Biggest update yet, Build 10!


This is most definitely the biggest update yet, have fun reading all this lmfao.  (i switched from v0.1, v0.2 v0.3 to just doing build numbers)

Added Der Riese and Shi No Numa! As of now, every single World At War zombies map is now in the game. Der Riese's fly trap easter egg is a little different and has cool rewards!

Switched out Deferred rendering for Forward rendering, this'll massively improve fps and translucency and allows for MSAA to be used (which is now default).

Forward rendering is a lot harder to develop with, so you may see some graphical issues here and there.

Added DX11 support in case anyone crashed on dx12, some graphical issues may occur on dx11.

Overhauled the spawn system to spawn zombies close to the player instead of randomly all over the map.

Zombie spawn rates are now dynamic, changing depending on the round.

Added zombie jumping, its a little rough but its better than no jumping for the der riese power room.

I deliberately didn't add the jump spots in the tunnel below the OG catwalk camp spot just so you had two options of where to camp, catwalk gives you the box and the tunnel gets you a PPSH wall buy.

Added zombie sounds from World War 2

Added the Bowie Knife which can be pack a punched by kniving the pack-a-punch machine

Added the Galva-Knuckles

Updated knifing sounds

Added an ADS toggle in the settings menu.

Added an SSAO option in the graphics menu, SSAO is screen space ambient occlusion which darkens corners and crevices to add depth to the scene.

Shrunk interaction text and the "points-change" text slightly.

Sped up the Trench Gun's animation speeds

Added "perching" to the player character, you'll fall off ledges a bit easier rather than sticking on, it'll help some zombie ai getting confused when you're too close too an edge

^ Also made it so the player uses a flat base for floor checks, essentially making the bottom of the capsule on the player act less like a cone. It feels a lot smoother around ledges, its a nice change.

Tried my hand at making some custom Niagara particles, they're 2d and just rotate based on the players location to give the effect of being 3d cos actual 3d Niagara particles run like absolute SHIT and tank performance so no thanks, nothing crazy for now maybe just some fog and fire here and there.

Fixed the upgraded MR6 not shooting

Updated several existing particles

Increased melee range slightly

Blood particles have been greatly upgraded, now looking a ton nicer and spawning blood decals on the floor near zombies

Increased zombie footstep sounds.

Added bullet impact sounds that differ depending on the surface you shot.

Fixed zombies restarting attacking anim/logic if the player went out and into the attack range (full animation plays, no longer restarts which could cause insanely fast down times)

Fixed the player getting thundercunted into the air when landing on a zombie

Fixed and added a whole ton of other stuff I kinda forgot about

Nukes don't make the zombies ragdoll anymore to prevent fps drops due to many zombies ragdolling at once.

Nukes now make zombies play their soul/screaming sounds rather than a death sound

Optimised some collision code for better performance when many zombies are on the map at once

Optimized the zombie physics asset which should stop zombies "exploding" and start flying when they ragdoll, it should also improve performance when a lot of zombies are ragdolled at once, ie thunder gun

Also, ragdolls look a lot better now.

Added Der Riese and Shi No Numa! As of now, every single World At War zombies map is now in the game. Der Riese's fly trap easter egg is a little different and has cool rewards!

Added DX11 support in case anyone crashed on dx12, some graphical issues may occur on dx11.

Overhauled the spawn system to spawn zombies close to the player instead of randomly all over the map.

Zombie spawn rates are now dynamic, changing depending on the round.

Added zombie jumping, its a little rough but its better than no jumping for the der riese power room.

I deliberately didn't add the jump spots in the tunnel below the OG catwalk camp spot just so you had two options of where to camp, catwalk gives you the box and the tunnel gets you a PPSH wall buy.

Added zombie sounds from World War 2

Added the Bowie Knife which can be pack a punched by kniving the pack-a-punch machine

Added the Galva-Knuckles

Updated knifing sounds

Added an ADS toggle in the settings menu.

Added an SSAO option in the graphics menu, SSAO is screen space ambient occlusion which darkens corners and crevices to add depth to the scene.

