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Our first Steam patch notes!

Patch Notes for Alpha 6.2

We're getting close to release, and couldn't be more excited/anxious/hyped/nervous!



So with that in mind, let's go ahead and post the latest changes from the previous internal release!
Duplicated Dan's earth material and removed clouds and fresnel. Reapplied clouds and fresnel to atmosphere material. Set up realtime rotation of the earth and gave clouds movement.
Helm now starts in 'Flight Assist' mode, Newtonian still toggleable.
Helm will no longer accept movement inputs as you get out of the chair.
The 'change view' key will not go straight to exterior view on press, without going between internal viewpoints first.
Third person view now disabled when piloting helm. Only First Person, and ship exterior view.
Character body shape limits have been adjusted to no longer allow such wacky body shapes.
Shuttlebay door now auto-closes 20 seconds after opening.
Weapon scorch marks now shouldn't slide across nearby meshes.
Hopefully resolved the horrible bug where the exterior hull comes into the hallways when someone has been piloting the ship.
Interior/Exterior Postprocess volumes adjusted to make more sense.
Server name and password fields are now limited to 12 characters.
Password field on join mp game is now no longer prepopulated.
Turbolift Deck menu now shows Deck letter, as opposed to number.
Minor styling tweaks to Turbolift Deck Menu.
Turbolift Deck Menu now shows decks in the correct order.
Turbolift doors now auto-open when you go to a new deck.
Fixed lighting bug in Deck 6 turbolift.
Hopefully fixed the bug where rooms and doors cease to exist. Dammit Q!
Fixed some corridor mesh intersection holes.
Fixed muted hallway light panel on Deck A.
E-Sim door gaps fixed.
Fixed the doors so they do not unload the room if another door is still open.
Some new UVs to help lighting/shadowing on some meshes.
Re-jigged the controller bindings for better XBOX controller support.
Added new 'Music Quietener' Blueprint that will automatically fade down the music when you enter its range, and raise it back up again when you leave. This means that when you enter the Turbolifts and Mess Hall, which have their own unique music, the ambient music will fade out, to prevent clashing.
New Dockyard mesh imported and optimised, now only contains 6 static meshes. Polycount is heavy, so I've been VERY aggressive with LODs.
Adjusted the squished orville mesh to use the same materials as the hero ship, without reliance on worldaligned stuffFixed the doors so they do not unload the room if another door is still open
Started adding a new door master so we can split doors down the middle.
Light bounce bug resolved. Let there be light!
Created custom WorldAlignedTexture and WorldAlignedNormal material function to remove dependency on Texture Objects
Classroom added to Deck A. Go learn some edumacations!
Added a new split-door type that allows rooms to be baked independantly of the the whole ship. This is going to save a LOT of build time.
Project now has native Vulkan support. Unfortunate side effect it's killed our interactive object outliner. Object outliner will remain disabled for the time being.
Began replacing all the doors with split-door variants. Only applies to the small doors at the moment. Will do the big ones tomorrow.
Recreated all the room triggers, which is a necessary evil when swapping out the doors.
Rebuilt all the lighting, which was a lot easier than usual given that half the rooms were already built. Yay for the new door system!
Changed the scale on the classroom desk graphic as it was reversed and all the writing was backwards.
some tweaks to the shuttle in the shuttlebay as it was looking a bit weird, giving me shifty eyes.
Quasi C++ Nativization of the project. Needs work over time.
Fixed the weapons locker not opening. I broke it whilst fixing something else :P
Moved Engineering down to F Deck properly, so it's now physically where it's shown on the bridge MSD.
Added all the lift stops from B Deck going vertically downward. The unused stops are not hooked up to anything yet.
Added the groundwork for implementing the split-door system on the big doors.
Re-created the B Deck corridors on F Deck in readyness for the E-Sim inclusion.
Adjusted the corridor lighting levels in accordance with the now-fixed GI bounce.
Moved some test maps into the correct developer folder.
New screens in both the Medical Lab and The Bridge.