Scraps Demo Changelog

What's new in Scraps Demo 0.5.6.1

Aug 16, 2016
  • Revamped the code that shows other player’s vehicles in multiplayer. Their movement is now smoother, while not being any more delayed
  • Much improved vehicle collisions between laggy players as well. No more flying across the map!
  • Reduced some unnecessary network traffic
  • Added option to have a radar in melee games
  • Minor GUI adjustments
  • Bug Fixes:
  • Hover effect no longer shows on Melee mode button while an overlay is up
  • Fixed real-time shadows not matching up with baked shadows at low graphics settings on the Test Map
  • Fixed a timing bug on joining multiplayer games that could get you disconnected with a vehicle build error

New in Scraps Demo 0.5.6.0 (Aug 10, 2016)

  • Reduced XP required to unlock some later parts a little. Final unlock is at 4000XP versus the previous 4700XP
  • Added eight stationary turrets to the test map to facilitate testing armour etc
  • Bug Fixes:
  • Fixed several null reference exceptions that could occur when vehicle parts were destroyed
  • Players with laggy connections could still get incorrectly kicked for “cheating”. Threw out that code for now: It won’t kick you anymore but still needs some work later
  • Various small fixes

New in Scraps Demo 0.5.5.0 (Jul 20, 2016)

  • Added Plasmanator weapon:
  • Replaced uLink closed-source version with uLink source code
  • Reduced network bandwidth use a little
  • Plasmanator facts:
  • Area effect weapon like a super Plasma Artillery.
  • Charges up. Holding down the Fire button charges it, and releasing actually fires it.
  • Drains lots of power while charging, and some power while sitting at full charge.
  • White smoke and a change in audio indicate full charge.
  • More charge = more damage and force on hit.
  • Unlocks at 4700XP.

New in Scraps Demo 0.5.4.5 (Jul 6, 2016)

  • Improved in-game camera collision avoidance
  • Made damage label colour more obvious
  • Bug Fixes:
  • Fixed power management bug in previous release
  • Fixed false cheat flags

New in Scraps Demo 0.5.4.4 (Jun 20, 2016)

  • Added partial Polish translation
  • Adjusted collision damage down a little
  • Adjusted AI targeting a little. More shots at parts, less direct chassis shots
  • AI aiming calculation now takes the shooter’s velocity into account as well as the target’s. Be afraid
  • Made the in-game chassis colliders more detailed. Previously there was a box that could end up “protecting” some low components like small engines, with the chassis taking damage instead of the hit part
  • Adjusted some sounds and volumes of various things
  • Removed wreckage size scaling as it spawned since it looked dumb and was dumb
  • Had to exclude screen resolutions that don’t match your monitor’s aspect ratio due to a bug in the Unity engine. On Linux resolution reporting is too fickle to limit: If a chosen res doesn’t look right, just try another one
  • Added visual indicator to health bars to help show when damage is done
  • Wreckage pickup is far more performance-efficient. No more slowdown when complex vehicles drive over wreckage.
  • Bug Fixes:
  • FINALLY tracked down a memory leak on the server that was causing trouble when running the game for a long time
  • Fixed a couple of bugs with bullet spread. Machine-guns were more accurate than they looked visually (they match the visuals now)
  • Projectile trail FX angle fix

New in Scraps Demo 0.5.4.2 (Apr 12, 2016)

  • Some performance improvements, mainly on CPU (the previous terrain graphics upgrade made CPU performance worse)
  • Added some grungy texture to scene objects in general
  • No more lag spike (one-frame FPS drop) the first time wreckage spawns
  • Added a little help dialog thing when first playing a game to point out adding AI players
  • Added hover tooltips to the server list that show the full game name, in case it doesn’t fit
  • Bug Fixes:
  • Got rid of grass growing through evac pads on the test map
  • Missing button click sounds added to lobby screen
  • Fixed AI info in the server list going away after 30 mins when the lobby refreshed

New in Scraps Demo 0.5.4.1 (Mar 22, 2016)

  • Main Menu layout changes
  • AI players now show in the server info
  • If an AI player gets kicked from a game by a human player joining with no free slots, when a slot is free again they’ll now come back… for revenge
  • Bug Fixes:
  • Fixed rotation range calc bug
  • Fixed “aim sphere” rotation range visual bug
  • Fixed null reference exception that occurred on dedicated servers in no-GUI mode with the new terrain
  • Fixed music player playing the wrong track if the track was changed and then changed back to the original track while the original track was still fading out
  • The main menu looks different, but it’s actually the same functionally. The main aim is just to sort of encourage starting games that other people can join, but it also makes room for introducing a new game mode later.
  • Equivalents:
  • Playing single-player:
  • Old: Singleplayer
  • New: Play->Start A Game, have “Allow other players to join” unticked.
  • Joining an Internet game:
  • Old: Multiplayer->Internet->Join A Game
  • New: Play->Join A Game
  • Joining a LAN game:
  • Old: Multiplayer->LAN->Join A Game
  • New: Play->Join A Game, select the LAN tab
  • Hosting an Internet game:
  • Old: Multiplayer->Internet->Host A Game
  • New: Play->Start A Game, have “Allow other players to join” ticked, and set to Internet
  • Joining a LAN game:
  • Old: Multiplayer->LAN->Host A Game
  • New: Play->Start A Game, have “Allow other players to join” ticked, and set to LAN
  • “Allow other players to join” is ticked by default, but it remembers what you last set, so if you always play Singleplayer for instance it’ll stay unticked once you’ve set it that way.

