Godot Test Build #2
Added 2023-10-16 20:00:17 +0000 UTCHere's the Godot Test Build #2
Download link
https://drive.google.com/drive/folders/1_yyFeJmMaFeqQtJoYIDQS7tT6q-yMDVF?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
- Inertia system
- Weapon collision
- KAR-21 (weapon)
- SOCOM Monster suppressor (attachment)
- Tactical & Empty reload animations (based on ammo count)
- Jump velocity fix
- Dynamic firemode selector
- Dynamic ejector port
- Bullet casings (GPU particles)
- Support for suppressors
- Support for optics
- RDS / Holographic shader
- Recoil changes (experimental)
- Recoil rotation clamp
- Debug ammo count
- FPS Arms improvements
- More 3D-assets and props
- Improved stairs / ramp collision
- Improved crouch collision
- Running while high position (weapon)
- Exclusive fullscreen (no white pixel edge)
- Minor rendering improvements (less z-fighting)
- Terrain shader improvements (more contrast)
Feedback topics
- Inertia system (compared to last build)
- Recoil changes (general feedback)
- Camera shakes while shooting (good, less, more?)
- Bugs & crashes?
Extra mention
My personal goal for this test build was to achieve somewhat enjoyable movement and weapon system through these recent additions and fixes.
There's always room to fine tune parameters but for a solo-developer it's important to stay on course (porting timeline) and move to the next porting topics like AI / Inventory as quickly as possible.
Related to this, one key feedback is that do you think the movement and weapon handling is now at the "good enough" level and it's time to focus on those next topics or do you think there's still some major issues with these core systems?
Physics bug (< 60 FPS)
There's currently one major physics bug that appears when you are shooting and the game is running < 60 FPS. I just implemented a solution to this and fixed the bug. I replace the current build file on Drive tomorrow with that fix.
- Antti (Developer)
Comments
Inertia is very good, walking speed could be higher. Ability to control walking speed with mouse scroll would be nice, like in Tarkov. Recoil also felt very good, idk if it's the gun but spam clicking while on full auto kinda breaks the horizontal recoil, in a way that it's practically removed, at least in the previous build and the gun fires bursts a few times per magazine if spam clicking while on full auto. Camera shake is absolutely fine in its current state.
mygezi
2023-10-21 15:47:31 +0000 UTCI'm on Gentoo Linux (6.5.7) with Wayland, AMD RX 6800XT (amdgpu), AMD Ryzen 7 5800X, 32 GB RAM. I am running the build with Lutris (GE-Proton8-8, dxvk, vkd3d). But I get the exact same result with stock Wine 8.0.2: With default settings I get constant 300fps (Limit). With SSR+SSAO+SSIL I get minimum 220 fps. I also get the flashlight bug (https://imgur.com/a/UbcssWV). It instantly disappears when I lean over (Q/E) and then slides in like a circle from the side again. Inertia and jumping feels great.
phi
2023-10-19 16:55:44 +0000 UTCMitä tulee pelihahmon liikkumiseen niin poistaisin ton loputtoman staminan, ja kun ns. stamina bar on pelissä niin pystyisi paremmin testaamaan kuluuko sitä liian nopeasti tai hitaasti, kun juoksee, hyppii ja ampuu peräkkäin.
Jami Sundvall
2023-10-19 09:47:53 +0000 UTCI also get the pixelated flashlight bug. This feels like a huge improvement from last week. Everything feels great. Definitely good enough. That being said, the recoil might be a little on the light side, especially without a foregrip. To me, it's what a well-kitted-out, late-game gun should feel like, which is maybe what you're going for.
Kavan Wright
2023-10-18 02:36:24 +0000 UTCAdd cooldown on space/jump, because you can time the jump so you can basically bunny jump around. When sprinting, the gun should be close to the body and pointed downwards (similar like when you colide with a tree and it goes down), also there needs to be slightly more camera bob/shake while running, this does not feel like running currently. When sprinting/running and then jumping, there should be a cooldown so you can't immediately continue sprinting. When moving weapon around, depending on it's size and shape, add a bit of a drag/sway so it feels more realistic. When in the low ready weapon mode, left click should bring it up to the high ready, it's intuitive. When holding R, the weapon is constantly being reloaded in a loop. When you press 0 (Zero) the weapon locks into EoTech focus mode (like holding right click) and right click can't reset it, you can run/sprint and then shoot full auto like a laser. (If you press 0 when the weapon is in the low ready mode, you can't shoot). Some suggestions for the future: Having an ability to adjust speed on CTLR + Scroll Up/Down and Free Look on ALT would be nice. Changing EoTech brightness would be nice too, but it's a bit of a job making several models, unless you can do it through a shader. When moving the weapon around, and jumping, there should be those small noises of clothing and weapon parts moving, that brings up the immersion a lot.
