Difference between revisions of "Game Version WIP"

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(→‎SDK Changes: Re-writing changelog.)
Line 1: Line 1:
 
==WIP==
 
==WIP==
===SDK Changes===
 
* New Head System
 
:» You can now rig Head and Uniform as separate with the hat being part of the uniform just like we do in the base game.
 
:» You can now setup a CustomUniformDefinition to allow usage of base game heads. Ie: You make a uniform (and the hat as part of the uniform) and than tick an option to allow people to use base game heads.
 
:» You can now create global heads. Ie: You make a head which other mods and base game uniforms will support.
 
:» You can still use the old rigging system of a "Head+Hat" and "Uniform" system for backwards compatibility. Old mods shouldn't break, dm me if they do with the id please.
 
* New First Person System
 
:» In addition to having "uniform" lods, now you can create a specific "FirstPerson_x_LOD0" that will be loaded only for first person cam mode. For those crispy first person chef's kiss
 
* Systems
 
:» Your name now displays ingame for uniform/heads and in the loading screen for maps. You can set this up in the Mod Properties under the Creator section.
 
:» Custom Lod Objects works correctly with the spyglass now.
 
:» New object for scripting a "NoActionInteractableObjectModOverload" so you can hook networked player driven events.
 
* New Assets
 
:» Prop_ChurchLecturn_Mod
 
:» Prop_StandingCandleHolder_Mod
 
:» Functional_NoAction_InteractableObject
 
:» Functional_13GunSpawner_Mod
 
:» Functional_2GunSpawner_Mod
 
:» Functional_50GunSpawner_Mod
 
:» Functional_8GunSpawner_Mod
 
:» Functional_GunboatSpawner_Mod
 
:» Functional_RocketboatSpawner_Mod
 
===Features & Improvements===
 
* Added New First Person view model.
 
* Added a new kill log icon for small cannonballs.
 
* Centered First Person view of swivel cannon.
 
* Optimized all projectiles.
 
* Added better support for testing voip in the options panel both ingame and in the main menu.
 
* 4 new head options
 
:» George ‘Muppet‘ Burton unlocked at Silver 3 (Rank 30)
 
:» Albert ‘Jolly’ Saxton unlocked at Decorated 3 (Rank 60)
 
:» Frank ‘Hammer’ Chapman unlocked at Valour 1 (Rank 65)
 
:» Thomas ‘Shellshocked’ Baker unlocked at Decorated 2 (Rank 55)
 
* Secret Halloween event stuff.
 
  
===Bug Fixes===
+
=== Features & Improvements ===
* Various stability fixes in regards to all projectiles.
+
 
* Solved an issue with small cannonballs not damaging spawn tents.
+
* Unlock 4 new heads usable across both Nations At War and Frontlines!
* Solved an issue with rockets and mortars double damaging structures.
+
 
* Solved an issue with frontline shells facing the wrong way whilst in air.
+
» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)
* Solved the issue with 'o' debug menu not working. (requires rc set allowAmmoSelectorUIDebugShow true/false)
+
 
* Solved an issue with French musician (violinist) uniform panel icons being mismatched.
+
» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)
* Solved various Uniform and Head LOD issues.
+
 
* Solved the issue with Horse skin selection not persisting over respawns.
+
» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)
* Solved an issue with Berkton Green stair collider being visibile.
+
 
* Solved an issue with the snow on Fort Christina props being weird.
+
» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)
 +
 
 +
* Introduced a new kill log icon to distinguish small cannonballs from the rest.
 +
 
 +
* Added better support for testing VoIP in the ‘Settings panel. These testing tools can be accessed while in-game or in the main menu.
 +
 
 +
=== SDK Version 6.0 ===
 +
 
 +
* Bolstered the functionality of the SDK Character Editor.
 +
 
 +
» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.
 +
 
 +
» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.
 +
 
 +
» You are now able to create mod packs which feature different heads. These can then be used by other mods.
 +
 
 +
» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.
 +
 
 +
* Introduced functionality allowing artisans to define a separate model when in first-person.
 +
 
 +
* In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - <Chef’s Kiss>.
 +
 
 +
* The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.
 +
 
 +
* The ‘Custom LOD’ script now properly works when players are looking through the spyglass.
 +
 
