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Devlog
Build 040224
February 04, 2024
by
Lithium Ballistics
BASS init failure report message no longer glitched HUD ARS elements removed from config, and placed into the user-side preferences table in order to be modified in-game You can backtrack menus with "...
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Build 301223
December 30, 2023
by
Lithium Ballistics
1
Besides a few tech-y things you don't really care about (some minor VRAM usage reduction and such): The auto-aim (aka assisted aiming) feature ! Adjustable activation angles (AA_THRESH and AA_ARSTHRES...
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Build 251123
November 25, 2023
by
Lithium Ballistics
Added some missing textures back, and fixed a couple of batch files. Finally, also a proper built-in boot logging system (queue-based, so spamming messages will not slow the loading down)...
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Build 181123 - proper EXEs
November 18, 2023
by
Lithium Ballistics
Forgot to put the non-internal-use EXEs, so the incremental mouselook function was missing (alters a ton of code and I never use it myself anyway)...
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Build 181123
November 18, 2023
by
Lithium Ballistics
It's been a real while since the last build so I can't really recall the whole list of whatever has been done (it was... a lot). WARNING! (Not) very long first-boot time, because I'm tired of packing...
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Build 160323
March 15, 2023
by
Lithium Ballistics
Massive (truly) lighting overhaul. Also some bugfixes and stuff :)...
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Build 071222
December 07, 2022
by
Lithium Ballistics
Some use-case rendering pipeline issues fixed Outdoor shadow rasterizer code fixed and accuracy improved Scripting improvements Angles in the scripted mode are put in degrees, not radians anymore Miss...
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Build 011122
October 31, 2022
by
Lithium Ballistics
General bugfixes regarding shadows and landscape popping BIG ONE! See SCRIPTED_MAPS_README.TXT: custom script-driven map support. The scripts can be ran via -map command-line switch, e.g. Tunnel.exe -...
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Build 250722 - a little fix
July 24, 2022
by
Lithium Ballistics
A really simple fix addressing a LOD glitch seen in 240722, if you've already downloaded it you can just swap the EXEs I also added as a separate archive...
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Build 250722 - hotfix for b240722
July 24, 2022
by
Lithium Ballistics
Overwrite the exes from b240722 if don't want to re-download the full package, LOD issue fix...
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Build 240722 - massive map performance overhaul
July 24, 2022
by
Lithium Ballistics
Probably the most rushed update I've ever had, even including the commercial things - not because of the time, but because of the scale. As you could have noticed, since the lighting appeared on map 0...
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Build 200722
July 20, 2022
by
Lithium Ballistics
Fixed: incorrect distance LOD handling on the tunnel map Metal and light distance shader LODs now working on the additional maps as well (map 0, as the others do not run the raymarcher shaders anyway)...
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Build 160722
July 16, 2022
by
Lithium Ballistics
Just some lighting tweaks visible on the area lights at the bottom of the map 0's railgun...
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Build 110722
July 11, 2022
by
Lithium Ballistics
Getting hit by enemy fire will now result in a temporary stun (resulting in a pretty common restart sequence, as in the meanwhile the enemy wave will de-spawn to get replenished and regrouped for a ne...
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Build 010522
May 01, 2022
by
Lithium Ballistics
Height-dependent fog added, along with sunlight response Some mesh fixes Fixed a bug that caused one of the startup errors to not trigger a graceful crash, resulting in a CTD with a Windows error mess...
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Build 180422
April 18, 2022
by
Lithium Ballistics
1
Fixed a missing mesh preventing the stock map from starting Navpoints (currently added two static ones for maps 0 and 1) that can be seen in both AR HUD mode as a marker, and normal one as a green arr...
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Build 130422 revision 1
April 14, 2022
by
Lithium Ballistics
Figured a way of getting rid of the far-away landscape "blinking" if the draw distance is set too high. Reset the level shader cache if installing over the previous version...
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Build 130422
April 13, 2022
by
Lithium Ballistics
Heightmap-based terrain support Improved texture loader (WIC-based instead of GDI+, and not the open-source WICTextureLoader) AI improvements Being hit by an enemy before a wave has fully spawned inte...
