Build 50


After a while, this long awaited update is finally live! I've left out Kino in this update due to just not having time to redo it, but it'll get added back soon. Stay tuned and join the discord to report any bugs you find. 
I will only mention this once, but I've enabled donations to help pay for my university degree. Feel free to toss me a coin or two, and thanks for supporting.

Movement

  • Added sliding as a movement feature.
  • Sliding is upgraded by PhD, speeding it up and increasing slide duration
  • Added proper controller stance support.
  • Tapping Circle/B now crouches, or slides if sprinting fast enough.
  • Holding Circle/B now goes prone, or performs a dolphin dive while sprinting.
  • Re-enabled and reworked fall damage, making it more reliable and consistent.
  • Added inspect cancelling. Aiming down sights or firing now cancels weapon inspect animations.
Perks
  • Added Melee Macchiato.
    • Increases melee range and damage.
      • Zombies that survive a melee hit are knocked down.
  • Added Deadshot Daiquiri.
    • Tightens hip-fire spread.
      • Triples headshot damage.
  • Rebalanced several perks.
  • Speed Cola now increases weapon equip and unequip speed by 50%.
  • Double Tap now increases fire rate by 33% and removes damage falloff when penetrating zombies, the damage increase was removed to compensate for Deadshot's buff. Might seem like double tap will suck again but trust me when i say the damage falloff removal is HUGE.
  • Random Perk power-ups now award points if you’re already at the perk limit.
Equipment
  • Reworked grenade behaviour.
  • Switched the default grenade to the Stielhandgranate.
  • Improved splash damage handling.
  • Slightly increased grenade splash radius.
  • Added support for additional lethal equipment types.
  • Added the Tomahawk as a lethal weapon.
Gameplay Improvements
  • Improved player damage feedback with clearer low-health effects.
  • Added jump and landing viewmodel movement.
  • Improved weapon line traces, greatly reducing cases of shots appearing to come from the wrong place.
  • Improved Mystery Box weapon filtering.
  • Mystery Box drop bias now guarantees weapons from your selected game.
  • Improved Mystery Box weapon caching, reducing shader stutter when spinning new weapons.
  • Tons more
  1. Zombies
    • Replaced Black Ops 3 zombies with World at War, Black Ops 1 and Black Ops 2 models and animations.
    • Zombies now better match the original games, with slower attacks and slightly faster sprinting.
    • Added proper facial animations.
    • Zombie models and animations are now grouped by map.
    • Changing zombie sounds now also updates the sounds played when zombies hit the player.
    • Updated zombie behavior, making them feel a bit more natural and smoother
    • Adjusted zombie physics assets to make hit registration feel more responsive, especially for headshots
    • Slightly increased zombie health to compensate for weapons just being more powerful
    • Zombies no longer run around randomly when the player is downed or not available (like being in vulture aid smoke or being in kino's pap room), rather the zombies will go to one spot which i've set per map, kino's example being in view of the pap room.
    Characters
    • Added the Five crew
    • Added the Mob of the Dead crew
    • Added the Primis crew
    • Added the Shadows of Evil crew
    • Added WAW Verruckt’s marine crew
    • Added WW2’s ‘Raven’ crew
    • Added many missing voice lines across existing characters.
    • Added support for converting additional viewmodel armatures.
    • Weapons from before and after Black Ops 3 now share the same viewmodel armature where possible, resulting in smoother transitions and fixing several animation issues with the Victis crew.
    Maps
    • Added the McDonald’s custom map from World at War.
    • Added the Five Nights at Freddy’s custom map from World at War.
    • Added the Morning Glory custom map from the Yakuza series
    • Rebuilt every map with improved optimisation and organisation.
    • Reworked collision across most maps.
    • Added small Easter Eggs across most maps for points or perkaholics
    • Added a larger Easter Egg to Nacht der Untoten which adds pack a punch when completed
    Buried
    • Fixed several collision issues.
    • Fixed some low quality materials.
    • Added a Perkaholic Easter Egg.
    Der Riese
    • Fixed the Fly Trap Easter Egg sometimes just not working.
    • Linking teleporters now spawns a power up
    • Added several smaller easter eggs for points

