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Update 0.41
Thanks to Mecho we now have a new fantasy themed menu scene with orcs and some ghost units. Have a look at it in game or check out the video below to see how good it looks! https://youtu.be/9GoQarJrZG4
The game now supports 21:9 (widescreen) resolutions without black bars. There are also some changes to update the available/supported resolutions after moving the game to a different monitor on multi-monitor systems.
All the new features and improvements can be found below. There is a lot to go through, information about the next update are at the bottom of this post.
This update contains features to split logic into different scripts. To help with that
The new custom event nodes can be used to define custom starting points for your script. This can be used to prevent repetition of nodes that do the same thing. You can also add parameters to your custom events. The event can then be executed from the same script with the Invoke node, or from other script with the InvokeExternNode.
To help with using other player's scripts or adjusting your own large scripts, most input nodes can now be given a name and a description and will then be displayed in the scripting list. This means that these settings can be edited without having to edit and try to understand the script.
To make it easier to share scripts with other users, there is now Steam Workshop support for visual scripts! Script can be uploaded in the script editor or loaded when pressing the 'Add Preset' button in the script list.
There are some nice quality of life improvements which can be toggled on/off in the toolbar in the bottom left corner of the script editor:
Events that depend on a reference like the OnDamage event can now be bound while the script is running instead of having to pick the reference in advance. With scripting the reference is often only generated when a unit is spawned for instance. The Bind event nodes can then be connected and all the nodes that are connected to the event will run when the event is happening.
Ever since the addition of the CustomInfo node, players used to create custom UI elements to replace or add more information to the vanilla HUD. To help with that, there is a new version which outputs a HUD element reference whose settings like color, text, etc. can be changed. And a new input parameter can be used to allow the cursor to interact with these hud elements. There are new events to detect hovering and clicking and a new node (UnlockCursorInteraction) to unlock the cursor of the player to actually use these events.
The new UITransform input node makes it easier to create custom info elements by allowing users to adjust and preview positions, sizes and anchor/stretching behaviours for their UI elements.
This update features a lot of new scripting nodes:
The scripting system is pretty robust in terms of error handling, but unfortunately it is difficult to detect all user errors. For instance, some players used the OnDamageGlobal event and then just added more damage to a unit, which would cause the event to run again and cause an endless loop and game crashes. With custom events it is even easier to create actual endless loops which are difficult to detect in the editor. To fix that, the game will no longer crash when a script causes an endless loop. Instead a warning is shown while playing and the script is deactivated. In addition to that, there is also a warning if a script runs really slow.
The next update will include a new quickplay section with curated workshop items to increase the visiblilty of workshop items and new content.
[ 2022-11-07 17:16:38 CET ] [ Original post ]
This update features a lot of improvements and features related to visual scripting to make it easier to use and increase its functionality!
New Menu Scene
Thanks to Mecho we now have a new fantasy themed menu scene with orcs and some ghost units. Have a look at it in game or check out the video below to see how good it looks! https://youtu.be/9GoQarJrZG4
Widescreen support
The game now supports 21:9 (widescreen) resolutions without black bars. There are also some changes to update the available/supported resolutions after moving the game to a different monitor on multi-monitor systems.
Other Improvements
- When importing a model without triangulated faces, a warning is displayed to remind you to triangulate wavefront .obj models before exporting them
- Increased the amount of sounds that can play at the same time to prevent issues with clipping audio effects
Scripting Features & Improvements
All the new features and improvements can be found below. There is a lot to go through, information about the next update are at the bottom of this post.
Improved object selection
- Multiple scripting objects like lights, triggers, variables, etc. can now be selected at once in the scripting view
- This can be accomplished by holding shift/ctrl while selecting objects or by dragging a box over multiple objects
- Scripting objects now also give visual feedback to indicate their selection status to make it easier to work with them
- The scripting object settings (like light or wall settings) now also support multi object editing
- Fog areas can now be selected by simply clicking on them instead of having to search the icon
Script settings
This update contains features to split logic into different scripts. To help with that
- Scripts can be referenced, deactivated and enabled from other scripts
- And scripts have an execution order setting to select in which order multiple scripts run
Custom events
The new custom event nodes can be used to define custom starting points for your script. This can be used to prevent repetition of nodes that do the same thing. You can also add parameters to your custom events. The event can then be executed from the same script with the Invoke node, or from other script with the InvokeExternNode.
Input UI
To help with using other player's scripts or adjusting your own large scripts, most input nodes can now be given a name and a description and will then be displayed in the scripting list. This means that these settings can be edited without having to edit and try to understand the script.
