

Nick Smart



Creator and Developer of From The Depths

Threads: 857

Joined: Jul 2013

Reputation: Posts: 15,012Threads: 857Joined: Jul 2013Reputation: 279 #1



We're on a 4 week sprint to do a number of things

1) Release to stable, track and fix bugs

2) Update (some, not all, yet) UIs to the new format

3) Refactor the codebase into a solid base for modders to go forward upon

4) Update missiles / add missile gauges / hatches / balances / all sorts (see for yourself in the images below). This may take more than the four weeks.

5) Fix the multiplayer issues that have been accumulating

6) Fix a number of (seemingly) related projectile and grid-casting issues







Draba has joined the team as a developer and is focusing on the missile rework.



Hikari and Karbengo have also joined and are managing content and helping out with various things



It's excellent to have new members of the team so a warm welcome to everyone



Here is the sprint board, showing progress so far, and the exhaustive list of tickets made so far.















I will update these images approximately once a week.



Here is the change-log for the dev test. It will be going to development branch and stable shortly so if you are experiencing show stopping issues which are not on the sprint board above please raise them now. I've made a poll for dev testers to give the thumbs up or thumbs down for stable release.



v2.2 [Add] <ACB>: ACBs can now have a custom 'min interval between activations'

v2.2 [Add] <ACB>: ACBs delayed action can now be queued (before it wasn't possible, so when an action was delayed the ACB couldn't issue another action)

v2.2 [Add] <ACB>: ACBs now have a custom priority (highest priorities have more control)

v2.2 [Add] <ACB>: All ACB-controlled block types can now have a custom name (use the 'Block naming' skill, or Shift+N when building or not)

v2.2 [Add] <ACB>: An ACB 'AND' logic gate is simulated when several ACBs are touching each other, the ones with only a condition or only an action are 'attached' to the ones with an action and a condition

v2.2 [Add] <ACB>: Major ACB modifications, the inputs and blocks are now in collapsable categories; the states of the condition and action are now displayed

v2.2 [Add] <ACB>: Most ACB conditions can be inverted (as with a 'NOT' logic gate)

v2.2 [Add] <ACB>: Most ACB conditions now have a min and max inputs

v2.2 [Add] <ACB>: The ACB can now use a string pattern to select blocks according to their names

v2.2 [Add] <ACB>: The ACB has been completely overhauled

v2.2 [Add] <ACB>: The ACB now have a 'design' GUI, which displays the location of the blocks controlled by the ACB

v2.2 [Add] <ACB>: Various new ACB conditions and actions

v2.2 [Add] <Blocks>: GP PID now has an option for height above land and waves (rather than land and mean sea level)

v2.2 [Add] <Blocks>: Spot light added (model for it to come)

v2.2 [Add] <Character>: Telekenesis skill now scales with vehicle size

v2.2 [Add] <Character>: There's a new block data copy/paste skill which does the same as 'Ctrl+C' and 'Ctrl+V' in build mode

v2.2 [Add] <Character>: There's a new debug skill to see the AC and health of a block (the real AC, with all the stacking if any)

v2.2 [Add] <Character>: There's a new EMP debug skill (working as the explosion or impact debug skills)

v2.2 [Add] <Effects>: Added a reflection probe to the camera to facilitate reflections

v2.2 [Add] <Effects>: Added an ambient occlusion effect which is toggleable from the options menu

v2.2 [Add] <Effects>: Added an image blooming effect which is toggleable and customisable from the options menu

v2.2 [Add] <Effects>: Added PBR shaders for all vehicle materials to produce Physically Based Rendering

v2.2 [Add] <Effects>: Added the ability to scale sun light and ambient light from the options menu

v2.2 [Add] <Effects>: Implemented deferred rendering

v2.2 [Add] <Missiles>: Variable thrust propellers added

v2.2 [Add] <Modding>: Ability to add changes to the patch notes change log by using static constructors in block classes

v2.2 [Add] <Modding>: ExampleMod mod has been added to FTD which contains a boilerplate mod that adds a new block to the game as well as some code. Visual Studio project included. You'll find this mod in your FTD installation game files alongside all other 'core' mods.

