Update 28 - Engine Upgrade
Hello Marines, we’re very excited to announce Update 28! First, we want to thank everyone who participated in ITO Testing - you’re the best! Update 28 has finally been wrapped up and released. In this update we’ve upgraded Interstellar Marines from Unity 5.1.3 (released August 2015) to 5.6.7 (released March 2019). This much needed upgrade allows us to utilize awesome new features and improvements, which includes increased performance/optimization, lighting improvements, shader upgrades, GPU instancing, PBR materials, API changes, deferred rendering, DirectX 11 support for Windows, and more. These improvements will allow for Interstellar Marines to continue to be more immersive, enhance visuals, and set us up to begin adding new features and content. Below is our brand new [url=https://youtu.be/wtiOpE2LAYY]Update video[/url] which showcases the potential of the Unity upgrade and other cool features/content we’ve added to U28. https://youtu.be/wtiOpE2LAYYUpdate 29: Planning Phase
We haven't discussed and decided what we're going to do for U29 yet, so we'll post another announcement in the coming weeks with what we have planned. [b]FOR THE LOVE OF THE GAME,[/b] Your Team at Zero Point Software [b]Join our official social media and community groups to stay connected and chat:[/b]- [url=discord.gg/interstellarmarines]Discord Server[/url]
- [url=https://steamcommunity.com/groups/interstellarmarines]Steam Group[/url]
- [url=https://twitter.com/ZeroPointSoft]Twitter[/url]
- [url=https://www.facebook.com/interstellarmarines]Facebook[/url]
- [url=https://www.youtube.com/user/ZeroPointSoftware]YouTube[/url]
- [url=https://www.twitch.tv/zeropointsoftware]Twitch[/url]
- [url=https://trello.com/b/sUpeIyQ9/interstellar-marines]Trello[/url]
Interstellar Marines - Update 28
(0.5.28 - Revision 1497) Platforms available, 32-bit & 64-bit Windows, Linux, OSXChangelog for Update 28
What’s New
[b]ADDED[/b] Basic lean mechanics with audio by Eduard [b]ADDED[/b] Unity's new Post Processing v1 stack to all cameras [b]ADDED[/b] Motion blur settings [b]ADDED[/b] Reflection probe intensity is linked to weather state [b]ADDED[/b] Reflection probes are eased in on forced weather system [b]ADDED[/b] Screen Space Reflections setting [b]ADDED[/b] Exhaustion and damage post-processing effects (Chromatic Aberration and Tonemapping) [b]ADDED[/b] Jump penalty added to exhaustion [b]ADDED[/b] Performance optimizations [b]ADDED[/b] ECSChat server host defined in command line arguments [b]ADDED[/b] [REDACTED] to Resort (first iteration)Improvements
[b]UPDATED[/b] Unity 5.1.3 (released August 2015) to 5.6.7 (released March 2019) [b]UPDATED[/b] Deferred renderer from legacy deferred renderer [b]UPDATED[/b] DirectX 9 to DirectX 11 [b]UPDATED[/b] Metal on MacOS [b]UPDATED[/b] GUIDamageWarning made WARN flash 10x faster for better HUD immersion [b]UPDATED[/b] Settings on all audio clips to use "Compress on Load" and now only 2 large mp3 are still using "compress in memory" [b]UPDATED[/b] Operations Wargames so lights occlude correctly and reflection probes with adjusted values [b]UPDATED[/b] Intro Cinematic scene so IM logo is more lit and MEG spotlight shadows are adjusted correctly [b]UPDATED[/b] Option to LightHandler with be able to set emissive boot (glow output) on lights [b]UPDATED[/b] Sandbox added vending machine as emissive reference [b]UPDATED[/b] Starcrown and NGI with foliage fixes and adjusted location of door buttons [b]UPDATED[/b] General emissive materials [b]UPDATED[/b] Hell Guardians to be a bit faster and easier to kill [b]UPDATED[/b] Hell geysers to glow with orange lava [b]UPDATED[/b] Weapon sounds and sway [b]UPDATED[/b] Stamina recovery rateFixes
[b]FIXED[/b] Players may sometimes fall through the floor of a map (Unity 5 bug) FINALLY!! [b]FIXED[/b] CP counter bug when player has more than 15 mill. points [b]FIXED[/b] Fire button exploit [b]FIXED[/b] AR being able to shoot through wallsKnown Issues
- The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it. If you are in a Party, this will disconnect you from the Party
- View jittering may occur when jumping on lossy networks
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- The gamepad implementation is early and experimental, so may cause issues (Disable Gamepad in menu if mouse/keyboard controls does work as intended)
- Standing in a doorway when the door closes may result in the player being pushed vertically
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
