What is up Depthians! We have set the current Alpha build to Stable,
which brings several new additions to Breadboard.
Our Kotl/Kotl help team and Mike aka ABYAY have also made numerous
tweaks and upgrades to campaign craft for Neter, AotE and Glao which
you can find after the changelog and numerous new prefabs have been
added.
One very important change is that we have upgraded to Unity
2022.3.20f1. What this means is that all mods that reference
UnityEngine.dll should now be converted to "NET standard 2.1" class
libraries (instead of "NET framework 4.6 class libraries"). The easiest way
to do this is (in our experience) to replace the contents of the .csproj file
with:
Variable Reader and Writer
[previewyoutube=zUgXKKfQ8DM;leftthumb][/previewyoutube]
Link between AI and Breadboard
[previewyoutube=7YQlkv49DBs;leftthumb][/previewyoutube]
Updates to the Generic Block Getter
[previewyoutube=wUEJE1g4gdg;leftthumb][/previewyoutube]
Mass evaluator and new data types
[previewyoutube=ILAO-ogB8hw;leftthumb][/previewyoutube]
Changelog
Additions
Breadboard
- Added a pair of breadboard modules and associated AI behaviours/manoeuvres, the AI Manoeuvre Output (Breadboard Manoeuvre Link in the AI) and the AI Behaviour Input (Breadboard Behaviour Link in the AI). These allow you to retrieve manoeuvering information from the AI (primarily relating to its waypoints) for the former, or send waypoint information to the AI for the latter. Navigation performed using the behaviour input/link will benefit from normal AI features such as collision avoidance.
- Added a pin to the flagship info component to directly output the flagship's position as a Vector3
- Added a shared-data-reader and a shared-data-writer component. These can share data across a vehicle, fleet, team, mothership/drone group or globally. All breadboard data types are supported and you can store data in indexed arrays of up to 1000 elements of length. Variables can be given custom names.
- Added a toggle to the PID component to flip the sign on its output, for example from 1 to -1.
- Added the ability for the Orientation input to output either the forward vector, rotation euler angles or rotation quaternion.
- Added the ability to output the current physics step to the Time input.
- Added the ability to switch between 'Universal' and 'Standard' coordinates to various modules, namely the Primary Target Info and PositionInput components. Universal coordinates have their origin at the centre of the map, and Standard coordinates have an origin that changes with the current frame of reference, with Universal being the old behaviour for these modules.
- Breadboard accumulator and differencer components now support all data types
- Breadboard Clamp component now has support for doubles, longs, vectors, quaternions and strings
- Breadboard Constant input component now has Vector3, Quaternion and long output types (as well as double and text)
- Breadboard is now double precision and also supports 64 bit integers (longs) when necessary. Maths evaluator has a lot of support for longs now and longs can be typed into the maths evaluator like this "10L" or "15l".
- Breadboard Multiply component now has support for doubles, longs, vectors and quaternions
- Breadboard one shot component now supports all data types
- Breadboard Printer component now has support for more inputs and supports format codes and multiple lines.
- Breadboard switch component now supports all data types and will pass sensible defaults when switched 'off'
- Constant input component can now output a Vector3, Quaternion or 64 bit integer (long), as well as the usual floating point value or string
- Maths evaluator can now use .x .y .z or .pitch .yaw .roll to extract the pitch yaw or roll from a quaternion. .x and .pitch do the same thing. .y and .yaw do the same thing. .z and .roll do the same thing. Angles are in degrees.
- Maths evaluator now has functions String(x) and String(x, [format code]) that turn x (float,Vector3,Quaternion) into strings. The version with [format code] accepts standard C# format codes for numeric values.
- Maths evaluator now has functions ToStandard(v) and ToUniversal(v) that convert a universal Vector3 position coordinate into a unity game engine Vector3 position, and visa versa.
Breadboard GBG
Almost every player editable variable is now accessible to the Generic Block Getter (GBG) plus some extras that required custom code to obtain information.
Breadboard GBS
- ACB can be 'tested' (executed) via the GBS
- Ammo ejector can eject via GBS
- APS can have all clips cleared via GBS
- Tactical nuke can be exploded via GBS
Video
Added built in video capture (see options menu tab) which allows you to capture smooth video at high frame-rates without any visible performance issues by using "offline" mode. In "real time" mode it supports microphone recording but the video will not be as smooth.