Random Anon
2023-10-17 22:13:43 +0000 UTCThanks for the feedback. Number 0 was a developer test key for one specific feature but I forgot disable that for this build :) Jätskiauto icon had to be removed because some copyright stuff...
Road to Vostok
2023-10-17 19:25:53 +0000 UTCComments above gives the main feedback pretty well. Inertia feels good and so does recoil and camera shake. There is somekind of glitch when you walk as close to tree as you can, then lean left and turn mouse to the right. Players head goes through the tree. There is also grass growing through ulkohuussis floor. One bug which I earlier pointed out was that pressing number 0 kills the animation of weapon going to low position. And second one is that shot marks arent visible in trees. Btw. what happened to the old Jätskiauto schedule texture. Now its missing the picture of the van. :'(
Sebu
2023-10-17 19:05:50 +0000 UTCI've got a really strange issue with latest build, my mouse buttons aren't registering so I cant aim or shoot. I can move around fine though, any ideas? I can use the thumb button to turn on flashlight though, but Mouse 1 - 3 dont work. EDIT: I'm a moron haha, didn't put gun in ready, didn't realise you cant aim from low. I think it would be better however if we could aim from low and it just lifts gun into ready position, seems restrictive this way. Will leave feedback after having a proper play. Movement/Inertia feel really nice now, recoil is better too, the shooting feels good to me. Being able to jump whilst crouched seems a little arcadey though, might be worth considering removing that? It feels like the time to ADS takes a little too long in my opinion, might feel better if it was sped up slightly. I'm noticing occasional foliage pop-in when running around the wooded area, I didn't notice this in the old Unity version, is this something that is possible to be improved upon or is it just something to do with Godot rendering? Not a massive deal but slightly immersion breaking when some grass pops up afew feet in front of you, most games tend to have this to some degree but would be great if it would be possible to completely eliminate it. Thanks for the build, good progress made as usual.
Sam Hardwater
2023-10-17 09:09:42 +0000 UTCeverything is running smooth. Jumping feels a little bit too "light" in my opinion but everything else feels good
SavRoyale
2023-10-17 05:19:04 +0000 UTCI have the same flaslight issue. it happens when you are not moving and turn on the flashlight. as soon as you move, the flashlight works.
Kai Patjas
2023-10-17 04:41:09 +0000 UTCI found that when running/walking, pressing the right mouse button first and then flick mouse wheel to bring weapon up feels quite good.
Kai Patjas
2023-10-17 04:37:46 +0000 UTCThis is looking great! Really digging the Godot implementation thus far! Can't wait to see more!
Ronnie Ashlock
2023-10-17 04:30:06 +0000 UTCYea the word "urgency" is probably the right one here and I agree with that. I think this topic falls under a procedural weapon system and how it currently just moves from position values to another and the movement is this smooth continous slide. In the future this whole system can be upgraded to "springs" and different interpolation methods, so there will be those nudges and sudden speed changes that happen IRL. So definitely a solvable problem in the long run :)
Road to Vostok
2023-10-17 01:55:52 +0000 UTCIt feels like the character is casually aiming like as if he's at a gun range. Basically the motion from being in a hip fire or high ready position to ADS is very lax, like there is no urgency to it. Although I have been playing a lot of arcade shooters so maybe it just feels very sluggish to me atm. And yes, in the unity version you could aim from low ready. I feel its necessary for close range fighting.
M1XED_BAG
2023-10-17 01:29:18 +0000 UTCAbility of jump from crouching was removed few hours ago when I noticed that (controversial topic for FPS controllers) but I feel like there shouldn't be that. I will probably add a minor FOV pull effect for the ADS which might give a bit more of that "aiming feeling" like it was in Unity (this is still missing from this Godot's controller). Does the word sluggish and slow mean that it's more about the movement speed from high-ready position to ADS is slow or are you referring that zoom effect and overall feeling? ps. I don't know what happened since last build you were able to ADS from low-ready so that wasn't removed on purpose (will be fixed for the next build).
Road to Vostok
2023-10-16 23:53:11 +0000 UTCInitial impressions on the feel of this build. Movement feels decent, but I miss the "walk, run, sprint". The ability of jumping from crouch is an interesting feature but IMO you should land in the standing position, not back into crouch. Aiming feels sluggish and I think that IRL when you punch out to aim a weapon your head seats forward naturally so I think that you should feel that kind of natural progression to aiming in the game, maybe add a slight zoom effect (not an actual zoom but bring the camera forward slightly to give that feeling). Also not being able to aim from the low ready feels like a major restriction. It needs some tweaking, but the recoil feels great and I love the reload animation. But yea, the aiming feels to slow, it should be a bit more snappy. I noticed the flashlight glitching out occasionally. But that was the only thing I noticed. BTW I LOVE THE NEW SKY BOX!!! Dawn feels so much more vivid and distinct from Dawn. And Night looks beautiful with the glow of the moon. Great work!! Edit: forgot to mention that when you do a canted aim and leave it, the next time you go to aim the gun is in the canted position. major issue IMO. Not sure how I forgot that.
