[PREVIEW] Ready or Not

Mod.io Integration Launch


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Attention Officers!


Today we’d like to announce the launch of our mod.io integration! Starting today, users will be able to browse and download mods in-game using our new menu system! To start we’ve communicated with a little under a dozen of the modding communities most prolific and capable modders and mappers to fill up our roster of mods to start.

In the previous announcement we had mentioned that only maps would work in the first implementation of mod.io, the developers have been hard at work since that announcement and now
ALL MODS THAT ARE IN .PAK FORM NOW WORK
. This includes guns, player skins, AI tweaks, etc.

Link to the mod.io page:
Ready or Not - mod.io page

At the same time we’re going to be announcing our first modding competition! The winners will be furnished with an array of prizes, with the grand prize being permanent inclusion into the game and the universe!

All the information regarding the contest will be posted on the Discord in the #contest-rules channel, located here!

[https://discord.com/invite/readyornot]
 
Vol. 42 Ready Or Not - Development Update
Attention Officers,

Welcome to our 42nd edition of our biweekly newsletter! This week we will introduce the prime suspect in one of our upcoming levels Ridgeline, Gerard Scott. We will learn more about this recluse and his modes of destruction. However before we start, we have a few words from the development team:

Escrito originalmente por VOID:
“We know players are eagerly awaiting improvements to the AI; as some users are aware we have been showing off a few hints through other channels, however when we are ready we will release a devlog showing these updates in detail. We are currently working on improving overall AI appearance when moving and shooting, changing how AI perceive and engage with the player with variables for most suspect actions to give modders the flexibility they need.

Animations for weapon raising, aiming, and detection are being adjusted as well, leading to AI being required to slow down and aim directly at the player to be more lethal with their shot placement. We are excited to showcase these changes and many more exciting ones shortly before the Adam update is dropped.”

- VOID Interactive
Now we happily return to your regularly scheduled Newsletter.


A Recluse Hidden in the Hills

Deep in the hills of Northern Los Suenos lies a cabin occupied by Gerard Scott, a 55-year-old ex-USIA (United States Intelligence Agency) analyst. Gerard was performing illegal activities as an agent, using his power and accessibility to spy on Law Enforcement Agencies within Los Suenos.

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Above: This man is in desperate need of a paper shredder, that’s for sure.

Since his release, Gerard has developed a delusional obsession with the police force and focused his efforts on destroying it. He is currently wanted for the murder of five police officers, killed trying to extinguish a vehicle Gerard purposefully set on fire outside the East Makade Police Department.

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Above: A quick peek inside the mind of madness.


Coated Revenge

Another obsession of Gerard’s is the production of Ricin, a deadly compound if swallowed or breathed in. Outside of his cabin lies rows of cultivated castor plants stripped of their beans, the main ingredient needed for this bioweapon. The castor beans are cooked and mashed, the waste byproduct being Ricin. Dried bean paste and jars of white powder litter the cabin.

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Above: The remains of Gerard’s ricin experiments, wonder how bad the stench is.

To carry out his plan of mailing coated packages and letter mail to Police Departments across Los Suenos, Gerard invented a homemade device that aerosolized Ricin. To test its effectiveness, Gerard captured small animals from the ridge and carried out experiments, documenting how each animal suffered. He is very close to perfecting his invention.

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Above: Complicated but extremely effective.

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Above: Gerard is definitely not an animal person, not much of a people person either.


Conclusion

This concludes our 42nd biweekly briefing where we introduced a new character in one of our upcoming levels, Ridgeline. Be sure to tune in next time for more development news!

If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.

Are you a content creator on youtube or twitch looking for new games? We got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Make sure to follow us here.

https://www.lurkit.com/games/ready-or-not

Make sure you follow Ready or Not on Steam here.






Keep your feet on the ground.
VOID Interactive
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Lighting improvements

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mini-dev pics (gore)

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Última edição:
Community Content Exhibit Vol. 6
Attention Officers

Welcome to the 5th in our series of monthly newsletters dedicated entirely to community creations and contributions to Ready or Not, we’ll be focusing on popular, particularly well made, and unique mods to augment your gameplay!

Community Spotlight – Mods of the Month

1.) Into the Deep - By Flauschekissen

Into the Deep is a dark, claustrophobic trip into dangerous tunnels where danger hides around every corner. This map is one of those that almost perfectly scratch the horror movie vibe that only a few maps manage to reach, combining it with the paired ‘max suspects’ mod means the map constantly keeps Officers on their toes.

https://mod.io/g/readyornot/m/into-the-deep

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2.) Lustful Remorse - By Paperboathat

The first showing by Paperboathat/Xeph is certainly a powerful one, and while there is a lot I could say about the map the video briefing created to go with the map is a much better way to show it off:




https://mod.io/g/readyornot/m/lustful-remorse

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3.) Duplessis Wholesale Diamond Store - By Matthew9324

Yet another map featured by the prolific Matthew9324 in their continuing series of excellent translations of SWAT maps to the Ready or Not-verse. The well manicured halls of the high end store contrast quite the inevitable hail of violence that will splinter expensive wood and fancy carpet.

https://mod.io/g/readyornot/m/duplessis-wholesale-diamond-store-remake

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Editors Choice

4.) Rifle Dynamics RD-704 - By Ballistique

Not only is Ballitiques high quality on show once again, this mod brings one of my absolute favorite North American boutique arms manufacturers. Insofar as mods for the SLR are concerned, I find myself often swapping between MarkHoods AK-15 and Ballistiques RD-704 because they’re both so good.

https://mod.io/g/readyornot/m/rifle-dynamics-rd-704

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Closing

Going forward we can’t wait to see what else the community brings to the table as we update the game and give modders more functionality to play with and improve their own works.

Outside of our drops you can find more of this wonderful content here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/
 
  • Curtir
Reações: utR
Esse jogo é TOP!
Graficamente supreendentemente bem-feito e muito tenso por conta da IA que é meio fiadaputa, gosta de pregar peças. Com essa atualização aí de navegação dos bonecos pelo nível, animações para um monte de situações, combinado com tudo o que eles já fazem, vai ficar infernal fazer uma raid limpa.
Esses detalhes violentos e brutais vão adicionar ainda mais ao clima do jogo, que já é bem pesado e assusta pela realidade apresentada. A forma que usam os níveis para contar uma história também é legal, apesar de ser secundário no MP.

