Build 130924
Well, the original list approach doesn't really work here... just look at it:
- New custom map added: Map#0 variant with night mode
- FIXED: DirectInput stack saving issue
- FIXED: Compiled LUTs fail to set their stored exposure values
- FIXED: Terrain lacking normals on indoor-mode maps
- FIXED: Light test, if engaged while in the stalled state, causes a softlock
- FIXED: Some indication issues (probably were not present in the previous release though :P)
- Some particle effect tweaks
- Sun rendering in backdrop shaders made more realistic
- Menu system extended and optimized
- Mouse button supported in the terminal mode
- Lighting manager reworked
- The DeriveFromMap command now allows for switches on map0
Sounds pretty bland like this, so - in some actual detail. The lighting system is much more complex now, as the light cones are now taken in account while generating the light lists, as well as each light's contribution into the overall lighting etc. As a result, the priority while filling (especially, the overflowing ones, of course) the light lists is fully automated. Additionally, the lights assigned to the cockpit and the actor rendering are chosen based on the different calculations and fill a different dynamic buffer (instead of re-using a pre-defined list), so the list changes are way less abrupt. And, to finish the light part off, a model instance can be set up to affect the terrain lighting, and due to the above priority thing the LinkLighting commands are pretty much transparent to the fact of what gets liked to what. Anyway, the night version of the map#0 is added for you to see what is actually going on ;)
And - the menus. All the features accessed through the console (sans some either pretty useless or the unsafe ones, like V-Sync disable) are now implemented in the menus as well. To make things better, the numeric values in the menus are input using the spinner controls, effectively highly limiting the input keys used in the menu system... why? Because - the mouse button re-map. So, in short, the menu system can be invoked instead of the text-based terminal (and by default it is) right off, without entering any commands at all, and can be navigated using the mouse, so the slim PSVR+K+M setup is now very usable. Whenever the button re-map mode is active, the mouse buttons work like this: LMB - Enter, RMB - Backspace, Wheel - up/down arrow keys, MMB+Wheel - left/right arrow keys. With some tweaks to the MFD response, this allows to, once entered (just by pressing the "Console" control, as, again, the menu can now be set as the default control mode), fully navigate the menus and file lists using the mouse alone, and add to this the ability, to, say, tweak the audio volume using the wheel-controlled spinners - and the menus become strangely nice to use.
Files
Get Project "Constraint"
Project "Constraint"
A 6DOF bullet-hell shmup simulator... Doesn't compute, huh?
Status | In development |
Author | Lithium Ballistics |
Genre | Action |
Tags | 3D, Arcade, Bullet Hell, DRM Free, First-Person, Flight, Photorealistic, Shoot 'Em Up, Space Sim, Virtual Reality (VR) |
Languages | English |
Accessibility | Color-blind friendly, Configurable controls, High-contrast |
More posts
- Build 24092460 days ago
- Build 280724Jul 28, 2024
- Build 040224Feb 04, 2024
- Build 301223Dec 30, 2023
- Build 251123Nov 25, 2023
- Build 181123 - proper EXEsNov 18, 2023
- Build 181123Nov 18, 2023
- Build 160323Mar 15, 2023
- Build 071222Dec 07, 2022
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