Graphics

  • Reworked lighting across maps to better match the original games.
  • Replaced Unreal’s ACES tonemapper with the Hejl-Burgess-Dawson tonemapper, giving the game a more classic Call of Duty look while also being slightly faster.
  • Added more FX around maps
  • Improved foliage visuals.
  • Updated reflection captures.
  • Updated the way I convert and apply cod’s cubemaps/skyboxes to unreal, making them look better.
  • Added baked lighting to most maps.
  • Added a custom fake subsurface effect for skin.
  • Reworked decal handling.
  • Reworked bullet impacts
  • Added more physical materials that affect bullet impacts and footsteps
Materials
  • Added a custom diffuse/specular/gloss shading model for older Call of Duty assets.
  • Older games now use their original material workflow instead of converting to metallic at runtime.
  • This essentially massively improves visuals while also increasing performance
  • Reworked the the optic/reticle master material to support cod reticles perfectly, any old weapon with reticles has been updated
Perks
  • Added support for a Perk Era setting which will be added very soon.
  • Choices range between:
    • Classic (Black Ops 1)
      • Prime (Black Ops 3 & 4)
      • Modern (Black Ops 6 & 7)
  • This setting is visual only.
  • Updated perk bottle shading.
  • Switched perk machines to pre-Black Ops 3 versions by default.
Audio
  • Updated footstep and Foley sounds.
  • Adjusted sound mixing and attenuation for nicer sounding-sounds

New Weapons Black Ops 7

  • KRS-762
  • M15 Mod 0
  • AN-94
  • Swordfish
World at War
  • DP-28
  • Type 99
  • Nambu
  • Springfield
  • Arisaka
  • Mosin-Nagant
  • SVT-40
  • Tokarev TT-33
  • Walther P38
Black Ops 2
  • Titus-6
Black Ops Cold War
  • Death Machine
Black Ops 3
  • Uplink Ball
Infinite Warfare
  • NV4
  • Auger
Advanced Warfare
  • CEL-3 Cauterizer
Ghosts
  • MR-28
  • P226
Modern Warfare Remastered
  • S-Tac Aggressor
  • Lynx CQ300
Modern Warfare (2019)
  • AN-94
Modern Warfare 2 Campaign Remastered
  • ACR
  • SPAS-12
  • Barrett .50cal
  • F2000
  • M14 EBR
  • .44 Magnum
  • G18
  • MP5K
  • M4A1
  • P90
  • Vector
Call of Duty: WWII
  • Grease Gun
Weapon Improvements
  • Reworked a large number of older weapons.
  • Fixed missing animations on older weapons.
  • Improved weapon handling with new jump and landing movement.
Camos
  • Added 11 new camos and reworked several older ones.
New additions include:
  • Ritual
  • Afterlife
  • Ice
  • Etching
  • Black Ops III
  • Paladin
  • Ghosts
  • Black Ops I PAP camo
  • Improved Gold from MW3/BO1
  • Singularity
  • Nexus Horizon
  • Some newer camos might not perfectly match the originals due to how unbelievably complex their materials are.

Settings

  • Reorganised the settings menu.
  • Added an FPS counter.
  • Added an FPS limiter.
Performance
  • Improved performance through engine-level changes.
  • Reduced draw calls across maps.
  • Improved lightmap UV packing.
  • Consolidated textures, sounds and materials into shared folders.
  • Removed duplicate assets, reducing project size.
  • Improved collision performance.
  • Disabled texture streaming to eliminate mip pop-in and lower cpu costs. Might increase memory usage a bit but memory usage is already low so i felt it was a fine trade off
  • Reduced overall game size through better compression and file management, going DOWN from 9.8gb to a whopping 4.5gb.
  • Simplified data tables and asset management.
  • Rewrote several older systems to be cleaner and easier to maintain.
⸻ Bug Fixes
  • Fixed missing animations on several older weapons.
  • Fixed multiple hand animation issues.
  • Fixed numerous grenade bugs.
  • Fixed several gameplay bugs.
  • Fixed one or more softlocks.
  • Reduced shader stutter when new Mystery Box weapons appear.
  • Improved collision accuracy across most maps.
  • Reduced baked lighting artifacts.
  • Reduced decal-related visual glitches.
  • Fixed weapon trace misalignment.
  • Fixed zombie hit sounds not updating correctly when changing zombie sound sets.
  • Fixed shotgun pellet spread acting odd and randomly being too large or too little
  • Removed point gain while downed
  • TONS more
Known Issues
  • Some weapon reload sounds play too slow with speed cola
  • Viewhand conversion from pre-bo3 to bo3 and after works, but right now i have no way to convert bo3> viewhands to pre bo3 viewmodels, so some viewmodels might be incorrect on some characters.
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I honestly missed a decent chunk of stuff but this is most of what i can remember, a lot of this update was behind the scenes stuff.

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