[RELEASED] PVKII Workshop Update & Changelog (3.5)

FelisFelis Glitch KittyPVKII Team
edited October 2016 in PVKII News & Announcements
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PVKII Workshop Update (Beta 3.5) Release Notes

Happy Halloween everyone!

Another Halloween, another PVKII update! Beta 3.5 release features include: Steam Workshop, character texture and shader updates, map updates, and bug fixes.

Screenshots, featuring add-ons:


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There are already great Workshop addons available to download and try like Bluemoon Spectrals, MANG IN GRAZ DE LUXE, and Happy Mode

Please see below for a Changelog that details many of the changes in this release. Head over to our Bugs/Support Forums to report any issues.

Changelog

[background=transparent]PVKII 3.5: The Workshop Update Changelog:[/background]

[background=transparent]Main Features[/background]
  • [background=transparent]Steam Workshop[/background]
  • [background=transparent]Discover and share new content for PVKII! With Steam Workshop support, you can easily download add-ons for your game. Creators have already filled the Workshop with content, so browse away![/background]
  • [background=transparent]Add-on Manager (beta):[/background]
  • [background=transparent]An entirely reworked custom content system. Simply put, Add-on Manager is a tool for managing both local and Workshop content. It also helps mod authors to prepare their add-ons for Workshop.[/background]
  • [background=transparent]Workshop Publisher (beta):[/background]
  • [background=transparent]The Publisher is an in-game tool which allows authors to upload their add-on to Workshop in few clicks. No need for external tools or command line.[/background]

[background=transparent]Code Fixes and Updates[/background]
  • [background=transparent]Added server tag for disable special[/background]
  • [background=transparent]Added option for player color correction effects[/background]
  • [background=transparent]Added multiplayer “color_correction_volume” entity[/background]
  • [background=transparent]Added hurt delays for “trigger_hurt”[/background]
  • [background=transparent]Added option for “trigger_hurt” to ignore health[/background]
  • [background=transparent]Added CVAR for FF teammate damage message[/background]
  • [background=transparent]Fixed mp_moveduringsuicide for dedicated servers[/background]
  • [background=transparent]Fixed potential ragdoll related crash[/background]
  • [background=transparent]Fixed FF team damage message cooldown affecting HUD “Team Damage!” message[/background]
  • [background=transparent]Fixed certain server tags being broken[/background]
  • [background=transparent]Increased Blood Pass Lifetime[/background]
  • [background=transparent]Made cvar “debug_blood_pass_shader” not dev only[/background]

[background=transparent]Map Updates[/background]

[background=transparent]te_sandstorm[/background]
  • [background=transparent]Small visual changes including new desert date palms by LATTEH[/background]

[background=transparent]bt_island[/background]
  • [background=transparent]Island updated with a fixed clipping brush[/background]

[background=transparent]Character Class Updates[/background]

[background=transparent]Captain[/background]
  • [background=transparent]BenRoach's Cutlass added![/background]
  • [background=transparent]Has an optimized world-model, big thanks to JuicyFruit for that.[/background]

[background=transparent]Character Class Texture Changes[/background]
  • [background=transparent]Material updates by El Negro detailed below:[/background]

[background=transparent]Captain [/background]
  • [background=transparent]Small RTNL adjustments to make his coat look more dirty and dusty, but not way too much[/background]

[background=transparent]Sharpshooter[/background]
  • [background=transparent]Improved the RTNL shading on Sharpshooter's clothing, should shine like it was real leather. [/background]
  • [background=transparent]Replaced the "gold" seen on Sharpshooter with a more obvious colour, also gave its proper RTNL shading.[/background]

[background=transparent]Huscarl[/background]
  • [background=transparent]Made the RTNL shading on his armour be less "prominent", it looked too bright. Changed how the helmet's RTNL works, it now shines like real steel instead of a semi-blob.[/background]

[background=transparent]Gestir[/background]
  • [background=transparent]Fixed "blob of light" on Gestir's Helmet, should now shine like real steel.[/background]
  • [background=transparent]Fixed the RTNL shading on the clothing, should now have visible but very subtle dust particles, similar to Captain's.[/background]

[background=transparent]Heavy Knight[/background][background=transparent] [/background]
  • [background=transparent]Changed how RTNL acts on Heavy Knight so it's now more like real steel than "shiny steel"[/background]
  • [background=transparent]Changed gold's colour so it looks similar to the Lord's.[/background]

[background=transparent]Archer [/background]
  • [background=transparent]Changed cubemaps' intensity so it's now very, very subtle. [/background]
  • [background=transparent]Normal map and RTNL on Scalemail has been changed, it should be VERY obvious now.[/background]

