Justin
2023-11-12 13:23:07 +0000 UTCI have a standard monitor (full HD), no issue with scaling For my other remarks, Weather is not working (maybe not implemented but this time, button can be pushed), same for season. I have the 2 weapon, but nothing appear in the TAB menu. Capacity stay at 0 kg, no matter what I do. I can use the same key for 2 kind of input. I have some collision between my arm+weapon and some environemental object https://i.ibb.co/Lpc2DDS/Rt-V-collision-box.png.
Justin
2023-11-12 13:22:18 +0000 UTCIssue solved, it's my potato PC causing FPS drop, damn need to save up some money now Edit: Just tried again, done a bit of research and I think my CPU is bottlenecking my GPU quite a bit, lowered my native resolution to 1080p and it's running nicely. Every day is a school day.
Nigel Branch
2023-11-10 16:40:40 +0000 UTCThanks for the video!
Road to Vostok
2023-11-10 09:08:30 +0000 UTCCheers, Antti! The inventory system worked fluently and felt light and easy to use. I agree that the tile system was a bit too refined compared to many prio 1 systems currently so this is definitely not a downgrade in my eyes.
Herbmeiser
2023-11-10 08:34:09 +0000 UTCIt's looking good! I made a 2 minute video. I found two "bugs". https://youtu.be/Bz3dYd3DC-g One has with loading screen image when loading the game. and the other, I got stuck in the geometry. Not sure it will be relevant in the actual game, but thought it might be worth mentioning. Also a quick performance test on my hardware at the end.
Iluvatar
2023-11-09 20:47:23 +0000 UTCI'll send you video of monitor from my phone if that helps Edited to add - emailed you video of glitch Further edit - updated all geforce drivers etc and issue persists
Nigel Branch
2023-11-09 18:57:26 +0000 UTCYea I actually noticed those spots few days ago also and the dawn skybox is too "flat" anyways so it will be replaced :)
Road to Vostok
2023-11-09 18:51:58 +0000 UTCDidnt find any new bugs but one thing really hurts my eyes as a photographer. Person who took the dawn sky image has had plenty of dust on her/his camera sensor. Please fix this at some point or give me the file and I'll retouch the dust spots away :D https://ratu.kuvat.fi/kuvat/export/rtv/rtv_dawn_sky.jpg
Sebu
2023-11-09 18:48:35 +0000 UTCHi! Could you send maybe some screenshot of the glitch to my email. antti@roadtovostok.com
Road to Vostok
2023-11-09 18:35:02 +0000 UTCMechanics seem to work well but having problems with graphical glitches, seems worse in tree areas etc. Possible hardware issue. Really cool work on the bolt action though, being able to load rounds in at a time as needed. Still much to discover.
Nigel Branch
2023-11-09 18:33:00 +0000 UTCHey Antti, new subscriber here, really excited to see your work, having just played the demo on Steam right now, project has massive potential and your passion and dedication is reassuring.
Nigel Branch
2023-11-09 17:43:26 +0000 UTCInventory works great for me too, no stutters. As like others, I observed that an item dropped on grass disappears "under" the grass. This happens on any of the base surfaces, like roadways. However, it does not happen in buildings: an item dropped on the floor behaves as expected (it lies visible and can be picked up). It also does not happen if you're on top of a rock or manage to land an item on a tree stump; those two cases behave as you'd expect as well.
Anthony Bucci
2023-11-09 16:53:55 +0000 UTCAwesome to hear, it is the first thing I tried before checking the keybinding for dropping items.
Sam Hardwater
2023-11-09 16:44:53 +0000 UTCI'm actually going to implement that empty outside area drop tonight since it's probably intuitive for many players and really simple to add in terms of code.
Road to Vostok
2023-11-09 13:56:24 +0000 UTCThe build works well for me, I dont get any stutters no matter what I do with the inventory. The only issue I found has already been mentioned: sometimes (more often than not) when you drop an item it appears to fall through the ground. I know the system isn't in its final form, but one suggestion I'd have for the final implementation is allow us to drop items by drag and dropping them to an empty space (for example to the right of the inventory box).
Sam Hardwater
2023-11-09 13:52:03 +0000 UTCThe most important points are if the UI scaling stays correct with different monitor resolutions and aspect rations and there no stutters related inventory grids.
Road to Vostok
2023-11-09 09:56:30 +0000 UTCGreat, I can't wait to test this, did you want us to focus on a specific point to fond bugs ?
Justin
2023-11-09 06:43:06 +0000 UTCOk I tried to reproduce it. Tabbing out, shooting from several positions, picking up and dropping stuff, etc. but I was not able to reproduce it.
Zedernwaechter
2023-11-09 02:59:16 +0000 UTCIf you could try to reproduce this and tell me what event/action is causing that since I haven't experienced these kinds of bugs before.
Road to Vostok
2023-11-09 01:33:28 +0000 UTCOh and I could not move forward, backward or sidewards
Zedernwaechter
2023-11-09 01:32:16 +0000 UTCInventory works well up to this point but my sound was bugged and I suddenly had a bug where the position of my character somewhat froze. I could still turn around, fire and even jump, but reloading was impossible. Not sure what exactly caused this bug to occur though.
Zedernwaechter
2023-11-09 01:31:30 +0000 UTCThanks again for the build, Antti! The inventory seems to run very smoothly when picking up and moving items (within the backpack and to/from a container, with or without keybinds). But I noticed that when I am standing on grass and drop items, they seem to fall below the grass which makes them impossible to pick up again. And it took me a second to figure out in which slot each items goes but I guess that's what the upcoming "fast equip" will be. I also noticed that when you ADS and walk towards a wall (which enforces the low ready position) you can still shoot and reload etc. You can even let go off the right mouse button and do all the weapon actions. Might be a bug I guess since you can't shoot when you are intentionally in the low ready position. But other than that the performance is somehow better compared to the last build (according to the fps display). Edit: Just noticed that the cabinet state (if opend or closed) doesn't consider closing the inventory via the tab key. If you open the cabinet and press tab, the cabinets seem to be still open and the action still shows "Cabinet [Close]". Edit 2: The cabinet state thing might be irrelevant if you plan on showing the state visually in the future.
pgml
2023-11-09 00:06:33 +0000 UTC