Alpha ChangeLogs

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OldSnake
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Re: Alpha ChangeLogs

Post by OldSnake » Tue Jun 17, 2014 5:08 pm

Alpha 12

[NEW]

- Added new "Cone Step Mapping" engine graphic feature (this feature will be used in Alpha 13)
- Added two new building in the world generation
- Added more than 15 new decorative objects for actual and future use
- Added a system in the engine to handle some special patching task between versions of the game.
- Added 5760x1080 (triple screen) resolution support

[CHANGED / OPTIMIZED / IMPROVED]

- Improved large quantity of textures by adding details maps
- Improved structures generation speed by 50%
- Optimized game engine core (5% to 10% performance speed improvement)
- Optimized shaders system
- Added / improved objects names and descriptions
- Improved generic trees meshes
- Improved grass color variations
- Improved Navmesh generation speed
- Improved Navmesh memory management
- Mouse cursor is now centered when arriving on the game main menu
- Improved game launch speed
- Improved grass shader performances
- Improved road border trees generation
- Optimized bushes rendering speed
- More decorative objects can be stored in inventory
- Trees are not spawning outside playable area anymore to save memory.
- Reduced tall grass height

[FIXED]

- Fixed PhysX "Cuda" error message on startup with AMD graphic cards
- Fixed some errors in material files
- Fixed some incoherent possibility to lift some really big and heavy objects
- Fixed some camera movement bugs when walking on stairs
- Fixed shadow rendering bug with straw bales
- Fixed error "Error: getFilesList() function: invalid file handle for filter mods\*. Error is: 3"
Dangerous Rays main developer and Lonely Bits Games director. http://www.lonelybitsgames.com

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OldSnake
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Re: Alpha ChangeLogs

Post by OldSnake » Mon Jun 30, 2014 12:06 pm

ALPHA 13

[NEW]

- Player now spawn in his small survival bunker
- Added underground structures support
- Added new ingame ambient music system
- Added 4 new food objects (will be used in Alpha 14)
- Added terrain fake shadows system
- Added 4800x900 resolution support (triple screen)
- Added "Music Volume" slider in settings menu

[CHANGED / OPTIMIZED / IMPROVED]

- Improved objects physic bodies generation system (50% faster)
- Improved procedural terrain sattelite texture generation quality and color variation
- Improved structures templates system (building interiors are further more improved)
- Sun lighting improvements (less brownish tint and more realistic)
- Improved sound engine performances and compatibility
- Optimized objects action menu memory consumption and processing speed
- Optimized objects spawn time
- Improved fog simulation
- Improved existing buildings interiors
- Replaced electric poles meshes by better ones
- Improved trees trunk texture
- Reduced thunder activation probability
- Improved thunder simulation performances
- Reduced ambient light blue tint
- Improved meshes LODS system performances
- Improved daycycle performances
- Various engine optimization and memory handling improvements

[FIXED]

- Fixed some crash opportunities
- Various small bug fixes
Dangerous Rays main developer and Lonely Bits Games director. http://www.lonelybitsgames.com

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OldSnake
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Re: Alpha ChangeLogs

Post by OldSnake » Sun Jul 27, 2014 6:59 pm

ALPHA 14

[NEW]

- Added more than 50 new decorative objects (beds, drawers, sinks...)
- Added 2 new small houses
- Added 4 new destroyed houses
- Added destructible crates that drop some objects to loot
- Added objects physic impact sounds
- Added objects physic impact particle effect
- Added custom objects inventory icons support
- New gun: M1911
- New melee weapon: CrowBar
- New melee weapon: Chef Knife
- New melee weapon: Cleaver
- New melee weapon: Combat Knife
- New melee weapon: Femur
- New melee weapon: Lug Wrench
- New melee weapon: Truncheon
- Added Color Grading engine graphic feature (better colors, more contrast)
- Added Official Cone Step Mapping feature support (advanced relief effect on some textures)
- Added grass plants in the grass generation system
- Added new sun specular reflections graphic engine feature (metallic surfaces now reflect according to sun position)
- Added new dynamic cursor
- Added new food cans in the game world
- Added sounds when player open/close inventory
- Added new particle effect when hitting objects with melee weapons
- Added multiple attack animations support for melee weapons
- Added 3D anaglyph rendering support (accessible in the game settings menus)
- Added dynamic moving clouds layer (only working for NVidia graphic cards for now)
- "view_wireframe", "view_bulletstrajectory", "view_bulletsimpacts", "weather_setovercast", "weather_setinstantovercast", "daycycle_acceleratetohour" consoles commands are now available even if dev mode is not enabled
- Added new console command "actor_spawn" that spawn entities of the game like weapons where your cursor is pointing at. for example type "actor_spawn crowbar::weapon" in console to spawn a crowbar.