Existem outros pontos a melhorar como QoL no geral, oclusão de som, mas até agora entregou muito mais do que prometeu. Uma experiência única jogar ele da forma correta (leia-se: sem rushar. E isso vale tanto para os iniciantes sem noção quanto para os veteranos que tacam o foda-se)

Montagem no início desse vídeo é bem maneira:



Ansioso para o próximo update desse e do Ground Branch, estão prometendo demais!
 
Existe Matchmaking (com jogadores brasileiros)? Imagino que jogar solo não deve ser tão legal, ou estou enganado? kkk
 
Existe matchmaking sim, acha relativamente fácil partida com brasileiros e latinos. Apesar de ser de nicho, é bem povoado o jogo
Tem esse discord que é bem movimentado pra montar um squad e jogar:

E dá sim pra jogar com bots, estilo SWAT4, mas eu prefiro muito mais ir com pessoas, mesmo que os bots no geral me irritem menos.

DICA: Quando entrar em um lobby, aperta L pra mudar de voz local para o rádio, assim todo mundo te ouve em qualquer lugar.
Tem que repedir quando entrar na missão de fato.

Outra coisa, acha um bind para baixar a arma (eu deixei o scroll pra baixo do mouse), questão de "etiqueta" nesse tipo de jogo.
 
Legal, muito obrigado pelas dicas. Estou atrás de um FPS com a jogabilidade mais lenta, imersiva.
Cansei de correria!
 
Existe Matchmaking (com jogadores brasileiros)? Imagino que jogar solo não deve ser tão legal, ou estou enganado? kkk
vc pode jogar com amigos
Basta criar uma sala e chamar apenas amigos, tb existe essa opção (limite de 5 players se não me engano)
 
Vol. 43 Ready Or Not - Development Update
Attention Officers,

Welcome to the 43rd edition of our biweekly newsletter! This week we will be showing an in-depth first look at our new map, “Importer”, playable in our next major update. Developers and artists have been working very hard towards this update and are excited to showcase exciting changes and additions!

The Curse of Los Suenos

The Los Suenos Postal Service (LSPS) has long been a staple within the community, meeting the demands of a growing population and bringing fast international shipping to the residents of Los Suenos. Like many businesses in Los Suenos, LSPS found themselves victims of corruption and crime. A formal investigation was launched, investigating the disappearance of almost 10% of total packages transported through this facility.

All of the LSPS staff were all fired and new procedures for both hiring and package handling were introduced to prevent theft and building closures. Due to large media coverage and the large amount of distrust from the general public, a federal government employee was hired to directly oversee the movement of packages within the facility to ensure trust within the community.

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Above: This might look functional on the outside but the inside is a different story.

Years later the LSPS grew and became the largest operating facility in Los Suenos. Unfortunately no amount of staff hires and anti-theft procedures can prevent crime in Los Suenos. Police now suspect the facility is illegally importing weapons from hot spots around the world for the local gang, Los Locos. Detectives were dispatched to visit the premises in order to interview suspected staff and ended up walking right into an in-progress deal. A shootout ensues and SWAT is called to scene.

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Above: There's going to be a lot of trucks and packages to search, be thorough.

Untraced and Unknown
In response to the LSPD crackdown on the sale of illegal firearms within Los Suenos, LSPS has turned into a hub for the import of firearms from outside the city. Every firearm your average Los Suenion gangbanger could wish for, Select fire AR15s, G19 Compacts, AK pattern rifles, G21SF machine pistols, among other models continue to flow into the city at an unprecedented rate. That amount of firepower are things that every Gang dreams of and every officer fears.

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Above: Heavy machinery and gunfire don't mix very well.

Approach carefully, the tall and everlasting clutters of boxes and equipment provide good coverage and hiding spots for suspects. Be aware of the corrupt staff, they know the building better than you and may be armed. Multiple entrances and exits are around every corner; the suspects have the advantage and opportunity to flee.


Conclusion

This concludes our 43rd biweekly briefing where we introduced the newest map, Importer. Be sure to tune in next time for more development news!

If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.
 
Existe matchmaking sim, acha relativamente fácil partida com brasileiros e latinos. Apesar de ser de nicho, é bem povoado o jogo
Tem esse discord que é bem movimentado pra montar um squad e jogar:

E dá sim pra jogar com bots, estilo SWAT4, mas eu prefiro muito mais ir com pessoas, mesmo que os bots no geral me irritem menos.

DICA: Quando entrar em um lobby, aperta L pra mudar de voz local para o rádio, assim todo mundo te ouve em qualquer lugar.
Tem que repedir quando entrar na missão de fato.

Outra coisa, acha um bind para baixar a arma (eu deixei o scroll pra baixo do mouse), questão de "etiqueta" nesse tipo de jogo.

Legal, muito obrigado pelas dicas. Estou atrás de um FPS com a jogabilidade mais lenta, imersiva.
Cansei de correria!

vc pode jogar com amigos
Basta criar uma sala e chamar apenas amigos, tb existe essa opção (limite de 5 players se não me engano)
A gente tem que fazer uma sala com a galera daqui...
 
Onde fica o ajuste de brilho? Iluminação desse jogo é provavelmente a coisa mais tosca que já vi na vida. De dia o sol não ilumina dentro dos lugares. E as luzes internas não rebatem pra iluminar indiretamente. É simplesmente bizarro.

E qual botão liga e desliga lanterna/peq15, etc?
 
Ready or Not - Supporter Edition - Adam Update
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Attention Officers,

Back in June we released our biggest update to date. Little did we know that the Adam Release was going to take that throne right away.

Featuring five new levels, four new weapons, new AI behaviors, and MUCH more!