[background=transparent]Man-At-Arms[/background][background=transparent] [/background]
  • [background=transparent]Improved yet again the RTNL shading, this makes his leather look more prominent and realistic.[/background]
  • [background=transparent]MAA's gloves had no RTNL, that has been fixed.[/background]

[background=transparent]Character Weapon Texture Changes[/background]

[background=transparent]Captain[/background]
  • [background=transparent]RTNL and Texture itself improved to make sure Cutlass somehow fits the "lightness" of PVKII (blade is no longer dark, instead, bright gray)[/background]
  • [background=transparent]Blunderbuss now has better RTNL shading on the wood.[/background]

[background=transparent]Skirmisher[/background]
  • [background=transparent]Skirmisher's Cutlass' gold got a different colour, making it look like real dark gold while having its own shine to it. [/background]
  • [background=transparent]Slightly improved the shading on the wood[/background]
  • [background=transparent]Heavily improved the shading on the metal, will not look like a strange shiny blob around.[/background]
  • [background=transparent]Skirmisher's Flintlock now has better metal and wood shading.[/background]
  • [background=transparent]Keg has been revamped (textures not by me, credits to the original author).[/background]
  • [background=transparent]Wood is now more prominent (less white) and has its own proper shine to it[/background]
  • [background=transparent]Metal is no longer rusty as hell, only a very bit so and has better "dust"[/background]

[background=transparent]Sharpshooter[/background]
  • [background=transparent]Dagger has been heavily improved, making it look very, very shiny. This is especially so on the Rubies and the gold itself.[/background]
  • [background=transparent]Fancy Flintlock's shader has been revamped, it won't look like a blob of shine goes around it, instead, it looks like a fancy-but-used flintlock.[/background]
  • [background=transparent]Rifle/Musket's RTNL has been revamped, it should have its wood and metal shine like real wood and metal, looking like it was somewhat used during its day. No longer an incredibly ugly blob around.[/background]

[background=transparent]Berserker[/background]
  • [background=transparent]Big Axe has been heavily improved, it now has a more "stonish iron" look to the metal and the wood is shaded[/background]
  • [background=transparent]Sword & Small Axe improved, having proper shadings on leather/wood and a better shine on their metals.[/background]

[background=transparent]Huscarl[/background]
  • [background=transparent]Two-Handed Axe has been revamped.[/background]
  • [background=transparent]Made the "gold" on two-handed axe be more prominent than the rest of the axe.[/background]
  • [background=transparent]The "black" metal now has a better true shine while still looking relatively dark to the rest of the axe.[/background]
  • [background=transparent]Added proper and better gold shine.[/background]
  • [background=transparent]Wood now has its own shading[/background]
  • [background=transparent]Sword has a better RTNL shading now.[/background]
  • [background=transparent]Revamped the shield. Now has its own proper RTNL shading, making it so it has visible dust, dirt and "blood leftover" particles, as it should actually.[/background]
  • [background=transparent]Throwing Axe has been improved, having a better shine to the metal and its own shading on the wood.[/background]

[background=transparent]Gestir[/background]
  • [background=transparent]Spear has been revamped yet again, should have a better shade on the metal and proper shading on the wood.[/background]
  • [background=transparent]Langseax should look a lot more like a rock-iron weapon.[/background]
  • [background=transparent]Javelin revamped. Better normal maps, easily seen on the head. RTNL shading improved, should no longer be a shiny blob. Added proper wood shading.[/background]

[background=transparent]Archer[/background]
  • [background=transparent]Archer's Shortsword has a new better RTNL. Metal now shines like real used steel. Shine on gold has been HEAVILY improved. Added proper wood shading, it didn't have before. Small change to the Normal Map to make those two metal circles on the handle look less pounded and less flatter.[/background]
  • [background=transparent]Archer's Crossbow has a new RTNL, giving it better metal shine and proper wood shading.[/background]
  • [background=transparent]Archer's Bow has a new RTNL, giving it a better shine to the metal and even leather.[/background]

[background=transparent]Man-At-Arms[/background]
  • [background=transparent]Halberd has been revamped. Should no longer have a slightly blobby shine to the halberd's metal, instead, it's real steel. Added proper wood shading[/background]
  • [background=transparent]Mace & Shield have been revamped as well. Shield now looks like a complete iron-steel shine. Mace has better metal shading. Mace's leather now has its own proper shading. Mace's wood now has its own proper shading. Mace now has some "dark gold" to it, seen especially see on the leather and the top, the circle of the spike.[/background]
  • [background=transparent]Crossbow has been improved a little, should have the gold be very shiny, metal shine only slightly worse than gold and have proper wood shading.[/background]

[background=transparent]Other Material Changes[/background]
  • [background=transparent]Improved Crosshairs, as seen on El Negro’s dev journal, have been added to 3.5[/background]
  • [background=transparent]Better water splashes (these actually do still need more work)[/background]
  • [background=transparent]Made some weapons be compatible to first-person textures, in this case they are named "w_[theiroriginalfirstpersonname]" and eases the modders' (specifically potential texturers) work A LOT. In a more technical manner, I changed their UVs to match those in first-person.[/background]
  • [background=transparent]All bloodpass textures have been changed, making them look less shiny and more "brutal". Also changed the normal map and position of some blood.[/background]

[background=transparent]Misc Additions/Fixes[/background]
  • [background=transparent]Added option for advanced model shaders in advanced graphics options[/background]



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Run for your life!

