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Author Topic: GoD Factory - Unity 5 Beta - Windows - Mac - Linux  (Read 5214 times)

Keos

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GoD Factory - Unity 5 Beta - Windows - Mac - Linux
« on: June 02, 2015, 02:11:00 pm »
Hey everyone, like mentioned last week, we are going to run a test fire prior to launch the patch 1.2.0. This version also mark the beginning of our support for Mac (OSX 10.7+) and Linux (Ubuntu 10.10+)!

We were able to do preliminary try the game on both platformed but we will need your help to do some extensive tests. Basically, for all OS, including Windows, play the game normally, unlock parts, buy them. Play/replay the tutorials as we made some changes.

To try the version 1.2.0, you will need to activate the game in test mode. To do so, right click on the game in your library, click properties. Then in the Beta Tab, you will enter the code 'GODFACTORYTEST' and click the button. This will add an option in the drop down above. Switch the drop down for the 'testing - For testing' option.



In your library, GoD Factory should be displayed like this:



Also, once in game, on the bottom right, you should read 1.2.0.

If you find bugs, or you would like to give some feedbacks, please post them in this section of the Forum : http://ninedotsforums.com/index.php?board=12.0

The test fire will take place from today (June 2nd) until we judge the stability worthy.
Please note that progress made during the test fire won't be saved.
Those that log in and play the game during this time will receive a special color named "Work In Progress"



You can switch back to normal GoD Factory by going into properties, beta tab and switch the drop down back to 'NONE'.

Thank you everyone for your help!  ;D

« Last Edit: June 17, 2015, 09:57:36 am by Keos »

Keos

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Re: GoD Factory - Unity 5 Beta - Windows - Mac - Linux
« Reply #1 on: June 02, 2015, 02:12:59 pm »
1.2.4
Fixed Bugs

-Tutorial is working again.
-Menu navigation is disabled when in the mapping menu.

1.2.4
New Features

-Capture Station are now visible on the minimap and change according to their state.

Fixed Bugs
-Ping while in cockpitview will now be of a adequate size.
-“Follow me” typo in German’ Localization has been fixed.
-Dysfunction sound will now stop playing when there is not more active dysfunction.
-On wasting an ability, maneuver or boost because of a dysfunction, a sound will play.
-When wasting a maneuver to a dysfunction, the maneuver sound FXs won’t play.
-Stealth FX is working again.
-Ship Map Indicators won’t go out of the frame of the mini map anymore

Balance
-Balance is unchanged

___________________________________
1.2.3
New Features

-Added a Follow me command (Bots will answer to this command too)
-The map name is now displayed on top of the screen in the match loading screen,

Changes
-Replaced the Delete ship icon for a Trash instead of a Cross

Fixed Bugs
-All Green and Red Alert indicators are now displayed correctly
-HUD in cockpit view is now visible
-Part visuals are now loaded correctly when going into part details in the shop
-Reconnection is now working again
-On reconnection, the right map is loaded
-Carrier Part Tooltips background is now the right size to fit the text content (Docking bay)
-All the options are now visible while in game
-Carrier Integrity points should now update properly
-Chat Carets are now visible

Balance
-Balance is unchanged

Additional Note
-I unlocked the “Work in Progress” Color for those who played the 1.2.x builds prior to June 17th 10:00 am EST. The list will be update on the release of the 1.2.x final version and might be update between now and then.

___________________________________
1.2.2
New Features

-

Changes
-Since the ‘Players Online’ display wasn’t updated while in a Lobby, it has been removed from the chat panel and moved to the Server Browser list
-Increased the volume of the sound upon receiving a chat message
-Chat in the end match screen is now set to send messages to everyone, even if only ‘Enter/Return’ is pressed (which normally sends a message to team)

Fixed Bugs
-Opening the create match window now plays a sound
-Carrier Explosion sfx now works on the second match too
-End match chat won’t be stuck hidden anymore
-All the maps were using the Lava map Skybox. They now use their specific skybox
-This fixes the ‘sun in front of the planet’ bug in the ice quarry map

Balance
-Balance is unchanged

Kown Issues
-When focusing a text field (like the chat or ship description field), the caret isn’t visible.

___________________________________
1.2.1
New Features

-Added a “Go to Station X” voice commands
-You get Score Points for capturing stations
-You now receive Score Points by changing the balance of points for your team
-You now receive Score Points for being in the capture area of a neutral station
-This means that if Team1 and Team2 has the same amount of players capturing a station, players only receive points for being in the area. If There is more players from one team in the - area, only the team with the greatest amount of players in the area will get points for changing the balance of the area.

