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 The Orville - Interactive Fan Experience

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BeitragThema: The Orville - Interactive Fan Experience   The Orville - Interactive Fan Experience EmptyMo Jul 15, 2019 2:06 pm


Liebe Freunde des SciFi Universums,

Stage9 ist zurück. Unter neuem Namen Messy Desk Interactive wird derzeit ein neues Fan Projekt entwickelt.
Alle Links hierzu, findet ihr weiter unten.



The Orville - Interactive Fan Experience


The Orville - Interactive Fan Experience Ss_15474dc153dcc57e1d91699d0c675f5134eb8239.600x338  

Über dieses Spiel:

Step aboard the USS Orville (ECV-197), the Planetary Union's finest mid-level exploratory class cruiser. With every room on every deck recreated with painstaking accuracy you are free to explore the weirdest ship in the fleet at your leisure, either alone or with friends in multiplayer.


Current Features:

Freely explore the ship in both first and third person as per the set layout at Fox Studios Stage 15.
Sit at the helm and take the ship for a spin. Why not try and see if you too can "hug the donkey"?
ump into multiplayer with a few friends. Pick up a longbow and test out your marksmanship. See who can hold the bridge the longest!
Character customisation. Be who you want to be! (WIP additional races and species are currently in development).
Randomly synthesise a few nick-knacks at any of the ship's matter synthesizers. Pick them up and place them freely.
Why not give Bortus and Clyden's quarters a quick spruce up?

Take in the breathtaking views out of the Mess Hall windows of the Planetary Union Dockyard in Earth orbit.
Send the ship into disarray with a variety of different alert modes, each changing the ambience throughout the ship. Find the one that best suits your mood. Or perhaps you've just got the urge to party like a Moclan?
Completely original score with undertones and themes from the show by the legendary Patrick Phillips.
Multiplayer in game text based chat. All in aid of the great Orville community spirit.


Coming Soon™:

Fully native Roomscale VR support.
Explore the entire ship re-imagined as a fully working starship. Every deck and every room fully accessible.
Full NPC crew compliment, with places to be and jobs to perform.
Fully functional environmental simulator. Run your favourite simulations from the show. (Yes yes ok! Even the Moclan Cove of Pleasure!).
Wander down to the Shuttle Bay and take a shuttle out for a joyride.
Engage the Quantum Drive and seek out both new worlds and also some familiar ones. Awe over the volcanic plumes of Moclus or watch the sunset over Xelaya. Just watch out for those pesky Kaylons on your travels.
A whole multitude of both single and multiplayer gamemodes!



Geplante Veröffentlichung:

kostenlos via Steam Download:
The Orville - Interactive Fan Experience Unknown



Hier noch ein paar Bilder:


The Orville - Interactive Fan Experience Ss_fb2b594eedca138c8051a0a737d38efe80f9885e.600x338 The Orville - Interactive Fan Experience Ss_ca9d0df0aa2068ec231cb3105272e307122ec323.600x338

The Orville - Interactive Fan Experience Ss_49d756a12288d655e889d6b4b58801962761d8c4.600x338 The Orville - Interactive Fan Experience Ss_39233a5faff87207d30a1f62026755f336a62680.600x338


Zuletzt von @arrowflash90 am Fr Jul 19, 2019 11:22 pm bearbeitet; insgesamt 2-mal bearbeitet
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BeitragThema: Re: The Orville - Interactive Fan Experience   The Orville - Interactive Fan Experience EmptyMo Jul 15, 2019 2:18 pm


Alle Links zu Messy Desk Interactive



Kostenloser Download:

Platforms: Windows, Mac & Linux via Proton
Steam Shop: The Orville - Interactive Fan Experience



Website´s:

The Orville | Interactive Fan Project



Community:

Discord: Messy Desk Interactive



Soziale Medien:

Twitter: @MessyDeskGames

Facebook: Messy Desk Interactive - Virtual Recreation

Youtube: Messy Desk Interactive

Reddit: r/MessyDesk


Zuletzt von @arrowflash90 am Fr Jul 19, 2019 11:18 pm bearbeitet; insgesamt 6-mal bearbeitet
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BeitragThema: Re: The Orville - Interactive Fan Experience   The Orville - Interactive Fan Experience EmptyMo Jul 15, 2019 2:32 pm


Patch Notes for Alpha 6.2



We're getting close to release, and couldn't be more excited/anxious/hyped/nervous!

