v1.145 released; fixes & improvements
Author: indiefoldcreator
Date:
Sat, 14 Oct 2023
Game: Viscera Cleanup Detail
Greetings, mop brigade!
I come bearing a small update, Mostly in the form of fixes, and a few improvements.
As well as an updated HD soundtrack!
A few notable items are:
Before we get into the changelog, I want to issue a short warning, as some of the changes have unintended side-effects.
Your personal settings, such as:
Will all be reset.
This is unavoidable I'm afraid, given the way the engine handles configuration settings.
We always tried to keep these to a minimum, but in an effort to tweak a few essential systems, we've had to make changes this time around.
Hopefully you won't be too adversely affected by it.
We have also changed the game's default port, so let us know if you are suddenly unable to connect to your friends where you were before the update.
There you have it!
This will, in all likelihood be the last VCD patch or update for the foreseeable future...
We are hard at work on our other game project we mentioned before, and while it's showing promise, and coming along, it will likely take longer than we expect. It's still so...experimental.
We want to take it where it needs to go, and it's not a straightforward process by any means, so we'll be tinkering for a while still before we can show you anything concrete.
Besides that, we're also hard at work on getting VCD operational in some form on UE4.
Decided against using Unity for a few reasons, most of all is the familiarity of knowing the Unreal Engine and C++. Something that can't be discounted when you're a small studio.
We'll keep you guys posted as things develop!
*EDIT* There were some issues with the update at first.
If you are one of the people who updated it early, or it was automatically updated shortly after it went public, then let us know if you lost anything critical and we'll do what we can.
Likewise if you are suddenly unable to play the game after the update.
For the most part, you should notice no change.
Sorry for any inconvenience, folks.
I come bearing a small update, Mostly in the form of fixes, and a few improvements.
As well as an updated HD soundtrack!
A few notable items are:
- A Throw key
- Some hopefully beneficial changes to improve multiplayer performance
- Alien Creep foulness factor + 10
- High Quality lossless .flac versions of the game's soundtrack
- Workshop additions
Before we get into the changelog, I want to issue a short warning, as some of the changes have unintended side-effects.
Your personal settings, such as:
- Key-bindings
- Player and server names
- Volumes and Preferences
- Performance tweaks and some Display values
- Default ports, network device and framerate limits
Will all be reset.
This is unavoidable I'm afraid, given the way the engine handles configuration settings.
We always tried to keep these to a minimum, but in an effort to tweak a few essential systems, we've had to make changes this time around.
Hopefully you won't be too adversely affected by it.
We have also changed the game's default port, so let us know if you are suddenly unable to connect to your friends where you were before the update.
Changelog:
- Added HD .flac versions of the game's music to the Soundtrack download. For all you audiophiles out there. Where you at!
- Maps:
- Made the "Creep" and "Biomass" materials in Incubation Emergency pulsate, resulting in 10x more disgust; How unseemly!
- Added "Deadly Fauna" as an "Incident Particular" to the Incident Report for Pestilent Penitentiary.
- Fixed Hydroponic Hell seeds that have been in an empty bucket being impossible to plant.
- Made the "Creep" and "Biomass" materials in Incubation Emergency pulsate, resulting in 10x more disgust; How unseemly!
- Game:
- Added a "Throw" key(Default E on keyboards, B on XBox controllers). Mainly designed for controller use, as throwing is often difficult. Yes, you can now break acid jars!
- Fixed the Broom jiggling off its hinges in first and third person.
- Made spent Flares look darker than their un-used cousins.
- Fixed a number of items(such as dynamite and candles) not being extinguished when they make contact with water other than buckets.
- Fixed long text fields in Report Forms being cropped when loading a game, or re-entering the form on the punchout machine.
- Hopefully Fixed the occasional disregarding of values entered into Report Forms upon punch-out.
- Changed the game to use a gradual stepped "chunk" loading approach to the loading of Save Games. This should stop actor-rich save-sessions from crashing on load. This can be changed in the UDKPreferences.ini file.
- Increased physics damping for valid objects inside Stacking Zones, allowing them "settle" more easily.
- Added a "Throw" key(Default E on keyboards, B on XBox controllers). Mainly designed for controller use, as throwing is often difficult. Yes, you can now break acid jars!
- Multiplayer:
- Changed the game's default network port back to 7777. (Let us know if you are suddenly unable to connect to your friends!)
- Increased engine bandwith limits and net tick-rates, which will hopefully improve connections for larger and faster servers.
- Fixed clients being unable to use machine interfaces after restoring Light-Bulbs to incubators in Incubation Emergency.
- Slightly reduced the "jittery" movement of various "ragdoll" objects on clients.
- Fixed certain objects on clients appearing with the wrong orientation before they have been touched by anyone.
- Fixed notes on the personal PDA not being saved properly for all players in multiplayer.
- Changed the game's default network port back to 7777. (Let us know if you are suddenly unable to connect to your friends!)
- User Interface:
- Fixed being unable to Pause the game while editing text on the Notes page of your personal PDA tool.
- Fixed the interface not changing to the correct DLC styling when joining another player's game, or loading a level via commands.
- Fixed the Report Form viewing screen in the office cutting off long text fields.
- Fixed values entered into number fields on the Punchout Reports screen sometimes being discarded.
- Fixed some typos.
- Fixed being unable to Pause the game while editing text on the Notes page of your personal PDA tool.
- Vulcan Affair:
- Fixed the mini rockets exploding on clients as soon as they are launched, instead of when they actually hit things.
- Santa's Rampage:
- Fixed TNT coming out of the bucket machine during Speedrun sessions.
- Fixed TNT continually re-lighting and being extinguished when inside a bucket that's being incinerated.
- Made it possible to light Molotov cocktails by holding down the Interact key, much like you do with flares.
- Fixed TNT coming out of the bucket machine during Speedrun sessions.
- Workshop:
- Made the "Debris" kismet action able to control what happens when the "Melt" input is used.
- Made the "Check Area" kismet condition able to check an AABB and volumes.
- Made the "Debris" kismet event able to ouput damage received, along with damge type, hit location and hit momentum.
- Made the "Debris Spawner" kismet action able to vary the spawn rotation.
- Added a "Spawn Projectile" kismet action; allows you to spawn projectiles(or projectile archetypes). So things like dirt, pus-pod goo, crystal dust, fire and custom projectiles.
- NOTE: Objects that use the skeletal mesh versions of the Broom will no longer have collision.
- Made the "Debris" kismet action able to control what happens when the "Melt" input is used.
There you have it!
This will, in all likelihood be the last VCD patch or update for the foreseeable future...
Other Projects
We are hard at work on our other game project we mentioned before, and while it's showing promise, and coming along, it will likely take longer than we expect. It's still so...experimental.
We want to take it where it needs to go, and it's not a straightforward process by any means, so we'll be tinkering for a while still before we can show you anything concrete.
Besides that, we're also hard at work on getting VCD operational in some form on UE4.
Decided against using Unity for a few reasons, most of all is the familiarity of knowing the Unreal Engine and C++. Something that can't be discounted when you're a small studio.
We'll keep you guys posted as things develop!
*EDIT* There were some issues with the update at first.
If you are one of the people who updated it early, or it was automatically updated shortly after it went public, then let us know if you lost anything critical and we'll do what we can.
Likewise if you are suddenly unable to play the game after the update.
For the most part, you should notice no change.
Sorry for any inconvenience, folks.
Write your comment!