Let’s dive right in:




Adam Release

General
New

  • Levels: Agency, Data Center, Ridgeline, Hospital, Importer
  • Entire re-work of all existing levels lighting to new PBL standards for realism
    • All visual effects like muzzle flashes, flashlights, and other gameplay-related lights are also re-worked to fit the PBL, so they may appear very bright in modded maps that do not follow this!
Updated
  • mod.io / Mods
    • mod.io Mods are now stored in the game install directory, instead of C drive
      • A migration will occur at the first launch of the game. However, if issues continue to arise, remove mods and data from the following folders:
      • C:\Users\Public\[mod.io](http://mod.io/)/3791
      • %LOCALAPPDATA%\ReadyOrNot\Saved\Paks
    • Mod restart indicator is now present until the game is restarted
    • WorldGen data in mods is now handled, instead of generating new WorldGen data
Fixed
  • Mods are not cleaned up when unsubscribing in mod.io
Known Issues
  • MP7 floating in the preview character’s hands when seen in the loadout menu
  • Rules of Engagement will be inconsistent with the new AI system in some cases
  • Ragdolls in high-latency multiplayer may have issues with clipping and flying, we are continuously working on this implementation throughout the Supporter testing stage
Deprecated
  • Some of the game modes in Hotel were removed as Hotel is pending a future rework.


Gameplay
New

  • Ammunition spalling and ricochets.
    • Spalling happens when bullets hit steel surfaces thick enough for them to not penetrate. Ricochets happen when bullets hit surfaces at an angle.
      • Steel armor will cause spalling when hit. It will not cause injury to the wearer, but anyone around the spalling radius will receive damage.
      • Every ammunition type will have its own chance of ricocheting.
    • Arterial bleeds.
      • Hitting an AI in a spot that has major arterial veins can cause them to start bleeding, severely injuring them and dealing damage over time until they succumb to blood loss. Every ammunition type has its own chance to cause an arterial bleed.
    • Gore effects.
      • Decals now stick to AI properly instead of projecting on their model.
      • Bullet holes in AI will cause blood to seep around the wound and clothing slowly.
      • Headshots now cause head deformation.
      • Blood splatters on walls may be animated with blood trailing effects.
    • Incapacitation
      • AI now has a chance to fall into incapacitation when shot instead of outright dying.
      • Incapacitated AI must be reported to TOC (Pending additional voice acting. SWAT will use civilian incapacitation report lines for now)
Improved
  • Hitscan client simulation accuracy significantly improved
Updated
  • Restricted Q and E leaning degrees to 15 sideways instead of 40, matching the third person leaning much more accurately and preventing players from peeking suspects without exposing their bodies
  • Slowed down ALT leaning to prevent leanspam and allow more accurate leaning increments
  • Increase damage for 7.62 ammo variants
  • Increase limb damage for JHP ammo variants
Fixed
  • Fixed bullet exit effects appearing even when rounds are not fully penetrating
  • Fixed injured screen blur effect not fading while the player is moving


AI
General
New

  • Completely rebuilt Civilian and Suspect AI. They now use a mathematical system to weigh and make continuous decisions they deem are best for their current situation and objective, instead of randomly choosing actions to take
  • “Factions” system. Each AI in every level now can have unique behavior specific to that level, and each individual NPC can act differently than the other
    • Some AI can have a “faction leader.” Arresting or killing the leader may cause a morale drop for the rest of its faction
  • “Rathole” system allowing AI to evade the player through vents and spaces through/between walls. Only some levels have this behavior
  • Hostage Taking for suspects on certain levels when specific conditions are met
  • AI suspects now have a limited ammo capacity. They can run out of ammunition after a set amount of reloads, what they do next depends on the situation
Improved
  • Suspect AI now use animations to aim and lower their weapons, instead of a simple blend between the two poses. This locks their raise-to-aim behavior causing fewer issues related to snap-shooting
  • AI will play appropriate reaction animations when encountering players. Suspects no longer immediately raise their weapons to shoot if they don’t expect your arrival, and depending on their personality they might be more easily scared than others!
  • AI now use a movement blend system. They will have to accelerate first from walking before moving at their maximum speed. This prevents erratic and unreadable AI movement suddenly moving at full speed in close quarters
  • AI reactions to being stunned by grenades have been improved, playing fullbody animations appropriate to the stun type
Fixed
  • Fixed grenades not lowering suspect morale enough. They should cause surrendering much faster
Suspects
New

  • Hostage taking. Some suspects can take hostages by using them as a human shields. Use grenades to break them up, or risk an accurate shot to take them down
  • Rat holes. Some suspects can shimmy and crawl through gaps in the wall or ventilation systems, evading the player and gaining an upper hand
  • Reworked AI player detection and sensing. Will essentially stop them from “sensing” players through objects, lessening chances of them shooting through walls
    • Editor’s note: This was a necessary feature in the past to prevent them from losing track of the player if they move past small gaps and objects, but has been replaced with better and more accurate detection
  • Reworked reaction time. A larger amount of their actions when unaware will be buffered by a determined amount of milliseconds instead of making decisions at the very first frame of detection. Should improve readability
  • Tweaked suspect focal point blends, slowing them down to prevent them from making flick shots
Improved
  • Suspect reaction times have been lowered, but they will also be much more aware of their surroundings, and will appropriately hold angles and corners where they expect players to come from if there has been a lot of noise. The same level of deadliness, but now with a higher level of awareness
  • They will wander around the level and investigate gunshots, and their reaction times will be heightened if they think danger is incoming
  • They will take cover much more strategically and use it to conceal themselves, ambushing the player from behind objects. Be careful!
Civilians
Updated

  • Civilians will react to combat more appropriately by seeking hiding places when hearing gunfights and other aggressive noises, and flee when they are in the midst of a firefight
  • Multiple civilian profiles and behavior for each level depending on the level’s situation and circumstances


Settings
New

  • Add motion blur intensity slider


Weapons
New

  • P90
  • MP7
  • SPC9
  • M11 Compact
  • Bullet penetration values have been reworked for more consistency. Material parameters, thickness, and bullet velocity is now calculated
  • Improved bullet zeroing to optic dot over distance
Updated
  • 57 USG now ejects 5.7x28mm shell casings when firing
  • Updated old attachment models into newer versions. New SRS model, new Pistol Flashlight model, and SMGs now have their own unique flashlight model
  • 3P grip poses! Players now hold onto grips properly in third person, for those sick screenshots
  • Significantly increased damage for 7.62 ammo variants
  • Increase limb damage for JHP ammo variants
Animation
Fixed