v2.2 [Add] <Modding>: Modders can now indicate that a SubObject is 'decorative only', it will automatically display it along with the ablock it is attached to

v2.2 [Add] <Modding>: The dictionary 'CustomVariables' has been added to 'AllConstruct', 'Block' and 'INode', so mods can have and share their own variables attached to vehicles, blocks and nodes

v2.2 [Add] <Options>: Added the option to enable / disable the shadow casting of vehicle lights

v2.2 [Add] <UI>: Added support for a new and improved UI framework

v2.2 [Add] <UI>: Created a new change logging system

v2.2 [Add] <UI>: Main menu vehicle demo camera now follows vehicles more smoothly

v2.2 [Add] <UI>: Moved the Naval Movement Card UI over to the new framework

v2.2 [Add] <UI>: Moved the options menu to the new UI framework

v2.2 [Change] <AI>: The patrol routes have been simplified and the code made more generic and robust

v2.2 [Change] <APS>: -APS firing pieces now have the equivalent of 10 gauge coolers base(balance for smaller systems vs large)

v2.2 [Change] <APS>: There's now one decimal place for the RoF of the APS firing piece

v2.2 [Change] <Blocks>: Blocks now have a unique Id over the whole vehicle (not only its current SubConstruct)

v2.2 [Change] <Blocks>: Distortion sphere for ERA fixed and new shader

v2.2 [Change] <Blocks>: It is now possible to customize the color of the particle cannon effect

v2.2 [Change] <Blocks>: It is now possible to customize the color of the smoke for the smoke generators

v2.2 [Change] <Blocks>: LWCs now have a custom priority (highest priorities have more control)

v2.2 [Change] <Blocks>: Simple lasers can now have their color modified in their GUI

v2.2 [Change] <Blocks>: Smoke generators can now be stopped

v2.2 [Change] <Buoyancy>: Buoyancy for larger vehicles now takes into account waves and uses a sparse sampling system to maintain performance

v2.2 [Change] <Buoyancy>: Water level heights for large vehicles are sampled sparsely to ensure full coverage but at a lower resolution

v2.2 [Change] <Modding>: A mod .dll can contain multiple 'plugin' classes. These now extend interface GamePlugin not FtdPlugin.

v2.2 [Change] <Modding>: Making your own custom 'object pools' is now possible using Pooler.GetPool<YourPool>. All pools now accessed via this mechanism.

v2.2 [Change] <Modding>: Player profile files now moddable. Use ProfileManager.Instance.GetModule<YourType>() to get and set content of the profile. Loading and saving of this content is automatic.

v2.2 [Change] <Modding>: Plugin.json file property name 'FTD_version' changed to 'gameversion' for compatibility with future games. Update this to read "2.2.0" for compatibility with this release

v2.2 [Change] <Modding>: StaticPools.AdvSoundManager replaced with BrilliantSkies.Core.Pooling.Pooler.GetPool<BrilliantSkies.Effects.SoundSystem.AdvSoundManager>. Pooler.GetPool<AdvSoundManager> when using 'Using statements'.

v2.2 [Change] <Modding>: When there are an error and a warning for a mod, the error is now displayed in priority

v2.2 [Change] <Optimization>: Acessing blueprints via the designer loading window is now faster

v2.2 [Change] <Optimization>: Loading a blueprint is now faster

v2.2 [Change] <Physics>: -Change to explosive force acting on vehicles, includes a small amount of rotational torque and less random flying into space marauders

v2.2 [Change] <Shields>: Shields distort and reflect calculation changed to be more forgiving of angle of incidence and velocity(this is a stop gap until shield reforms)

v2.2 [Change] <Sounds>: Each engine is now slightly pitched differently (not noticeable until you have a whole lot), will reduce crazy noise levels with a lot of them

v2.2 [Change] <Steam>: Now compliant with Steamworks 1.41 rather than 1.32. Steamworks.Net version 11 rather than 9.0 is being used. This doesn't add any new functionality- just keeping up to date.

v2.2 [Change] <Wheels>: Turning wheel does everything a drive wheel does plus turning (they used to only turn)

v2.2 [Change] <Wheels>: Wheels now use a purpose built wheel physics package and should behave much better than previously. You are no longer limited to a maximum of 20 wheels

v2.2 [Fix] <Blocks>: Better management of the LWC firing, the APS guns shouldn't 'eat themselves' anymore when the vehicle is going fast

v2.2 [Fix] <Blocks>: Holoprojector wrong URL when loading a blueprint from v2.15

v2.2 [Fix] <Blocks>: Negative idle azimuth of the 2-axis-turret now works fine

v2.2 [Fix] <Blocks>: Shield external drive now displayed in its GUI (and the plots are updated accordingly)

v2.2 [Fix] <Blocks>: SpinBlock badly displayed when upside down

v2.2 [Fix] <Blocks>: The small and large cannons can now be fired with the ACB

v2.2 [Fix] <Blocks>: When a drill is turned off it slows down now. Before it just kept going.

