CULTIC News — CULTIC: Automap Update Beta v.2.0.1h – CULTIC News
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Hello again everyone!
I had to update CULTIC’s game engine version, which meant updating from the 2021 LTS version of Unity to the current version – nearly 4 years worth of engine updates all at once! This was done in order to properly evaluate the potential for ports, since that’s not the kind of thing I wanted to dig into while being 4 years behind on engine versions.
There were some fairly significant changes to the physics engine with the update to Unity 6, which broke some thrown weapons and some of the “player teleport” triggers and events. I’m pretty sure I caught all of these and got them fixed – I did a full playthrough of Chapter One and Two and was able to play through the whole game with a couple of tweaks, so everything -should- be good to go, but with such a huge change for the game/engine, I wasn’t comfortable pushing this all to the main branch, especially since I’m going to be away for a few days, so I’m pushing this to beta instead.
Full changelist below!
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A few shotgun shells were added to the Haunted Dungeon in E2M7 to help with all of the armored enemies
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CULTIC’s engine version was updated from 2021.x to 6.000.x
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Thrown physic object velocity assignment was slightly tweaked to work more reliably with Unity 6’s PhysX API. This shouldn’t result in any noticeable changes
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The C96 has had it’s base capacity increased from 10 > 12, and the upgraded capacity increased from 15 > 18, in order to make the burst fire more useful and not have any leftover rounds.
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The speed of the C96 burst has been significantly increased
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Specular “shininess” was removed from a few materials, as Unity 6’s default specular shader was causing some materials to be much shinier than intended.
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Enemies should no longer be able to re-ignite after burning once, which was causing issues where kills were being counted twice, especially problematic in Survival.
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The E1M6 tank hatch hitboxes were expanded to make the TNT dunks easier
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Decorative corpses should once again play a splatter sound when being destroyed
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Global volume overrides are properly reset when starting new games, so the new Chapter intros weren’t starting with lowered volumes from credits/results screens
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Changing the Automap color should now properly affect the entire revealed map
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The Automap should no longer have data bleed over from previous maps into the next map, with the data buffer being properly cleared between maps