  • Death animations.
    • AI will play death animations when dying instead of playing a full ragdoll. This improves sync between AI death poses in multiplayer games.
  • A large batch of head models are now rigged for facial animation support
    • AI will now have different facial expressions depending on the situation
    • Real-time lip sync to dialogue is not currently supported but is planned in the future
  • Added a larger variety of idle poses for AI, ensuring that a group of AI NPCs can have a different and much more natural silhouette from one another
  • AI now play a variety of flinch animations when shot, making gunplay feel more responsive
  • AI now play recoil animations when shooting
  • Added IK animation exceptions to many animations, fixing broken arms when AI is doing animations like surrendering or fake surrendering


Scoring
  • Removed the requirement that all civilians must be reported to pass the “Rescue all of the Civilians” objective


UI
Loadout

  • Added a scroll box to the Preset dropdown to handle long preset lists
  • Preset names now have a character limit. Names made prior will be cut off rather than extend beyond the boundary.
Fixed
  • Double-clicking a new weapon selection while in the Quartermaster (weapon modification) screen will properly return to the attachment list for the newly selected weapon.
  • Quick-removing attachments from the Loadout Detail Panel will now work consistently
  • Reducing ammo slots should no longer remove secondary ammo type and always keep at least one of each ammo type if multiple are selected or slots are reduced to 1
  • Fixed issue with adding ammo slots not automatically adding a magazine when two ammo types were selected until Loadout was reopened


Voice Over
  • Many new voice lines for a variety of situations
  • Increased frequency of random AI idle chatter


SFX
New

  • Tons of new weapon SFX
  • New level SFX
  • Bullet spalling SFX
  • Gore SFX
Updated
  • Many sounds that would previously not occlude (footsteps/gunshots / etc) now occlude (sounding muffled behind walls). Woohoo!
  • Major optimizations across all levels to many core sound components
  • Major optimizations/tweaks to core sound mix
  • Major optimizations to many FMOD events
  • First person weapon full auto firing smoothed significantly
  • Tweaked timings for ADS sounds
  • Weapon foley updated to have more prominent pouch sounds
  • Bullet ricochet sound is now independent from bullet impact sound
  • Updates to various weapon sounds
  • SBR reverted to use older variant of gunshot sound
  • Bodyfall sound can now play at gentler velocity
  • Smoother reverb transitions as player moves across a level
  • Tweak sound size for door alarm sounds
  • Tweak sound size for keycard pickup sounds
Fixed
  • Fix issue where certain weapons would make no sound when fired from a third person
  • Fix issue where taser contact sound wouldn’t play
  • Fix issue where certain incorrect environmental ambience parameters could be assigned on level start
  • Fix issue where a certain gas canister would sound like a nuke if shot
  • Fix rare issue where certain important sounds could cut out during intense gunfights
  • Rerender many assets to remove pops
Club
  • Club music can now be shut off from the DJ booth
  • Additional sound detailing / updates to level ambience
  • Fix issue where certain ambient layer wouldn’t play
Dealer
  • Additional sound detailing / updates to level ambience
  • Fix instances of wrong ambience playing in certain areas
Gas
  • Disabled key card deny sound for fire exit door
  • Additional sound detailing / updates to level ambience
Meth
  • Additional sound detailing / updates to level ambience
  • Separate environmental ambience beds so one doesn’t play before the other during transition
Penthouse
  • Penthouse TV now uses alternative propagation solution to pan sound around wall
  • Fix issue where certain outdoor SFX sounded clear regardless of player position
  • Fix instances of wrong ambience playing in certain areas
Ridgeline
  • Added / Updated existing SFX
  • Certain sounds should now flow more dynamically across environment (i.e. Trees)
  • Fix instances of certain ambience parameters not updating in certain areas


Music
New

  • Club OST
  • Data Center OST
  • Agency OST
  • Main Menu OST
Updated
  • Updated Ridgeline OST basement cue
Fixed
  • Fixed an issue where Ridgeline OST could repeat certain cues twice
  • Fixed an issue where Hotel Upper Rooms OST could potentially stop playing
  • Fixed an issue where certain areas on Dealer would incorrectly play music


Level Specific
Club

  • Club music can now be shut off from the DJ booth
  • Additional sound detailing / updates to level ambiance
  • Fix issue where certain ambient layer wouldn’t play
Dealer
  • Additional sound detailing / updates to level ambiance
  • Fix instances of wrong ambiance playing in certain areas
Gas
  • Disabled key card deny sound for fire exit door
  • Additional sound detailing / updates to level ambiance
Meth
  • Additional sound detailing / updates to level ambiance
  • Separate environmental ambiance beds so one doesn’t play before the other during transition
Penthouse
  • Penthouse TV now uses alternative propagation solution to pan sound around wall
  • Fix issue where certain outdoor SFX sounded clear regardless of player position
  • Fix instances of wrong ambience playing in certain areas
Ridgeline
  • Added / Updated existing SFX
  • Certain sounds should now flow more dynamically across environment (i.e. Trees)
  • Fix instances of certain ambience parameters not updating in certain areas


Misc
  • Map analytics added to help identify gameplay issues / improve gameplay (Defaults to off)
    • When enabled will stream actor locations / events to a server for further analysis
      • No user identifiable information is sent
      • Will be used for tracking down AI issues
    • Added a permanent message indicating if map analytics is recording or not, and if so what the Game ID is
  • Nvidia DLSS implementation updated to 2.3.11


Conclusion

That concludes the patch notes for the long-awaited Adam Release. The VOID Interactive team could not be more grateful to everyone for their support along this journey. It’s been a couple of months of hard work behind the scenes, and we can’t wait to bring you more updates in the future!

Remember that this update will be available to everyone soon!

Join our Discord server to chat about the update!

https://discord.com/invite/readyornot

Keep your feet on the ground,
Void Interactive.
 
