Hey Depthians!
Happy to release 3.1.9 stable, which incorporates Betas .6 .7 .8, which introduced a number of new functions for Breadboard, but before we get into the new stuff and things, we would like you to guess what this is.
We would also like to give you good peeps a basic explanation of each function, these are by no means for only playing sound.
To give you a basic example. You can set up your construct to listen to an event such as CRAM fired [yes/no] if yes change the AI to broadside: imagine a spinal mounted CRAM and when it fires you want the construct to turn and broadside for X seconds which X is the reload time and swap back to point at AI.
You can also set up a method that if a missile is reloaded, change the altitude of your submarine to surface, once its fired change the altitude to descend again and much more.
Event input listens to various vehicle events such as weapons being fired and outputs the value of events on a particular frame of the simulation.
The event input does not need anything attached to it as it listens to the events triggered from the construct itself after choosing one from the list.
Read without resetting to 0, toggle this to allow the value of the event to increase indefinitely rather than resetting once read. Useful for knowing the total amount of damage sustained.
Inspection period X seconds, the time between checks. On frames when its not checking it will output 0. A larger period can be useful for accumulating a larger sample of events (such as damage from an explosion).
Accumulator (with threshold), The first output is the sum of the first input over time. The second outputs is a trigger value of 1 when a threshold is reached. Reaching the threshold resets the counter.
The Differencer outputs the change in input since the last frame.
Threshold the first output is 1 when the input exceeds a threshold. The second output is 1 when the threshold is not exceeded.
You can set it to Trigger when above the threshold or untoggle for triggering when below the threshold
One shot will only pass a non-zero input to the output once. The output will be zero after this.
This would be used mostly when you want to play a sound once, or trigger an action once. Adding other components such as event input, threshold and playback(described further down) would allow you to play a sound or action once if you have a set of CRAMs firing. If you do not add the one shot then a sound would be played per CRAM fired. The threshold in this case would be the volume of CRAM fired.
Playback plays a sound clip when the first input is above 0. The second input can be used to adjust volume and the third can be used to adjust pitch. As you can see from the list on the right, we have many test sounds to choose from which were implement for testing as you can add your own sound clips using #tags as you can see from the centre section where we call up the sound #miho_start.
Any input above zero will play a sound file. The output link is used to snake playbacks together, such that you can have it play something and then between 3 and 5 seconds later play something else.
Random number outputs a random number between the two limits.
You can find the full list of sounds here https://drive.google.com/file/d/1TLbnQhohCAQpp3HbDiCF8WQATyYxLZ2o/view?usp=sharing
Changelog
Additions
ACB
- Wheels parameters now in ACB [REQ-1399]
Breadboard
- A prefab representing an example of how to use the audio playback features of the breadboard has been added
- Accumulator module added that sums all inputs together. It has a threshold inside that allows for a trigger pulse to be sent and reset to occur when the threshold is met.
- Audio pack of 120 samples of Japanese language anime-style voice have been added that can be played via the breadboard
- Differencer module added that outputs the difference between this input and the previous input
- Event Input module added that listens to various vehicle events and sends out appropriate signals
- One-shot module added that will only pass one non-zero value. It has a reset timer on it in case you want to use it again
- Playback module added that allows a sound or voice to be played
- Random input added which can produce a random number between two limits
- Threshold module added that will send out a signal when the input exceeds the threshold
Decorations
- A way of mass painting decorations at a single location has been added
Designer
- A new starter fortress has been added to replace the old raft. It has a new Spawn-o-matic spawning console on it for spawning starter vehicles easily.
Launch screen
- Added a launch screen showing recent patch notes, steam announcements, bug alerts, merchandise, popular workshop entries and social buttons
- Sound effects equalized, scroll speed increased, exit button added.
- Launcher screen now displays in windowed mode
Multiplayer
- God mode for vehicles is now accessible in multiplayer designer as well as single player designer
Teleporters
- he name of the teleporters is now displayed when teleporting (and when looking at a teleporter) [REQ-181]
Translation
- Changes made to the JSON text files automatically trigger updates in-game
- CTRL+F5 now synchronises what is on screen in FTD with the localisation/translation tool. If the tool is not open it will open the JSON files containing the game text that is on screen. Useful for finding and fixing translation errors.
- CTRL+F6 toggles between your currently selected language and English, to help translators look for mistakes.
- The translation tool now has a glossary feature in it
Wheels
- [REQ-1810] Ability to paint wheels added
- [REQ-373] Added a slider to move a wheel axle downwards (acting as a solid extension to the spring)
Change
Breadboard
- Multiply module can now multiply all of its inputs together, as well as multiplying by the constant
Fuel Pipe
- AC changed from 5 to 40 on fuel hull pipe to match steam hull pipe. Both priced to 40.
Scuttling
- [BUGS-2946] Material quantity, material capacity and health scuttling rules now will not trigger until the current value is below the previous maximum value. This allows drones to repair without scuttling.