The Orville - Interactive Fan Experience 1287c54707077bb04aea7f2b0850fdb7b6cbbfa2



So with that in mind, let's go ahead and post the latest changes from the previous internal release!


Duplicated Dan's earth material and removed clouds and fresnel. Reapplied clouds and fresnel to atmosphere material. Set up realtime rotation of the earth and gave clouds movement.

Helm now starts in 'Flight Assist' mode, Newtonian still toggleable.

Helm will no longer accept movement inputs as you get out of the chair.

The 'change view' key will not go straight to exterior view on press, without going between internal viewpoints first.

Third person view now disabled when piloting helm. Only First Person, and ship exterior view.

Character body shape limits have been adjusted to no longer allow such wacky body shapes.

Shuttlebay door now auto-closes 20 seconds after opening.

Weapon scorch marks now shouldn't slide across nearby meshes.

Hopefully resolved the horrible bug where the exterior hull comes into the hallways when someone has been piloting the ship.

Interior/Exterior Postprocess volumes adjusted to make more sense.

Server name and password fields are now limited to 12 characters.

Password field on join mp game is now no longer prepopulated.

Turbolift Deck menu now shows Deck letter, as opposed to number.
 
Minor styling tweaks to Turbolift Deck Menu.

Turbolift Deck Menu now shows decks in the correct order.

Turbolift doors now auto-open when you go to a new deck.

Fixed lighting bug in Deck 6 turbolift.

Hopefully fixed the bug where rooms and doors cease to exist. Dammit Q!

Fixed some corridor mesh intersection holes.

Fixed muted hallway light panel on Deck A.

E-Sim door gaps fixed.

Fixed the doors so they do not unload the room if another door is still open.

Some new UVs to help lighting/shadowing on some meshes.

Re-jigged the controller bindings for better XBOX controller support.

Added new 'Music Quietener' Blueprint that will automatically fade down the music when you enter its range, and raise it back up again when you leave. This means that when you enter the Turbolifts and Mess Hall, which have their own unique music, the ambient music will fade out, to prevent clashing.

New Dockyard mesh imported and optimised, now only contains 6 static meshes. Polycount is heavy, so I've been VERY aggressive with LODs.

Adjusted the squished orville mesh to use the same materials as the hero ship, without reliance on worldaligned stuff

Fixed the doors so they do not unload the room if another door is still open

Started adding a new door master so we can split doors down the middle.

Light bounce bug resolved. Let there be light!

Created custom WorldAlignedTexture and WorldAlignedNormal material function to remove dependency on Texture Objects

Classroom added to Deck A. Go learn some edumacations!

Added a new split-door type that allows rooms to be baked independantly of the the whole ship. This is going to save a LOT of build time.

Project now has native Vulkan support. Unfortunate side effect it's killed our interactive object outliner. Object outliner will remain disabled for the time being.
   
Began replacing all the doors with split-door variants. Only applies to the small doors at the moment. Will do the big ones tomorrow.

Recreated all the room triggers, which is a necessary evil when swapping out the doors.

Rebuilt all the lighting, which was a lot easier than usual given that half the rooms were already built. Yay for the new door system!

Changed the scale on the classroom desk graphic as it was reversed and all the writing was backwards.

Some tweaks to the shuttle in the shuttlebay as it was looking a bit weird, giving me shifty eyes.
 
Quasi C++ Nativization of the project. Needs work over time.

Fixed the weapons locker not opening. I broke it whilst fixing something else Razz

Moved Engineering down to F Deck properly, so it's now physically where it's shown on the bridge MSD.

Added all the lift stops from B Deck going vertically downward. The unused stops are not hooked up to anything yet.

