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Online Multiplayer Hotfixes 04/19/2020

Hi Everyone,

I want to thank everyone for playing Fast and Low multiplayer and providing me with feedback and suggestions. I know it's far from perfect....and I'm constantly working on improving this game!

I got a nice laundry list of Multiplayer bugs on the forum the other day...and I was burning the midnight oil chipping away at them. So here it is:

FPS Player Fixes
- Fixed issue where FPS players couldn't bring their loadouts to Multiplayer
- Fixed the Snake Cam tool for FPS players
- Fixed the Breaching charges for FPS players
- Removed FPS players ability to move after death
- Calling Arrest from FPS players will be heard by other players

VR Player Fixes
- Synchronized Weapon Reload States (No mag -> Loaded). Other players will now see you drop a mag and put it back in.
- Refactored code for Zipties. They should now always stay at your back.
- Calling Arrest from VR players will be heard by other players
- Improved enemy aiming so you aren't invincible when you're crouching!
- Fixed bug where VR players will spawn with double the amount of ammo in their gun.

Misc Features
- Players can now see the status of their Teammates. It doesn't load in real-time right now...so you would have to close and open your menu to update it.
- Fixed an issue with enemy target acquisition where they won't switch targets correctly after killing a player.
- Added Version control into the game. Players can only play with other players with the same Multiplayer version.

Things to do
- Need to bring the Snake Cam and Breaching charges to VR
- Need to make a generic Swat Model for the FPS player. Probably have the players name on the back of the armor.
- Need to tweak Civilian AI so they stop running into dead players.

The other day, someone was kind enough to offer to give me some monetary support. So if you're super happy with my work and wanna treat me to a coffee or something....you can donate to my Paypal account below!

https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=LLD3S9Y77LC74&source=url

I gotta figure out how to make a button or somethingːwinter2019surprisedsnowmanː

Online Multiplayer Update

Hello Everybody.

Hope y'all are keeping safe in these hard times. I am excited to announce that 4 Player Online Multiplayer co-op is now ready for action for Fast and Low!!! VR players and FPS players can now connect with one another to fight crime together!!!

With the introduction of 4 player co-op, I've also created 2 new cop avatars for players to play as...

Demarcus Stone:

Angel Ramirez:

For Desktop players. There is a new option to enter Online Mode. Playing asymmetric local multiplayer is under the same "Start Game" option.
For VR users. There is a separate "Mission Book" to use to initiate Online play.

Current Limitations:
- FPS players only have the option of playing as Officer Lo....I plan to make a generic SWAT dude skin for the FPS players in Online mode
- All the VR players currently have Faust's voice for Calling Arrest. At the moment, it's hard to get friends to come over and help with making new voices :P
- At the moment, my monthly Multiplayer server plan covers up to 100 concurrent players. I will closely monitor this to see how popular Online Multiplayer is and adjust it accordingly if necessary!
- Unfortunately there wouldn't be any voice comms. The only possible solution would cost me just as much as the monthly multiplayer server costs (so thats double overhead!). You would have to use Discord or Steam voice chat if you wanna chat with your buddies... :P

Updates to Maps
Map 6- Figured out a lightweight solution to add the downtown backdrop back into this level!
Map 8- Lighting improvements. Hallways are a bit darker, and there is less contrast between the doors and the walls
Map 9- Lighting improvements. More variation in lighting.
Map 10 - Removed unintentional colliders on Marijuana Leaves.

FPS Player Fixes.
- The UI has been adjusted to now support Ultra-Widescreen resolutions. Buttons will no longer disappear along the edges of your screen.
- Fixed a bug where using the Lockpick would cause your player to walk slowly permanently
- Improved responsiveness of arresting civilians/enemies with the zipcuffs
- Sawed off shotgun now uses the Rifle-Stance instead of the Pistol Stance.