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Build 220322
March 22, 2022
by
Lithium Ballistics
Missing textures fixed The whole material manager reworked and debugged. Some model improvements New feature: transmissive raymarch (seen on the light covers in-game on map 0) - lightsource->raymarche...
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Build 160322 revision 2
March 17, 2022
by
Lithium Ballistics
I just had to mess it up, no? Fixed: massive framerate drop whenever the shadows are enabled and the headlight is on on the main map...
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Build 160322 revision + screenshots
March 17, 2022
by
Lithium Ballistics
Incorporated the hotfix into the release (1.1 as I forgot to swap the collision code for the faster one in fact). Some images of the current look of the new maps too, enjoy :)...
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Build 160322 hotfix
March 16, 2022
by
Lithium Ballistics
Fixes the cockpit frontpanel shadow glitch Somewhat better performance with projectile tracing (hopefully) Overwrite the files from the base version, go to config and drop the "Misc shader cache"...
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Build 160322
March 16, 2022
by
Lithium Ballistics
That one was massive. Originally it was planned at some point of the game you would need to navigate a massive abandoned colony (probably whatever was left of Earth, who knows) to locate an energy sou...
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Build 140222
February 13, 2022
by
Lithium Ballistics
Killed performance, optimized bugs... or was it another way around? Anyway: New feature: "X-Ray" HUD mode (separate for target markers and wireframes), pretty handy whenever someone hides behind some...
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Build 070222
February 07, 2022
by
Lithium Ballistics
No, not dead yet :) The update is truly massive (so expect bugs, crashes whatsoever :P ), and along with some general fixes it introduces two new test environments built using the brand new map contro...
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Finally so free!
October 21, 2021
by
Lithium Ballistics
Well, bad news: it already took some massive while, and the build will still take some more (not as much as it already took tho). Yet: yeah, yeah, see ya, tunnel (it still will be there tho, mostly un...
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Build 080721 - Revision 5
September 04, 2021
by
Lithium Ballistics
Struggling with the new collision system (basically because I don't want to make those collision meshes manually anymore, which is essential for the multi-level build) I found the last of the RNG glit...
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Build 080721 - Revision 4 fix
September 03, 2021
by
Lithium Ballistics
Working on the swappable maps support atm, yet in the meanwhile found a glitch since the last build, so...: Fixed - the XInput control reference commands (say, XIREF) caused a crash due to the new, lo...
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Build 080721 - Revision 4
August 21, 2021
by
Lithium Ballistics
Fixing some bugs while laying out the multi-level version to be available somewhat soon... Some minor ANSI console fixes... Some ANSI menus because why not. [VR] Less strict driver requirements (needs...
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Build 080721 - Revision 3
August 10, 2021
by
Lithium Ballistics
Did some more lighting (and not only) fixes, featuring two problems that were like years old already yet didn't really show up too badly, so noone noticed :) Fixed a bug when a projectile could hit yo...
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Build 080721 - Revision 2
August 08, 2021
by
Lithium Ballistics
Oh snap, pretty much a big update I came up with while designing the "more-maps" version :) Many DirectInput features, including a kickdown effect (boost activation based on the pedal or axis), and a...
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Build 080721 - Revision 1
July 15, 2021
by
Lithium Ballistics
Fixed the somewhat weird logic (and a possible crash) of the Backspace key function while in DI binding state. Some LUT nonsense fix, as well as reverting the config LUT choice (for the older builds'...
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Build 080721
July 08, 2021
by
Lithium Ballistics
Basically the logical outcome of the previous build (I accidentially dropped), (hopefully) fully de-glitched. The missing controls now work correctly, added a few more (like zoom etc). DI stack. Like...
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Build 250621 (DirectInput support)
June 25, 2021
by
Lithium Ballistics
1
As it said: made some DirectInput support. So far: Additive, non-multiplexed DI support (XInput here is muxed, as it mostly expects some gamepad you hold with both hands - DI allows for keyboard-n-fli...