Added the groundwork for implementing the split-door system on the big doors.

Re-created the B Deck corridors on F Deck in readyness for the E-Sim inclusion.

Adjusted the corridor lighting levels in accordance with the now-fixed GI bounce.

Moved some test maps into the correct developer folder.

New screens in both the Medical Lab and The Bridge.


Zuletzt von @arrowflash90 am Mo Jul 15, 2019 3:41 pm bearbeitet; insgesamt 1-mal bearbeitet
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BeitragThema: Re: The Orville - Interactive Fan Experience   The Orville - Interactive Fan Experience EmptyMo Jul 15, 2019 3:41 pm


Patch Notes for Alpha 6.3



A hard weekend of testing, patching and spinning in chairs brings you this, our next Alpha patch!

The Orville - Interactive Fan Experience 1e067038cfa1e251f147cadfd806ac7ee86d1a94



New - The player can now choose to start in one of four space locations, including 'The Void' for lower spec computers
   
New - The E-Sim room now exists on Deck F near Main Engineering. This room is not yet interactive



Change - Animated computer screens are disabled by default for performance reasons. These can be enabled via a checkbox when starting a new game
   
Change - Renamed 'Torso Length' to 'Torso Depth' in Character Customisation screen
   
Change - Ambient Music now starts at 60% volume by default


   
Fix - Alert Mode and Party Mode buttons now working on the Bridge again
   
Fix - Minor visual tweaks outside Classroom to stop light leakage
   
Fix - FPS Cap/Uncap settings in Main Menu should now work
   
Fix - When orbiting the camera around the ship when piloting The Orville in exterior view, we now don't spin frantically when hitting the bounds of the 'pitch' axis
   
Fix - Fixed hole in mesh when viewing the Mess Hall from the B Deck Hallway
   
Fix - Player can't shoot through shuttle window, nor press the buttom from the outside
 
Fix - Removed door panel from outside Main Engineering as this isn't visible on the show, nor is it required as these doors are automatic
   
Fix - Ambient music should now fade back after moving to a new deck in the Elevator
   
Fix - The Elevator shouldn't fade the player view to black when entering
   
Fix - Reflections causing issues with the exterior hull are now disabled when in exterior view mode
   
Fix - Weapons are now despawned when the owning player leaves the server
   
Fix - Crazy ghost door on Deck E has been recombobulated
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BeitragThema: Re: The Orville - Interactive Fan Experience   The Orville - Interactive Fan Experience EmptyFr Aug 02, 2019 7:55 pm


Update 1.0.5


The Orville - Interactive Fan Experience 91fb2ea27d7a1bd1c90dabd11ac3b7d9ddbd65a6


So we're coming up to a week since the release of the project, and on behalf of the entire team, I'd like to say thanks so much for the interest in our little homage to one of the best Sci-F shows going!

One thing that we did notice after go-live was that there were a metric ton of bugs that we hadn't picked up on, so we've spent the last 6 days trying to knock out some of the worst offenders, and *we hope* get the experience a little more solid for everyone!

As you'll see, we've incremented 5 versions since release. If you're interested in joining our testing branch on Steam, jump on our Discord at https://discord.gg/messydesk and hop into our pre-release-testing channel to find out more!

So, without further ado, here's what's changed :-


* New: Voice chat added for multiplayer!
* New: Added tags for Developer's names in Player List and Chat. Now you know who to shoot at Wink
* New: 2 new rooms magically appeared on B Deck.
* New: DirectX10 support added for older systems.