Onde fica o ajuste de brilho? Iluminação desse jogo é provavelmente a coisa mais tosca que já vi na vida. De dia o sol não ilumina dentro dos lugares. E as luzes internas não rebatem pra iluminar indiretamente. É simplesmente bizarro.

E qual botão liga e desliga lanterna/peq15, etc?

Nunca tentei ajustar o brilho, aqui só sua uma lanterna na pistola ou o NVG.
Botão que desliga é um daqueles botões secundários que todo mouse com exceção dos mais antigões tem.
 
Nunca tentei ajustar o brilho, aqui só sua uma lanterna na pistola ou o NVG.
Botão que desliga é um daqueles botões secundários que todo mouse com exceção dos mais antigões tem.
Era o app da Logitech zoneando meus comandos.

Tomara que tenham resolvido o problema de iluminação desse jogo. É tosco. Fiz um post no reddit reclamando disso e centenas deram upvote. É uma crítica compartilhada por grande parte, pelo jeito. Ter que usar NVG em todo mapa é bizarro. Vc entra num cômodo. Tem uma fonte de luz considerável. Essa fonte de luz não é suficiente pra iluminar o cômodo ou até fora dele quando a porta aberta. É bem bizarra.

E tipo, quase um ano tepois e a AI do jogo continua sem ajustes. Nego atirando de costas ainda... Sem levantar arma... Complicado. Fizeram o que nesse tempo todo? Só nadando no dinheiro do jogo?
 
Era o app da Logitech zoneando meus comandos.

Tomara que tenham resolvido o problema de iluminação desse jogo. É tosco. Fiz um post no reddit reclamando disso e centenas deram upvote. É uma crítica compartilhada por grande parte, pelo jeito. Ter que usar NVG em todo mapa é bizarro. Vc entra num cômodo. Tem uma fonte de luz considerável. Essa fonte de luz não é suficiente pra iluminar o cômodo ou até fora dele quando a porta aberta. É bem bizarra.
Mas vc sabe que o jogo tá em acesso antecipado né?
 
Mas vc sabe que o jogo tá em acesso antecipado né?
Dai eu sou obrigado a andar com paninho e ficar passando? Pq eu abri o jogo da última vez em janeiro. Dai abri agora (esses dias atrás, não agora) e tudo que vi de relevante foi um mapa novo. Nenhum ajuste nas mecânicas que estavam funcionando muito mal, que é tão relevante quanto novos items, mapas etc.

Sem falar que jogo EA é desculpa justamente pra galera ficar de paninho por ai. O jogo claramente estava pronto quando lançado, mas cheio de problemas. Cyberpunk poderia ter sido lançado com essa historinha de EA tb. È o que estão fazendo pra não assumirem os BOs.

Mas o jogo é incrível. Assim em termos de potencial é negócio absurdo. Mas eu fiquei impressionado é que em 1 ano não fizeram nada que importe pra algumas coisas que precisam ser resolvidas.
 
Última edição:
Ready or Not - Supporter Edition - Adam Update
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Attention Officers,

Back in June we released our biggest update to date. Little did we know that the Adam Release was going to take that throne right away.

Featuring five new levels, four new weapons, new AI behaviors, and MUCH more!

Let’s dive right in:




Adam Release

General
New

  • Levels: Agency, Data Center, Ridgeline, Hospital, Importer
  • Entire re-work of all existing levels lighting to new PBL standards for realism
    • All visual effects like muzzle flashes, flashlights, and other gameplay-related lights are also re-worked to fit the PBL, so they may appear very bright in modded maps that do not follow this!
Updated
  • mod.io / Mods
    • mod.io Mods are now stored in the game install directory, instead of C drive
      • A migration will occur at the first launch of the game. However, if issues continue to arise, remove mods and data from the following folders:
      • C:\Users\Public\[mod.io](http://mod.io/)/3791
      • %LOCALAPPDATA%\ReadyOrNot\Saved\Paks
    • Mod restart indicator is now present until the game is restarted
    • WorldGen data in mods is now handled, instead of generating new WorldGen data
Fixed
  • Mods are not cleaned up when unsubscribing in mod.io
Known Issues
  • MP7 floating in the preview character’s hands when seen in the loadout menu
  • Rules of Engagement will be inconsistent with the new AI system in some cases
  • Ragdolls in high-latency multiplayer may have issues with clipping and flying, we are continuously working on this implementation throughout the Supporter testing stage
Deprecated
  • Some of the game modes in Hotel were removed as Hotel is pending a future rework.


Gameplay
New

  • Ammunition spalling and ricochets.
    • Spalling happens when bullets hit steel surfaces thick enough for them to not penetrate. Ricochets happen when bullets hit surfaces at an angle.
      • Steel armor will cause spalling when hit. It will not cause injury to the wearer, but anyone around the spalling radius will receive damage.
      • Every ammunition type will have its own chance of ricocheting.
    • Arterial bleeds.
      • Hitting an AI in a spot that has major arterial veins can cause them to start bleeding, severely injuring them and dealing damage over time until they succumb to blood loss. Every ammunition type has its own chance to cause an arterial bleed.
    • Gore effects.
      • Decals now stick to AI properly instead of projecting on their model.
      • Bullet holes in AI will cause blood to seep around the wound and clothing slowly.
      • Headshots now cause head deformation.
      • Blood splatters on walls may be animated with blood trailing effects.
    • Incapacitation
      • AI now has a chance to fall into incapacitation when shot instead of outright dying.
      • Incapacitated AI must be reported to TOC (Pending additional voice acting. SWAT will use civilian incapacitation report lines for now)
Improved
  • Hitscan client simulation accuracy significantly improved
Updated
  • Restricted Q and E leaning degrees to 15 sideways instead of 40, matching the third person leaning much more accurately and preventing players from peeking suspects without exposing their bodies
  • Slowed down ALT leaning to prevent leanspam and allow more accurate leaning increments
  • Increase damage for 7.62 ammo variants
  • Increase limb damage for JHP ammo variants
Fixed
  • Fixed bullet exit effects appearing even when rounds are not fully penetrating
  • Fixed injured screen blur effect not fading while the player is moving