PVKII Team
Octoshark Studios

Comments

  • FelisFelis Glitch Kitty PVKII Team
    edited 6:34AM
    Released! Server owners, please update your servers.
  • Asuka★ShooterAsuka★Shooter Beta Tester, Senior
    edited October 2016
    Now we can finally have giggling lolis having pillow-fights on Sky Pirates.
  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Beta Tester
    edited 6:34AM

    Now we can finally have giggling lolis having pillow-fights on Sky Pirates.

    Go on...

    Nichi2EditCROP_zpscolnflbv.gifKarenPirate1Crop_zps5ccbfa57.gifNichi1CROP_zpspr3i3epd.gif
    http://steamcommunit...m/groups/aclans Join and be pro today!


    10402520_1443600839260675_3566335342614205908_nRESIZE_zpsf8423ece.jpg
    output_6Dn6Cs_zpse8ae5afc.gif
    tumblr_mq1t1bZGDA1r30985o1_400_zps948e174a.gif
    tumblr_mviov3cTGP1r8bshso1_500_zpsbada721a.gif
    "I like axes"
    --kokoronokawari
    loli loli loli loli loli loli loli loli

  • BrandellBrandell Senior
    edited November 2016
    Great! These mods are insane!
    Thank you so much for your work! Kepp it up!

    P.S.: Getting crashed when downloading too many mods in one time. But that is not a very big problem.
  • FinlordFinlord Senior
    edited 6:34AM
    Nice update but how do I upload anything to workshop?
  • FelisFelis Glitch Kitty PVKII Team
    edited November 2016
    Finlord wrote:

    Nice update but how do I upload anything to workshop?


    Open PVKII and click Add-ons on the main menu. In the Add-on Manager panel click "Workshop Publisher" button down in the middle. Choose "Upload new add-on" and a publish form will appear.

    There will be a detailed guide on Workshop soon.
  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited 6:34AM
    Felis wrote:

    There will be a detailed guide on Workshop soon.


    http://steamcommunity.com/sharedfiles/filedetails/?id=791673182

    Still completely unfinished, but I think I got the most basic stuff detailed, maybe even over-detailed, so it will help a lot hopefully.

    Please do give suggestions for it.
    I make mods.
    Your soul cannot be saved.
    Like my mods and think I deserve something? It's always money, you can pay me up on PayPal using this e-mail; TheSandhog@outlook.com
    Or just use this link; https://www.paypal.me/TheSandhog

  • FelisFelis Glitch Kitty PVKII Team
    edited November 2016
    An update for PVKII has been released. Server owners, please update your servers.

    Code:

    Add-on Manager:
    • Fixed KeyValues error if add-on title has control characters
    • Improved load order controls
    • New method for "Last Modified" in info panel, gets date and time from OS
    • Fixed local add-ons not having "Last Modified" field in info panel
    • Fixed incorrect time in info panel "Last Modified" field for loose files add-ons
    • Increased info panel size
    • Disabled VPK in-game packing for now

    Workshop Publisher:
    • Fixed map add-ons being given a wrong type on existing update

    GUI:
    • Fixed Character Info and Credits panels not closing when pressing Enter
    • Fixed "random parrot name" button in Character Info being chosen by default on Enter press

    Maps:

    Fixed cubemaps on:
    • bt_island
    • te_sandstorm
    • dm_fort
    • tw_fort

    Miscellaneous:
    • VBSP no longer creates default cubemaps (fixes the "black cubemaps bug")
    • Heavy Knight no longer has "goofy" eyeballs

    Version: Beta 3.5-r1 [0.3.5.1]
  • cainsithcainsith Beta Tester
    edited 6:34AM
    Felis wrote:

    An update for PVKII has been released. Server owners, please update your servers.