* Improvement: Adjusted the way the overlap trigger works on interactive items, doesn't perform bool check any more, checks whether actor is overlapping at interact time.
* Improvement: On game load, view will no longer fade up until both bedrooms (spawning points) are fully loaded for the client.
* Improvement: Huge optimisations to shuttle in shuttlebay which should help prevent level loading hitches, and reduce project filesize.
* Improvement: You can now change the input button for Head Bobbing on the Key bindings menu.
* Improvement: Added Join/Leave Session System Message to chat.
* Improvement: System messages in chat now have a unique chat color.
* Improvement: Player List is now scrollable
* Improvement: Added Steam Profile Picture to Player List
* Improvement: A more sensible fade distance for character jump sounds/voices
* Improvement: KevinCam is now able to use the lift buttons!
* Improvement: Nativized a signifcant number of assets for performance.
* Improvement: Ship Movement keys can now be separated from character movement in the options. By default, the keys are the same.
* Improvement: Ship movement system partially rebuilt. Now all players in multiplayer games can control the ship. The non-movement related helm buttons are disabled temporarily!
* Improvement: Optimised the ship movement system to remove unnecesary network packets.
* Improvement: Renamed the locked Sickbay door to "False Door" because it was causing confusion. It is indeed a false door on the studio set.
* Improvement: We now have a completely new Exterior model for The Orville. Behold the glory of the ECV-197!


* Workaround: For people having the horrible 'level not loading' bug, they should now be able to get back to the main menu so they can try again.
* Workaround: SteamVR and OculusVR plugins disabled until we're ready for VR (Soon!). This was causing unwanted VR app launches.


* Fixed: There is now ZERO chance of the player falling through space when they first spawn...
* Fixed: There was a bug where getting into a chair from noheadbob mode would give you a headless body. Spooky.
* Fixed: Sitting players would occasionally be seen by others as standing, and vice versa. So long sitty slidey people! We barely knew ya!
* Fixed: Accidental duplication of space location when going from single player to multiplayer (you'd end up with things like the dockyard orbiting the sun).
* Fixed: Typo in the asteroid space location description
* Fixed: You now can't fly The Orville into the Sun or the Earth, you'll bounce off. I'm sure someone, somewhere, will find a way to do it though :-P
* Fixed: Interacting whilst in air/falling, which will prevent the spinny chair bug.
* Fixed: There was an upside down console in Main Engineering. Now rotated correctly.
* Fixed: A bug where the ship wouldn't seem to disappear at the end of the quantum jump sequence in the menu.
* Fixed: Two bugs concerning activating KevinCam whilst sitting in a chair, you now don't float above the chair, and can't slide around when you take your character back.
* Fixed: A weird bug where the main engineering light panels would vanish at a distance, so you could see out into space.
* Fixed: Replicator should now work correctly in multiplayer for all players.
* Fixed: Game should no longer let you join multiplayer sessions that are on a different version of the game.
* Fixed: The player list will now correctly remove players when they leave a multiplayer session.
* Fixed: Music changes on the ship should now only affect players in the correct locations in multiplayer.
* Fixed: A whole bunch of really silly bugs.


Image courtesy of JackCarter/Falk, made using Nvidia Ansel directly from the game.
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BeitragThema: Re: The Orville - Interactive Fan Experience   The Orville - Interactive Fan Experience EmptySa Aug 03, 2019 7:03 am


Patch 1.0.9 Changelog


The Orville - Interactive Fan Experience 66e6885e53421cf97342f6675517727a0934ca5d


11 days from the first public release, and 9 patches in!
We're still working very hard on stability and bug fixing for the Orville Fan Experience here at Messy Desk. We've just pushed version 1.0.9 to Steam, and below is the changelog, for all you folks that like that kinda thing.


New: Added a new feature that you may or may not spot in random multiplayer games. Ribbit.
New: There is now a 5% chance of being visited when going into the Bridge. Keep your eyes peeled though, because once you leave the room, the visitor will scamper off.
New: Added the Main Stairwell on B Deck. None of the exit doors go anywhere yet, but you can have fun hurling yourself from the top Wink
New: Implemented a lot of the background infrastructure needed for the upcoming VR release!