Script workshop
To make it easier to share scripts with other users, there is now Steam Workshop support for visual scripts! Script can be uploaded in the script editor or loaded when pressing the 'Add Preset' button in the script list.
Script editor improvements
There are some nice quality of life improvements which can be toggled on/off in the toolbar in the bottom left corner of the script editor:
- When dragging a output point in an empty area, the panel to add nodes will show up and display all compatible nodes. After selecting a node, it will be inserted and connected automatically.
- If you like clean looking scripts, you can now enable nodes to be snapped to a grid or aligned to other nodes
Runtime event binding
Events that depend on a reference like the OnDamage event can now be bound while the script is running instead of having to pick the reference in advance. With scripting the reference is often only generated when a unit is spawned for instance. The Bind event nodes can then be connected and all the nodes that are connected to the event will run when the event is happening.
Improved custom UI
Ever since the addition of the CustomInfo node, players used to create custom UI elements to replace or add more information to the vanilla HUD. To help with that, there is a new version which outputs a HUD element reference whose settings like color, text, etc. can be changed. And a new input parameter can be used to allow the cursor to interact with these hud elements. There are new events to detect hovering and clicking and a new node (UnlockCursorInteraction) to unlock the cursor of the player to actually use these events.
Custom UI transform editor
The new UITransform input node makes it easier to create custom info elements by allowing users to adjust and preview positions, sizes and anchor/stretching behaviours for their UI elements.
New scripting nodes
This update features a lot of new scripting nodes:
- RunOnce and RunOnceFrame can be used to only let the connected nodes run once while playing or once per frame
- The Select node can be used to select one of two values depending on a bool condition. This works similar to the if node, but a value is selected to prevent having to copy conditional branches in scripts
- The Break node can be used to stop the loop from which it was executed
- The new version of the EndlessLoop now works like the other timed loops and can be started multiple times (this doesnt affect old scripts)
- GetAllUnits and GetUnits can be used to retrieve a list of all units (of a team)
- TryGetNavPos can be used to find the closest walkable position on the AI navigation surface for a position
- IsNavPos can be used to test if a position is on the walkable AI navigation surface
- Set/Get MovementSpeedMult can be used to adjust the movement speed of the player (0-2x multiplier)
- OnAIAttack/OnAIAttackGlobal event nodes run when an AI attacks another unit
- OnAIShoot/OnAIShootGlobal event nodes run when an AI shoots at another unit
- OnAIMelee/OnAIMeleeGlobal event nodes run when an AI swings their weapon at another unit
- OnProjectileImpact event node runs when a projectile hits any surface and outputs information like the position, hit normal and hit object
- OnProjectileBodyImpact event node runs when a projectile hits a unit body part and outputs additional information like the hit body part and damage values
- OnMeleeImpact event node runs when a melee weapon hits any surface and outputs information like the position, hit normal and hit object
- OnMeleeBodyImpact event node runs when a melee weapon hits a unit body part and outputs additional information like the hit body part and damage values
- IsHovered node can be used to test if a custom info is hovered
- OnBeginHover/OnEndHover/OnClick can be used to detect custom info interactions
- UnlockCursorInteraction/LockCursorInteraction can be used to unlock the cursor for custom info interactions
- Jump node can be used to let the player jump without ground checks for mechanics like double jumps
- PickupWeapon/PickupSupport/PickupShield can be used to set inventory items of the player
- Added various new nodes and parameters to existing nodes to drop weapons, shields, etc and to switch weapons
- RestrictAll node can be used as a shortcut for all the other restrict nodes
- Raycast/Linecast nodes can be used to shoot rays and detect colliders
- New input nodes for body parts, types, ui transform and equipment item references
- ArrayHint node can be used to hint the type of an array after it was passed as a parameter in custom events
- DynamicRefCast can be used to cast any reference type to another type (for instance unit to health reference)
- DebugLine node can be used to temporarily render lines in the scene
- SetX/Y/Z and SetR/G/B nodes can be used to quickly set one component of a vector or color
- Added nodes to get and set all parameters of an existing custom info
- New runtime event bind nodes for all the reference event nodes
Script warnings
The scripting system is pretty robust in terms of error handling, but unfortunately it is difficult to detect all user errors. For instance, some players used the OnDamageGlobal event and then just added more damage to a unit, which would cause the event to run again and cause an endless loop and game crashes. With custom events it is even easier to create actual endless loops which are difficult to detect in the editor. To fix that, the game will no longer crash when a script causes an endless loop. Instead a warning is shown while playing and the script is deactivated. In addition to that, there is also a warning if a script runs really slow.
