Modbox Update 13 - Vehicles, Import system, Locomotion options, UI overhaul
After 3 months of hard work we have finally released update 13! We have completely rewritten the majority of Modbox code for better online play / performance / UI, and for a future visual scripting system we are now working on. We will also start to work on non-VR editing and playing.
Unlike our other games which have a 'ship date', we have a long term approach to Modbox, which means rewriting and making sure we are building the right foundations for it's future. I am excited to get this update out so I can start releasing updates more frequently - and finish our visual scripting system, which I think will be a very important part of Modbox's creations.
We have another announcement tomorrow, then this weekend I'll share our Vive Tracker support.
To talk to other players, or us, or just to follow our development - join our Discord! https://steamcommunity.com/linkfilter/?url=https://discord.gg/2cNnWjb
- Vehicles and ridable creations: We added a 'ridable seat' entity that the player can hop into. Along with that we changed the 'rc cars' mod into a 'vehicles' mod, and added a large amount of vehicle building options. Including wheels (with actual suspension), monster wheels, propellers, plane wing, zeppelin, helicopter propeller. For creating flying vehicles we also added a 'gyroscope' entity, that allows for easily setting orientation. Car building example: https://twitter.com/Alientrap/status/901122144020701184 - and gyroscope: https://twitter.com/Alientrap/status/913827139925020673
- Import System: You can now import models (over 30+ formats), avatar models, images, sound (wav/mp3/ogg), and videos, into your creations. Physics for imported models will be created automatically. Anything imported will be included when you upload your creation to the workshop (or upload a group that includes the imported content). Old video to show importing Google Blocks): https://twitter.com/Alientrap/status/888492314074763264
- Upgraded to Unity 5.6, along with moving to single pass rendering system (which means large performance improvements).
- Player set locomotion: Locomotion options are now in 'player settings'. Creations have the option of overriding the locomotion option and selecting a specific one, or limiting the locomotion options (like no flying, no teleporting).
- Terrain Generation options: There is now a 'generate terrain' button to bring up the generate terrain UI. Which lets you select the size of the voxel terrain, the resolution, and how to generate it (as a flat ground, or as a random terrain, with many variables to tweak the random generation)
- Camera Tool and Gallery: Select the 'camera' in the main menu to use the camera tool. You can take pictures and record video (and set some resolution options), which will be included in the gallery. Gallery photos can be used as the creations photo - and videos/photos can be imported into creations.
- Saving Groups to workshop: We've completely redone how 'entity groups' are saved/loaded, and now allow for importing groups from the Steam workshop. To save a group to the Steam workshop use the 'group tool' and select any group.
- Gamepad controller entity: A 'gamepad controller' entity has been added to the entities in the 'wiring' category. It will accept input from a USB connected gamepad, and can be wired to control entities (like a RC car). Right now it would use the first gamepad connected, and only the Host can provide input, but we will be expanding on this soon.
- UI overhaul: All UI menus have been changed and updated to a new style - making them more readable, and with a better layout.
- Gun recoil, and two handed weapon holding. Two handed weapon holding is used by a majority of the guns in the Modern Weapons mod. Along with that we fixed all of the aiming / scope issues with the Modern Weapons mod.
Thanks to all the testers on our Discord! Including Pontus, Shadowqiller, Duke54, Abracadaver, PackOWolves, Harveyyy
The ModboxSDK will be updated in the next few days (it will also move to Unity 5.6)
- Can now start a new creation while online
- Spectate mode: 'Spectate' is now a option alongside 'Play', to start your creation but not join the game as a player.
- Better spectator camera: The 'local entities' option is now in the main menu. Spectator camera now includes a lot more options for positioning it and having it follow the player.
- Option to only start game once Host starts it - and option to not allow new players to join until new game
- Added Map tool - optional map to show where player is / other players (if other players should be shown, or if just team players should be shown)
- Toggle based touchpad locomotion
- Grab and pull play mode locomotion option
- Low FPS warning: When low fps is experienced (sub 45), the creation you are playing will pause and a option to exit will come up. This can be turned off in options.
- Add 'Connect Group' option to Group Tool, to connect group together to one body in play mode.
- Better support for voice dictation (used to set text in keyboard screen, and also to talk to chat bots right now)
- Better fading in/out between game states
- 2d Onscreen Menu: We added a button in the top left corner to go into a 2d menu - where creations can be loaded, options can be selected , and players can switch between edit/play mode.
- Changed default locomotion button for Oculus (Rotate button now in radial menu)
- Added a default scoreboard, which just shows all current players and their states (is overridden by deathmatch scoreboard or others if added)
- For toys that use the touchpad, you now select to start controlling with the touchpad first (then exit that control with menu button). So for RC Controller there is a 'control car' option
- Moved a few editor entities to 'advanced' category
- Renamed 'aiwall' to 'pathfind blocker'
- A 'Deactivate' modifier, that can be hooked up with wiring to deactivate / activate entities or bodies
Small fixes / changes
- Added 'CPU Terrain' option to misc options menu, for windows7 users (or others) to manually turn on CPU terrain rather than GPU
- Moving all the sky boxes to 'blank enviroments' mod, which i've renamed 'Skys and Environments'.
- Added 'No Range Limit' option, so players wont die if they go far out of world / below ground
- Can now set damage amount on any melee damage entity
- Better syncing of physics joint breaking
- Added 'climb options' modifier, and moved 'climbable' out of 'physics options'
- Better interpolation / online player syncing
- Fixed piston: A lot more stable, and handles negative values
- 'Autobrake' wheel/car bool option
- Damage in lava / water now done if the avatars bones are inside (so legs or arms), not just in head is
- Spawn spots can be edited/wired to select what team they are for, or be disabled.
