Version 1.0.4 - Level Editor Additions and Improvements
As levels continue becoming increasingly large and complicated on the Workshop, it's important that we work on improving how these levels are created and how they play. In 1.0.4 there is now a significant improvement to the editing workflow of large levels. Where before it might take several seconds to place or modify an item on massive levels, this should now be close to instant. Part of this is a new option to reduce the frequency that level undo states are saved. In addition, both load times and framerates of large levels have been improved, particularly when those levels use a lot of "primitive" shape props. In testing large levels in this update we've seen load times improved by around 25% and framerates improve between 30% and 250% depending on the complexity of the level.
One consistent difficulty with placing characters in levels in the editor has been getting them positioned just right to match the animation they will play. In this update you can now toggle animations on and off for human characters in the editor.
After adding 3D Text props in the last update, many of you wanted to have these be able to be affected by lighting and shadows. We've added a 'Lit' toggle on 3D Text props that add this functionality.
We've added 4 new options on Primitive shape props to give greater control over how they follow paths. Can Restart Path: Determines whether a non looping primitive, after reaching the end of a path, can be retriggered to begin it's path again. Restart at Start Point: Determines whether a primitive that is restarted will begin at it's original starting point or the beginning of the path. Reverse Direction at Path End: Determines whether the primitive will change its direction once it reaches the end of the path. This would be useful for an elevator that you want to be able to send in the opposite direction each time it's restarted. Reverse Direction when Stopped: This is similar to the above option, but will change direction every time it is stopped and started again. This would allow you to make an elevator stop and change direction halfway for example. There are many other changes listed in the full changelist below. We have a lot more Level Editor improvements and additions planned, and improvements and additions to other parts of the game.
Version 1.0.4
[ 2021-11-02 05:50:00 CET ] [ Original post ]
Large Level Performance Improvements
As levels continue becoming increasingly large and complicated on the Workshop, it's important that we work on improving how these levels are created and how they play. In 1.0.4 there is now a significant improvement to the editing workflow of large levels. Where before it might take several seconds to place or modify an item on massive levels, this should now be close to instant. Part of this is a new option to reduce the frequency that level undo states are saved. In addition, both load times and framerates of large levels have been improved, particularly when those levels use a lot of "primitive" shape props. In testing large levels in this update we've seen load times improved by around 25% and framerates improve between 30% and 250% depending on the complexity of the level.
Animated Characters in Editor
One consistent difficulty with placing characters in levels in the editor has been getting them positioned just right to match the animation they will play. In this update you can now toggle animations on and off for human characters in the editor.
Lit 3D Text
After adding 3D Text props in the last update, many of you wanted to have these be able to be affected by lighting and shadows. We've added a 'Lit' toggle on 3D Text props that add this functionality.
New Primitive Pathing Options
We've added 4 new options on Primitive shape props to give greater control over how they follow paths. Can Restart Path: Determines whether a non looping primitive, after reaching the end of a path, can be retriggered to begin it's path again. Restart at Start Point: Determines whether a primitive that is restarted will begin at it's original starting point or the beginning of the path. Reverse Direction at Path End: Determines whether the primitive will change its direction once it reaches the end of the path. This would be useful for an elevator that you want to be able to send in the opposite direction each time it's restarted. Reverse Direction when Stopped: This is similar to the above option, but will change direction every time it is stopped and started again. This would allow you to make an elevator stop and change direction halfway for example. There are many other changes listed in the full changelist below. We have a lot more Level Editor improvements and additions planned, and improvements and additions to other parts of the game.
Changelist
Version 1.0.4
- Level Editor performance improved when modifying large levels
- Improved rendering performance of some large user created levels
- Improved performance of user created levels featuring lots of 'primitive' shape props
- Added Animate option to the Level Editor to show character animation
- Added new transparent glass materials to the Level Editor
- Added option for 3D text to be lit in the Level Editor
- Added option for primitives to be able to restart their paths when re-triggered
- Added a Delete button to the Level Editor level list
- Added option to Enemy Trackers to set a number of enemies that need to be killed to trigger
- Added a setting to the Level Editor to change how often Undo states are saved
- Added option to always downward swing when jumping
- Added text indicating that progress will be saved when quitting a Beneath run
- Added Beneath Acolyte textures to the Level Editor
- Added Saloon textures as Player Texture option in the Level Editor
- Improved the rendering of most of the UI elements in the game
- Fixed Acid Rain damage
- Fixed selection errors in the Level Editor
- Fixed selection of primitives being inaccurate after scaling in the Level Editor
- Fixed prefab selection allowing multiple options highlighted in the Level Editor
- Fixed some prop positions getting swapping in the Level Editor in some cases
- Fixed the 3D text prop icon showing in the game if unedited
- Fixed bug with grouped primitives on looping paths sometimes shifting relative position
- Fixed not being able to select characters in the Level Editor sometimes
- Fixed some bad props making navmesh generation impossible while editing a level
- Fixed some loading errors of levels with bad prop data
- Fixed shading on characters in the Level Editor
- Fixed M1 Macs having rendering bug with severed enemy body parts with custom textures
Paint the Town Red
South East Games
South East Games
2021-07-29
Action Indie Singleplayer
Game News Posts 139
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Overwhelmingly Positive
(24957 reviews)
http://southeastgames.com
https://store.steampowered.com/app/337320 
The Game includes VR Support
PTTR Linux 64bit [1.17 G]PTTR Linux 32bit [1.17 G]
Paint the Town Red VR
Paint the Town Red is a chaotic first person melee combat game set in different locations and time periods. The voxel-based enemies can be punched, bashed, kicked, stabbed and sliced completely dynamically using almost anything that isn't nailed down.
You'll need to use your wits, speed and anything you can get your hands on in epic bar fights, disco brawls, old west saloon rumbles, college frat house beat-downs and a lot more.
We'll be adding more levels to the Early Access versions leading up to release and look forward to creating the best level ideas from the community. Please follow and add to your Wishlist to keep up to date on development and be notified on release.
Current Features
Upcoming Features
You'll need to use your wits, speed and anything you can get your hands on in epic bar fights, disco brawls, old west saloon rumbles, college frat house beat-downs and a lot more.
We'll be adding more levels to the Early Access versions leading up to release and look forward to creating the best level ideas from the community. Please follow and add to your Wishlist to keep up to date on development and be notified on release.
Current Features
- Completely destructible voxel-based enemies
- Biker Bar, Disco, Prison and Pirate Cove levels with unique enemies, weapons, etc
- Sandbox level to test features, weapons and mechanics
- Vast array of level and period appropriate weaponry
- Boss enemies that present unique challenges and rewards
- Full controller support
Upcoming Features
- Many more over-the-top levels set in the past, present and future
- A rogue-like mode with character progression and persistent unlockables
- Online Co-op multiplayer modes
- Leaderboards for all levels and modes
- Random daily challenges with leaderboards
- Many more enemy and weapon types
- Mod tools for customizable characters
- Linux support
MINIMAL SETUP
- OS: 64-bit Ubuntu 20.04+/Equivalent or SteamOS
- Processor: 2 GHz 64-bit CPU
- Graphics: OpenGL 3.2+. Vulkan capable.
- Storage: 2 GB available spaceAdditional Notes: If you are on or around the min spec then you may need to run with Low graphics options and at a lower resolution.
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