Other scripting improvements
- Node warnings are now displayed for placed nodes
- Nodes with serious warnings related to performance now use a red background
- Added 'Tab' as a possible key in the input event nodes and key input node
- Comment nodes will no longer reset their size when reloading a script
- OnPickupEquipment/OnPickupObject/OnConsume nodes will now output the reference to the used object
Bug fixes
- Fixed that the OnPickup scripting node did not work for door keys
- Fixed that pressing continue in the pause menu resulted in a different behaviour that pressing escape to close it
- The mute in background option will now correctly mute sounds instead of pausing them and causing sound desync
- Custom modular doors should work more reliable now
- Fixed that the rect shaped terrain paint would flip to the other side when painting borders
- Fixed that the rendered color picker would not pick colors from units in the unit editor
- Fixed various problems with picking up shields (duplicated shields, multiple shields on the player, etc.)
- Fixed that custom bayonets did not cause any damage
- Fixed that resetting the scale in the script editor would not update the scale text
- Fixed a visual bug for array nodes with many values
- Fixed small gap in the concrete windowframe model
- Fixed that menu music would stay quiet after changing the music volume
- Fixed that siege units did still control their siege weapon after being zombified
- Fixed S42 scope retricle clipping
- Fixed floating scopes on the future grenade launcher
- Fixed +0 bullets spam when walking over some weapons
- Fixed that units from spawners were missing their weapon attachments and shield backpacks didnt work correctly
- Fixed floating bayonet on B1918 weapon
Next update
The next update will include a new quickplay section with curated workshop items to increase the visiblilty of workshop items and new content.
[ 2022-11-07 17:16:38 CET ] [ Original post ]
Ancient Warfare 3
Jannik Nickel
Developer
Jannik Nickel
Publisher
2017-12-21
Release
Game News Posts:
148
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(2401 reviews)
The Game includes VR Support
Public Linux Depots:
- Ancient Warfare 3 Linux_Universal [584.43 M]
Ancient Warfare 3 is a complete redevelopment of the second part to improve the experience from the core of the game. Dive into a huge sandbox full of action and customization! Choose from different gamemodes like Deathmatch, Reach point, conquest, king of the hill, zombie mode, arsenal and more. Download level bundles to play small campaigns or create you own scenarios in the custom battle editor. Choose your rules, change the environment, place units, objects or traps, choose your equipment or just relax and spectate a battle.
Explore the content from all kind of eras like stone age, high cultures, medieval ages, WWI, WWII and compare them to modern and future weapons or just recreate some historic battles.
Your player can use a very advanced and mixed equipment which will allow a dynamic combat. Use a sword to cut your enemies into pieces, a baton to punch them down, guns or bows to shoot at them, or an rpg to blow them up. Protect yourself with a shield and wear armor to get some protection for different kind of weapons. To support you and your mates, you can carry different grenades, medipacks or ammo supplies.
Much content is already in game and there are still much more gamemodes, units, weapons and equipment planned. Until then, you can test the 300+ units in game with 150+ equipment objects and place 43 different objects.
This is an early version of the game and many things will change until the completion of the game. The system specs are provisionally and may change at any time.
Explore the content from all kind of eras like stone age, high cultures, medieval ages, WWI, WWII and compare them to modern and future weapons or just recreate some historic battles.
Your player can use a very advanced and mixed equipment which will allow a dynamic combat. Use a sword to cut your enemies into pieces, a baton to punch them down, guns or bows to shoot at them, or an rpg to blow them up. Protect yourself with a shield and wear armor to get some protection for different kind of weapons. To support you and your mates, you can carry different grenades, medipacks or ammo supplies.
Much content is already in game and there are still much more gamemodes, units, weapons and equipment planned. Until then, you can test the 300+ units in game with 150+ equipment objects and place 43 different objects.
This is an early version of the game and many things will change until the completion of the game. The system specs are provisionally and may change at any time.
MINIMAL SETUP
- OS: Ubuntu 16.04+ 64bit
- Processor: Quad Core 2.5GHz+Memory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: OpenGL 3.2+ or Vulcan capable
- Storage: 3000 MB available space
- OS: Ubuntu 16.04+ 64bit
- Processor: Quad Core 3.0GHz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.2+ or Vulcan capable
- Storage: 3000 MB available space
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