Improvement: Our internal tools can now define custom corridor light sequences.
Improvement: More blueprints are now nativized, improving performance slightly.
Improvement: The Orville will now decelerate more rapidy when using Flight Assist.
Improvement: The Orville should fly a bit better now. Let us know how it feels.
Improvement: Removed the large door next to E-Sim 3 because it was breaking the laws of physics.
Improvement: You can no longer close the door at the bottom of the bridge staircase. It was locking people out.
Improvement: The Bridge now has better visual ambience during Red Alert and Emergency Lighting
Improvement: Ship Movement should be a little smoother in multiplayer now. Still not perfect, it's a work in progress.
Improvement: Player can no longer go into Kayon Head Mode when ragdolled, to prevent strange ghost mode issues.
Improvement: Lowered overall polycount in mess hall. Shouldn't be noticable, but GPUs everywhere will be pleased
Improvement: Split B Deck Corridors into Fore and Midship to help with loading hitches.
Improvement: Made some quality changes to the Voice Chat feature. Needs more testing.
Improvement: Player name tags should display more reliably now.
Improvement: Increased texture streaming pool due to lightmap issues


Fix: Voice chat should no longer auto-enable when joining a server.
Fix: Removed a few unwanted door panels around the ship.
Fix: Resolved an issue where the ship going to Quantum Speed in the menu would leave the bridge behind. Oopsie!
Fix: Chairs on Mac builds sometimes had no collision and you couldn't interact with them. Additional fixes may still be needed.
Fix: You should now be able to leave the global voice chat.
Fix: Added a collision plane under the Bar in the Mess Hall top stop players falling through the floor.
Fix: Extended the music area in the Mess Hall to cover the Bar area.
Fix: Earth now rotates correctly west to east.
Fix: The default character before customistion is an Ensign in Security, with correct badge and rank indicators.
Fix: Main Menu looping sequence no longer stops at the end, it loops smoothly.
Fix: The external hull no longer intrudes upon the ship after using the external ship camera.
Fix: The weapons in Multiplayer now fire slightly more accurately. Still working on this.
Fix: The helm control music is now playing correctly when you sit at the helm.
Fix: Newtonian mode on the helm console should now work correctly. Only the thrust and rotation applied over time will be retained, no further acceleration will apply until further inputs are entered.
Fix: Player can now use zoom when setting at the helm in first person.
Fix: A few tiny bugs here and there.
Fix: Hopefully found a workaround for Chat Command crashes on Mac builds.
Fix: Hull shadowing outside of the Bridge is now correct.
Fix: The ESim door is no longer black on the inside and shouldn't sometimes disappear
Fix: Reversed screens in Science Lab 1 and Mess Hall now correct.
Fix: Lift music should now not bleed through to adjucent rooms
Fix: Three tiny little holes at the front of the Bridge floor have been plugged, all the air was leaking out into space
Fix: You now can't reload your gun when piloting the ship. I don't know why people would want to, but now you can't, so...
Fix: Sunlight was sneaking into the mess hall and lighting up the doors from the inside. we used an anti sunlight ray to make it go away.
Fix: Forced the E-Sim Arch to use a different UV map so it lights properly.
Fix: Fixed issue where certain rooms were loading very slowly due to a get reference bug
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BeitragThema: Re: The Orville - Interactive Fan Experience   The Orville - Interactive Fan Experience EmptyDi Aug 27, 2019 10:07 am


Patch 1.0.11 Changelog


The Orville - Interactive Fan Experience 96bce5f4439ad2aa7370aef25fd21f30ff8fcb50


Well, it's been 23 days since our last public patch, but believe me, we haven't just been sitting around playing Latchcomb!
We put out regular updates on our 'pre-release' branch here on Steam, and when the updates are as stable as we can get them, they'll make their way to the live branch, which is around the same time you see these updates!

If you want to get on some of that pre-release action, please join our Discord here[discord.gg] and jump on the bug-splatting bandwagon!