AI
General
New

  • Completely rebuilt Civilian and Suspect AI. They now use a mathematical system to weigh and make continuous decisions they deem are best for their current situation and objective, instead of randomly choosing actions to take
  • “Factions” system. Each AI in every level now can have unique behavior specific to that level, and each individual NPC can act differently than the other
    • Some AI can have a “faction leader.” Arresting or killing the leader may cause a morale drop for the rest of its faction
  • “Rathole” system allowing AI to evade the player through vents and spaces through/between walls. Only some levels have this behavior
  • Hostage Taking for suspects on certain levels when specific conditions are met
  • AI suspects now have a limited ammo capacity. They can run out of ammunition after a set amount of reloads, what they do next depends on the situation
Improved
  • Suspect AI now use animations to aim and lower their weapons, instead of a simple blend between the two poses. This locks their raise-to-aim behavior causing fewer issues related to snap-shooting
  • AI will play appropriate reaction animations when encountering players. Suspects no longer immediately raise their weapons to shoot if they don’t expect your arrival, and depending on their personality they might be more easily scared than others!
  • AI now use a movement blend system. They will have to accelerate first from walking before moving at their maximum speed. This prevents erratic and unreadable AI movement suddenly moving at full speed in close quarters
  • AI reactions to being stunned by grenades have been improved, playing fullbody animations appropriate to the stun type
Fixed
  • Fixed grenades not lowering suspect morale enough. They should cause surrendering much faster
Suspects
New

  • Hostage taking. Some suspects can take hostages by using them as a human shields. Use grenades to break them up, or risk an accurate shot to take them down
  • Rat holes. Some suspects can shimmy and crawl through gaps in the wall or ventilation systems, evading the player and gaining an upper hand
  • Reworked AI player detection and sensing. Will essentially stop them from “sensing” players through objects, lessening chances of them shooting through walls
    • Editor’s note: This was a necessary feature in the past to prevent them from losing track of the player if they move past small gaps and objects, but has been replaced with better and more accurate detection
  • Reworked reaction time. A larger amount of their actions when unaware will be buffered by a determined amount of milliseconds instead of making decisions at the very first frame of detection. Should improve readability
  • Tweaked suspect focal point blends, slowing them down to prevent them from making flick shots
Improved
  • Suspect reaction times have been lowered, but they will also be much more aware of their surroundings, and will appropriately hold angles and corners where they expect players to come from if there has been a lot of noise. The same level of deadliness, but now with a higher level of awareness
  • They will wander around the level and investigate gunshots, and their reaction times will be heightened if they think danger is incoming
  • They will take cover much more strategically and use it to conceal themselves, ambushing the player from behind objects. Be careful!
Civilians
Updated

  • Civilians will react to combat more appropriately by seeking hiding places when hearing gunfights and other aggressive noises, and flee when they are in the midst of a firefight
  • Multiple civilian profiles and behavior for each level depending on the level’s situation and circumstances


Settings
New

  • Add motion blur intensity slider


Weapons
New

  • P90
  • MP7
  • SPC9
  • M11 Compact
  • Bullet penetration values have been reworked for more consistency. Material parameters, thickness, and bullet velocity is now calculated
  • Improved bullet zeroing to optic dot over distance
Updated
  • 57 USG now ejects 5.7x28mm shell casings when firing
  • Updated old attachment models into newer versions. New SRS model, new Pistol Flashlight model, and SMGs now have their own unique flashlight model
  • 3P grip poses! Players now hold onto grips properly in third person, for those sick screenshots
  • Significantly increased damage for 7.62 ammo variants
  • Increase limb damage for JHP ammo variants
Animation
Fixed

  • Death animations.
    • AI will play death animations when dying instead of playing a full ragdoll. This improves sync between AI death poses in multiplayer games.
  • A large batch of head models are now rigged for facial animation support
    • AI will now have different facial expressions depending on the situation
    • Real-time lip sync to dialogue is not currently supported but is planned in the future
  • Added a larger variety of idle poses for AI, ensuring that a group of AI NPCs can have a different and much more natural silhouette from one another
  • AI now play a variety of flinch animations when shot, making gunplay feel more responsive
  • AI now play recoil animations when shooting
  • Added IK animation exceptions to many animations, fixing broken arms when AI is doing animations like surrendering or fake surrendering


Scoring
  • Removed the requirement that all civilians must be reported to pass the “Rescue all of the Civilians” objective


UI
Loadout

  • Added a scroll box to the Preset dropdown to handle long preset lists
  • Preset names now have a character limit. Names made prior will be cut off rather than extend beyond the boundary.
Fixed
  • Double-clicking a new weapon selection while in the Quartermaster (weapon modification) screen will properly return to the attachment list for the newly selected weapon.
  • Quick-removing attachments from the Loadout Detail Panel will now work consistently
  • Reducing ammo slots should no longer remove secondary ammo type and always keep at least one of each ammo type if multiple are selected or slots are reduced to 1
  • Fixed issue with adding ammo slots not automatically adding a magazine when two ammo types were selected until Loadout was reopened


Voice Over
  • Many new voice lines for a variety of situations
  • Increased frequency of random AI idle chatter


