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Today's video will mostly showcase the current state of AI - quite unfinished. Shown AI was made long before Level Editor was made, I've already spotted multiple bugs that should be fixed. But at least final footage is 1 GB+ in size. Would have recorded it on a better PC but I think I won't be able to use it for a while.

Monthly work was put into fixes, improvements and re-addition of antigravity fields. They are no longer a pushers masked with an invisible doors and a decoration - they are a separate entity that can be both damaged and destroyed now (as long as map needs that). Damage causes them to malfunction for some time.

Also, did some Patreon API tests - I think I will be able to automate e-mail to amount of Patreon support connection when it will be needed.

Gameplay

- Fixed a bug that was causing debris particles to spawn only on a small area of broken entity parts;

- Fixed a bug that was causing hand holders to be assigned to left side instead of top side after movable started moving;

- Detached antigravity entities can play impact sounds now;

- Added a support for shadowmap-affected in-game texts (used by Antigravity);

- Fixed a crash caused by projectiles attempting to guess in-world text's transparency mask;

- Fixed a bug that was causing players to stay in push areas of antigravity whenever they leave them;

- Fixed a bug that was causing players to perform step-up logic on top of antigravity field affection areas;

- Fixed a bug that was causing swords and explosions to hit antigravity fields whenever they are hitting affection area;

- Fixed a bug that was causing guns to be pushed out of from antigravity affection areas whenever dropped (normally such logic exists to prevent guns from phasing through any kinds of walls and entities);

- Fixed a bug that was causing hand holders to stay unreachable near antigravity affection areas;

- Fixed a bug that was causing players to phase through one of antigravity types;

- Design update for antigravity, 3 kinds;

- Fixed a bug that was causing red antigravity to not react to grenades;

- Fixed optimization issue causing projectiles to not have extra trail steps when crossing antigravity affection areas (trail would turn into line that goes from gun towards the last position of a bullet, effectively shifting weirdly);

- Fixed impact prevention bug that was breaking players whenever they go left/right continuously on them;

- Added projectile pushing for antigravities;

- Fixed crash related to level restart whenever player swims in a water and drops grenades;

- Fixed a bug that was causing antigravity to speed up sword attacks;

- Fixed trail system bug causing position of a last step to be never incremented by its' velocity;

- Added horizontal lines for antigravity fields via trail system;

- Fixed a bug that was causing trails to have inconsistent thickness on rotated antigravity fields;

- Limited "noping out" boost low activation limit so it won't be activated accidentally when player simply looks near itself while going up/down on the red antigravity;

- Fixed a crash whenever projectiles goes through barrel and tries to hit barrel parts that happened to be already destroyed;

- Added mass cap support for antigravity fields;

- Added cooldown duration option for antigravity fields;

- Fixed bug causing player's head to stuck physically for few seconds (but not visually) whenever player tries to walk under low wall;

- Added freezing support for antigravity fields;

- Added support for dynamic range/strength changes of antigravity fields via level scripting. Fixed overlapped object collection mismatches whenever this happens;

- Implemented antigravity stunning with blinking whenever damage is taken;

- Added impact prevention antigravity logic;

- Standardized entity attachment behavior;

- Fixed a frustum check formula for offscreen object detection;

- Made it so deeper and infinite liquid areas are affected proportionally less by blood colors;

- Delayed sword damage boost activation slightly so it is not granted whenever player cancels it before sound has been really heard;

- Made a front side of a lava brighter;

- Added a loop sound channel release whenever door stops;

- Added a randomization to rain/snow particles spawn offset for case when zoom decreases (previously they would wall in a line because of that);

- Fixed an issue causing rain/snow particles to spawn without proper camera frustum formulas being taken into account;

- Fixed an issue causing background rain particles to not spawn splashes outside of 2D camera view projection (previously it was done for all particles due to optimization, but these background particles can still be seen);

- Fixed a bug causing jetpack trail to not vanish underwater and sometimes in walls;

- Added support for gun rotation whenever game tries to move gun close to player who dropped it while preventing it phasing through thin walls (should handle cases when sniper rifle is being dropped by player who is in a low-ceiling room;

- Fixed an issue causing rain drops to keep horizontal velocity after they've reached bottom of a screen yet previously were pushed with explosion;

- Fixed an issues causing rain particles to not spawn in proper places;

- Fixed an issue causing barrel to collide with red antigravity solely during low framerate;

- Made antigravity trails to be not spawned offscreen (optimization);

- Fixed an issue causing movable walls to be not able to start moving during level start;

- Fixed an issue causing logical size of movable walls to slightly change while they were moving;

- Made new robot skin (just visuals so far);

- Added gun collision disabling for unarmed Hound Walker-CS (guns aren't visible in this case);

- Fixed an issue causing loud friction sound whenever one of new weapons is used (M).