 +
* Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.
 +
 
 +
* Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.
 +
 
 +
» Prop_ChurchLecturn_Mod
 +
 
 +
» Prop_StandingCandleHolder_Mod
 +
 
 +
» Functional_NoAction_InteractableObject
 +
 
 +
» Functional_13GunSpawner_Mod
 +
 
 +
» Functional_2GunSpawner_Mod
 +
 
 +
» Functional_50GunSpawner_Mod
 +
 
 +
» Functional_8GunSpawner_Mod
 +
 
 +
» Functional_GunboatSpawner_Mod
 +
 
 +
» Functional_RocketboatSpawner_Mod
 +
 
 +
=== Misc. ===
 +
 
 +
* Centered the first-person view of the swivel gun.
 +
 
 +
* Introduced additional banners to the Regiment Registry.
 +
 
 +
* Removed colliders from interactable in-world flags.
 +
 
 +
=== Bug Fixes ===
 +
 
 +
* Experimental fix towards an issue which very rarely caused servers to lag.
 +
 
 +
* Various stability fixes for all in-game projectiles.
 +
 
 +
* Solved an issue with small cannonballs not damaging tents spawned by officers.
 +
 
 +
* Solved an issue with rockets and mortars causing twice the intended damage to structures.
 +
 
 +
* Solved an issue with Frontline shells facing the wrong when airborn.
 +
 
 +
* Solved an issue with 'O' debug menu to quickly gather ammunition not working.  
 +
 
 +
» This requires rc set allowAmmoSelectorUIDebugShow true/false.
 +
 
 +
* Solved an issue with French Musician (violinist) uniform panel icons being mismatched.
 +
 
 +
* Solved various uniform and head LOD issues.
 +
 
 +
* Solved the issue with horse skin selection not persisting over respawns.
 +
 
 +
* Solved an issue with the stair collider being visible on Berkton Greens.
 +
 
 +
* Solved an issue with snow on Fort Christina props not visually appearing as intended.
 +
 
 
* Solved an issue with lighthouse destruction which led to round delays.
 
* Solved an issue with lighthouse destruction which led to round delays.
* Removed rc set meleeArenaAllowShooting true/false since it didnt work as expected. Now use the `melee_weapons_only true/false` server config file. If its `melee_weapons_only false`, you can handle midround shooting enabling/disabling using the `rc set allowFiring true/false`.
 
:» Note: `melee_weapons_only true/false` works in all gamemodes.
 
* Solved an issue with the the crosshair indicator option being skewed.
 
* Solved an issue with people getting stuck in pools on Glacier.
 
* Solved an issue with steamboats not destroying themselves when boarded by the defender side on Heroes Landing.
 
* Solved an issue with carried objects in the spawn menu bugging out through multiple rounds.
 
* Solved an issue with testing voip where it led to repeating audio inworld in specific conditions.
 
* Solved an issue with cavalry tanking multiple grapeshot or blunderbuss shots incorrectly.
 
* Solved an issue with buckshots breaking cannons when reflective damage was enabled.
 
  
===Misc.===
+
* Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended.
* Introduced another few banner to the regiment registry.
+
 
* Potential fix for a rare case of server lag.
+
» Now administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’
* Removed colliders from interable map flags.
+
 
* Merged multiple ammo type requirements together.
+
» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.
 +
 
 +
The ‘melee_weapons_only true/false’ command works in all game modes.
 +
 
 +
» Solved an issue with the crosshair indicator option being skewed.
 +
 
 +
* Solved an issue with people getting stuck in ice-cold pools on Glacier.
 +
 
 +
* Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.
 +
 
 +
* Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.
 +
 
 +
* Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.
 +
 
 +
* Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.
 +
 
 +
* Solved an issue with buckshot breaking cannons when reflective damage was enabled.

Revision as of 13:33, 19 October 2022

WIP

Features & Improvements

  • Unlock 4 new heads usable across both Nations At War and Frontlines!

