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roadtovostok
roadtovostok

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Godot Test Build #4

Here's the Godot Test Build #4

Download link

https://drive.google.com/drive/folders/1n1CSFsE8d0ONcr_d1I1AmgbJgLJBJnVc?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?

- Shader caching (stutter fix)
- Shadow cascade blending
- Support for bolt-action weapons
- Staged reload / manual bullet insert
- Mosin + reload animations
- Casing drop SFX (with surface detection)
- NVG filter + noise shaders
- NVG sensor over exposure (UI)
- Radio (Interactable)
- Radio tracks & music
- DOF background blur (when settings menu open)
- Frame limits & Vsync (options activated)
- MSAA Anti-aliasing (options activated)
- Shadow quality (options activated)
- FSR upscaling + sharpening (options activated)
- Fader UI (fade in / fade out)
- New building

Bug fixes & tweaks

- Improved shadow faking for trees (more stable)
- Improved LOD transitions (less popping)
- GI temporarily removed (needs more testing)

Nice to know

- You can find the interactable radio on the porch of the first building.

Feedback topics

- Shader caching (initial stutters gone?)
- FSR upscaling (too much sharpness?)
- Bolt-action weapons (general feeling?)
- Bugs & crashes?

- Antti (Developer)

Comments

Yep that is fixed for the next test build :)

Road to Vostok

On ultrawide screen I can see your caching (rotating camera) method as the loading image doesn't cover the whole viewport.

Tom Lister

Personally, I'm not a fan of the super manual Mosin reload. It's a nice idea but will be a chore after a few reloads. My preferred method is: - Fire -> cycle chamber automatically when fire button is released. - Reload -> keep pushing new bullets until done or reload is pressed again. Secondly, the current interact button collides with the ADS/Canted button, so sometimes I switch modes, sometimes I interact, sometimes I do both. Other than that, great performance. Also have you considered just creating a map with all assets that can be loaded at the start instead of jumping around the map with a camera?

Hammerkeg

FSR is causing a lot of visual instability for me at 1440p. When I look down at a 45-degree angle and walk forward, there are a lot of visual artifacts on the ground. It disappears when I turn off FSR. I don't know if that's from sharpening or the FSR itself. The leaves on distant trees are also very shimmery, but that's pretty much fixed with 8X MSAA. I didn't notice any stuttering. The bolt action feels awesome. I think you've struck a good balance between realism and usability. There definitely needs to be a way to lock the bolt back and reload without emptying the entire magazine. I held R for this instinctively. I also expected to be able to press R to cycle an unspent round out, but that would come with its own problems (would I be able to pick up that individual round off the ground in the final game?). High-quality shadows look much better too. Those are shippable shadows.

Kavan Wright

Runs very smooth. Although the gunshot sounds are a little bit bugged when I start up the game. But I love it. I did not know I needed a game where I can manually operate the bolt and load every single bullet on its own. Playing bolt-actions will never be the same again. xD

Zedernwaechter

nice job. i like your project. i miss more screen shaking (head bobbing options) and i think the movement in general is too fast. no options to select the movement like in tarkov. i think a lot of people will like to play real as possible. so i must have the oportunity to walk slowly to check everything. but you are definitly on the right way. fantastic

SW Content

Canted homma on bugi, mutta se korjattiin eilen eli seuraavassa buildissä pitäisi toimia.

Road to Vostok

Se miten sä toteutit ton pulttilukon oli sika siisti. Ei ole koskaan aikaisemmin tullut vastaan tai ajatusta, että sen voisi toteuttaa tuolla tavalla. En tiedä onko tämä tarkoituksellinen tai bugi, mutta Canteen Sight-tilassa ase ei ammu, ja FOV näytti omasta mielestä vähän oudolta, ehkä liian kaukana aseesta?

Jami Sundvall

Hello, thanks for the build, I didn't notice big performance issue or big bugs. Here is what I had notice : * When I push the MSAA to x8 and I didn't use a frame limiter, I still have 100+ fps but I can have big delay between some frames when I am close to the outdoors chairs and reloading the KAR * We can't shoot the lightbulb (joke) * When I shoot by aiming and go forward close to a door, I automaticly point the ground with my gun and I can still shoot. But if I approach a wall and after try to aim and shoot I can't. I suppose the normal comportment will be to not be able to shoot if I am too close to a wall, no matter if I am approaching the wall or already be close to the wall. (but it's maybe not what you want)

Justin

- disabling vsync and limiting frame rate causes screen tearing - the view (FOV?) feels a little weird, like looking through a weak fisheye lens... - night is a little bright, maybe better on 'dark' but can't change the weather - does the FSR work? if so, from which resolution does it do the upscaling? - overall performance is very good so far - I really hoped you would have added some creepy things into this build, like a murder clown, slender man, etc. - Happy Halloween!