SFX
New

  • Tons of new weapon SFX
  • New level SFX
  • Bullet spalling SFX
  • Gore SFX
Updated
  • Many sounds that would previously not occlude (footsteps/gunshots / etc) now occlude (sounding muffled behind walls). Woohoo!
  • Major optimizations across all levels to many core sound components
  • Major optimizations/tweaks to core sound mix
  • Major optimizations to many FMOD events
  • First person weapon full auto firing smoothed significantly
  • Tweaked timings for ADS sounds
  • Weapon foley updated to have more prominent pouch sounds
  • Bullet ricochet sound is now independent from bullet impact sound
  • Updates to various weapon sounds
  • SBR reverted to use older variant of gunshot sound
  • Bodyfall sound can now play at gentler velocity
  • Smoother reverb transitions as player moves across a level
  • Tweak sound size for door alarm sounds
  • Tweak sound size for keycard pickup sounds
Fixed
  • Fix issue where certain weapons would make no sound when fired from a third person
  • Fix issue where taser contact sound wouldn’t play
  • Fix issue where certain incorrect environmental ambience parameters could be assigned on level start
  • Fix issue where a certain gas canister would sound like a nuke if shot
  • Fix rare issue where certain important sounds could cut out during intense gunfights
  • Rerender many assets to remove pops
Club
  • Club music can now be shut off from the DJ booth
  • Additional sound detailing / updates to level ambience
  • Fix issue where certain ambient layer wouldn’t play
Dealer
  • Additional sound detailing / updates to level ambience
  • Fix instances of wrong ambience playing in certain areas
Gas
  • Disabled key card deny sound for fire exit door
  • Additional sound detailing / updates to level ambience
Meth
  • Additional sound detailing / updates to level ambience
  • Separate environmental ambience beds so one doesn’t play before the other during transition
Penthouse
  • Penthouse TV now uses alternative propagation solution to pan sound around wall
  • Fix issue where certain outdoor SFX sounded clear regardless of player position
  • Fix instances of wrong ambience playing in certain areas
Ridgeline
  • Added / Updated existing SFX
  • Certain sounds should now flow more dynamically across environment (i.e. Trees)
  • Fix instances of certain ambience parameters not updating in certain areas


Music
New

  • Club OST
  • Data Center OST
  • Agency OST
  • Main Menu OST
Updated
  • Updated Ridgeline OST basement cue
Fixed
  • Fixed an issue where Ridgeline OST could repeat certain cues twice
  • Fixed an issue where Hotel Upper Rooms OST could potentially stop playing
  • Fixed an issue where certain areas on Dealer would incorrectly play music


Level Specific
Club

  • Club music can now be shut off from the DJ booth
  • Additional sound detailing / updates to level ambiance
  • Fix issue where certain ambient layer wouldn’t play
Dealer
  • Additional sound detailing / updates to level ambiance
  • Fix instances of wrong ambiance playing in certain areas
Gas
  • Disabled key card deny sound for fire exit door
  • Additional sound detailing / updates to level ambiance
Meth
  • Additional sound detailing / updates to level ambiance
  • Separate environmental ambiance beds so one doesn’t play before the other during transition
Penthouse
  • Penthouse TV now uses alternative propagation solution to pan sound around wall
  • Fix issue where certain outdoor SFX sounded clear regardless of player position
  • Fix instances of wrong ambience playing in certain areas
Ridgeline
  • Added / Updated existing SFX
  • Certain sounds should now flow more dynamically across environment (i.e. Trees)
  • Fix instances of certain ambience parameters not updating in certain areas


Misc
  • Map analytics added to help identify gameplay issues / improve gameplay (Defaults to off)
    • When enabled will stream actor locations / events to a server for further analysis
      • No user identifiable information is sent
      • Will be used for tracking down AI issues
    • Added a permanent message indicating if map analytics is recording or not, and if so what the Game ID is
  • Nvidia DLSS implementation updated to 2.3.11


Conclusion

That concludes the patch notes for the long-awaited Adam Release. The VOID Interactive team could not be more grateful to everyone for their support along this journey. It’s been a couple of months of hard work behind the scenes, and we can’t wait to bring you more updates in the future!

Remember that this update will be available to everyone soon!

Join our Discord server to chat about the update!

https://discord.com/invite/readyornot

Keep your feet on the ground,
Void Interactive.
omo ta o publico? bastante players jogando e sem trolls fazendo merda em partidas?
 
Dai eu sou obrigado a andar com paninho e ficar passando? Pq eu abri o jogo da última vez em janeiro. Dai abri agora e tudo que vi de relevante foi um mapa novo. Nenhum ajuste nas mecânicas que estavam funcionando muito mal, que é tão relevante quanto novos items, mapas etc.

Sem falar que jogo EA é desculpa justamente pra galera ficar de paninho por ai. O jogo claramente estava pronto quando lançado, mas cheio de problemas. Cyberpunk poderia ter sido lançado com essa historinha de EA tb. È o que estão fazendo pra não assumirem os BOs.
De Janeiro para Novembro o jogo teve algum conteúdo, tivemos armas novas, mudança em vários mapas (mapas ampliados), novos acessórios, mais de 1 mapa lançado, melhorias de desempenho em alguns mapas... Em breve deve sair a melhoria da IA
E o jogo não estava pronto no lançamento, o jogo tinha mapa todo em graybox, como ele estava pronto?

E se é Acesso Antecipado passar pano, basta olhar o tanto de melhorias que tivemos no jogo (do lançamento até hj).
Os updates sãos lentos? Sim são lentos a equipe deve ser bem pequena, assim como de outros jogos que demoram anos para sair. Tb gostaria que tudo fosse mais rápido.
Sobre lançar o jogo em acesso antecipado a equipe de desenvolvimento se pronunciou.
Cyberpunk não lançou em acesso antecipado pq não é um jogo indie, é de uma empresa gigante e que vende milhões de cópias só na pré-venda.


omo ta o publico? bastante players jogando e sem trolls fazendo merda em partidas?
Nunca joguei em lobby público
 
De Janeiro para Novembro o jogo teve algum conteúdo, tivemos armas novas, mudança em vários mapas (mapas ampliados), novos acessórios, mais de 1 mapa lançado, melhorias de desempenho em alguns mapas... Em breve deve sair a melhoria da IA
E o jogo não estava pronto no lançamento, o jogo tinha mapa todo em graybox, como ele estava pronto?

E se é Acesso Antecipado passar pano, basta olhar o tanto de melhorias que tivemos no jogo (do lançamento até hj).
Os updates sãos lentos? Sim são lentos a equipe deve ser bem pequena, assim como de outros jogos que demoram anos para sair. Tb gostaria que tudo fosse mais rápido.
Sobre lançar o jogo em acesso antecipado a equipe de desenvolvimento se pronunciou.
Cyberpunk não lançou em acesso antecipado pq não é um jogo indie, é de uma empresa gigante e que vende milhões de cópias só na pré-venda.



