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@jon1456 & @Nergal01 I've been fixing some lately, I hope the release build is much more bug free, I think I've mentioned before, but there is a new log file that reports missing files without crashing.
As for usability, I´ve been considering making a wizard, it doesn't need to be very powerful, more like an 5 steps assistant for making the basic types of missions.
@Guest, at the moment if I´am not mistaken what is left to do is the trailer for the promotional material, The icebergs are the ones that will be making the trailer, it will be based on the campaign materials.
As soon I have a clear date when it will be released I´ll start showing some of the stuff that it will be in it.
And the release will be available in both the normal and Incubator brach, it will be the exact version, but with the usual cheat.
Despite the visibility problems that VT has (at least in early access) the goal is to be THE arcade flight game in PC, to accomplish that, I have all the interest in continue to make the game relevant after the release for a long time.
Of course it will be extra helpful if I see activity and interest from the community.
But as for the next game, personally I think even now it is still too soon to plan about the next project, I want to give more time to VT first.
@Nergal01 & @Guest, Don't worry both tweaks have already been made.
The update is very close to completion, should be available in the coming weeks!
Reverbgames will be making another TV live stream, on wednesday 10.
@ Nergal01, I plan to have most if not all aircraft with working weapons bay on release, as for the SP weapons, John_Silver and SpootKnight were already very helpful in assigning the SP list for a lot of aircraft.
As for the aircraft, in the next days I´ll start revealing them but I´ll only show those that are 100% sure to be in the game on release.
And finally take-off/landing, carrier ops, refueling don’t have any ETA date so it may be available sooner or later that any other campaign
@Guest Absolutely! Keep an eye on other channels, such as the homepage, twitter or even facebook because some things may appear there first before becoming visible here.
But the name is definitely not set in stone; it is always possible to change it to something more representative of the feeling of the campaign.
But it actually already changed its name, it is now called Restless Bounds, this one has a strong connection to the narrative and game mechanics.
If I understand your question correctly, yes, one of main goals for the RB is to make use of most the features and gameplay mechanics available, like story branching, VN elements, etc.
In a way I want it to be a reference for anyone interested in making more unusual missions, because of this, I´m trying it to keep all the actions, triggers and other rules well documented and in clean and easy to read structure.
That check is mostly to guarantee the steam connection is available in order for some features to work as intended. In a way it acts like one but it is a very weak “DRM”.
About GOG, I´m not sure if the release includes that platform.
About the update, unfortunately it will only be released in the next month. At the moment I don't know when exactly it will be released but it will be a very important update.
As for the disappearance of targeting box , did the mission have more than 50 targets? At the moment there is a fixed cap for player and AI that limits the detection to 50 units (enemies and allies)
to check if a unit is alive or not, I usually use the "unit count" to be triggered when the value is 0 assigned to a individual script ID, but I can add "Unit is dead" as a simplified version of that
@ John_Silver, I don´t know exactly the day when it will be but it won´t be in April for sure.
I’ve never tested scaling the bones to make animation so I don´t know how that works (and even if that works).
As for cylindrical engines, I still haven´t tested, but I have a solution that I want to try. My idea is to place 4~8 bones in circle around the engine and their combined rotation will make the compression and expansion of the nozzle.
it is working normaly, it can be seen in aircraft that use padded tvc engines like the YF-23MOD.
To add animate, the first key point is the default position and the last is the maximum thrust.
@ John_Silver Yes, that one and a lot others were saved for the next update. Not sure when it will be, but it will be THE update.
Sure, I'll probably post the template in the download sections, so no one needs to wait for the next update to have access to these templates.
This unit was added mostly for fun, and as a teaser for the FVS. I had to make this bulkier body first before adding the swing wings.
the new update is finally out, just before releasing it I had to fight against some small bugs.
the change list can be found in the steam forum.
I´m working to release the update as immediately as possible, I expect/hope to be able to upload it in the next hours. But the update does pack a lot of changes, but depending what you are looking for it might be big or not.
As for the ability to show in the cutscenes, the current incubator version already allows that, but it was sent with the old crowbar intro file so it doesn’t have that line as a template.
But if you add this for example, you will be able to test that:
TIL: coffee is the natural enemy of keyboards
It was fun. Honestly I was a bit afraid at first.
But thanks to everyone that was able to be there in so short notice.
In a few minutes there will be a Twitch Stream of VT here:
It will be available this week, this time it will also be available in the default branch with a steam announcement and change list.
The fixes are mostly a few challenges and some requests/issues in the editor reported here and on steam.
As for content it will have only a few variants but it will have a lot more challenges and up to 3 new "bosses" (depending how the development goes)
in gameplay there was a simple change, now missiles lose energy while turning, this allows them to make slightly sharper turns and increase the hit probability.
I’m going to release the “same” update in default branch and incubator branch with some things I’ve missed and with those challenges fixed.
@John_Silver I’ve fixed the condition issue.
@ Nergal01 As for squads, I’ve tested today and it was working, the only issue is when going back to the editor the squad list isn’t automatically filled, but they are there, if you add another squad they will appear.
As for an AI squad leader it has no effect but that is something that I’m interested, including dynamically giving commands to the player.
Also let me know if there is still any challenge with some issues.
Sorry for not replying to everyone I’ve been away during this weekend
@Nergal01, about the vernier, yes, but I still want to think a way how can I make it easy for everyone to add that in any model.
@ Nergal01, as for the crash, in this update I’ll add extra exe with extensive log to be able to find the issue.
@ John_Silver, Okay I’ll fix the issue, as for squads, to make one for the player these are the steps:
-Go to the squad tab,
-create a team
-set the index number the same as the player team (default 1)
-create a squad and give it a name
-Go to the player window and set the squad, if the squad is not there, change the player’s team to the same index number. Add it as leader (you can add everyone as leaded, but only will be valid the last unit to be added)
-add a few units to the squad and then test. If everything has been done correctly you should see the squad commands in the command window.
As for the squads they still act very independently, some commands are place holders and ignore most of the orders if they are in a dogfight.
Also, I’ll fix some of the issues and update this build in the default branch, (I’ll also update the e incubator build as well)
Also I didn’t have the time in this last update, but now I’ll include the optional editor in a separate .exe file