Cobra Online Class

r11 - Release Notes

r11 - Release Notes

Postby eDiver » Wed Sep 29, 2010 1:29 pm

See below release notes for r11

New Features
Bug Fixes
Misc
Last edited by eDiver on Wed Sep 29, 2010 1:52 pm, edited 4 times in total.
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Re: r11 - Release Notes

Postby eDiver » Wed Sep 29, 2010 1:29 pm

New Features

Graphics and Shaders Updates
- Updated diver visual with a complete overhaul. The diver face and body are now separated into several sub-meshes. This allows for several important features:
- More fine grained control over animation (for example: when equipping one stage bottle, now only the arm that bottle is resting under will be raised instead of both).
- Much easier to create new animations and poses for the diver.
- Support for multiple faces, since the hood and face mesh are now separated.
- New, higher detailed meshes have been added for the face and body of the male and female diver.

- Added several new features to shaders
- Added support for "self-illuminated" materials. We use this to give flash lights light cones and make the bulb appear active.
- Added underwater reflection, so that water line when viewed from below will show things reflected back from underwater.
- Added light falloff on under-water models, so that the deeper you go, the less light is available and the more things shift to blue.
- Added the ability to apply a texture to the sky-box (clouds, stars, etc).
- Surface reflection and refraction can now be turned off by users for increased performance (though turning both off at the same time makes the water look very bad).
- Added the ability to use "scale" modifiers on bones in animations (used in the humboldt squid animation).
- First person hand uses the same skeleton as the right arm/hand of the diver to do animations, allowing much greater flexibility in animations then the old system.

Weapons
- Added new equipment type "Weapons".
- There are currently three categories of weapons: Melee (fist, knives), short-range (sticks and poles), and long-range (spear guns).
- You can equip one weapon from each category at a time.

- Using weapons:
- Weapons can be brought with you into a dive site to defend yourself from aggressive wild life.
- Friendly fire is possible, so be careful not to shoot your buddies.
- When you bring weapons into a dive site, switch between them using the equipment selection key (default: "E", same key used for switching the active tank or dive computer).
- Your current active weapon will be indicated by an icon on the new "weapon status" indicator on your toolbar.
- Weapons that have ammo will show your current and remaining ammo in the lower area of the same tool.

- Changes to lobster hunting related to weapons:
- The key binds related to lobster hunting have been renamed "Primary Action" and "Secondary Action." They now control the active weapon. Some weapons (like your fist) only have a primary action, while others (like the spear gun) have secondary actions as well.
- Lobster hunt "Grab a Lobster" action is accessed through the weapon menu.
- You can check how many lobsters you have in your bag in the "ammo" area of the weapon indicator when using the lobster grab action.

- Hitboxes:
- A greatly improved hit-box system has been added to support weapons. Hit boxing is handled by ODE, the physics engine used for other collisions.
- The hit-box system supports fine-grained hitboxes for different areas of an animal, so that for example a hit to the nose of a shark does more damage then a hit to it's back.
Last edited by eDiver on Wed Sep 29, 2010 1:43 pm, edited 2 times in total.
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Re: r11 - Release Notes

Postby eDiver » Wed Sep 29, 2010 1:29 pm

Bug Fixes

- Fixed several bugs with colliders that led to much jumpier collision reaction then there should have been.
- Fixed a crash bug when a rigid body mesh was not loaded.
- Fixed a bug with trimix advanced graphs that could cause the loading bars to show negative values.
- Fixed a crash bug when starting a scene if loading a previous site was canceled after some triggers had been loaded, then another site was loaded.
- Fixed a bug with 4+ player buddy dives that caused the third and fourth players to not be able to see each-other, and weird display problems for one of them on everyone else computer.
- Fixed a bug when a single-channel sound sample was played as a "global" sound, causing it to not be audible because OAL was treating it as a positional sound source. Now, single-channel sound samples can be used as non-positional sources.
- Fixed a bug that caused network fish (like the great white shark) to be much more "active" on the client version of the simulation then on the host, causing more frequent de-synchronization in positions.
- Fixed a bug with the sound system that caused a limit of 32 sounds that could be loaded into memory at the same time, due to tying each memory buffer immediately to scarce hardware resource on the sound card.
- Lobsters and other crustaceans no longer ignore collision models in their way.
Last edited by eDiver on Wed Sep 29, 2010 1:45 pm, edited 1 time in total.
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Re: r11 - Release Notes