M1XED_BAG
2023-10-16 23:47:28 +0000 UTCYep. That's true. Good to hear that it's still open possibility. I agree on that. Another thing for debugging/testing for linux would be to have also somewhat stable version distro with somewhat stable libraries in general. Having myself rolling release distro on desktop so changes will be more frequent in system level anyway for me. Basically to have and linux build you end up anyway choosing between windows build with proton/wine which adds one more layer to look for issues to debug. Another road is more native naturally. Having proton patched version (by valve or developer self) can thou be seen more effortless and sometimes easier route to go. Godot being well supported under linux is also good thing that can lower the threshold engine itself having hiccups. But there are ofc multiple other things also to consideration supporting cross platform.
Skimba
2023-10-16 22:54:26 +0000 UTCGodot has a dedicated build confiqs for Linux and there shouldn't be any issues to support that in the future. Currently it's just matter of platform priority and since I don't have Linux machines so the debugging would be too difficult for me etc.
Road to Vostok
2023-10-16 22:22:12 +0000 UTCThanks for the info, I just found out this physics bug and implemented a fix which is related to low FPS physics "spiral of death" situations which activated once the FPS goes down through those effects like SSAO or SSIL. I also updated the post and mention this bug there.
Road to Vostok
2023-10-16 22:20:05 +0000 UTCUpgrade on proton compatibility No luck on launching under proton/wine on my system with any wine-build this time. All i can get is to loading/ background picture to appear after that crash. Haven't bothered to try different dll configurations on wine (native windows ones vs wine builtin ones) Can do $ WINEDEBUG=+all But the log file is easily over 1Gb. With other specific flags ofc smaller. Thou think its pretty pointless at this point sacrifice resources fixing such due project is under development (And not even targeted to linux) and could even fix itself naturally by the time/long shot.
Skimba
2023-10-16 22:00:32 +0000 UTCSmall bug to report: If you turn on SSIL and stand next to a tree and shoot at it the camera controller breaks. Sometimes just walking towards or standing near a tree breaks it. Having SSAO on as well seems to make it happen more easily. https://imgur.com/a/2N740gb
Andex
2023-10-16 21:28:34 +0000 UTCThanks for the feedback. Oh those mysterious black square are then just pixelated flashlight artifacts, I may know what causes that since now I know the source.
Road to Vostok
2023-10-16 20:57:37 +0000 UTCInertia feels great! Weighty and responsive. Jump velocity feels good too. I'm quite a fan of this recoil, it kicks around enough for me to feel like I have to try to control it, but it isn't so intense that it feels like I'm fighting to stay on target. I think the camera shaking is at a good spot, personally. I am also experiencing the flashlight pixelated circle glitch, it only happens sometimes, can't really figure out what the trigger is. Great build this week! I would say it's definitely at that "good enough" stage that you describe. The reload animations being dynamic (aiming down sights, canted, high ready, low ready) makes the character feel really fluid as well.
Fonzi
2023-10-16 20:53:12 +0000 UTCI have never heard about this kind of issue, if you have a screenshot you can send that to antti@roadtovostok.com edit: one comment mentioned that this might be related to flashlight, does this bug appear you when you use flashlight?
Road to Vostok
2023-10-16 20:35:56 +0000 UTCwhen looking down my screen is getting filled up with black squares, i'd send a screenshot but don't really know how to do that on Patreon
Foxxxx
2023-10-16 20:28:24 +0000 UTCI'm loving the walking/running speed. I know operators and special forces are not senior citizens and are some of the most well conditioned people on earth so I can appreciate the running speed. I would like to see a 'tactical' walk type of button where I can slow down a bit more.
Jonathan Caban
2023-10-16 20:17:40 +0000 UTCInertia System: - So much better than v1! Personally, I would prefer a little bit slower running speed because it helps with immersion, but it's totally up to you!! Besides that, everything is looking amazing. Recoil Changes: - Recoil system is looking and feeling great to me, but could maybe use a tiny bit more of it, or more camera shake. Camera Shake While Shooting: - read above Bugs & Crashes: - edit 1: The flashlight doesn't create a full circle + the edges are pixelated, the flashlight reflects off of the gun (not sure if this one is intentional) https://imgur.com/a/3VnbMJr Once again, these are 100% my opinions, so please don't feel pressured to change (or not change) anything :D
am hedgehog
2023-10-16 20:14:04 +0000 UTC