v2.2 [Fix] <Blocks>: When loading a SubConstruct which has a SubConstruct on it and this child SubConstruct has ammo intakes, the ammo intakes configuration is now loaded correctly

v2.2 [Fix] <Mechanics>: Guns will now fire correctly when they have a delay if fired using an ACB

v2.2 [Fix] <Mechanics>: It is now possible to follow a shell fired manually (using Caps-Lock) even if the weapon has a delay

v2.2 [Remove] <Blocks>: BoomBlock removed

v2.2 [Remove] <Designer>: Removed 'races' from designer.

v2.2.1 [Add] <Effects>: Vehicle paint now has an option to include a modifier for shininess

v2.2.1 [Add] <Technical>: [not recommended] Change streaming assets inside FTD files by creating a file called StreamingFolder.txt next to the executable / app and writing your directory within that text file. Directory must exist.

v2.2.1 [Add] <Technical>: Bug reporter / emailer created which is accessible with SHIFT + F1

v2.2.1 [Add] <Technical>: Change save location from 'my documents' by creating a file called SaveLocation.txt next to the executable / app and writing your directory within that text file. Directory must exist.

v2.2.1 [Add] <UI>: In game block information now displayed in a more consise and easy to read format

v2.2.1 [Add] <UI>: When a block is selected all connected blocks light up blue. Some blocks display issues with a red tint.

v2.2.1 [Add] <UI>: You can now make cutaway views of vehicles by pressing 'end' in build mode

v2.2.1 [Change] <Blocks>: Heliump pump is losing helium x10 time slower for an above water leak compared to an underwater leak

v2.2.1 [Change] <Blocks>: Heliump pump is now providing x1.33 the up-force of an airpump for the underwater volume, and x0.33 for the above water volume (before it was x0.33 for all the volume)

v2.2.1 [Change] <Blocks>: If a block contains 'NOPID' in its name (be careful of the case), then it will not be controlled by a GP PID. Will not work for roll and pitch

v2.2.1 [Change] <Blocks>: Newly placed (or repaired) airpump and helium pump will now start in a fully flooded room

v2.2.2 [Change] <Avatar>: Skills and items are automatically unlocked/locked when added/removed from your toolbar.

v2.2.2 [Change] <Blocks>: Hologram projector now has a new model

v2.2.2 [Change] <Blocks>: It is now possible to go to the previous or next chair by using '[' and ']' keys (previous and next vehicle keys)

v2.2.2 [Change] <Blocks>: It is now possible to set the main chair by looking at it and pressing Q when sitting in it