Anyway, without further ado, here's... well... it's a super long changelog, enjoy it, in all its glory :-


New: The Matter Synthesizers now have a working menu system which will engage as you approach them. You can now choose from an expanded variety of items instead of being at the mercy of random numbers.
New: Matter Synthesizers will now detect an item placed within them, offering the player the option to de-sythesize that item.
New: Added a selection of new pick-uppable items.
New: Completely new ship-movement system, which now supports realtime collision and physics!
New: Added cigarettes as a pick-upable object.
New: Ship should now leave noticable damage on the Dockyard when it collides with it. We'll improve this over time.
New: You can now pick up the bottles behind the bar, and they have working physics for the delicious liquid within. The same bottles are now also available in the synthesizer.
New: Added a fun little physics toy in the classroom, which should lead to some interesting meta gameplay.
New: First push of numerous VR improvements ahead of the first VR release! Sooooon.
New: In-game voice chat now provided by the Vivox service.
New: Added a whole bunch of prerequisite code for Flyable Shuttles and Quantum Drive travel! The complete system isn't quite ready yet, but we're 80% there.
New: Rumour has it there have been reports of an intruder on the Orville.
New: Added a new and much improved version of Earth. Lack of clouds is known, it's a WIP.
New: Added the Moon, now watching over Earth from a distance all creepy like.
New: Added the groundwork for an NPC crew. Coming in a future build.