Changes
-Added a bot named DerpBot in honnor to Derpylz, who made the German Localization.
-Adjusted intensity of various weapon sfx (mainly machine gun)

Fixed Bugs
-Cockpit view now sees FX correctly (Environment, weapon FX, force fields, etc.)
-Map now stay visible, even when switching back and forth between 3rd person view and cockpit view
-When going from normal indicator to special indicator, the red bar is going to be the same size as the previous indicator, instead of moving from full to current value
-Menu sounds are now affected by the Master Volume slider and Sound Effect Volume slider
-Post processing is now activated correctly. (Note, this also fix the Hyper Sheens when Bloom is enabled)
-Assisted Controller mapping menu can now be accessed while in a match (or doing the tutorial)
-While navigating with gamepad or joystick in the menus, opening the wizard or opening the controller selection window then cancelling them was making the navigation to be blocked. It should not happen anymore.

Balance
- Balance is unchanged

___________________________________
1.2.0 Changelog
New Features
- When selecting the used controller on first login, it will be saved. It can be changed in the tutorial menu screen or the options menu.
- Mac & Linux (crossplatform play as well!)
- A message is displayed when credits are awarded in the tutorial

Changes
- We got rid of the FMOD audio plugin and we are now using Unity’s default audio manager. This should fix stability issues for people that had FMOD errors in their output_log.txt.
- We also changed the Steam wrapper plugin. This should remove the bug to where steam_ap.lib or .dll was said missing even though it was present.
- When launching the tutorial, it won’t ask which controller is currently used (since it is now saved)
- Removed “kicked from a match”, “denied share requests”, “leave count”, “total play time” and “reset account” stats from the Crew Quarters since they were not tracked.
- Updated the Input System (from Rewired 1.0.0.11 to 1.0.0.51)
- When Applying preferences, a floating message is displayed instead of a message box.
- While closing the Assisted Control Mapping or the Key Mapping menus, instead of asking to discard the changes, it will ask the player if he/she wants to apply the changes.
- Oculus DK1 Support has been removed. Oculus support has been postponed until the technology is better supported in Unity.
- When Purge is in cooldown, instead of the icon getting bigger, it’s progressively fill like the ability cooldown.
- HUD now uses uGUI instead of NGUI.
- Tutorial 5.2 : When reaching a part, the gunship will rotate toward that part.
- News panel can now have clickable buttons to open a web browser page

Fixed Bugs
- Ship details panel now hide correctly when the ship detail panels is closed.
- In the Voice Command Panel (in-game), it was displayed ‘D’ to defend, but it should have been written ‘G’ to defend..
- One of the loading screen tips states that the keybinding for viewing the damage/combo window is F2, when it is F1.
- Longest Sortie Without Dying is now tracked correctly.
- When applying controls in the Wizard, changes are saved. There is no need to click on apply in the option menu too.
- Tutorial Step 3.2, destroying the dummy with both wing weapons should always trigger the complete state.
- There is no more camera glitch when exiting the docks.
- Mini now shoot the projectile the same side as the charge up FX.
- Mini now have a charge up sound.

Balance
- Balance is unchanged
« Last Edit: July 06, 2015, 08:48:01 am by Keos »

d10sfan

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Re: GoD Factory - Unity 5 Beta - Windows - Mac - Linux
« Reply #2 on: June 03, 2015, 11:11:26 am »
I found a few issues on the Linux version:

    Leave match button caused the game to crash
    In pause menu in a tutorial (where there's a tutorial message), sometimes the mouse cursor is hidden, making it hard to get out of pause menu with mouse
    Mouse sensitivity is not saved, always reverts to 12

Keos

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Re: GoD Factory - Unity 5 Beta - Windows - Mac - Linux
« Reply #3 on: June 03, 2015, 11:25:05 am »
I found a few issues on the Linux version:

    Leave match button caused the game to crash
    In pause menu in a tutorial (where there's a tutorial message), sometimes the mouse cursor is hidden, making it hard to get out of pause menu with mouse
    Mouse sensitivity is not saved, always reverts to 12

Thank you!

Could you post future on the Bug report page, please? http://ninedotsforums.com/index.php?board=12.0

The hidding mouse has happened to me, I'm looking into it.
I could not reproduce the mouse sensitivity bug, did you press the Apply Button at the bottom of the option page after changing the values?

I'm also investigating the crash. If you reproduce it, can you find the Player.log file (situated in ~/.config/unity3d/NineDots Studio/GoD Factory: Wingmen/Player.log) and send it to info@ninedotsstudio.com?

d10sfan

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Re: GoD Factory - Unity 5 Beta - Windows - Mac - Linux
« Reply #4 on: June 03, 2015, 11:28:07 am »
It was in the pause menu and I didn't see the apply button in that area. Thanks, I'll see if I can reproduce the leave match as well.

Keos

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Re: GoD Factory - Unity 5 Beta - Windows - Mac - Linux
« Reply #5 on: June 03, 2015, 11:48:09 am »
I found a way to reproduce the hidden mouse bug at 100% Starting the tutorial (either step, section or whole) and alt-tabing while loading. Then, returning to the game just by dragging the mouse back into the game will make it hidden but you will be able to select UI elements. Alt-tabing again will make it appear and clicking on resume will make you focus the game, hide the mouse and lock the cursor in the game's window.

I will look to make the mouse visible when focusing back into the game the first time.

 

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