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Build 220221 - revision 5
May 12, 2021
by
Lithium Ballistics
1
A quick fix targeting the bug in the 'HELP' command first-letter search. Somewhat busy at work atm, expect something more fun this summer when things will settle down ;)...
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Build 220221 Revision 4 hotfix
April 27, 2021
by
Lithium Ballistics
1
Resolved issue : COLOR command not accepting any arguments. Variable-character command support (f.e. commands like SYNC # accepting any digit in place of '#') removed from the command processor due to...
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Build 220221 - revision 4
April 24, 2021
by
Lithium Ballistics
Kinda busy with work atm, yet still nailed a build that is clearly worth the effort... Both the Config utility and the game now use a better default setting (applied should the config.cfg file be remo...
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A revised headset control tool
March 11, 2021
by
Lithium Ballistics
1
An updated version of the VR headset control utility, no longer relying on PSVRToolbox-style turn-on sequence (that is extremely slow), in short a correct power-up / soft reset requires a set of very...
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Build 220221 - revision 3
March 07, 2021
by
Lithium Ballistics
Fixed the issue with the single-character-argument commands (seen since the previous revision) 3DL format support (automatic format detection, so now you can use both CUBE and 3DL LUTs whenever needed...
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Build 220221 - revision 2
March 03, 2021
by
Lithium Ballistics
Fixed the issue that popped up after updating the command console code, namely the auto-completion not working for upper-case characters,...
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Build 220221 - revision 1
March 03, 2021
by
Lithium Ballistics
1
A really critical revision... not :) Added the arena-only commands ( TARGETCOUNT and PROJCOUNT ) to the non-arena builds as well in order to remove any inconvenience. Pressing Enter whenever the curso...
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Build 220221
February 22, 2021
by
Lithium Ballistics
1
Guess for the amount of work this can count as a new build :) A massive help system overhaul, so 'HELP' is finally helpful: The HELP command can now be used in filtered mode (type HELP followed by a f...
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Build 081220 - revision 4
February 17, 2021
by
Lithium Ballistics
Somewhat cleaner shutdown sequence (not really matters, but...) Thread termination commands ( GPUTEMPEND and MP END ) in order to force-unload the named routines (well, although those remain idle if u...
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Build 081220 - revision 3
February 02, 2021
by
Lithium Ballistics
Improved the GPU temperature reading algorithm (triggered by the GPUTEMP command), no longer display-bound so has no issue running on the systems where the GPU is not connected to the display device d...
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Build 081220 - revision 2
December 28, 2020
by
Lithium Ballistics
Super/undersampling shaders. The resolution scale setting on the Display Settings window can now be set to below 100% (down to 50% actually), and this now also affects the non-stereo non-FOV-corrected...
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Build 081220 - revision 1
December 12, 2020
by
Lithium Ballistics
General optimizations GPUTEMP command (can be used as an ON/OFF one) to monitor your GPU temperature, NVAPI only HMD control utility now has two command line switches to accept, "resident" for residen...
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Build 081220
December 08, 2020
by
Lithium Ballistics
Some HUD code optimizations New command, HUD_ARS_WIRE_OPACITY. Modifies the wireframes' visibility only, the value can be saved with CONF.STORE. Improved PSVR power control app (HMDPowerOff.exe). Can...
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Build 011220
November 30, 2020
by
Lithium Ballistics
HUD_COLOR command to choose of four various color schemes: default green (0), cyan (1), amber (2) or red (3) Some minor optimizations and improvements in VR mode (graceful shutdown in case of headset...
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Build 281129
November 27, 2020
by
Lithium Ballistics
[fixed] Railguns hitting targets beyond the actual range; Railgun projectile rotation rate decreased, resulting in a nicer trail; Faster collision processing code; Improved missile model featuring sid...
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Build 111120 - Revision 2
November 21, 2020
by
Lithium Ballistics
Actually thought to mark it as a brand new build... Safety feature (in one out of like 10000 kills, I'm not joking, an enemy carcass managed to clip through a wall due to one's spawn position, falling...
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Build 111120 - Revision 1
November 14, 2020
by
Lithium Ballistics
Improved frame time measurement mechanism for both standard and VR modes, also makes HMD RP_AUTOTHRESH more accurate Config.exe: renamed "Display alignment" to "Display settings", as it affects many p...