Level Editor

- Added entity rotation support;

- Fixed bug causing rotation to be inverted by specified side if entity does not have flip support;

- Added live update support for entity rotation;

- Added entity bounding box recalculation during rotation;

- Added automatic entity sub-type detection so level designers can use drop-down list to change antigravity or any other entity sub-type rather than enter IDs;

- Fixed bug causing antigravity trails to stay mid-air when antigravity is being removed in Level Editor;

- Made trigger groups look less like walls;

- Fixed bounds loss on entity recreation;

- Fixed issue causing entities to explode on recreation in preview;

- Made it so Level Editor won't add shadow properties to compiled map which were previously used (and are still saved) by same object while it had different sub-type. For example antigravity has range property which will not be added to a complied version of a map as a result of that. Similar happens to walls that become regions etc. It is done for map size optimization;

- Fixed issue causing fake warnings on first map load due to lack of parameters panel properties scan cache;

- Fixed false error message whenever code snippet object was edited;

- Added strength/range settings for antigravity entities;

- Added blueprint wireframe view redraw whenever objects are moved in structure list (needed to update groups);

- Added support for regions that react to movables that stop at their position (as long as sizes are same);

- Fixed a bug that was causing static lights to not spawn too far from background walls;

- Fixed a bug that was causing night sky color to override bright static lights where background walls were missing;

- Fixed crash whenever water class is being removed during preview and rain;

- Fixed issue preventing preview version recreation of objects if they were never created before preview mode was entered.

Interfaces

- Fixed vertical scroll in full-screen code editor whenever user tries to scroll via caret dragging.

Multiplayer

- Added sync logic for antigravity entities;

- Added kick sync for red antigravity;

- Implemented speculative red antigravity kick reactions;

- Added antigravity joint synchronization;

- Fixed issue causing movables and liquids to lose sync visibility way too early, especially if they have extended depth;

- Fixed default respawn module issue causing player to never respawn whenever it dies from falling into the void;

- Fixed bug causing all visible movables to briefly disappear for a sync frame after replay started/stopped or if player respawns (cache was assigned to ragdoll, but player's ragdoll changes instantly in these cases);

- Added sync for liquid depth and infinite extension to left/right;

- Increased HUD bars as well as health bar accuracy so it is no longer rounded;

- Fixed bug causing characters to play death sounds at zero coordinates when they have broken heads in 1 hit;

- Fixed bug causing doors to not have loop sounds if they happen to play it for the first time before sound was loaded (built-in sounds are loaded with delays for now).

Sounds

- Made 2 sound effects for antigravities;

- Made new match connection sound effect, removed previous one.

Comments

Patty

Hey Eric! Quite surprised to see you make an AI showcase so soon after asking but I'm quite glad with what was shown! I'll first start with the Gravity platforms. I love the bullet curving and the ability to destroy them. I have to ask will it be possible to not only disable the damage to the platforms and are you considering adding more unique platforms? As for the AI overall really satisfied with what is shown. First of all their movement is already pretty good! So far it looks like they will be very organic and capable of keeping up with the player. I'm curious what AI working with the player would look like? Considering the AI abilities so far I'm quite curious to see how well AI that is working with the players would play in gameplay. Can't tell if the teammate boosting shown at 2:59 is intentional or not and honestly would be pretty cool to see it implemented intentionally if it was an accident. This is just my preference but I would love to see the AI play more as a hivemind similar to what the Screen box vision AI did. Every AI is a "limb" to the full body which could be 5 AI in total. Each one doing their best to reach the same objective. Just an idea I wanted to throw out there Another idea I would throw out is AI with higher difficulties perform their movement abilities way faster with less error and react to players' decision-making quicker. I would also love to see the AI gunplay expanded. Have them use their weapons as effectively as possible. You seem to already be doing this so I hope you continue to expand on this! I also want to mention how much I love the different AI vision types. I can already see more difficult boss-type AI having screen vision and generic weaker enemies LOS vision. Glad to see AI healing make a return but I feel like it could be a lot more effective if they had some sort of weapon similar to the defib but for range. 1 bullet then needs a reload but brings people back? Would love to see some sort of AI Medic playstyle but not too sure if this even matters for the most part. Maybe just add some form of visual effect while using the defib to show that AI is currently healing? Will it be possible to disable specific AI features within the editor? Like for example if I want CS to not be able to wall climb like in the video but still be able to use projectile prediction. While on the topic of Projectile prediction does this feature include AI's ability to toss grenades over walls or use the red grenade launcher on the players even when they don't have a line of sight? Screen vision would simply fire at players' position if it would reach them while FOV vision would fire at the last known location or the player directly. The last thing I wanna mention is how I love the AI ability to counter the player's actions shown at 8:06 I hope you expand upon this with more weapons or abilities as I would love to see this commonly done during gameplay. I love it when AI counters the player's decisions and it forces the player to adapt to the situation. As I mentioned in the beginning I'm quite satisfied with the AI's current abilities. Already a big improvement to AI compared to PB2 Would love to see another showcase in the distant future maybe near release to see how far AI has come since this video! Keep up the great work loved what was shown today! Can't wait to see what you do next month!