Fix: Characters should now properly spawn with the correct customisation options.
Fix: Fixed some issues where panels wouldn't respond due to trace response conflicts
Fix: Stopped various trigger volumes around the ship from blocking player names.
Fix: The Matter Synthesizers should now properly work in Multiplayer.
Fix: Character now properly lowers the camera when crouching in no-headbob mode.
Fix: Made change that should prevent the ESC key from failing to work. P is also available as an alternative.
Fix: Fixed some holes in Main Engineering that could only be found in Kaylon Head mode.
Fix: Fixed exploit that allowed players to escape out of the ship when in Kaylon Head mode near the front window.
Fix: Fixed issue where 'right stick sensitivity' in the input menu would show as 1000% by default.
Fix: Fixed issue where 'music' volume would not be retained between play sessions
Fix: Fixed what looked like a hole in the windows at the side of the Bridge when looking in from the outside of the ship
Fix: Fixed issue where FOV settings in menu would be lost after zooming in
Fix: Pistol should now work as expected when sprinting
Fix: Reticle Modification widget and chat box should no longer conflict, it's one or the other, a duel of the fates.
Fix: Crouched players now can't see through walls like superman.
Fix: Player can now correctly use scope mode on weapons when sprinting.
Fix: Fixed a mesh with no collision in the shuttle bay.
Fix: You can no longer lock players outside of the Shuttle Bay, or any other location lacking a door control panel.
Fix: You can no longer sit with your weapon out (fnar). It will auto holster.
Fix: You can no longer carry an object and un-holster your weapon at the same time.
Fix: You can no longer sit in a chair while crouching, it will make you stand up automatically.
Fix: One of the pick-upable objects is no longer haunted, and has ceased floating around all creepy like.
Fix: Trimmed the number of objects in the medical storage room to prevent shadow conflicts.
Fix: The Lift doors should now be properly in sync, with the ghost door being only a distant memory.
Fix: Players can now correctly set FOV during play session again
Fix: Mess Hall tall chairs now pull out far enough to prevent clipping
Fix: Interactive Props should now correctly be in the exact same location for every player.
Fix: The captains desk mascot has promised to stop ribbiting around when you walk in the room now. He'll stay put.
Fix: Patched up some holes in Main Engineering. The ship is now less leaky than before.
Fix: Fixed a menu glitch on the matter synthesizer in Ed's Office.
Fix: Fixed a bug where the weapon red dot sight would disappear in certain places
Fix: Matter Synthesizers should now properly de-synthesize any number of objects crammed into their orifice, and continue to work as expected.
Fix: The doors should now auto-fix themselves when opening and closing if they lose sync due to network lag or level hitching. Any further improvements to the Door AI could lead to a singularity event and bring about the destruction of mankind, so we'll try and leave them alone now.
Fix: Fixed an issue when trying to shoot at the bar in the Mess Hall, YEEHAW!
Fix: Small physics items will either never fall through the floor at all, or they sometimes might, or the fix is broken, and they still will. Only one way to find out!
Fix: Fixed multiple issues where name tags were getting blocked from view in multiplayer.
Fix: Adjusted the name tag display distance from 8m to 30m. That's approximately from the Bridge to the Classroom.
Fix: Prevented the player from crouching when seated, which makes him crouch the moment he gets out of the chair, which has all sorts of scary side effects.
Fix: Just to be on the safe side, also prevented the character from responding to the jump command while seated. He wouldn't jump anyway, but it might have been causing other bugs. Safety first people!
Fix: Fixed a bug where weapons would become increasingly less accurate the further you were away from the Bridge.
Fix: Pull-outable chairs should now correctly be in their open state when a player joins the server
Fix: Game should no longer pause for clients when multiplayer host goes into the menu.
Fix: The third person camera should no longer go through the lift wall.
Fix: Players should no longer experience significant graphical 'hitching' when new areas are loading.
Fix: Mouse movement speed is no longer tied to game FPS.
Fix: The lift music now plays more reliably in 3D.
Fix: Added an extra collision plane to the lift floor to stop people falling through sometimes.
Fix: The Kaylon have returned to the Character Customization screen. They were busy plotting the demise of all biologicals.
Fix: May have fixed a bug where weapons stick around after the user has left the session or died.
Fix: Possibly fixed an issue where ship movement would randomly break for clients in multiplayer
Fix: If a player falls out of the ship while ragdolling, they will now re-spawn correctly.
Fix: There is no longer a crazy hole in the floor in Sickbay. No more sickbay golf, sorry Sad
Fix: Fixed issue where pressing interact really quickly on chairs when getting into and out of chairs would cause space madness.
Fix: Fixed camera collision on the door meshes. Door meshes should now block everything, because that's what doors are for.
Fix: Fixed the replicator wall mesh in Ed's Office as it wasn't blocking the third person camera. It's now behaving like a wall should.
Fix: Set the doors to fully hide dynamic objects in rooms upon closing, to stop the horrible black hole bug.
Fix: Added a fix to the chairs, so that pull-outable ones with dynamic shadows don't flash a big black shadow upon spawning.
Fix: Added a fix to the pickuppable objects, so that they won't flash a big black shadow upon spawning.
Fix: Audio occlusion should now work without letting the player camera see through doors.
Fix: Kaylon mode can now trigger music changes
Fix: Potentially fixed the sun showing up in MP for a laugh.
Fix: Removed the LOD from the Engineering ceiling meshes to stop them from vanishing. Temp fix.
Fix: Sorted out the physics on the tiny little round things in Isaac's lab.
Fix: Changed the door label on one of the Engineering level bulkhead doors because it said "Coming Soon" in error.
Fix: Fixed more issues where weapons can hang around after player death/disconnect/despawn.
Fix: Disabled Quantum Drive button on helm, as it's not currently usable.
Fix: Fixed some issues with nametags disappearing, but not all issues
Fix: Fixed Player List and Voice Chat not showing proper player images
Fix: Adjusted the external ship cameras so that the internal rooms can't been seen poking through the hull anymore. Can't do anything about the plants. #potplantsinspace
Fix: Adjusted the Bridge beeps and blips audio sphere so it only covers the Bridge.
Fix: Adjusted the small screen in the Mess Hall so that its beeps and blips can only be heard when you are near it.
Fix: Added missing smoke detector to the Bridge.
Fix: Removed collision from the spring arm on the external ship cam. Stops the random space corridor weirdness.
Fix: The lights on the main stairwell stairs are now alert-aware.
Fix: You can no longer mash 0 repeatedly to duplicate yourself. How was that ever a thing?!
Fix: A number of start-up errors have been resolved.
Fix: You can now pick up objects when you've got a weapon holstered.
Fix: Stopped the player from being able to zoom their 3rd person camera out of the shuttlebay past the forcefield.
Fix: Gun now won't fire if equipped whilst scrolling for cigarettes at the synthesizer in Bortus's quarters. This game is so weird sometimes.
Fix: Ship will now correctly cast shadows on the Station and other space objects.
Fix: Softened the shadows on some distance field props to not make them do crazy things. It's an ongoing battle.
Fix: Players can no longer activate Kaylon Head mode when dead.
Fix: HUD should be removed and auto-regenerate when switching characters during play.