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Build 111129
November 11, 2020
by
Lithium Ballistics
Fixed - with MSAA set to off, in stereo modes the particles would be occluded incorrectly Added - the Perceptual Quantizer LUT input signal can now have an additional exposure correction, an example L...
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Build 110820 - Revision 1
November 09, 2020
by
Lithium Ballistics
Slightly sanitized the code Explosion lighting behavior was modified in order to look more natural More detailed particle removal mesh (one that is used in order for the particles to not make it into...
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Build 110820
November 08, 2020
by
Lithium Ballistics
Finally, I added the NVAPI support. The performance bit is not that big of a benefit for you (saves some VRAM and adds a few frames/second by utilizing some GPU-specific features, but that is all so A...
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Build 021120 - Revision 1
November 06, 2020
by
Lithium Ballistics
An old and silly bug causing a CTD whenever closing the game with MSAA disabled is now fixed...
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Build 021120
November 02, 2020
by
Lithium Ballistics
[FIX] So many LUT-loader-related issues. All the LUT-related commands renamed to be grouped as "LUT <command>". On-the-fly LUT gamma adjustment. Unlike the system gamma ("GC" command) that has to matc...
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Build 311020 - revision 3
November 01, 2020
by
Lithium Ballistics
1
Forgot to add the delta-mouse mode (FPS-like) into the headset-look one, fixed...
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Build 311020 - revision 2 (hotfix build)
November 01, 2020
by
Lithium Ballistics
Fixed a CTD when using the auto-complete ([Tab]) feature in VR arena builds, caused by the fact the command count in those now exceeds 127...
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Build 311020 - revision 1
November 01, 2020
by
Lithium Ballistics
Still I found a way of glitching out the 3110 build. The idea is, load a CLUT table using a signal type different from the one the systems is configured to use via Config->Curve (say, we are configure...
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Build 311020
October 31, 2020
by
Lithium Ballistics
New command: MP AUTOEXT (ON/OFF). Enables the automated extension-based filtering for the MP DIR command, on by default, displays only MP3, FLAC, OGG and WMA files for the DirectShow mode, or XM, IT,...
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Build 301020
October 30, 2020
by
Lithium Ballistics
A new feature - in-game LUT swaps. Type SWAPLUT (optional path), and you can choose the new color lookup table on-the-fly. Has some limitations: 1) it only supports compiled LUTs (CLUT format), to cre...
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Build 281020 - Revision 1
October 28, 2020
by
Lithium Ballistics
Reworked the wave complete/started reporting to make it way more straightforward, especially the displayed damage value. [FIX] A possible crash in the config utility when dealing with a corrupted dump...
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Build 281020
October 28, 2020
by
Lithium Ballistics
The alert sound (repeating low-frequency beeps heard whenever the "WARNING" text appears on the HUD) is no longer HUD-bound, and will activate even when the HUD is off. The above sound can be disabled...
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Build 261020
October 26, 2020
by
Lithium Ballistics
Headlight indicator now added to the main MFD screen (as using no headlight reduces your real-life power consumption, not joking as the light has a pretty GPU-heavy shadow generator attached) "Attack...
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Build 241020 - Revision 2
October 26, 2020
by
Lithium Ballistics
Some very minor optimizations (a few bytes of code will be saved) Added - an option for speed gauge readings in miles per hour (to switch, use MPH ON/OFF) Added - a PSVR reprojection activity MFD mark...
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Build 241020 - Revision 1
October 24, 2020
by
Lithium Ballistics
A tiny fix for the BASS startup issue (unable to start a track with -bass and -playtrack switches used simultaneously)...
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Build 241020
October 23, 2020
by
Lithium Ballistics
Improved particle system allocator: reduced CPU load whenever multiple particle systems are spawned within the same frame. Dedicated projectile explosions for the "perfect evade" move (reused the gene...
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Build 221020
October 22, 2020
by
Lithium Ballistics
Adds optional incremental mouse aiming (close to the conventional FPS games). Use "MOUSEDELTA ON" to set, stored, like always, using CONF.STORE...
