Godot Test Build #3
Added 2023-10-23 21:39:49 +0000 UTCHere's the Godot Test Build #3
Download link
https://drive.google.com/drive/folders/1jZjESXdTxDIEKIgOpmN7hKiIwIV4JaSf?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.
Important (Weapons)
There's now a weapon manager and you spawn without weapons when you start the build. There's no visual inventory yet but I placed KAR-21 as your primary and Makarov as your secondary. You can equip / unequip these weapons with keys 1 & 2.
What's new
- Interaction system (Doors, pickups, transitions)
- Interaction types & tooltip
- Global weapon manager
- Primary / secondary weapons
- Equip / unequip (Use with keys 1 / 2)
- Weapon firemode save
- Support for pistol weapon types
- Slide lock for pistols (WIP)
- Makarov + animations
- Doors and window scripts
- Surface system
- Surface detection (footsteps & firing)
- Bullet SFX & impacts
- Global illumination (experimental)
- Flashlight cookies (realistic light pattern)
- Splatmap shaders (buildings)
- Graffiti masks (buildings)
- Example house & more 3D props
Bug fixes & tweaks
- Flashlight pixelation fixed
- Physics "death spiral" (< 60 FPS) fixed (hopefully)
- Can now aim while low ready
- Jump while crouching removed
Feedback topics
- Bullet SFX & surface detection (audio ok?)
- Pistol animations (general feedback)
- Global illumination opinion (leave or remove?)
- Flashlight pixelation bug now fixed? (for those who had it)
- Bugs & crashes?
Extra mention
Originally I planned to build the Village map this week but I instead put the interaction system and weapon manager to top priority since adding props and placing assets is the "easy task".
I still placed one example house in this build (no furniture yet) and few additional props but other than that I'm planning to focus on these core mechanics first and build these maps slowly over time each week.
I think this "feature-first" approach is more "safe" way to proceed with this porting since I already know that making the maps will not provide any surprises, so I will first do these difficult topics and then move to the easy ones.
- Antti (Developer)
Comments
Recently joined the Patreon because I love everything about this game and especially love that you're porting it to Godot. Getting this glimpse into the development and porting process is really cool. I tried this build on Linux and it worked fine in wine. I was a little surprised by how easy it was. I just typed "wine FILENAME" and it worked. It's possible I did some configuring of wine long ago and forgot, but anyway I thought that might be a useful data point. I see the stuttering issue that's been mentioned before and that you're working on. There is also a stutter that affects the bullet casings when using the primary weapon, but perhaps that's the same issue. I haven't read through all the previous posts yet so perhaps this has already come up and I'm sorry if it's a repeat. Personally I really like the Global Illumination setting. Performance with that on is fine on my system, and I think it adds a level of beauty and realism that enhances immersion.
Anthony Bucci
2023-10-25 14:33:44 +0000 UTCReally enjoying this build. I love how the godot builds look and feel compared to the unity builds. Keen to see more. I love the holographic sight implementation too.
Tom Lister
2023-10-25 03:17:34 +0000 UTCI found that you can clip through door frames while leaning as well.
BluFalconActual
2023-10-24 23:58:15 +0000 UTCKun käyttää Canted aiming, ase, oli se pistooli tai rynkky, ei ammu, oli se sitten low tai high ready asennossa.
Jami Sundvall
2023-10-24 19:29:47 +0000 UTCI also experience stutters as noted by Fonzi, and the canted aim not being able to shoot. When I turn on all the visual settings then I notice the framerate sometimes drops to the 90s when I run around the forest area, although usually stays around 120-150, when I disable a couple of the options it shoots back up to 200+. I think this is perfectly acceptable as I've only got a mid range PC (3070 TI, 16GB RAM) and I think once the framerate lock is enabled it would be completely fine as I only really notice it due to the fluctuation. Pistol animations are nice, as is the global illumination, looks like more good progress has been made this week!
Sam Hardwater
2023-10-24 17:32:23 +0000 UTCThe new lighting looks beautiful, especially with GI enabled, though my computer does start to struggle a bit there. Everything looks and feels very nice (except the weapon swapping looking quite silly, but presumably that's placeholder stuff). I am also getting the (shader loading?) stutter reported by Fonzi, but I suspect it's once again due to my Linux setup.
Henry Carlson
2023-10-24 14:54:46 +0000 UTCHi! A bug I found (i don't know if it's already reported), when you lean next to a wall into the direction of a wall, you will clip through it and you can actually shot through the wall. If you want, I can provide a video, but I think this should be pretty easy reproducable.
Flxw
2023-10-24 08:36:31 +0000 UTCFirst and foremost: awesome job on the whole project! - I really like the Bullet SFX & Surface Detection, sounded really well One though with the weapon stance (raised/lowered): I've compared running with the weapon raised vs running with the weapon lowered. From my experience I would expect a difference in speed, exhaustion at some point, or at least way more weapon sway when running with the weapon raised.
Christian Hofstetter
2023-10-24 05:42:15 +0000 UTCOkey, I consider that these were fixed seems like there are still those in some systems. This is definitely "fixable" by preloading some of those assets / shaders that cause the initial stutter but I just have to find out which those are :)
Road to Vostok
2023-10-23 22:04:11 +0000 UTCBasically whenever I do a new action or seemingly "load" something new, like pulling out a gun, firing the weapon for the first time, walking a bit of distance, etc. After it happens once, it typically never happens again. Realistically, the game doesn't stutter at all anymore past the first 10 seconds of me launching it.
Fonzi
2023-10-23 22:02:05 +0000 UTCCould you specify what initial stutters are in this context?
Road to Vostok
2023-10-23 21:57:45 +0000 UTCJust a quick immediate bug I noticed, you can't fire the gun when aiming canted in low-ready stance! Initial impressions on SFX/surface detection feel good, pistol animations feel solid, and the global illumination is quite pretty, I would just say it feels a bit dark inside the house even with the flashlight on, but I've seen you mention the system is very tweak-friendly so I'm not worried. Performance is also very smooth on RTX 2060 Super and Ryzen 5 5600 (aside from initial stutters).
Fonzi
2023-10-23 21:52:37 +0000 UTC