Thanks!
- Lee
Unlike our other games which have a 'ship date', we have a long term approach to Modbox, which means rewriting and making sure we are building the right foundations for it's future. I am excited to get this update out so I can start releasing updates more frequently - and finish our visual scripting system, which I think will be a very important part of Modbox's creations.
We have another announcement tomorrow, then this weekend I'll share our Vive Tracker support.
To talk to other players, or us, or just to follow our development - join our Discord! https://steamcommunity.com/linkfilter/?url=https://discord.gg/2cNnWjb
Large Changes
- Vehicles and ridable creations: We added a 'ridable seat' entity that the player can hop into. Along with that we changed the 'rc cars' mod into a 'vehicles' mod, and added a large amount of vehicle building options. Including wheels (with actual suspension), monster wheels, propellers, plane wing, zeppelin, helicopter propeller. For creating flying vehicles we also added a 'gyroscope' entity, that allows for easily setting orientation. Car building example: https://twitter.com/Alientrap/status/901122144020701184 - and gyroscope: https://twitter.com/Alientrap/status/913827139925020673
- Import System: You can now import models (over 30+ formats), avatar models, images, sound (wav/mp3/ogg), and videos, into your creations. Physics for imported models will be created automatically. Anything imported will be included when you upload your creation to the workshop (or upload a group that includes the imported content). Old video to show importing Google Blocks): https://twitter.com/Alientrap/status/888492314074763264
- Upgraded to Unity 5.6, along with moving to single pass rendering system (which means large performance improvements).
- Player set locomotion: Locomotion options are now in 'player settings'. Creations have the option of overriding the locomotion option and selecting a specific one, or limiting the locomotion options (like no flying, no teleporting).
- Terrain Generation options: There is now a 'generate terrain' button to bring up the generate terrain UI. Which lets you select the size of the voxel terrain, the resolution, and how to generate it (as a flat ground, or as a random terrain, with many variables to tweak the random generation)
- Camera Tool and Gallery: Select the 'camera' in the main menu to use the camera tool. You can take pictures and record video (and set some resolution options), which will be included in the gallery. Gallery photos can be used as the creations photo - and videos/photos can be imported into creations.
- Saving Groups to workshop: We've completely redone how 'entity groups' are saved/loaded, and now allow for importing groups from the Steam workshop. To save a group to the Steam workshop use the 'group tool' and select any group.
- Gamepad controller entity: A 'gamepad controller' entity has been added to the entities in the 'wiring' category. It will accept input from a USB connected gamepad, and can be wired to control entities (like a RC car). Right now it would use the first gamepad connected, and only the Host can provide input, but we will be expanding on this soon.
- UI overhaul: All UI menus have been changed and updated to a new style - making them more readable, and with a better layout.
- Gun recoil, and two handed weapon holding. Two handed weapon holding is used by a majority of the guns in the Modern Weapons mod. Along with that we fixed all of the aiming / scope issues with the Modern Weapons mod.
Thanks to all the testers on our Discord! Including Pontus, Shadowqiller, Duke54, Abracadaver, PackOWolves, Harveyyy
The ModboxSDK will be updated in the next few days (it will also move to Unity 5.6)
Other additions
- Can now start a new creation while online
- Spectate mode: 'Spectate' is now a option alongside 'Play', to start your creation but not join the game as a player.
- Better spectator camera: The 'local entities' option is now in the main menu. Spectator camera now includes a lot more options for positioning it and having it follow the player.
- Option to only start game once Host starts it - and option to not allow new players to join until new game
- Added Map tool - optional map to show where player is / other players (if other players should be shown, or if just team players should be shown)
- Toggle based touchpad locomotion
- Grab and pull play mode locomotion option
- Low FPS warning: When low fps is experienced (sub 45), the creation you are playing will pause and a option to exit will come up. This can be turned off in options.
- Add 'Connect Group' option to Group Tool, to connect group together to one body in play mode.
- Better support for voice dictation (used to set text in keyboard screen, and also to talk to chat bots right now)
- Better fading in/out between game states
- 2d Onscreen Menu: We added a button in the top left corner to go into a 2d menu - where creations can be loaded, options can be selected , and players can switch between edit/play mode.
- Changed default locomotion button for Oculus (Rotate button now in radial menu)
- Added a default scoreboard, which just shows all current players and their states (is overridden by deathmatch scoreboard or others if added)
- For toys that use the touchpad, you now select to start controlling with the touchpad first (then exit that control with menu button). So for RC Controller there is a 'control car' option
- Moved a few editor entities to 'advanced' category
- Renamed 'aiwall' to 'pathfind blocker'
- A 'Deactivate' modifier, that can be hooked up with wiring to deactivate / activate entities or bodies
Small fixes / changes
- Added 'CPU Terrain' option to misc options menu, for windows7 users (or others) to manually turn on CPU terrain rather than GPU
- Moving all the sky boxes to 'blank enviroments' mod, which i've renamed 'Skys and Environments'.
- Added 'No Range Limit' option, so players wont die if they go far out of world / below ground
- Can now set damage amount on any melee damage entity
- Better syncing of physics joint breaking
- Added 'climb options' modifier, and moved 'climbable' out of 'physics options'
- Better interpolation / online player syncing
- Fixed piston: A lot more stable, and handles negative values
- 'Autobrake' wheel/car bool option
- Damage in lava / water now done if the avatars bones are inside (so legs or arms), not just in head is
- Spawn spots can be edited/wired to select what team they are for, or be disabled.
Thanks!
- Lee