Shrunk interaction text and the "points-change" text slightly.

Sped up the Trench Gun's animation speeds

Added "perching" to the player character, you'll fall off ledges a bit easier rather than sticking on, it'll help some zombie ai getting confused when you're too close too an edge

^ Also made it so the player uses a flat base for floor checks, essentially making the bottom of the capsule on the player act less like a cone. It feels a lot smoother around ledges, its a nice change.

Tried my hand at making some custom Niagara particles, they're 2d and just rotate based on the players location to give the effect of being 3d cos actual 3d Niagara particles run like absolute SHIT and tank performance so no thanks, nothing crazy for now maybe just some fog and fire here and there.

Fixed the upgraded MR6 not shooting

Updated several existing particles

Increased melee range slightly

Blood particles have been greatly upgraded, now looking a ton nicer and spawning blood decals on the floor near zombies

Increased zombie footstep sounds.

Added bullet impact sounds that differ depending on the surface you shot.

Fixed zombies restarting attacking anim/logic if the player went out and into the attack range (full animation plays, no longer restarts which could cause insanely fast down times)

Fixed the player getting thundercunted into the air when landing on a zombie

Fixed and added a whole ton of other stuff I kinda forgot about

Nukes don't make the zombies ragdoll anymore to prevent fps drops due to many zombies ragdolling at once.

Nukes now make zombies play their soul/screaming sounds rather than a death sound

Optimised some collision code for better performance when many zombies are on the map at once

Optimized the zombie physics asset which should stop zombies "exploding" and start flying when they ragdoll, it should also improve performance when a lot of zombies are ragdolled at once, ie thunder gun

Also, ragdolls look a lot better now. 

Fixed the zombie 'stuck checker' not working, again lmao

Increased bullet tracer speed

Switched physics to an async thread, increasing performance on multi core CPUs (which everyone should have)

Optimised some project settings

Fixed some jumpy collision on Kino

Made Kino slightly darker

Fixed a very ugly bug where hand models would bug out with some weapons when doing things like drinking perks, meleeing or grenading

Applied a roughness clamp to all materials for less specular aliasing and smoother reflections

Fixed a rare-ish bug where some weapons would be visible and in the middle of the screen when throwing a grenade

Fixed the Olympia reload animation shells being inserted wrong

Changing character while in a game now updates hand model and voicelines mid game.

Adjusted the clamping on sensitivity, you can get sens to be 4x slower and 4x faster what it was before.

Fixed a bug where sensitivity defaulted to 0 on first launch

Adjusted some engine settings and configs to get more responsive mouse input

Increased zombie headshot and bullet impact sounds

Fixed the keybinds menu being blank on occasion, reminder that in the main menu it'll always be blank because theres technically no player to get keybind info from (as of now)

Adjusted gravity a little bit

Improved lighting, reflections and added fire FX to Nacht

Improved lighting on all maps

Optimised lighting on all maps

Further reduced the games size to 3.4gb

Improved flickering lights to look better and be randomly flickering per light

Increased the size of the interaction box on wall buys so you don't need to aim directly at the gun to buy it anymore

Fixed the knife using whatever material the main weapon was using instead of the actual knife material

Fixed grenading and meleeing setting your hand mesh to bo2 origins richtofens

Fixed powerup and perk drink sounds playing when paused

Fixed grenades blowing up in your hand for no reason if you spammed the grenade button

Fixed lights on perk machines looking very off

Also added power based lights on the perk machines, before power is turned on all perk lights will be off, then will flicker on when power gets turned on.

Fixed the bump collision on perk machines not working, bump sounds will now play when you hit the machine

Also just generally improved collision on perk machines so you don't need to look directly at them to buy perks, nor can standing near it bug movement anymore

Improved shading on perk machines, pack a punch and power

Added a timer to powerups visible above the powerup itself

Updated power lever model

Improved lighting on the mystery box and pack a punch

Bunch of other changes and fixes here and there

Files

Project-Aether 3.3 GB
Version 89 2 days ago

Get Project Aether

Leave a comment

Log in with itch.io to leave a comment.