FiveFingerSlapFace

The look and feel of the Godot port is really shaping up. Buttery smooth, not a single stutter! Honestly, with MSAA 8x, I could hardly tell a difference between FSR + upscaling on and off. Not only does the bolt-action animation feel excellent, I also love the approach to a more engaging reload for the player. It felt quite intuitive immediately, it's a very satisfying mechanic. No new bugs to report! :)

Fonzi

Just coming back to the project after a bit of time away, very nice update! Not sure if this is being too nit picky, but the mosin has a turn down handle, if memory serves correctly that was only on the "sniper" version that could have an optic attached, the rest of the models have a handle that sticks out more or less perpendicular to the receiver. I couldn't find a way to reload the mosin with a "partial" mag, < 5 rds and > 0, intended? Reloading one round at a time is pretty cool, is it intended to have to left mouse click to do this? "R" felt more intuitive to me, but not a big deal. The sound of mosin is very "boomy", I've owned a few and fired many rounds, it's a pretty sharp, powerful blast, with little echo or "boom" after. The rest of test felt really smooth and intuitive, I love it!!

Josh Hayes

I must've had some crazy placebo then because it did feel like it lowered it a little lol

Tim S

Yeah it was, never seen anything quite like it! Unfortunately I wasnt recording and then couldnt make it happen again.

Sam Hardwater

Thanks for the feedback! That moon thing sounded quite interesting :)

Road to Vostok

It runs super smooth now. Don't know if intended but if you have weapon in low ready and you try to cant fire it wont shoot. You can fire if you ads normally from low ready though.

Matthew Hunniecutt

No stutters now, runs butter smooth. Love the mosin reloading system. No crashes. Only bug I found is when I switched on FSR I was looking at the moon, and the light from the moon grew and grew until my whole screen was bright white, I turned the camera away from the moon and it went back to normal and then I was able to look at the moon without the issue happening anymore - I havent been able to reproduce it, but for reference, I had all graphic options enabled, vsync on, game set to night and I was stood looking up at the moon from the testing area (with all the targets etc). Night vision looked good to me.

Sam Hardwater

Those sliders are not yet connected to anything (except audio sliders), I added disabled text on top of the sliders that don't do anything yet. I will active the sliders probably for next test build.

Road to Vostok

(Sorry for the late reply) 1. If the game is closed in anyway (so in menu and alt f4) or just alt tabbed it causes my screen to be dimmed until I turn off and on HDR in settings. I went ahead and did some quick testing in my own project and this seems to be an issue with Godot exclusive full screen as fullscreen (so windowed borderless) does not cause this issue nor windowed. 2. I use a 3440x1440 screen

Jordgoin

Maybe it's just me but even with the sensitivty slider at "0" the my mouse is still insanely sensitive. Is there a way to add a lower bottom end to that scale?

Tim S

Thanks for the feedback!

Road to Vostok

Initial stutters are gone for me and loading time was still quite fast. With FSR upscaling on I think the sharpness could be a little bit less, not much though. The bolt-action...I absolutely love the way you implemented it. I like that I actually have to do something to get my rifle reloaded (and the animations are very nicely done!) Had no crashes so far and the only bugs I noticed so far are the ones that others already mentioned a few builds back. (Clipping while leaning next to a wall and being unable to shoot canted when in low ready state) Besides that it runs extremely smooth (avg. 120fps) on my PC. Can't wait till next week's build :-D

pgml

Also few extra question for debugging... 1. If you close the game through settings menu or Alt F4 is the HDR ruined through both of these options? In other words if you "normally" close the game through settings menu Quit does that still cause that issue. 2. What is your current ultrawide resolution?

Road to Vostok

Thus far not a single one.

Jordgoin

Haha, my scanning process is a bit exposed with ultrawides then :) I wasn't aware of these issues, so thanks for the info and I will fix these. btw. Did you experience any stutters after that scan process?

Road to Vostok

This is probably already known, but with an ultrawide screen you can see past the loading screen when it is doing shader compilation. (I like seeing that kind of stuff, but probably not wanted in a final build) https://imgur.com/a/CG81rDE This is also probably more of a Godot issue rather than a game issue as I have experienced it with other Godot games, but after alt tabing or closing the game my HDR is temporally "ruined" causing the screen to become very dim, so I have to toggle it on and off in windows settings.

Jordgoin


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