Improvement: Signifcant overhall of gun aiming system. This is a work in progress and is still being optimised.
Improvement: All of the chairs on the ship can now be sat in, including the All-Improved Pull-Outable Chairs(tm)
Improvement: Adjusted sit position for all chairs so it looks correct
Improvement: Lowered the overall number of chairs in the Mess Hall to allow for better player movement.
Improvement: All of the items in the medical storage room can now be picked up.
Improvement: Door code and logic has been condensed and optimised.
Improvement: The no-headbob mode has been adjusted to work more like a classic FPS game.
Improvement: Removed a number of redundant scripts which were just hanging around making the place look untidy.
Improvement: Many small tweaks too numerous to mention.
Improvement: The Matter Sythnesis FX have been improved.
Improvement: Double the maximum Pitch/Roll/Yaw speeds for the Orville. Hugging the donkey has never been easier!
Improvement: When piloting the ship and viewing in external mode, the camera can no longer go through the ship.
Improvement: Some minor performance tweaks for the Shuttle Bay.
Improvement: Pick-upable items should now be where you left them when you leave and return to a room. Yes, you can now fill a room with bananas.
Improvement: The external ship camera now has several new modes, which you can cycle with the 'Home' key.
Improvement: Matter Sythnesizers are now location specific, so for example you can only synthesize Food & Drink in the Mess Hall and Tobacco products are limited to Bortus's quarters only.
Improvement: Voice chat has been re-enabled and should now be working properly.
Improvement: A number of further code optimisations.
Improvement: Accuracy - All ship display panels will now be blue when in 'emergency lighting' mode. They will only be red during Red Alert, as per the show.
Improvement: Players now can't steal things out of each others hands and run away like a sneaky Klyden.
Improvement: Implemented an improved method of syncing objects in multiplayer, to improve performance and reliability.
Improvement: When flying the ship, both Keyboard and Control Panel inputs now share a common interface, which makes the whole system less prone to issues.
Improvement: Helm console will now show total velocity and angular velocity regardless of orientation.
Improvement: The ship engine sounds should now work better. In Flight Assist mode, it'll respond to the speed of the ship. In Newtonian mode, it'll only respond to new inputs into the movement of the ship.
Improvement: Big clean-up and general optimisation of the character system, which should result in smoother visuals and more accurate gun aiming.
Improvement: Red dot on the guns removed, we don't need it any more now that weapons are aiming where they should! This will have the happy side effect of fixing the reticle disappearing/appearing at the wrong times.
Improvement: Weapon no longer locks to head in 'no head bob' mode, because again, it's not needed any more.
Improvement: Doors should now remember their state for the duration of a play session.
Improvement: Chairs and some other objects now have more detailed collision to allow for better interaction with physics objects.
Improvement: All music will now pick up where it left off when it fades between tracks.
Improvement: Occlusion attenuation added to doors, various console sounds, weapons and player footstep and voice sounds. This should prevent you hearing stuff you can't see.
Improvement: Optimised some logic in the helm system to try and prevent sporadic issues where multiplayer clients can't control ship. Any failures in this system will output error messages that we can diagnose.
Improvement: HUD will now disappear completely when in exterior view mode
Improvement: Double Super Jump should no longer be possible. We're all a bit sad, but it's for the best.
Improvement: Restored full-auto fire on the Rifle and set the Pistol to single shot.
Improvement: Set the Pistol to an average 3-shot kill depending on RNG, and 5 shots for the Rifle because it's full auto.
Improvement: Added a distance culling volume to reduce GPU load when occluding objects on the ship.
Improvement: A fair number of blueprint optimisations.
Improvement: Added Distance Culling to all world objects to improve GPU performance.
Improvement: All non-quarters doors now default to auto-open.


Workaround: Disabled door persistance temporarily because it was causing doors to freak out in Multiplayer
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