» Unlock George ‘Muppet‘ Burton at Silver 3 (Rank 30)

» Unlock Albert ‘Jolly’ Saxton at Decorated 3 (Rank 60)

» Unlock Frank ‘Hammer’ Chapman at Valour 1 (Rank 65)

» Unlock Thomas ‘Shellshocked’ Baker at Decorated 2 (Rank 55)

  • Introduced a new kill log icon to distinguish small cannonballs from the rest.
  • Added better support for testing VoIP in the ‘Settings panel. These testing tools can be accessed while in-game or in the main menu.

SDK Version 6.0

  • Bolstered the functionality of the SDK Character Editor.

» You are now able to rig heads and uniforms separately. Hats should be coupled with uniforms should you be utilising this new system.

» You are now able to set up a ‘CustomUniformDefinition’ allowing you to use existing Holdfast heads that are unlocked through progression. IE. You make your own custom uniform coupled with your desired hat as mentioned above then tick said option to use the Holdfast base game heads.

» You are now able to create mod packs which feature different heads. These can then be used by other mods.

» These new systems are backwards compatible with the old way of doing things (rigging heads and hats separately from the uniform). If a mod breaks please let us know in #bug-reports on our Discord.

  • Introduced functionality allowing artisans to define a separate model when in first-person.
  • In addition to having ‘uniform’ LODs, you are now able to create a specific ‘FirstPerson_x_LOD0’ that will be loaded only when using the first-person view mode for some crispy looks when in this mode - <Chef’s Kiss>.
  • The artisan’s name now displays in-game when players have downloaded your modification. You can set this up in the ‘Mod Properties’ section under the ‘Creator’ category.
  • The ‘Custom LOD’ script now properly works when players are looking through the spyglass.
  • Introduced a new object for scripting ‘NoActionInteractableObjectModOverload’ so you can hook networked player-driven events.
  • Introduced multiple new assets to the Holdfast SDK. This includes functions allowing players to spawn ships when interacting with an in-world object.

» Prop_ChurchLecturn_Mod

» Prop_StandingCandleHolder_Mod

» Functional_NoAction_InteractableObject

» Functional_13GunSpawner_Mod

» Functional_2GunSpawner_Mod

» Functional_50GunSpawner_Mod

» Functional_8GunSpawner_Mod

» Functional_GunboatSpawner_Mod

» Functional_RocketboatSpawner_Mod

Misc.

  • Centered the first-person view of the swivel gun.
  • Introduced additional banners to the Regiment Registry.
  • Removed colliders from interactable in-world flags.

Bug Fixes

  • Experimental fix towards an issue which very rarely caused servers to lag.
  • Various stability fixes for all in-game projectiles.
  • Solved an issue with small cannonballs not damaging tents spawned by officers.
  • Solved an issue with rockets and mortars causing twice the intended damage to structures.
  • Solved an issue with Frontline shells facing the wrong when airborn.
  • Solved an issue with 'O' debug menu to quickly gather ammunition not working.

» This requires rc set allowAmmoSelectorUIDebugShow true/false.

  • Solved an issue with French Musician (violinist) uniform panel icons being mismatched.
  • Solved various uniform and head LOD issues.
  • Solved the issue with horse skin selection not persisting over respawns.
  • Solved an issue with the stair collider being visible on Berkton Greens.
  • Solved an issue with snow on Fort Christina props not visually appearing as intended.
  • Solved an issue with lighthouse destruction which led to round delays.
  • Removed ‘rc set meleeArenaAllowShooting true/false’ since it didn't work as intended.

» Now administrators can input the following command instead in the server configuration file to enable or disable the same functionality: ‘melee_weapons_only true/false’

» If ‘melee_weapons_only’ is set to ‘false’, you can handle midround shooting by enabling/disabling using ‘rc set allowFiring true/false’.

The ‘melee_weapons_only true/false’ command works in all game modes.

» Solved an issue with the crosshair indicator option being skewed.

  • Solved an issue with people getting stuck in ice-cold pools on Glacier.
  • Solved an issue with steamboats not destroying themselves when boarded by the defenders on Heroes Landing.
  • Solved an issue with carriable objects in the spawn menu bugging out through multiple rounds.
  • Solved an issue with VoIP testing where it led to repeated in-world audio under very specific conditions.
  • Solved an issue with cavalry units being able to tank multiple grapeshots or blunderbuss shots incorrectly.
  • Solved an issue with buckshot breaking cannons when reflective damage was enabled.