[CHANGED / OPTIMIZED / IMPROVED]

- Improved XML file parsing system performances and compatibility
- Global engine lighting overhaul (Much improved realism)
- Much improved buildings interiors with plenty of new objects
- Improved forests generation quality
- Optimized grass generation speed (25% faster)
- Improved grass generation quality
- Increased SSAO effect coverage
- Optimized SSAO graphic effect (25% performance improvement when SSAO enabled)
- Optimized Bloom graphic effect (20% performance improvement when Bloom enabled)
- Removed "SSAO Quality" graphic setting (not useful anymore because of the SSAO optimization)
- Improved grass shading
- Increased grass draw distance by 20%
- Improved grass and plants loading system performance (reducing ingame micro-freezes)
- Plants are now also affected by the "grass density" setting
- Improved sound sources reverb calculations performance
- Escape key can't be used to close the inventory anymore
- Improved depth of field effect
- Improved barn building mesh
- Improved items icons quality
- Spawned ammoboxes bullets count is now randomized
- Reduced objects white edges graphical glitch under bad weather conditions
- Improved clouds color realism
- Optimized game configs system
- Fire can now cause damage to player
- Improved game startup speed
- Reduced camera bob frequency when sprinting
- Lowered default mouse sensitivity
- Improved lighting specular reflections
- Reduced player object throwing force
- Reduced items bar transparency amount
- Various food properties tweak (more realistic nutrition and hydration values)
- Food / Drink effect on hunger and thirst is now instant for less confusion
- Improved ammoboxes meshes
- Improved melee weapons impact sound effects
- Trilinear filtering is now mandatory and not exposed in the userconfig file anymore.
- Ambient music is now played more frequently
- Screenshots naming convention changed from day-month-year-hour-minute-second.jpg to year-month-day-hour-minute-second.jpg (viewtopic.php?f=10&t=285)
- Various graphic engine optimizations
- Various engine code architecture improvements

[FIXED]

- Fixed player underwater movement glitch (WARNING: Swimming is not implemented yet !)
- Fixed clouds graphic artifact (http://www.dangerousrays.com/bugtracker/view.php?id=149)
- Fixed player able to climb ladder with weapons or other equipped items in hands
- Fixed player able to climb ladder while grabbing objects
- Fixed wrong scaling of some trees
- Fixed "meleeweapon_pvmbaseoffset" property not taken in account in weapons configs
- Fixed zone fail to load bug when world name contain some spaces
- Fixed crash when loading a missing sound
- Fixed "You eat: ..." hint message when drinking water
- Fixed ammoboxes inventory info window not displaying anything
- Fixed wrong sound effect played when drinking water
- Fixed game interaction cursor disappearing after mounting ladder
- Fixed fire sources memory leak
- Fixed some minor UI related bugs
- Fixed some rare crash opportunities
- Various other small bug fixes
Dangerous Rays main developer and Lonely Bits Games director. http://www.lonelybitsgames.com

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OldSnake
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Re: Alpha ChangeLogs

Post by OldSnake » Wed Sep 03, 2014 11:33 am

ALPHA 15

[NEW]

- New sound engine
- 5.1 speaker system support
- 7.1 speaker system support
- Added .mp3 file format support in sound engine
- Added .wma file format support in sound engine
- New AI navigation system (prototype state, expect some issue within the first weeks)
- Added crowd support in AI navigation system
- New weapon: Glock22
- New weapon: M11
- New weapon: P226
- New reloading sound for most guns
- Added copy/paste support in the console
- Added sounds when switching a flashlight on or off
- Added new sound when eating food can

[CHANGED / OPTIMIZED / IMPROVED]

- Improved sound engine 3D spatialization
- Improved sound engine performances
- Reduced sound engine memory footprint
- Reduced sounds loading time (~300% speed improvement)
- Improved AI navigation performance
- Improved AI navigation efficiency
- Improved AI navmesh building performance
- Increased player movements speed
- Improved guns recoil feeling at low framerate
- Improved terrain rendering
- Improved sky atmosphere simulation
- Improved grass plants generation algorithm
- Reduced objects memory usage
- Optimized objects spawn time
- Reduced player view punch amplitude when melee weapon hit something
- Increased pine leaves green color channel intensity
- Tweaked footsteps sound volume and pitch according to the player speed
- Tweaked grass density
- Improved terrain satellite texture procedural generation
- Reduced plants and bushes "popup" effect
- Renamed "Global volume" audio setting to "Effects volume"
- Various small changes and optimizations

[FIXED]

- Fixed numerous AI navmesh generation related issues
- Fixed zombies stucked at buildings corners issue
- Fixed low volume sound issues
- Fixed sound engine hardware compatibility issues
- Fixed FPS drop when mounting ladders
- Fixed water surfaces bright color bug
- Fixed player not able to move on terrain slopes when crouched and proned
- Fixed pink tint of red colors
- Fixed memory leak related to gun fire
- Fixed wrong bullet penetration for "fabric" type surfaces
- Fixed wrong reload sound 3D spatialization when moving while reloading a gun
- Fixed "PhysX: invalid operation (PxScene::removeActor(): Actor not assigned to scene or assigned to another scene. Call will be ignored!)" error
- Fixed uppercase XML elements not recognized correctly in localization files
- Fixed potential issues in the XML file parsing system
- Fixed torchlight not responding to "Turn On" and "Turn Off" player action (http://www.dangerousrays.com/bugtracker/view.php?id=139)
- Fixed "$objectname_gascan01" wrong localization issue (http://www.dangerousrays.com/bugtracker/view.php?id=160)
- Fixed invisible objects in forests issue
- Fixed roadblocks wrong meshes rotation issue (http://www.dangerousrays.com/bugtracker/view.php?id=148)
- Various small bug fixes
Dangerous Rays main developer and Lonely Bits Games director. http://www.lonelybitsgames.com

