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Star Wars - Redemption | New Update

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Vexod14

↓ PLEASE read all details below ↓

FAQ : https://www.artstation.com/blogs/vexo...

Get the project here (please READ every text file BEFORE asking questions. Thanks !) : https://artstn.co/m/y138n

[ENG] Dev thread : https://www.artstation.com/vexod14/blog'>https://www.artstation.com/vexod14/blog

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Below are all the bug fixes & improvements made to this update :

Fixed bad Mevenn's posing in the ARC170 driver seat
Adjusted v3 look of Phase 2 ARC Trooper
Adjusted rig of Phase 2 ARC Troopers so they can use LOD systems. Generated LOD, so they are less performance hungry
Fixed the "Airtoground" attack transition to swimming movement mode (was missing)

[Lumberia Temple] :
Adjusted the "twolakes" Cave exit "rock table" visual stability
Adjusted all bushes, so they can block player and projectiles
Refined level art of the "return to level pathway" on the beginning of the level (near first group of clones)
Added random Time of day (on this map only) and adjusted lighting/Postprocess accordingly
Refined lighting points (so the map looks also cool at night time)
Added more VFX of "lightbulbs" when there are grass packs with glowing seeds
Added more areas where Mevenn's footsteps triggers lightbulbs
Fixed an oddlooking rift mesh on the first staircase near default player start
Closed a remaining hole near the v1 player start and on the rift near the first river we can cross
Fixed a huge drop of FPS when facing the Temple by temporarily disabling cinematic graphic mode, so at the moment Ultra=Epic, I'll see if/how I can overcome the issue later

[Jedi Archives] : fixed spawn logic of Jedi Knights (they were never unloaded, causing an imbalance in faction placements), fixed also the "sewers" Clones, so they could spawn more evenly through the pipes

Added DLSS support (nVidia RTX cards only). You can disable it in the options if you want
Fixed a bug of a curious sphere being visible in main menu
Fixed some overdecimation issues on DetlaE Starfighter, so the interior control board looks better
Added Diablo 1 Potions easter eggs
Modified HealOrbs in Lumberia Dungeon level
Added more movement to HealOrbs
Fixed HealOrbs colision offset issue
Improved transparent glass shader
Improved hit feedback on enemies with a real push when they get hit in addition to the animation
Fixed anim logic on hit feedback
Modified the tree/bush leaves so they look more "fluffyesque"
Revamped Oak tree's trunk/branches model & textures
Fixed jump_end anim bug that kept on playing the static recover when you start running again too quickly after it
Fixed jump_end logic that was preventing player to attack during the animation
Fixed a bug where multiple Mevenn models were visible on speederbikes
Improved Camera path interaction to reduce "jumpzooms"
Fixed Camera collision on enemy death
Fixed issue with collisions on bushes that were triggering too many decals and particle systems
Added more persistent parameters through sessions (using SWRSaveGame.sav file), like : Difficulty mode, DLSS, Force Order 66, Full Elite Mode, Resolution (needs DLSS off in order to work), Gamma, Saber VFX, Audio settings & UI mode ON/OFF. So you don't need to adjust the game every time you launch it
Adjusted Emissive to react better with eyeadaptation
Fixed a bug where Mevenn could capture the same ForceGhosts several times
Added volumetric lights on ForceGhosts, with shadows so it brings a better immersion
Adjusted ForceGhosts looks so they look more skeletonish
Added effects when gathering a ForceGhost and dimmed the glow effect when gathering a HealOrb or a ForceGhost
Added lighting & burst VFX to all StarDestroyer's reactors
Adjusted DeltaE missile's trails/self destruct VFX
Adjusted Aeten II lighting
Improved planet shader to give a better result of light/shadow transition
Added a few options for color vision deficiency support (Normal, Deuteranope, Protanope, and Tritanope)
Fixed tiling problems on Geonosis background textures/materials
Fixed a bug that prevents Forceghost to follow Mevenn during the capture animation
Improved Destroyers turret projectile's impact VFX to look more volumetric
Added a reset button near Gamma, Resolution, and each Audio settings, so you can quickly recover default values
Added Autoparry 360° to the attack air2ground (all projectiles) and Autoparry to other dash attacks (facing projectiles only). They will be parried in random directions, except if player toggles parry (only facing projectiles will be sent back to opponents)
Added lightbulbs VFX in Lumberia ruins

Des Bisous ♥
#starwarsredemption #starwars #theclonewars #fanart #fangame #3d #gameart #unrealengine #techart #vfx #realtime #lighting #vexod14 #etiennebeschet #DesBisous♥

posted by cemil10o