Stranded Deep Second Experimental Build 0.04 E2 64 Bit.exeseeders: 1
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Stranded Deep Second Experimental Build 0.04 E2 64 Bit.exe (Size: 199.47 MB)
DescriptionPlease UPVOTE and don't forget to say thanks! This is Stranded Deep Alpha ExperimentalVersion 0.04 E2 This is a 64 Bit Version - Experimental V2 0.04** Working! Just Install and away you go! System Requirements Minimum: OS: Windows Vista or higher Processor: 1.8GHz Intel dual-core and above Memory: 2 GB RAM Graphics: Intel HD5000 with minimum 512MB VRAM DirectX: Version 9.0c Hard Drive: 1 GB available space Recommended: OS: Windows 7 or higher Memory: 4 GB RAM Graphics: NVIDIA GTX600 or ATI HD7000 series with 2GB VRAM DirectX: Version 9.0c Hard Drive: 1 GB available space. Release Date: 23 Jan, 2015 For a list of bugs check out the posts here http://steamcommunity.com/gi...ts/detail/240160099275317916 Change log: Bug Fixes Watch – Fixed watch screen not rendering. Input– Fixed input menu key bindings setting to “None”. UI – Fixed scaling for different aspect ratios to scale proportionally to any resolution now. UI – Fixed missing gradient from controls. UI – Started cleaning up and optimizing hierarchy to reduce draw calls. Urchin – Fixed material rendering without transparency. Wollie - Fixed material rendering without transparency. Cloth – Fixed rendering as pink from missing shader. Rain – Fixed rendering as pink from missing shader. Raft – Fixed jittery raft when paddling. Ocean – Fixed foam lighting error with additional lights. WIP and New Content Steam – Started to add in functionality to support Steam stats and achievements. The “days survived” counter on the main menu should now display correctly after you save the game from now on. Shadows – Added grass and foliage shadows for “Ultra” quality setting. Shadows – Increased resolution for “Ultra” quality setting. UI – Converted inventory UI to new UI system. UI – Converted general HUD elements UI to new UI system. UI – Converted notifications to new UI system. UI – Converted watch UI to new UI system. Lighting – Moved ambient lighting LUT creation offline. Notes Pink Shaders – There may be a few pink shaders about. Feel free to post them in the bug reports section, EXCEPT for objects that are obviously meant to be glass. We haven't written a glass shader compatible with the new BRDF yet. Shaders – A few objects are missing their proper normal and specular maps. We’re in the middle of consolidating all our shaders at the moment, so we’ll be getting to them. ALL tree and foliage shaders are not complete or plain broken. We’re working on tying these up asap. Shadows – We’re seeing some annoying artefacts with the shadow system we use. We’re looking into it. UI – All the UI has been moved over from our old system to UGUI. All of the UI elements are works in progress, but are functional. So we’ve moved over to Unity 5 and onto our first experimental build :) For instructions on how to opt into the experimental builds, see here: http://steamcommunity.com/ap...ssions/6/613958868350181331/ The builds are only for 64-bit Windows and OSX operating systems. We’d love to get feedback on whether the move to U5 and some changes has alleviated loading problems (10-15 mins) for Yosemite users. There’s also now a dedicated experimental sub-forum here: http://steamcommunity.com/app/313120/discussions/6/ --- I mentioned in the last update, that we were doing a lot of custom stuff in Stranded Deep. Well the upgrade broke a lot of it! :P We had a few problems that delayed last week’s release. There’s a problem with the way we manually batch our materials through code with Unity 5. The bug has been reported but for now there’s no item highlighting. We also had a collider related problem with the new physics system that borked the yellow raft, so enjoy your free wooden one :P One of the things we wanted to address with the upgrade to Unity 5 was the UI. In particular, the UI performance. The system we were using previously was great, but a bit of a performance hog. Unity now have a nice native UI system now. So last week was spent getting up to speed and switching over to the new UI system. It’s much better for performance, as it should be being built into the engine, but the feature set isn’t as comprehensive as our old UI system. So a fair amount of time had to be invested creating controls and widgets for the new UI that we used previously. A lot of time was also spent making sure it was setup in a manner that’s nice and scalable for the future. If anything needs to change or be added, it’s a simple matter of dragging a new control or group in and it will automatically layout everything correctly. So as of 0.04.E1, the main menu is running on the new UI. All of the in-game UI is yet to be converted. You’ll see there’s a few pre-emptive settings in the audio menu. These will be implemented when we take another pass at the audio system. Unity 5’s got a few new audio tools we need to check out. We’ve just started to integrate Speedtree for better trees and foliage. One of the things that’s not immediately apparent about the Speedtree integration in Unity is that there’s no official physically based shader set for them. So you have a great scene full of shiny PBR materials and trees that stand out like you know what. All the trees and foliage look horrible right now. We’re on it and trying to get it sorted out asap. All in all, we’re seeing a nice performance boost with the upgrade. We’ve moved to a fully deferred renderer now. Garbage savings from new UI system and the new multi-core physics system is helping smooth things out too. Freeing up all these precious milliseconds mean we can spend them on more important things like effects, more complex AI, etc. We’re also finalising plans for the new terrain system and world. We’re really excited with where it’s all heading. It’s also going to be perfect for community mods. We’ll be filling you in in a future post once we’ve got it all figured out. So that’s it this week, till next time! If you like the game please buy it and support the developers!!! If your having Trouble Playing the game try Installing these! Microsoft .NET Framework 4.5 - https://www.microsoft.com/en...wnload/details.aspx?id=30653 Direct X - https://www.microsoft.com/en....aspx?q=DirectX&form=DLC Visual C++ 2008 SP1 - 32 Bit - https://www.microsoft.com/en...ownload/details.aspx?id=5582 Visual C++ 2008 SP1 - 64 Bit - https://www.microsoft.com/en...ownload/details.aspx?id=2092 Visual C++ 2010 SP1 - 32 Bit - https://www.microsoft.com/en...ownload/details.aspx?id=8328 Visual C++ 2010 SP1 - 64 Bit - https://www.microsoft.com/en...wnload/details.aspx?id=13523 Visual C++ 2012 - 32/64 Bit - https://www.microsoft.com/en...wnload/details.aspx?id=30679 Visual C++ 2013 - 32/64 Bit - https://www.microsoft.com/en...wnload/details.aspx?id=40784 Sharing WidgetTrailerScreenshots |