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OldSnake
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Re: Alpha ChangeLogs

Post by OldSnake » Tue Sep 30, 2014 4:09 pm

ALPHA 16

[NEW]

- Complete user interface style overhaul
- Complete player HUD interface overhaul
- New "Skip Nighttime" function (accessible with T key)
- New "Vignette" post-process effect
- UI custom skins support
- Shotguns engine support (first shotgun will be added in the next update)
- Buckshot and slug shell "bullet" type support
- Added sound when activating glowsticks
- Added sound when dragging items in inventory
- Added 3 alcohol bottles food item (alcohol negative effect on player will be added in the next updtate)
- New gun slide animation system, gun slide parts are now animated
- Added new user interface text font to replace the old generic one

[CHANGED / OPTIMIZED / IMPROVED]

- Improved text rendering
- Optimized meshes culling algorithm
- Reduced aliasing
- Improved smoke texture
- Improved player inventory user interface
- Improved XML configs system performance and reliability
- It is now possible to unassign the item from the assigned items bar by pressing the key (from 1 to 9) already assigned to the item.
- Improved guns simulation performance
- Slightly improved XML configs loading speed
- Various engine code architecture improvments
- Game now automaticaly launch "DangerousRays_avx.exe" or "DangerousRays_avx2.exe" if a proper compatibility with your CPU is found
- Reduced Z fighting graphic artifacts
- Various other small changes

[FIXED]

- Fixed numerous issues regarding AI navmesh generation
- Fixed some wrong impact sounds localization
- Fixed player interaction cursor active when displaying game main menu, console, inventory screen...
- Fixed some audio engine crash opportunities
- Fixed various small issues in audio engine
- Various other small fixes
Dangerous Rays main developer and Lonely Bits Games director. http://www.lonelybitsgames.com

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OldSnake
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Re: Alpha ChangeLogs

Post by OldSnake » Sun Oct 19, 2014 5:35 pm

ALPHA 17

[CHANGED / OPTIMIZED / IMPROVED]

- Temporarily disabled zone switch when going on a zone border to prevent crashes and memory leaks.
- Various small optimizations

[FIXED]

- Fixed crash on startup for some users
- Fixed user interface rendering issues (http://www.dangerousrays.com/bugtracker/view.php?id=165)
- Fixed disappearing zombies dead bodies under certain camera angle (http://www.dangerousrays.com/bugtracker/view.php?id=156)
- Fixed falling of zone border issue (http://www.dangerousrays.com/bugtracker/view.php?id=88)
- Fixed unexpected progress bar issue (http://www.dangerousrays.com/bugtracker/view.php?id=137)
- Various other small fixes
Dangerous Rays main developer and Lonely Bits Games director. http://www.lonelybitsgames.com

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OldSnake
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Re: Alpha ChangeLogs

Post by OldSnake » Wed Dec 21, 2016 5:52 pm

ALPHA 17 A

[NEW]

- Added information message about Alpha 18 update status

[CHANGED / OPTIMIZED / IMPROVED]

- Increased structures/objects generation density
- Traveling between zones feature is now disabled as it is very unstable and cause game crashes. (This feature will be back in the Alpha 18 version of the game)
- Added ammo boxes loot type in regular breakable crates
- Balanced loot in breakable crates
- Reduced roads generation fatal error probability
- Zombies spawning density increased by 50%
- Zombies are now less easier to kill when hitting them in the dead with a melee weapon or a gun
- Zombies can now be killed by damaging their bodies / legs / arms...
- Improved roads network density
- Improved engine stability
- Slightly improved engine performance
- Inventory can now be closed by pressing escape key
- It is now less difficult to break crates
- Disabled player collision with broken crates debris to prevent some issues

[FIXED]

- Fixed freezed zombies after loading a saved zone issue
- Fixed freezed zombies when damaged issue
- Fixed knocked zombie animation not working
- Fixed very dark shadows issue
- Fixed player UI visible in zone generation loading screen
- Fixed invisible items in player GUI items bar after loading a zone issue
- Various other small fixes

[INFOS]

- While zombies AI is less buggy now there still some big issues left in the AI navigation system, those kind of issues will be fixed in the future Steam (alpha 18) version of the game. For now zombie are more some dumb targets to shoot at than anything else.
- It's heavily recommended to generate a new world each time you want to play to the game as the save/load system is quite unstable at the moment.
Dangerous Rays main developer and Lonely Bits Games director. http://www.lonelybitsgames.com

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