Patch 0.53a1 is live on the PTS!

Discussion of the latest news and events related to Survarium.

26.07.2018, 22:57

Slockum:Yup.

https://s22.postimg.cc/vethpah0h/Untitled.jpg


Which gun uses that ? I went through all of the barrel attachments but can't seem to find it.
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UnknownPlayer666
 
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27.07.2018, 21:13

Chandrian:Every gun *has* an unmasking radius which is the distance from which the red dot can be seen on the map when you're shooting the gun. Muzzle brakes modifying this value kind of makes sense because in real life the shape of a muzzle brake can modify the directional sound of a shot.
But I think that this value can only be checked by extracting the game files.

So far all guns I've checked had unmasking_radius=ineffective_distance=2xeffective_distance and effective_distance= the distance stat ingame.
So either it's not very well thought out (shotguns having short unmasking radius, VSS and VVSK having long unmasking radius), or there's some additional modifier, or something else.

Slockum:It doesn't modify the sound or direction of a gunshot, it's still loud as hell. Louder usually.

If it makes it louder it _does_ modify the sound. Although I think it doesn't work like this in this case, but it could make it harder to locate to sound source.

Tsjuder
 
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30.07.2018, 17:57

We have updated the Public Test Server to Survarium version 0.53a3! To participate in the test, please download new game version or update your version of the PTS client. Please note that the temporary shutdowns of the PTS are possible when installing updates and making urgent changes.

You can participate in the test if you registered in Survarium no later than July 20. Unfortunately, you won’t be able to login to the PTS if you have registered via Steam due to a different authentication system.
All testers will receive 10 thousand spare parts, 10 million silver, and 10 thousand gold to make purchases on the PTS. Characters and progress in the main game as of July 20 will be copied to the test server. However, the progress you make during the test will not be transferred back to the main server! The PTS has no way if receiving payments, so purchases made in Survarium shop are automatically credited to your account on the main server.

Read find the update notes of Survarium PTS 0.53a3 below. Please note that those are not final and The public server will receive version improved based on the results of the testing! See you on the PTS!

The Complete List of Changes in PTS 0.53a3
Technical Improvements

- Optimized video memory usage, fixed crashes caused by incorrect video memory usage.

Gameplay

- Increased bots' perception in the smoke (generated by a smoke grenade).

Weapons, Equipment and Supplies

- Veteran set: now the "Slowdown" bonus is available when equipping 2 items from the set, and the "Aiming time" bonus is available when equipping 4 items.

Bug Fixes

- Fixed an issue when the description of installed module was not removed when opening a window with other modules.
- Fixed an issue causing bleeding icon not to be displayed when a player character bled to death.
- Fixed an issue when the game client crashed while viewing a module in the Workshop.
- Fixed an issue when all game modes were disabled for the player who was kicked from a squad.
- Fixed an issue when equipment description didn't have bonuses to "Reduced explosion damage" and "Run Speed" if the player had several equipment profiles.

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Vostok Games
 
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30.07.2018, 22:30

Crashes loading into main menu, then bug report freezes. Can't get past splash screen after ending process manually. Loads ~512mb then stops.

fs <ERROR> [14:29:48.808] failed opening file:c:\games\survarium-test\game\resources.db with open flags:open_existing+read

debug: <ERROR> [14:29:53.991]
debug: <ERROR> [14:29:54.000] Error occurred : assertion_failed
debug: <ERROR> [14:29:54.005] Expression : fatal error
debug: <ERROR> [14:29:54.010] Description : ( Texture pool ) Slot was not found for texture, size ( 2048x1024 ), array size 1, format '71'.
debug: <ERROR> [14:29:54.015] File : d:\survarium.public-test\sources\vostok\render\engine\sources\dx11\texture_utilities.cpp
debug: <ERROR> [14:29:54.020] Line : 830
debug: <ERROR> [14:29:54.025] Function : vostok::render::create_texture_and_srv
debug: <ERROR> [14:29:54.034]
debug: <ERROR> [14:29:54.038] BREAKPOINT : A breakpoint is encountered.
debug: <ERROR> [14:29:54.042]
ntdll.dll : RtlInitializeExceptionChain : 0x77539805
ntdll.dll : RtlInitializeExceptionChain : 0x77539832
kernel32.dll : BaseThreadInitThunk : 0x7535343d
survarium-test.exe
Last edited by Slockum on 30.07.2018, 22:32, edited 2 times in total.

Slockum
 
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31.07.2018, 07:56

Slockum wrote:Crashes loading into main menu, then bug report freezes. Can't get past splash screen after ending process manually. Loads ~512mb then stops.

we are aware about this crash, will fix it today
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dima
 
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31.07.2018, 08:35

please keep the current jump in 0.52 with the new jump its impossible to reach some stash locations in pve....
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Mujahed
 
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31.07.2018, 09:38

Mujahed:please keep the current jump in 0.52 with the new jump its impossible to reach some stash locations in pve....


u don't say ?

I'm pretty sure they know this and will do something about it.

Old jump animation is freaking horrible by the way.
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UnknownPlayer666
 
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31.07.2018, 10:33

dima:
we are aware about this crash, will fix it today

Please fix sawmill jump locations to get boxes from secret places.

