Build 40!


Build 40!

Massive gameplay changes, 25 new weapons, updated old weapons and a new map, might be one of the biggest updates yet!

[ GAMEPLAY ]

Added Octagonal Ascension, featuring faster zombie speeds, higher zombie cap and zombies not colliding with each other. Have fun!

Completely gutted the store, improved the UI and made it so EVERY SINGLE WEAPON can be bought at far lower prices and less of a level restriction, guns can now be previewed, along with camos. 

Reworked camo shading, camos now use Triplanar Projection to make the camo seam-free between gun parts, alongside this most camos have also received a big upgrade in visuals too.

Added Time-Based as a game mode to all maps

Completely redid animation systems for better blending, 

-ADSing while mid animation will no longer skew the final ads pose

-World at War weapons now have sprint bobs

-Post BO4 guns now have sprinting animations (additives)

-Sprinting is far more smooth and looks seamless

-Added anim notifies to signal ammo to be given to the player farther from the end of the anim, meaning you’ll get your ammo back before the reload finishes on most guns.

-Added walk additive anims from cod which look far smoother (gun bob while walking) 

-Tons more changes

Added slight camera tilt while moving in omnidirectional angles, diving left/right now tilts the camera more giving a proper feeling of diving.

Complete zombie AI rework, more traditional to cod and performs miles better. Changes include

-Large performance increase with many zombies on the map, going from a decent FPS drop to a minimal drop

-Zombie speeds are now based on the locomotion anim, making speeds feel more grounded and inconsistent which is how it is in cod.

-Improved zombie ambient sounds

-Zombies don’t move when attacking only when walking (also like cod)

-Upped the zombie model count from 7 to 24

Upgraded from UE 5.5 to 5.7, nothing to worry about, this shouldn’t negatively affect performance.

Turned on compute skin cache which offloads some cpu work onto the gpu, this’ll result in slightly lower base fps but a huge increase in fps with many skeletal meshes being rendered (such as zombies), which is most of the game anyway. 

Separated normal field of view and first person field of view and increased the max FOV to 150, essentially this means that increasing FOV will make your gun appear farther away, just like it does in cod.

Completely redid and organised weapon structs, making it easier to add new weapons for myself and modders

Overhauled recoil which smoothly interps rather than snapping, being fps independent and far more tunable. When firing stops, aim point will be returned back to where it was.

Reworked character movement settings to give moving around a more arcadey feel

Added an invert pitch axis to the controls for accessibility

Tons more

[ VISUALS ]

Redone lighting on Nacht which looks almost 1:1 and performs better

Improved camos as explained above

Improved base shading on everything

Hacked in a new BRDF which is almost identical to black ops 2’s. BRDF defines how light reflects off surfaces. New BRDF looks better and lessens that ‘unreal look’

Massively improved shading on WAW weapons, making them look arguably even better than they do in game, since I’m using unused higher quality textures alongside missing normal maps from world at wars mod tools, and utilising detail maps on weapons

Improved sounds on a ton of weapons

Adding missing anims to older weapons such as reload empty’s, first raises and separate ads/hipfire anims.

Added inspects to all weapons that have them, including empty inspects (binded to T by default, can be changed)

Added separate hipfire/ADS firing sounds

Reworked recoil also improves visual recoil

Added proper shell ejects that change depending on the caliber of the weapon

Updated bullet spread to be more in line with crosshair size

[ WEAPONS ]

25 new weapons have been added!

M19 - Pistol, Modern Warfare 2019

LW3 Tundra - Sniper, Cold War

FAMAS - Assault Rifle, MW2cr

Hera-82 - Assault Rifle, NX1

HRM-9 - SMG, MW23

H4 Blixen - SMG, Vanguard

FSS Hurricane - SMG, MW22

Tempus Torrent - Marksman, MW22

FiNN LMG - You’ll never guess, MW19

MP7 - SMG, MW19

CR-56 AMAX - Assault Rifle, MW19

BAS-B - Battle Rifle, MW23

Super Shotgun - you’ll never guess, MW22/Doom

Carbon 57 - SMG, BO7

Streetsweeper - Shotgun, Cold War

Fara 83 - Assault Rifle, Cold War

BAL-27 - Assault Rifle, MW23

Dresden 9mm - SMG, BO6

LC10 - SMG, Cold War

UGR - SMG, Cold War

Swiss K31 - Sniper Rifle, Cold War

Echo 12 - Shotgun, BO7

RAM-7 - Assault Rifle, MW19

1911 - Pistol, BO7

MK35 ISR - Assault Rifle, BO7

Strider 300 - Sniper Rifle, BO7 

Alongside these new weapons, a ton of older weapons have been reprised and improved with better shading, sounds, animations and more.

Most notably all WAW guns being given sprint bobs (WAW did not have sprint anims, they manually moved the arms around with code to simulate sprinting)

Ton of old guns being fixed, given first raises, reload empty’s and separate ADS/hipfire anims and fire sounds. Ongoing process though, theres maybe 50 weapons left needing redone.

And again, every singular weapon including these new weapons, and wonder weapons are available in the loadout menu. You can freely choose a pistol if you want, or pick a better weapon and even increase the starting round if you want

[ BUG FIXES ]

Too many to list, triple digit number of bugs have been fixed

Files

Project-Aether 8.7 GB
Version 165 2 days ago

Get Project Aether

Comments

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Hello again! This update was great to play on. I compiled another list of bugs, ideas and personal nitpicks for the previous update alongside this one.

Bugs:

  • Vulture Aid ammo effect fails when reserve ammo is empty.
  • Vulture Aid Green Smoke doesn’t show up (I know you’ll fix it later on).
  • Sprinter Zombies never appear in Octagonal Ascension.

Ideas:

  • Add an option for maps to have perk machines show always, disabled, or stay map-based (therefore dropdown with three options, default is map-based). It does mean that Nacht and other maps need all perk machines or Derr Wunderfizz though.
  • Add a dropdown option in settings for mystery box bias to be map-based (i.e. BO2 map makes mystery box have bias for BO2 weapons, etc.).
  • Add an option for denying or allowing voicelines with swear words. I personally don’t mind but just because old COD games had that.
  • Make Galvaknuckles Pack-A-Punchable.
  • Allow switching between Bowie Knife and Galvaknuckles (completely optional because I can see how this is tedious to implement).

Nitpicks:

  • Number keys only serve the same function of weapon cycling forward when Mule Kick is on, but should allow pressing 1 for Primary, 2 for secondary, 3 for Tertiary, 4 for cycling (this one might be more of a bug but I’m not sure).
  • You should implement the “Hi, I’m Dempsey, and you are… DEAD!” line for Tank Dempsey
  • You should more OORAH lines for Tank Dempsey, I get the feeling that some lines with that specific catchphrase is missing.

Also just to brag a bit for the fun of it, I got my first ever easy-mode octagonal ascension attempt to round 64 (mostly because cliffhanger and no sprinter zombies for some reason): image.png