Postby eDiver » Wed Sep 29, 2010 1:30 pm

Misc

- When you visit the shop or tuneup pages in the equipment selection screen and then return to your garage, the last piece of equipment you had selected will remain selected. Previously, whatever gear you had equipped would be selected. (ex: I open masks, select a different mask, go to the shop, return to the garage, the new mask is still selected. Old version: the mask I have equipped is selected instead of my new choice).
- Key bindings can now be set with modifier keys (ex: D to move right, Ctrl+D to open depth gauge is a valid possible key binding).
- Added support for selecting between multiple faces.
- Changed the way turning works for divers to be more realistic.
- Now, you can turn your head up to 60 degrees (less when looking up or down) left and right in free movement.
- If you try to turn further then you can look, you will slowly adjust your body orientation to match.
- Body orientation adjusts quicker when pitched vertically, and slower when pitched horizontally.
- When you are moving, body orientation automatically moves to follow the direction you are looking. This change is faster when pitched horizontally, and slower when pitched vertically.
- The upshot of all this is, when stationary you can look left and right without moving, but it is more difficult to turn past your neck's swivel range.
- Fish now avoid threats by dodging out of their way, instead of running straight away from them. More realistic behavior.
- Teletransporter will only move you if you could swim in a straight line to the new destination. If a piece of terrain is in the way, it will not teleport you to the new location.
- Improved position synchronization between network fish (like the great white). May cause occasional jumps on client computers to keep the fish in roughly the same position.
- Added some quick checks to collision detection that should improve update speed in sites that have lots of static rigid bodies.
- Added hysteresis to cameras at the water line. Camera can no longer rest directly on the water line, but must be either 20cm above it or 10cm below it.
- Greatly expanded the possible interactions between a script and the various entities in a scene.
- Updated help dialog to send information about the current dive (site ID and objective progress) as extra arguments when requesting help..... press F1 and you will get online help!
- Updated first-person cross-hair to be able to reposition and rescale based on a quick projected course in the physics engine
- Updated objective tracking to support several new features:
- When a new objective is discovered, it will be highlighted with a temporary on-screen pop-up.
- Objectives can now have an associated progress in the form of a count-up, count-down, or score indicator.
- Objectives can now be failed.
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Re: r11 - Release Notes

Postby keydiver321 » Wed Sep 29, 2010 1:56 pm

Awsome cant wait!!!! :D
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Re: r11 - Release Notes

Postby amarshall » Wed Sep 29, 2010 3:06 pm

WooHoo!!!! Can't Wait!!
If you need help, just PM me (follow the arrow)----->

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Re: r11 - Release Notes

Postby tomgoosman » Thu Sep 30, 2010 9:08 pm

Nice work. R11 is working great!
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Re: r11 - Release Notes

Postby amarshall » Fri Oct 01, 2010 5:26 am

Definitely!! The graphics look tons better, and the jumpy collision models are gone! I love my speargun :D Thanks for r11!!
If you need help, just PM me (follow the arrow)----->

"The sea, once it casts its spell, holds one in its net of wonder forever."
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Re: r11 - Release Notes

Postby eDiver » Fri Oct 01, 2010 10:54 am

so .... what do you guys think of Anna - your private virtual guide?

Image
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Re: r11 - Release Notes

Postby amarshall » Fri Oct 01, 2010 3:11 pm

eDiver wrote:so .... what do you guys think of Anna - your private virtual guide?

Image



She never showed up for me...I just got text boxes
If you need help, just PM me (follow the arrow)----->

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