Nunca joguei em lobby público
Pior que o desempenho piorou drasticamente. Não só pra mim, mas todos que jogam comigo e jogaram 1 ano atrás relataram a mesma coisa. Antes eu tinha 143FPS fixos em qualquer cenário. Leves quedas aqui e acolá, mas bem pouquinho. Agora não só tenho menos, mas também tenho quedas pra 20FPS em algumas partes daquela primeira casa de drogados. Performance fica entre 80~143FPS no geral entre os mapas, bem ruim. E olha que agora to com uma placa de vídeo melhor. Eu acho que na época de lançamento eu tava até com a 3060, não tava nem com a 70 e nem com a 70TI, que peguei tem pouco tempo.


Mas é isso. Em uma janela de 10 meses sem abrir o jogo, vi armas inúteis, perda de performance, não correção de qualquer coisa relevante em relação a jogabilidade PvE meio precária e um mapa novo, além do aumento da área de outros mapas (tinha esquecido disso).

Acho que o foco deles foi TOTALMENTE equivocado. Minha opinião, claro.
 
Dai eu sou obrigado a andar com paninho e ficar passando? Pq eu abri o jogo da última vez em janeiro. Dai abri agora (esses dias atrás, não agora) e tudo que vi de relevante foi um mapa novo. Nenhum ajuste nas mecânicas que estavam funcionando muito mal, que é tão relevante quanto novos items, mapas etc.

Sem falar que jogo EA é desculpa justamente pra galera ficar de paninho por ai. O jogo claramente estava pronto quando lançado, mas cheio de problemas. Cyberpunk poderia ter sido lançado com essa historinha de EA tb. È o que estão fazendo pra não assumirem os BOs.

Mas o jogo é incrível. Assim em termos de potencial é negócio absurdo. Mas eu fiquei impressionado é que em 1 ano não fizeram nada que importe pra algumas coisas que precisam ser resolvidas.
Eu discordo de tudo o que você disse, incluindo a iluminação que tem bounce sim (apesar de pesar pra caralho). O jogo é escuro no geral, mas não tenho essa dificuldade incrível de ver as cosias ai não. O update de ontem também disse que revisou todo o sistema de iluminação do jogo (inclusive disse que os mapas do workshop terão que ser todos revisados), talvez resolva essa sua reclamação.

IA evoluiu muito entre um patch e outro, apesar de estar meio bot nesse quesito de reação (isso é, até o patch de ontem que veio resolver essas reações), proporciona um belo de um desafio.

E dizer que não evolui nada é muita sacanagem.... Só olhar esse tanto de blogdev aí e ver.

Ansioso pra testar o patch.

PS: Só joguei MP em lobby aberto, no geral é OK, com algumas partidas com uns caras que entram só pra matar. Tem que melhorar o matchmaking (adicionar mais opções) ou adicionar um server browser.
 
Pior que o desempenho piorou drasticamente. Não só pra mim, mas todos que jogam comigo e jogaram 1 ano atrás relataram a mesma coisa. Antes eu tinha 143FPS fixos em qualquer cenário. Leves quedas aqui e acolá, mas bem pouquinho. Agora não só tenho menos, mas também tenho quedas pra 20FPS em algumas partes daquela primeira casa de drogados. Performance fica entre 80~143FPS no geral entre os mapas, bem ruim. E olha que agora to com uma placa de vídeo melhor. Eu acho que na época de lançamento eu tava até com a 3060, não tava nem com a 70 e nem com a 70TI, que peguei tem pouco tempo.


Mas é isso. Em uma janela de 10 meses sem abrir o jogo, vi armas inúteis, perda de performance, não correção de qualquer coisa relevante em relação a jogabilidade PvE meio precária e um mapa novo, além do aumento da área de outros mapas (tinha esquecido disso).

Acho que o foco deles foi TOTALMENTE equivocado. Minha opinião, claro.

O jogo ainda tá top, mas eles poderiam dar uma olhada nisso da escuridão mesmo, talvez seja para incentivar o uso de lanternas e NVG? Só achei meio equivocado o uso de uma "pistola" de lockpicking, ficou meio wtf?

Eu discordo de tudo o que você disse, incluindo a iluminação que tem bounce sim (apesar de pesar pra caralho). O jogo é escuro no geral, mas não tenho essa dificuldade incrível de ver as cosias ai não. O update de ontem também disse que revisou todo o sistema de iluminação do jogo (inclusive disse que os mapas do workshop terão que ser todos revisados), talvez resolva essa sua reclamação.

IA evoluiu muito entre um patch e outro, apesar de estar meio bot nesse quesito de reação (isso é, até o patch de ontem que veio resolver essas reações), proporciona um belo de um desafio.

E dizer que não evolui nada é muita sacanagem.... Só olhar esse tanto de blogdev aí e ver.

Ansioso pra testar o patch.

PS: Só joguei MP em lobby aberto, no geral é OK, com algumas partidas com uns caras que entram só pra matar. Tem que melhorar o matchmaking (adicionar mais opções) ou adicionar um server browser.

Ah mano, não dizendo que é esse o caso, mas tem muito desenvolvedor que pode simular avanço fazendo 1000 "blogdev", é muito fácil simular isso. Não que seja esse o caso, é só que blogdev não é realmente prova de avanço. Tenho uma dúvida, esses patchs exclusivos para support edition vão para o jogo base durante o EA ou só quando o jogo for completo? Queria testar, mas não tenho a DLC ainda e estou meio ruim de cartão de crédito :miau:
 
O jogo ainda tá top, mas eles poderiam dar uma olhada nisso da escuridão mesmo, talvez seja para incentivar o uso de lanternas e NVG? Só achei meio equivocado o uso de uma "pistola" de lockpicking, ficou meio wtf?



Ah mano, não dizendo que é esse o caso, mas tem muito desenvolvedor que pode simular avanço fazendo 1000 "blogdev", é muito fácil simular isso. Não que seja esse o caso, é só que blogdev não é realmente prova de avanço. Tenho uma dúvida, esses patchs exclusivos para support edition vão para o jogo base durante o EA ou só quando o jogo for completo? Queria testar, mas não tenho a DLC ainda e estou meio ruim de cartão de crédito :miau:
pelo que entendi eles testam separado antes do devblog, mas n me parece ser muita coisa e ainda deve ter bastante erros.

peguei o jogo, vamos ver
 

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