    Code:

    Add-on Manager:
    • Fixed KeyValues error if add-on title has control characters
    • Improved load order controls
    • New method for "Last Modified" in info panel, gets date and time from OS
    • Fixed local add-ons not having "Last Modified" field in info panel
    • Fixed incorrect time in info panel "Last Modified" field for loose files add-ons
    • Increased info panel size
    • Disabled VPK in-game packing for now

    Workshop Publisher:
    • Fixed map add-ons being given a wrong type on existing update

    GUI:
    • Fixed Character Info and Credits panels not closing when pressing Enter
    • Fixed "random parrot name" button in Character Info being chosen by default on Enter press

    Maps:

    Fixed cubemaps on:
    • bt_island
    • te_sandstorm
    • dm_fort
    • tw_fort

    Miscellaneous:
    • VBSP no longer creates default cubemaps (fixes the "black cubemaps bug")
    • Heavy Knight no longer has "goofy" eyeballs

    Version: Beta 3.5-r1 [0.3.5.1]


    ~Heavy Knight no longer has "goofy" eyeballs~

    This is the most depressing part about this update. RIP goofy eyes you will be missed. Should've left his eyes the way they were. It was comedic gold :(
  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited 6:34AM
    cainsith wrote:
    ~Heavy Knight no longer has "goofy" eyeballs~

    This is the most depressing part about this update. RIP goofy eyes you will be missed. Should've left his eyes the way they were. It was comedic gold :(/>


    Must you people really be THIS hyperbole just because I fixed the goofy eyes?
    I make mods.
    Your soul cannot be saved.
    Like my mods and think I deserve something? It's always money, you can pay me up on PayPal using this e-mail; TheSandhog@outlook.com
    Or just use this link; https://www.paypal.me/TheSandhog

  • cainsithcainsith Beta Tester
    edited November 2016
    El Negro wrote:

    Must you people really be THIS hyperbole just because I fixed the goofy eyes?


    Actually I enjoyed the goofy eyes immensely. pvk was generally always a semi-serious game feeling wise in my opinion. Serious characters with some not so serious things (MAA special, captains cannonball, portable powder keg etc) but with character and humor as witnessed in their dialogue. Something like his goofy eyes was basically like a little easter egg in my opinion since everyone is constantly moving around a lot or in action you'd really have to stop by an afk HK or let someone stop killing you long enough for you to try and see his eyes. I remember my first time seeing them and it being hilarious. It didn't have any negative effects gameplay wise and added comedic relief so I didn't see a point in fixing it/changing it ("if it ain't broke, don't fix it" comes to mind).

    Not saying that things shouldn't be improved upon, just that something like that was perfect the way it was haha.

    Might as well make an edit and add that I did see your other thread about it the other day and whether it was intentional or not and that you made a fix for it as well as discussing some of the things I talked about here. I have been extremely busy as of late and didn't get a chance to reply to it and only replied to this thread now since I saw that it was changed in the latest patch. I'm just throwing my 2 cents on what I thought about it is all :P
  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited 6:34AM
    First of all, you being hyperbole offends me, because I feel like you're saying that my fix REALLY made you COMPLETELY DEPRESSED, which was not even my intention. (And I don't care if that exaggeration was a joke, I make insultive jokes and everyone gets hurt about it so I will be as well)
    It's like I just killed your whole family (or worse yet cat(s)/dog(s)/ferret(s)) and now I must repent for being a sinner about it and feel guilty and all. Oh woes!

    Now, I did wanted to keep those eyes because I had a feeling it was intentional. After talking with jRocket, the person responsible of this model and its eyes, I figured it was not exactly intended, so I simply fixed it.

    Besides, you said it yourself, it's "a little easter egg".
    I'm Niggarto el Negro, the guy who killed a little easter egg and now I must be imprisoned forever, in solitary confinement and never ever to be ever seen ever again. Oh woes!

    "This is the most depressing part about this update."
    Let's not forget about Bondi, maps and all, they're not depressing at all in any way. Oh woes!
    "RIP goofy eyes you will be missed."
    Highly doubt it, it will be missed today and in the next days just plain forgotten, another useless nostalgic thing to talk about. Oh woes!
    Also, I miss those days when I could throw an unlit keg.
    "Should've left his eyes the way they were. It was comedic gold :("
    Dunno about that, 'goofy eyes' is virtually an overused comedic relief.

    Damn, people, I understand nearly none of you appreciate what I do, but let me repeat;
    Must you be THAT hyperbole about it?
    I make mods.
    Your soul cannot be saved.
    Like my mods and think I deserve something? It's always money, you can pay me up on PayPal using this e-mail; TheSandhog@outlook.com
    Or just use this link; https://www.paypal.me/TheSandhog

  • FelisFelis Glitch Kitty PVKII Team
    edited 6:34AM
    An update for PVKII has been released. Server owners, please update your servers.

    Code:
    • Fixed remote code execution exploit discovered by One Up Security


    Add-on Manager:
    • Fixed external config execution exploit
    • Added VPK validation on mount
    • Fixed author names not appearing


    Maps:

    tw_frostbite:
    • Restored to normal version

    Version: Beta 3.5-r3 [0.3.5.3]
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