v2.2.2 [Remove] <Shields>: Removed the shield colour changer. It is now a decoration. Colours can of course still be changed inside the shield projector itself Hi all,We're on a 4 week sprint to do a number of things1) Release to stable, track and fix bugs2) Update (some, not all, yet) UIs to the new format3) Refactor the codebase into a solid base for modders to go forward upon4) Update missiles / add missile gauges / hatches / balances / all sorts (see for yourself in the images below). This may take more than the four weeks.5) Fix the multiplayer issues that have been accumulating6) Fix a number of (seemingly) related projectile and grid-casting issuesDraba has joined the team as a developer and is focusing on the missile rework.Hikari and Karbengo have also joined and are managing content and helping out with various thingsIt's excellent to have new members of the team so a warm welcome to everyoneHere is the sprint board, showing progress so far, and the exhaustive list of tickets made so far.I will update these images approximately once a week.Here is the change-log for the dev test. It will be going to development branch and stable shortly so if you are experiencing show stopping issues which are not on the sprint board above please raise them now. I've made a poll for dev testers to give the thumbs up or thumbs down for stable release.v2.2 [Add] : ACBs can now have a custom 'min interval between activations'v2.2 [Add] : ACBs delayed action can now be queued (before it wasn't possible, so when an action was delayed the ACB couldn't issue another action)v2.2 [Add] : ACBs now have a custom priority (highest priorities have more control)v2.2 [Add] : All ACB-controlled block types can now have a custom name (use the 'Block naming' skill, or Shift+N when building or not)v2.2 [Add] : An ACB 'AND' logic gate is simulated when several ACBs are touching each other, the ones with only a condition or only an action are 'attached' to the ones with an action and a conditionv2.2 [Add] : Major ACB modifications, the inputs and blocks are now in collapsable categories; the states of the condition and action are now displayedv2.2 [Add] : Most ACB conditions can be inverted (as with a 'NOT' logic gate)v2.2 [Add] : Most ACB conditions now have a min and max inputsv2.2 [Add] : The ACB can now use a string pattern to select blocks according to their namesv2.2 [Add] : The ACB has been completely overhauledv2.2 [Add] : The ACB now have a 'design' GUI, which displays the location of the blocks controlled by the ACBv2.2 [Add] : Various new ACB conditions and actionsv2.2 [Add] : GP PID now has an option for height above land and waves (rather than land and mean sea level)v2.2 [Add] : Spot light added (model for it to come)v2.2 [Add] : Telekenesis skill now scales with vehicle sizev2.2 [Add] : There's a new block data copy/paste skill which does the same as 'Ctrl+C' and 'Ctrl+V' in build modev2.2 [Add] : There's a new debug skill to see the AC and health of a block (the real AC, with all the stacking if any)v2.2 [Add] : There's a new EMP debug skill (working as the explosion or impact debug skills)v2.2 [Add] : Added a reflection probe to the camera to facilitate reflectionsv2.2 [Add] : Added an ambient occlusion effect which is toggleable from the options menuv2.2 [Add] : Added an image blooming effect which is toggleable and customisable from the options menuv2.2 [Add] : Added PBR shaders for all vehicle materials to produce Physically Based Renderingv2.2 [Add] : Added the ability to scale sun light and ambient light from the options menuv2.2 [Add] : Implemented deferred renderingv2.2 [Add] : Variable thrust propellers addedv2.2 [Add] : Ability to add changes to the patch notes change log by using static constructors in block classesv2.2 [Add] : ExampleMod mod has been added to FTD which contains a boilerplate mod that adds a new block to the game as well as some code. Visual Studio project included. You'll find this mod in your FTD installation game files alongside all other 'core' mods.v2.2 [Add] : Modders can now indicate that a SubObject is 'decorative only', it will automatically display it along with the ablock it is attached tov2.2 [Add] : The dictionary 'CustomVariables' has been added to 'AllConstruct', 'Block' and 'INode', so mods can have and share their own variables attached to vehicles, blocks and nodesv2.2 [Add] : Added the option to enable / disable the shadow casting of vehicle lightsv2.2 [Add] : Added support for a new and improved UI frameworkv2.2 [Add] : Created a new change logging systemv2.2 [Add] : Main menu vehicle demo camera now follows vehicles more smoothlyv2.2 [Add] : Moved the Naval Movement Card UI over to the new frameworkv2.2 [Add] : Moved the options menu to the new UI frameworkv2.2 [Change] : The patrol routes have been simplified and the code made more generic and robustv2.2 [Change] : -APS firing pieces now have the equivalent of 10 gauge coolers base(balance for smaller systems vs large)v2.2 [Change] : There's now one decimal place for the RoF of the APS firing piecev2.2 [Change] : Blocks now have a unique Id over the whole vehicle (not only its current SubConstruct)v2.2 [Change] : Distortion sphere for ERA fixed and new shaderv2.2 [Change] : It is now possible to customize the color of the particle cannon effectv2.2 [Change] : It is now possible to customize the color of the smoke for the smoke generatorsv2.2 [Change] : LWCs now have a custom priority (highest priorities have more control)v2.2 [Change] : Simple lasers can