UnknownPlayer666:
I'm pretty sure they know this and will do something about it.

I also hope that they know about it.
Last edited by Albi on 31.07.2018, 10:36, edited 2 times in total.
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Albi
 
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31.07.2018, 12:43

Mujahed:please keep the current jump in 0.52 with the new jump its impossible to reach some stash locations in pve....

The new jump is much better, Joe said he'll ask them to adjust the stash locations.
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Chandrian
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31.07.2018, 15:23

Chandrian:
The new jump is much better, Joe said he'll ask them to adjust the stash locations.

i hope all stash locations will be re randomized
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bengkulu
 
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31.07.2018, 17:12

Chandrian wrote:The new jump is much better, Joe said he'll ask them to adjust the stash locations.


This issue was passed on. I'm sure it will be addressed. If not now, than soon. I'll try get an update.
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joewillburn
Vostok Games
 
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02.08.2018, 11:11

The Complete List of Changes in PTS 0.53a4

Technical Improvements

- Lobby color gamma corrected;
- Lobby lighting optimization accomplished;
- Weapons visibility improved in the Workshop;
- Character workshop camera behavior changed in all cases (no more going beyond the walls).

Weapons, equipment and supplies

Veteran set changes reverted from PTS Survarium 0.53a3 – i.e. now the bonus of ‘Aiming time’ is provided with 2 set items, and the ‘Slowdown’ – with 4.

Gameplay

- Energy consumption increased when jumping.
- Battery explosion warning sound changed

Locations

- Rudnya: gameplay lighting changes and improvements done.
- Vostok Base: location color gamma improved, sun shafts intensity lowered. Bug with the sun casting through the ceiling near military quarters fixed.
- Tarakanovsky Fort: general visual fixes on the locations made. Black color for one of the doors fixed.
- Cologne: models lighted beyond the location fixed. Lighting has been additionally improved and fixed, though the work has not been fully completed yet.
- Dangerous Knowledge co-op mission: woodboards fixed in a particular place to enable guaranteed jumping up. Material texture on the forest mill building corrected.
Last edited by joewillburn on 02.08.2018, 15:22, edited 1 time in total.
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Андрияш Козловский
 
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02.08.2018, 11:40

How far away are we from the 0.53 hitting main servers? Tomorrow marks 2 weeks since the first version went on the PTS.
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spinach
 
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02.08.2018, 11:42

spinach wrote:How far away are we from the 0.53 hitting main servers? Tomorrow marks 2 weeks since the first version went on the PTS.


When it's ready ;)
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joewillburn
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02.08.2018, 13:15

I like the changes done to London so far. It was to easy to hold position in Battery Retreaval mode. But, so far, I am not able to find a game. I could just test the map by playing with bots. Is it just an issue I have?

And I like the idea of energy consumption due to jumping. Sometimes you find players that run around like hell on the battlefield (no they are not pumped with artifacts), and faster than me, besides I have a light gear setup.
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AcidU
 
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02.08.2018, 14:10

Андрияш Козловский:
- Dangerous Knowledge co-op mission: woodboards fixed in a particular place to enable guaranteed jumping up. Material texture on the forest mill building corrected.


Thx for fixing it.

@edit

Oh.. Changed pictures on the board in lobby ;)
Last edited by Albi on 02.08.2018, 14:12, edited 2 times in total.
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Albi
 
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02.08.2018, 14:12

Андрияш Козловский:Dangerous Knowledge co-op mission: woodboards fixed in a particular place to enable guaranteed jumping up. Material texture on the forest mill building corrected.

There we go, thanks.
AcidU:And I like the idea of energy consumption due to jumping

You'd think that if jumping consumes energy, melee attacks should consume it too. They try to go for realism in some cases, but it's half done, as jumping and sprinting consumes stamina but melee attacks (which sometimes swing a 10kg weapon even) don't... After all, you're killing someone with a single hit...

@Albi, get online on Discord or Steam if you're here :P
Last edited by Chandrian on 02.08.2018, 15:01, edited 3 times in total.
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Chandrian
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02.08.2018, 16:26

This bothers me way more than it should: https://streamable.com/cqg7g
(check the shadows, first on the left side of the screen and then on the right side)
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Chandrian
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02.08.2018, 17:00

Chandrian wrote:This bothers me way more than it should: https://streamable.com/cqg7g
(check the shadows, first on the left side of the screen and then on the right side)


Passed on to the guys :)
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joewillburn
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02.08.2018, 19:02

joewillburn:Passed on to the guys :)

Thank you.

Visual bug: while viewing them in lobby (in the workshop or on a gun), none of the collimators have... how do you call this? Lenses? Window panes? Glass? Holo?
It's not that it's crystal clear so it's invisible, there's nothing, it doesn't even reflect light like optical scopes like Acog x4 do.
Link to the album: https://imgur.com/a/RmcmUSi

Here's how a few of them look in reality:
https://cdn3.volusion.com/hjhtn.hslse/v ... 1433496915
http://www.meoptahistory.com/foto/size1 ... 4c1ac5.jpg
https://s3.amazonaws.com/mgm-content/si ... br_640.jpg
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Chandrian
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