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Build 211020 Revision 1
October 21, 2020
by
Lithium Ballistics
Fixed an issue with on-the-fly captured/free mouse mode switch. Also made the gamepad deactivation seamless in capture-mouse mode...
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Build 211020
October 21, 2020
by
Lithium Ballistics
[FIX] A mouse bug in non-capture-mouse mode happening in FOV-corrected modes when the mouse cursor is outside the window. [FIX] Inoptimal screen area usage in RGB10A2 FOV-corrected modes. [FIX] Displa...
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Build 181020
October 18, 2020
by
Lithium Ballistics
As the game becomes very arcade at times, and already features things like dashes and slow motion, why not have another hack-and-slash feature here? The "perfect evade" or "perfect block" is now here...
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Build 151020 Revision 1
October 16, 2020
by
Lithium Ballistics
Just a tiny one, forgot to bring the random rotation back (was set to static in hotfix)...
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Build 151020 hotfix - compiler bug madness
October 15, 2020
by
Lithium Ballistics
#version update, #hotfix
Fixed a random CTD. Enemy collisions did not kill an enemy getting hit by a broken drone. Now that was something. The original build 151020 had a random CTD, the good old 0xC0000005 that never happene...
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Build 151020
October 15, 2020
by
Lithium Ballistics
A small yet complex feature, the "dead state" it is. From now on, the enemy drones that have their health depleted will occasionally (and only when damaged by some certain means) become a "corpse". In...
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Build 051020 - revision 4
October 13, 2020
by
Lithium Ballistics
A small bugfix/upgrade this time: Tracked down and fixed a minor glitch condition: if the headlight is off, ARS HUD is on, world wireframe is on, no projectiles are present and no enemies play their "...
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Build 051020 - revision 3
October 10, 2020
by
Lithium Ballistics
[FIX] Non-frequent target coloring glitch when dealing with waves containing seeker mines has been fixed. [FIX] Improved mine projectile spawning that removes the unwanted gaps between the projectiles...
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Build 051020 - revision 2
October 06, 2020
by
Lithium Ballistics
1
A really tiny update: you can now choose between two different PSVR scaling modes via the Display Alignment interface (the one like in the older modes vs the one present since build 051020)...
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Build 051020 - revision 1
October 05, 2020
by
Lithium Ballistics
#revision release
Random enemy wave generator is now biased down quantity-wise (from 1~20 to 1~15 range), which makes the waves less aggressive (would frequently end up in a ridiculously hard configuration before - now...
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Build 051020
October 05, 2020
by
Lithium Ballistics
A proper random-wave build: fixed a crash after wave #4 (present in the previous deleted build) fixed the VR builds ignoring the lens FOV value enemies now always face the player, no matter the spawn...
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Archive swap
October 02, 2020
by
Lithium Ballistics
Modified the archive to contain a better config_vr file, with FOV set to 110 that is...
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Version update
October 02, 2020
by
Lithium Ballistics
A somewhat untested, yet a promising build this time. Added a random enemy wave generator (wave 8 and on)! If you don't want to beat the previous waves (remember - they can't kill you, but you still n...
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A tiny fix as of tonight
September 24, 2020
by
Lithium Ballistics
A small revision release with two tweaks for the enemy variance feature: Fixed a bug where the projectiles spawned by an enemy death animation would appear misplaced for a single frame if an enemy was...
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Friday update
September 18, 2020
by
Lithium Ballistics
#Demo, #update
Well, I promised you the bigger updates the next month... well, not really in a mood for massive planning, so decided to try things out and update right off! The build features a new wave of you-know-...
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Seeker mine enemy - WIP
September 18, 2020
by
Lithium Ballistics
#progress report
The progress is moving a little slowly at the moment (expect the major updates the next month), yet a really needed feature is finally fully there: the enemy variants support (not just coloring, like...
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Version update
September 10, 2020
by
Lithium Ballistics
#update, #FAQ
A minor version update (hence called "revision 2") improving the UI accessibility. The "CMDLIST" console command is now much more verbose: the commands capable of receiving an optional argument are no...
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