
In general I expect this to only be used for specific weapons/modes of a vehicle, and I don't plan to use it for anything else. You can customize a lot about the First Person view, including the FOV, turning limits and speed, and where it appears relative to the part. The game isn't really designed around FP view, so the effects don't look good from up-close. Has it been worth the wait? So far I'm going to say no.
INSTRUMENTS OF DESTRUCTION GAME MOD
I'll focus on the two new parts, with the full changelist below:įirst Person view is finally possible in Instruments of Destruction thanks to the new Camera Mod part. Version 0.256 brings a number of minor changes and fixes along with two more parts that let you customize vehicles in new ways. After that, you'll have to wait 'til next Monday. If there are any urgent fixes (hopefully not), I'll be able to get them done for another 16 hours or so. Known issue: orbit cam is still the best for testing, follow/iso change to orbitįixed issue with using skew and noise on the same loopįixed grid grass/rock generation to not generate stuff outside the borders of the loop (most obvious in ground-plane maps)įixed editing some values only changing the current loop instead of all the selected ones Renamed Ground mode to Terrain mode to make it a little less ambiguousĬhanged Skew settings to affect all loop vertical profile types, not just custom profilesįixed arrow keys not working to move camera in Normal cam mode in editors (and fixed Control not speeding up arrow keys)įixed editor camera switching to weird modes when going back and forth to build/play mode

Resvised how ground plane rock generation works to be simpler, faster, and betterĪdded tooltips to all more slider settings and named some a bit betterĪdded SHIFT functionality to editor sliders (slow increments for fine-tuning)Ĭhanged loop mesh generation so triangles below a ground plane are now removed Made per-loop noise available for all loopsĪdded backup point highlighting for loops so you're less likely to accidentally select nothing (and deselect the loop)

Increased maximum amount of grass points to 360k from 230k (rock points unchanged)Ĭhanged how grass generates on low-angle slopes/edges/etc for more organic terrainĬhanged Upper grass/rock generation to only generate within the loop boundaries (instead of everywhere)Īdded "Noise Affects Top" option for loops Control over side generation is start/end/left/right, not per pointĪdded per-type filters per loop for grass/rock generationĪdded Negate option (and Negate Offset) to cancel out grass/rock generationĪdded some wider slope widths for loop generation (5x1, 8x1, and 12x1)Īdded control over grass/rock tolerance curve slopes (Hold CTRL while editing to see/edit slope with LMB y-motion) Does not use Upper or Structure-based grass/rock generation Path points have width, y-offset, and slope offset values Path points can be moved vertically (independently), unlike normal loops Here's the full changelist:įixed the up/down arrow between controls (made it swap instead of selecting both which made no sense)įixed flex treads not working with auto-brakingįixed direction of changing override sounds in the UI being reversedįixed flex panel/triangle/etc not going up to 10 in length/width slider UI adjustmentsįixed fog still being active even when it shouldn't beįixed bug with camera mod in FPS mode not working when more than 1 is presentĪdded new option to use loops as paths instead Next week I'll wrap up the refinements and do the tutorial video for Terrain mode (formerly known as Ground mode).

There's still a little refinement to do on the terrain editing, but it's pretty close to final. It's not finished, but it shows some smoother, more "hilly" terrain and has a couple of the new path-style terrain loops. There's also a new sandbox map, Oasis Test, that replaces Bridge Tester. Rather than delay the build itself, I decided to release it now, as there are some other gameplay fixes that I want to get out there sooner than later. I intend to make a video about the terrain stuff, but I just don't have enough time to do it this week (due to important non-work stuff). These tools add more complexity/potential to terrain generation, and I know they are not exactly intuitive. Version 0.260 is heavily focused on new ground/terrain editing tools and improvements.