Patty

Just some final things I wanted to add because of your response hope it's not too much trouble! > They will likely just follow the player. It will be possible to implement AI orders - they can navigate to any walkable surface really. Walking, jumping, self-boost, wall-jumping, swimming - they can do all that. They still can't handle elevators, switches, anti-gravity fields and doors though. I did consider writing about giving AI squad mates orders but was not sure if it matched your vision or would fit at all. After more consideration, I think it could work. Assault this spot move here go into stealth mode use gadgets maybe not as complex as I just said but I think it's important that AI teammates can keep up with the player like the enemy but not be overwhelmingly stronger unless set that way. > Makes sense. I've had a version of AI during really early version of the game that was able to perform such hive mind tricks but it wasn't a real-time solution, in addition to that it heavily affected the whole game performance even when there were no AI characters. Best bet would be to figure out such tricks and implement them as close as possible. Yeah, could definitely be an issue in terms of performance. Maybe something not so complex? Such as if certain conditions are met AI will do cooperative action to achieve its current goal? Like boosting each other. So instead of making a hivemind just give them the ability to perform cooperative actions over solo actions should certain conditions be met. Guess the only problem then is establishing what conditions and making sure they don't break other actions. > That will be added. I think current AIs are quite slow at jumps because they are waiting for sword activation animation to play through, assuming this is some kind of reloading they should wait for. Current version of AI has zero reaction delay, which isn't a very human thing - only reason why they can be currently worse than real player is because they are doing something terribly wrong. Glad to hear this. I was gonna mention the sword jump delay but glad to see you already are working on it. Small idea. Androids and robots are not human why not give them some unique behavior within the campaign? faster reaction time less afraid to fight the player as they don't value life etc etc. > They really do. They do calculate how fast it would be to eliminate the enemy with each of weapons they have, while prioritizing the current weapon (simply because weapon switching is a delay they account for). Similarly they are taking weapon reloads and ammo left into account. Glad to see the AI doing some of the work for you by learning the weapons themselves haha. Maybe consider adding an option for the level editor to tell the AI what weapons they are allowed to swap between. Like, create a custom cycle for their weapons? Might be a little too complex and unneeded but I feel like I should mention it. > This is kind of a surprizing thing actually - whenever I make a new weapon they already know how to use it better than I am. They do automatically use BNG and plasmagun for same. Haha, would love to see how they play with the other weapons. Glad to see the AI showcase you made helped you out. Im quite fond of AI in video games ( Cant remember if I told you this already ) and they usually are my biggest worry in games that have single-player and cooperative game modes. Glad to see that you plan on making sure the AI does its share of the work!

Patty

Exactly.

AnarchE

Outstanding work. Love all these changes. The gravitators being its own entity is pretty cool. I just wonder though would those decors still exist? Some old maps might not be updated to include the new logics. Also, I'm loving the AI so far. They may be unfinished but they have come a long way compared to what we have now. Just amazing. Keep it up!

CockyDan

It seems that the FPS appears to fluctuate significantly during combat. Will this issue be resolved upon the game's release?

tehswordninja

AI having different vision types (and presumably behaviors) is super cool. This is somewhat of a random question and it may have been answered previously, but could we see shielding/armor as additional values for players and ai? It'd be quite something for players and ai to (at the map maker's discretion) have health, armor, and shield values that all interact with different damage types separately. Looks great as usual, stay safe as always

Nuke10

PB3 IS GOING TO BE THE BOMB YO

Nuke10

LOOKS SO FUN

Nuke10

ayo ayo ayo ayo yaoo I ooakandisjxc