now have their color modified in their GUIv2.2 [Change] : Smoke generators can now be stoppedv2.2 [Change] : Buoyancy for larger vehicles now takes into account waves and uses a sparse sampling system to maintain performancev2.2 [Change] : Water level heights for large vehicles are sampled sparsely to ensure full coverage but at a lower resolutionv2.2 [Change] : A mod .dll can contain multiple 'plugin' classes. These now extend interface GamePlugin not FtdPlugin.v2.2 [Change] : Making your own custom 'object pools' is now possible using Pooler.GetPool . All pools now accessed via this mechanism.v2.2 [Change] : Player profile files now moddable. Use ProfileManager.Instance.GetModule () to get and set content of the profile. Loading and saving of this content is automatic.v2.2 [Change] : Plugin.json file property name 'FTD_version' changed to 'gameversion' for compatibility with future games. Update this to read "2.2.0" for compatibility with this releasev2.2 [Change] : StaticPools.AdvSoundManager replaced with BrilliantSkies.Core.Pooling.Pooler.GetPool . Pooler.GetPool when using 'Using statements'.v2.2 [Change] : When there are an error and a warning for a mod, the error is now displayed in priorityv2.2 [Change] : Acessing blueprints via the designer loading window is now fasterv2.2 [Change] : Loading a blueprint is now fasterv2.2 [Change] : -Change to explosive force acting on vehicles, includes a small amount of rotational torque and less random flying into space maraudersv2.2 [Change] : Shields distort and reflect calculation changed to be more forgiving of angle of incidence and velocity(this is a stop gap until shield reforms)v2.2 [Change] : Each engine is now slightly pitched differently (not noticeable until you have a whole lot), will reduce crazy noise levels with a lot of themv2.2 [Change] : Now compliant with Steamworks 1.41 rather than 1.32. Steamworks.Net version 11 rather than 9.0 is being used. This doesn't add any new functionality- just keeping up to date.v2.2 [Change] : Turning wheel does everything a drive wheel does plus turning (they used to only turn)v2.2 [Change] : Wheels now use a purpose built wheel physics package and should behave much better than previously. You are no longer limited to a maximum of 20 wheelsv2.2 [Fix] : Better management of the LWC firing, the APS guns shouldn't 'eat themselves' anymore when the vehicle is going fastv2.2 [Fix] : Holoprojector wrong URL when loading a blueprint from v2.15v2.2 [Fix] : Negative idle azimuth of the 2-axis-turret now works finev2.2 [Fix] : Shield external drive now displayed in its GUI (and the plots are updated accordingly)v2.2 [Fix] : SpinBlock badly displayed when upside downv2.2 [Fix] : The small and large cannons can now be fired with the ACBv2.2 [Fix] : When a drill is turned off it slows down now. Before it just kept going.v2.2 [Fix] : When loading a SubConstruct which has a SubConstruct on it and this child SubConstruct has ammo intakes, the ammo intakes configuration is now loaded correctlyv2.2 [Fix] : Guns will now fire correctly when they have a delay if fired using an ACBv2.2 [Fix] : It is now possible to follow a shell fired manually (using Caps-Lock) even if the weapon has a delayv2.2 [Remove] : BoomBlock removedv2.2 [Remove] : Removed 'races' from designer.v2.2.1 [Add] : Vehicle paint now has an option to include a modifier for shininessv2.2.1 [Add] : [not recommended] Change streaming assets inside FTD files by creating a file called StreamingFolder.txt next to the executable / app and writing your directory within that text file. Directory must exist.v2.2.1 [Add] : Bug reporter / emailer created which is accessible with SHIFT + F1v2.2.1 [Add] : Change save location from 'my documents' by creating a file called SaveLocation.txt next to the executable / app and writing your directory within that text file. Directory must exist.v2.2.1 [Add] : In game block information now displayed in a more consise and easy to read formatv2.2.1 [Add] : When a block is selected all connected blocks light up blue. Some blocks display issues with a red tint.v2.2.1 [Add] : You can now make cutaway views of vehicles by pressing 'end' in build modev2.2.1 [Change] : Heliump pump is losing helium x10 time slower for an above water leak compared to an underwater leakv2.2.1 [Change] : Heliump pump is now providing x1.33 the up-force of an airpump for the underwater volume, and x0.33 for the above water volume (before it was x0.33 for all the volume)v2.2.1 [Change] : If a block contains 'NOPID' in its name (be careful of the case), then it will not be controlled by a GP PID. Will not work for roll and pitchv2.2.1 [Change] : Newly placed (or repaired) airpump and helium pump will now start in a fully flooded roomv2.2.2 [Change] : Skills and items are automatically unlocked/locked when added/removed from your toolbar.v2.2.2 [Change] : Hologram projector now has a new modelv2.2.2 [Change] : It is now possible to go to the previous or next chair by using '[' and ']' keys (previous and next vehicle keys)v2.2.2 [Change] : It is now possible to set the main chair by looking at it and pressing Q when sitting in itv2.2.2 [Remove] : Removed the shield colour changer. It is now a decoration. Colours can of course still be changed inside the shield projector itself





Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time! Bug tracker - view, "upvote", comment on and add all bugs here. Request tracker - request new features here support - private portal to service desk Website Find Reply

