P0-B2: Part 1086: Improvements, Debugging
I have been continuing on with the debugging and testing for the eproject. I have made some further improvements to the AI system, and I have also improved the grass exclusion system, although there are more updates needed here later. I have also added the ability to save and load the game while the player […]
P0-B2: Part 1085: Improvements, Debugging
Ringworlds are now basically done, at least for the moment. I fixed an issue with object placement, which was actually a pre-existing issue that was causing less obvious issues with planetary object placement too, so I fixed two issues at once. I have also added the ability to control whether or not cities and outposts […]
P0-B2: Part 1084: Improvements, Debugging
Ringworlds are almost fully functional in the project. I have fixed the gravity issues and added a working transition system from space to the ringworld (I am transitioning the lighting systems, gravity, and clouds and atmosphere systems as the player enters and leaves the ringworld). There is no weather on ringworlds yet, this will take […]
P0-B2: Part 1083: Improvements, Debugging
I am continuing to make good progress with the ringworlds. I have run into quite a few bugs and issues, since I did not originally intend to add ringworlds to my project. However, they don’t seem to be too severe. I am hoping to get ringworlds fully integrated within a week or so.
P0-B2: Part 1082: Improvements, Debugging
The work on the ringworlds is going very well. I have solved most of the issues with the gravity direction and player up direction, and I am now working on spawning ground cover correctly. I will probably not get the weather and cloud systems, atmospheric systems, etc, working now, since this will take more time […]
P0-B2: Part 1081: Improvements, Debugging
I have made several changes and improvements to the weapon system, including adding a new pistol to the game. I have added the ability to shoot enemies in the head for additional damage (Which makes silenced weapons far more effective, because they can more easily score a headshot due to the enemy not moving). I […]
P0-B2: Part 1080: 2022.1 Port, Debugging
I have now basically committed to the port. The issues I have had are solved, and it seems stable enough to use. I have also fixed quite a lot of other pre-existing bugs while testing the port, and made several code changes and improvements. The next step is to continue the testing and debugging to […]
P0-B2: Part 1079: 2022.1 Port
I have returned to the unity 2022.1 port, and I believe that I have most of the major issues solved. I have had to update several subsystems within the project along with the unity version, and this took some work, but it does seem to be stable and fully functional now. I still have quite […]