Wheels
- [REQ-1228] wheel forces are no longer scaled by configurable propulsion forces, as it also scales the suspension and can potentially break things
- Wheels now do a better job of not sinking into the ground
- Wheels now scale the suspension force by the number of in contact wheels, not the total number of wheels
Fix
AI
- [BUGS-2988] Fixed issue in the roll angle used by hover manoeuvre when rolling to point broadsides down/up at the target vehicle
Block
- Cameras displayed on screen should freeze a lot less often [BUGS-2803]
- Dediblade could go up to 400% power scale when using an ACB, its now clamped to [-1..1] as in its UI [BUGS-2918]
- Build menu
- Wing missile struts were sitting on top of the wing struts, they are now in the wing strut sub menu.
CJE
- [BUGS-2985] (regression from 3.1.6) Issue with positioning of CJE particle effects
Code
- Fixed an issue with main thread callbacks not executing until the next frame which affected projectile follow camera
Commodities
- It was possible to waste commodities by gifting them to a vehicle that had no room to accept materials. Fixed now.
- Decorations
- [BUGS-2984] its no longer possible to shift decoration tether points so that a single point has more than the limit of 32 that is currently supported.
Ducts
- Some ducts were incorrectly set to be drag blockers.
Graphics
- [BUGS-2611] cut-away view now correctly cuts away glass materials
Modding
- Subobjects (turrets/spinners) can now define an active block in the modding menu to make it easier to spawn the correct active block
Regression
- Fixed issues with hosting multiplayer games
- Fixed some broken inventory thumbnails
Spawn-o-matic
- [BUGS-2979] Issues with Spawn-o-matic blueprint spawn ownership tags fixed
Special effects
- The flame of the custom jet engines is now placed correctly when repaired [BUGS-2954]
Turrets
- Turrets now load up at their idle azimuth and elevation (again)
Wheels
- [BUGS-1337] Wheel track visuals are now properly synced in multiplayer
- [BUGS-2424] Wheels now stay active regardless of building mode special view type
- [BUGS-2581] Turn wheel yaw response value is no longer reset (similar to above but a wider problem)
- [BUGS-2641] Wheel positions standardised and a slider added to shift them
- [BUGS-2866] 1m balloon wheels now have a wide track
- [BUGS-2910] Building turn wheels in block by block mode on longer reset their turn yaw response
- 3m diameter wide wheel track slightly repositioned and rescaled
- Fixed jumping in wheels when the origin of the game world resets
Wings
- Missile strut block added and now works as a strut block
From the Depths
Brilliant Skies Ltd.
Brilliant Skies Ltd.
2020-11-06
Action Indie Strategy RPG Adventure Simulation Singleplayer
Game News Posts 197
🎹🖱️Keyboard + Mouse
Very Positive
(9442 reviews)
http://www.fromthedepthsgame.com
https://store.steampowered.com/app/268650 
The Game includes VR Support
From The Depths Linux 64 [973.8 M]
From the Depths - Steel Striders Anime Girls character pack
From the Depths - Gone to Sea DLC
Summary
In From the Depths you can build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more! The game is currently in alpha and contains a wide range of single player content including:- A creative mode allowing you to push your designs to the limit and ensure the total annihilation of your opponents.
- A campaign waged over hundreds of islands against eight unique factions.
- A Story Mode where you can (eventually!) play 15 missions as each of the eight factions - a fantastic mixture of strategy, design and wild battles! Defend your fleet against waves of enemy forces in a series of extremely tough challenges that unlock new components.
Key Features
- Design and build your fleet, fortresses and structures however you want. The alpha currently has over 400 unique components blocks, not including 29 different components for making missiles, torpedoes, depth charges and bombs.
- The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
- Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
- Be part of a fantastic community (http://www.fromthedepthsgame.com/forum), with new releases made on average once a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!
Customisable Components
The customisable components in From the Depths allow a unique level of engineering customisation:- Design custom missiles, bombs, depth charges and torpedoes by combining various warheads types, fuse types, IR seekers, laser beam riders, laser designators, thrusters, navigation algorithms, fuel pods, sonar seekers, buoyancy compartments and propellers, to deliver a truly bespoke weapon.
- Design custom cannons by combining four different barrel types and lengths with autoloaders, warhead types, ammo boxes and auxiliary components to create everything from AA cannons to howitzers.
- Design custom AI by combing an AI mainframe with 'AI cards' slotted into motherboard blocks. Add radar detection, laser detection and tracking and local weapon controllers to give partial or full control to AI. Create anything from a fully AI controlled aircraft carrier to a battery powered drone.
- Design custom engines using crank shafts, cylinders, carburetors, super chargers, exhausts and fuel injectors. Electric engines, generators and chargers are also available for backup power supplies and drones.
- Similar systems exist for the creation of anti-vehicle and anti-missile lasers, as well as drills that can cut even the largest of battleships in half.
Workshop
- Memory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
- Storage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
- Memory: 8 GB RAMStorage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
- Storage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
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