It’s only been a week, but a lot has gone on since our last update post. We fixed some important bugs, fixed some bugs we didn’t even know we had until this week, and also managed to implement a couple cool new features into the game. I’ll start by listing some of the bug fixes that have occurred, then revisit last week’s question: “What is preventing you from releasing right now?”
Bug Fixes since last week:
- The awful CEF lag that affected UI screens and caused the scoreboard to stay on your screen 3+ seconds after spawning has been fixed.
- Sniper Headshot medals have been fixed.
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Fix shield impact not honoring camera fx bloom. (This was causing it to be impossible to see your enemy’s shields drop/charge when playing on night maps.)
- Ragdolls falling through forge objects has been fixed. (All death animations now use H3 ragdolls)
- Dedicated servers occasionally getting stuck back at the main menu has been fixed.
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Melee damage acceleration has been fixed. (items not moving when you melee them.) Here’s before, and here’s after.
- Active Camo view model clipping has been fixed.
- As bug where you sometimes had to crouch in order to capture a flag. (The reason was because the player’s feet fell under the zone’s bottom which is almost always 0. When you crouched, it raised you and allowed you to capture) This has been fixed.
- A couple of misc crash fixes.
Q: Why haven’t you released yet? What is preventing you from releasing right now?
- We’re still working on that new updater. It’s not 100% finished/tested.
- Crashes. There are still a couple of crashes left to fix. We have a few of them tracked down and the root cause identified, we just need to decide on the best way to fix them.
There are also a couple of issues that are not preventing us from releasing, but we’d like to knock em off of the list if we can.
- AMD Freeze issue. Unk_1 has been hard at work on this one, and one of our testers has a card that we can reproduce the issue with. Great progress has been made, but it’s not fixed yet. It’s a very complicated issue.
- The Veto UI needs a few tweaks to make it more clear to the player how it works, as it has been a little confusing for our testers. (For example, showing the remaining votes needed to pass), and some sort of legend telling them how to veto.
Q: How long will these things take to finish?
A. Same answer as last week. As you can see, the to-do list is now half the size. We’re nearly there.
Q: Do you have any new feature additions to tell us about?
A: Yup.
Here’s some of the new additions/changes since last week.
- The new Forge UI was finished and pushed by unk_1, and a few bugs for controller users were found and fixed. There’s a video of it in last week’s post.
- Team properties have been added to forge screen FX - For example, you could use this apply a sepia filter on an infection map that only applies when you’re a zombie. Here’s a short video demonstrating this.
Unk has also written a map converter that converts Halo 3 map variants directly to 0.6, 1:1.
- Any map variant from Halo 3 that has a base map that is included in 0.6 (everything in 0.6 except for Icebox, Reactor, Diamondback, and Edge) can be converted.
- It will also be able to convert 0.5.1.1 forge maps to 0.6.
- It will be open source and available upon 0.6′s release.
Note: While being able to play on some classic Halo 3 custom maps will be fun, 0.6′s new forge will allow you to create maps that will make Halo 3′s custom maps seem like absolute rubbish in comparison. Most of maps that will be used in 0.6′s ‘Official’ ranked servers and playlists, however, are converted directly from Halo 3′s Matchmaking playlists.
Q: What are the ranks I see in the scoreboards?
I’m changing the way that Halostats’ global ranking system works when played on 0.6′s ‘official’ servers to be more similar to Halo 3′s ranking system. There will be an EXP component that will work exactly like Halo 3′s did. But instead of having trueskill ranks, which only work well with Matchmaking, you’ll have a skill rank for each playlist that will come from my hybrid system.
This rank is an arithmetic progression function of XP - awarded or deducted per game, based a number of factors, including team performance, individual performance, your own current skill rank, and you’re enemies skill ranks). Just like H3, your global rank that you see in the scoreboard will be determined by a combination of your EXP and your highest skill rank. You can read up on Halo 3′s ranking system for more information.
Q: Where are the new 0.6 gameplay videos that have been taken since last week?
A: Right here.
Here’s some gameplay of Braains on ‘Tree Rot’, converted directly from the classic H3 forge map. This also showcases the scoreboard working correctly for multi-round games:
Here’s a game of CTF played under the stars on Cenotaph (Forged by Dok)
Here’s some gameplay on a dark and snowy Icebox:
Here’s some Multi-Team gameplay on Narrows, showcasing some of the performance increases, including the scoreboard lag and fps increase. Also showcases some more dual-wielding and equipment usage.
Here’s a game of Crazy King played on a more polished version of Warlock, forged by Clutchism. (And won by yours truly. Well, almost won. We tied.)