Changes
Breadboard
- PID components can now have their SetPoint pin removed. If so, it will treat its setpoint as being equal to 0.
- The Primary Target Info component will now output an empty vector to its Target Position and Target Velocity pins if there is no target, rather than outputting 0.
Unity
Upgraded to Unity 2022.3.20f1.
Fixes
Breadboard GBS
GBS should no longer be able to set the power scale of certain equipment above its usual maximum value.
Workshop
Fixed the blueprint subscription browser so that the page changing works.
Blueprint changes
Neter
Harasser (WF): While retired, old campaigns that spawned the Harasser on the map would use the new AotE version, which obviously wasn't designed to be on water. The Neter files now use the old version for compatability. Once all of them are destroyed on the map, no new ones should be spawned. Terravore (TG): Reduced repair tentacles, changed AA mantlet. Megawatt (LH): Updated lore to reflect new weaponry. Aerotyrant (SS): Updated lore to fix grammar/spelling issues. Banshee (SS): Removed weak LAMS system, improving cost efficiency. Kitakami (SS): Fixed turret rotation. Wintersday (OW): Fixed a typo in the lore. Partisan (OW): Overhauled lore as old lore was misleading of its current design. Timid (TG): Disabled turret clipping debugging. Tolerance (TG): Adjusted to be a little more consistent with staying in the water. Note that some circumstances may still cause it to flail out of the water. Amusement (TG): Now properly classified as a thrustercraft. Slightly increased floating height. Disgust (TG): Now properly classified as a thrustercraft. Hysteria (TG): Now properly classified as a thrustercraft. Fear (TG): Now properly classified as a thrustercraft. Escalade (OW): Added missing missile deco to its crossbow missile turret. Pioneer (OW): Fixed decoration blocking rear turret rotation, added turret restrictions to rear CRAM turret. Gog (GT): Fixed main turret's rotation being blocked. Anvil (OW): Fully overhauled to modern faction standards, also a bit stronger. Expert difficulty, adventure difficulty 40. Ravager (WF): Fixed turret collision. Glaukos (GT): Fixed turret rotation collision. Venator (GT): Fixed turret rotation collision, removed aethetic functional parts for deco, and minor internal updates. Note that this craft has a rework in progress. Zephyr (GT): Fixed turret rotation collision. Covenant (WF): New carrier ship, replaces Leviathan; launches a multitude of Martyrs, but also holds its own with powerful cannons. Godly difficulty, adventure difficulty 85. Aquila (GT): More permanent fix for turret rotation issues; disabled old connection logic and reinforced parts that would otherwise fall off due to the change. Iron Gate (GT): Minor aesthetic update, now has sufficient energy generation to keep guns firing, shouldn't fall out of the sky due to power shortage. Craft is undergoing a full replacement to be added in the future. Impedance (LH): Fixed turret rotation problems. Harpy Squadron (SS): Aesthetic improvements, internal optimization, EMP insulation added. This version will be used for both Neter and AotE. Aquila (GT): Fixed turret rotation problems. Pike (GT): Updated thrust to be manual, should no longer fall out of the sky while in combat and undamaged. Palladium (SD): Updated altitude restrictions and scuttling parameters. Sovereign (SD): Fixed turret rotation problems. Megawatt (LH): Fixed turret rotation issues.
AotE
Harpy Squadron (SE): Updated pathing to use the updated Neter version.
Glao
Katana (GI): New plane; an unorthodox flier that delivers heavy missile payloads while barrel rolling to dodge incoming fire. Spitfire (GI): Updated name to Naginata. Sai Squadron (GI): New plane; a trio of swift planes that fire large barrages of IR missiles. Helicopter (TRD): Retired; this design was intended to be retired a few months back but was missed. Shade (TRD): New hydrofoil ship; loaded with offensive missiles and interceptors, and is rather unique in functionality. Check it in build mode to see for yourself.
[ 2024-03-08 16:17:11 CET ] [ Original post ]
- 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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