Misc Fixes
- Enemies will now stand down if both arms are crippled
- Enemies should no longer start shooting at the player when inside a door frame.
- When chasing a player or charging at the player, enemies will now face in the direction they are running
- Fixed bullets clipping through walls in multiplayer
- Refactored code to make target acquisition more efficient.

Thank you everyone for your patience and support so far! If you run into any problems with the multiplayer, please let me know!!

Oh also, if you like the game, and haven't done so already, please spend a couple minutes to drop me a review! It would help me out immensely!!! Stay safe and healthy everyone!

Content Patch: 02/16/2020 - Map 10 Released

Hi all,

A big content patch will be released today which includes a new mission, a new weapon unlock, and many revisions on past missions. ːsteamhappyː

Mission 10 Release
In this mission, Faust and Lo, are tasked with clearing out an illegal Grow House run by the Flamingos and the Tec Dragons. This mission includes a new enemy archetype...so be careful!



Players who unlock the first bonus objective will also unlock a new weapon to add to their arsenal.



I watched the latest Rambo movie recently.....and thought to myself....I gotta add a bow in my game... Too bad this "inspiration" took nearly 2 weeks to implement ːwinter2019sadyulː and even now it's not exactly perfect (or practical in a gunfight). However, give it a shot in custom mode with slow motion...it'll add a new challenge to this already challenging game.

Updates to Previous Missions
Main Menu - Made adjustments to posters so they are easier to read and flicker less.
Map 1 - Meshes and Lighting have been updated.
Map 2 - Lighting changes to make some areas brighter
Map 3 - Added lights to the hallway to remove inconsistent shadows
Map 4 - No changes
Map 5 - Turned this into a "Night-Time" map. The inside of the warehouse is much dimmer, with some dark spots to make the level more intense.
Map 6 - Added posters and signage to give the office more character/flair
Map 7 - Lighting improvements.
Map 8 - Improved lighting in certain rooms. Added more occlusion portals for optimization.
Map 9 - Lighting/optimization updates.

Updated Animations
A lot of the walking animations have been updated. I tried to add a different type of walking type for each gang race.

New idle animations have been added. You will now see idle enemies sitting on couches/toilets/chairs. Or "messing with" cash registers, money stacks etc.

Suicide bombers have new walking/idle animations.

Bug Fixes
- Enemy AI detection changed. It was previously too easy to peek around corners and shoot enemies without them even seeing the VR player. This has been resolved.
- Improved colliders on certain tables and railings so the VR player cannot clip through them
- Fixed Mission 9 Bonus Objective 1 failing even when the executioner is successfully killed

If y'all find any bugs or problems, please let me know...and I'll work on fixing them asap.

Thank you everyone for supporting me so far.





Patch 01/15/2020

Good Morning,

Took a break from working on Mission 10 to look back/improve on my previous missions.

Mission 1, Mission 2, Mission 3
Models have been slightly updated on and meshes have been optimized to improve performance.

Mission 4 Rework
Reworked the level layout, so there is less open areas in the western quadrant.

Also worked on optimizing the level. Turns out the background meshes was causing a huge hit in performance. So I had to cut them out, and redecorate the office. Hopefully things are better now.

Bullet Wounds
Found a way to implement a lightweight bullet wound solution when shooting enemies (and civilians)...now you can see where you hit the person!

Small Fixes
Shifted the model on the First Person Controller (Officer Lo), so that his models position matches with the collider of the controller. This makes it so it won't look like hes clipping into walls when playing multiplayer.

Hotfix 01/05/2020

Just a small patch to fix up a couple things.

Map 2: Texture fixes around the QuikCash sign
Map 3: Optimized Lighting. Fixed missing textures on a door gib. Removed an invisible collider on one of the mattresses
Map 4: Fixed missing textures on some NPC's. Redid the lighting. Improved the occlusion on parts of the map
Map 5: Fixed missing texture on interior carpet. Fixed a piece of the ground sticking out on the side of the building (modeling issue).
Map 8: Missed moving a civilian spawn point down from the, now non-existent, 3rd floor to the 2nd floor.