New in Scraps Demo 0.5.4.0 (Mar 16, 2016)

  • Terrain graphics upgrade. But no more switching to greyscale terrain when in low grav mode I’m afraid
  • Magically, vehicle save files are now also PNG image screenshots of the vehicle itself
  • Separated weapon recoil and hit force, so they don’t have to be the same anymore. Reduced hit forces in general – should help with Medium Cannon spam in particular
  • Rewrote the weapon movement range calculation AGAIN. More bugs fixed with it. Hopefully very correct and consistent now
  • Added a little air control: Pitch = Throttle forward/back. Roll = Throttle + Steering. More engine power gives more control
  • Finally the test map side road is actually 100% flat, right up to the ramp
  • Updated uLink and Steamworks.NET to their latest versions
  • Added grass density graphics option
  • Bug Fixes:
  • Tooltips now update their text to match language changes without requiring a restart
  • Fixed mass from held wreckage not being subtracted after wreckage was offloaded on evac
  • Stopped evac pad ambient sound from playing when the pad is turned off (Test map)
  • Air control:
  • I showed this off in the last update, but now it’s live. You can control your pitch with throttle and your roll with turning. You can’t control yaw – it’s a car, not a plane OK? Practising in Low Gravity mode is a nice way to get the hang of it.
  • Recoil:
  • Weapon recoil and hit forces used to always be the same, which was arguably more realistic, but it meant that if I wanted a big kick on a weapon it also had to have a big hit. Often because of hit angles and multiple shots hitting in one spot, the hits would end up even worse than the recoil.
  • I’ve changed it so that I can set them separately, and reduced some hit forces. Hopefully there’s less of a problem with Medium Cannons and Plasma in particular throwing vehicles around now. Of course you can still push your enemies around to some extent.
  • Save Format:
  • Those are actual save files. When you save vehicles now they’ll end up in a new format, which is also a png image – so now it’s easier to see what a vehicle is if you’re sharing it around.
  • The easiest way to see your vehicle saves is probably to open the Save/Load dialog in the game and click the button at the top right which takes you straight there.
  • Hosting these on an image host will most likely break them – you can try, but you’re probably better off using a file host of some sort. Anything that won’t try to modify or re-encode the image file.
  • Dev note: There are several ways to do something like this. Gimbal has awesome image saves, as does the Spore creature creator. One potential method is to use the image’s metadata fields to add your custom data, although sometimes those have size limits. Another method is to use something in the image itself that’s invisible or hard to see, like something in the alpha channel or the least significant bits. Or even just extend the image to have the data encoded in an extra part of it, using all the available colour data.
  • However, I’ve done this with the dumbest and simplest method possible: Just dumping all the save data at the end of the file! It was one of the options I’ve read about so it’s not totally unheard of. Sure image hosts will probably break it but all those other methods get broken by image hosts anyway. Seems like as long as you still end the png part of the file properly (works for JPEG too!), every PNG reader that I’ve come across reads the files with no problem. Scraps just ignores the image part and looks for my special marker, then starts reading the save from there.
  • Graphics:
  • Scraps’ terrain graphics have always been pretty meh, and I wanted to get a better system for new stuff, so I’ve also back-ported that to the existing maps.

New in Scraps Demo 0.5.3.0 (Feb 2, 2016)

  • More efficient shader/material usage for environmental stuff
  • Bigger shockwaves move faster (just looks better)
  • Some new destruction FX
  • Fixed some lightmapping glitches and improved some normal maps on terrain
  • Added some new stuff on the test map that I’ve been creating for the upcoming singleplayer game mode
  • Using the lowpassed music track in the lobby instead of the full one, it’s more chill
  • Added an additional vertical adapter block
  • Bug Fixes:
  • Fixed multiple issues where games could get stuck at Dropship In Transit when starting games. Please let me know if this happens to you after this update
  • Fixed AI sometimes being lazy and just hanging out until being destroyed for the first time, causing it to henceforth spring into life
  • Fixed game start failing if scrap limit was changed lower, then deploy clicked right away, causing the limit to lower and make a vehicle selection invalid
  • Fixed some incorrect cube weights on the Test Map
  • Fixed shockwaves sometimes not showing up when they should

New in Scraps Demo 0.5.2.15 (Jan 22, 2016)

  • Added heavy armour part
  • Better support for XBox 360 controller on Mac and Linux. Separate default key bindings keep actual inputs the same on all platforms
  • Engine sounds with multiple of the same engine work together better
  • Removed an annoying ridge in the RiverRift terrain
  • Added some subtle fades between scenes
  • Bug Fixes:
  • Fixed occasionally coming back from testing vehicles to the build screen and your vehicle has flown off into space somewhere
  • Removed more false positives and not-really-bad words from the swear filter
  • “Open save folder” button now working on Linux
  • Fixed the loading screen getting stuck if your vehicle spawned in right as a round ended
  • Fixed visual glitch between light beams and edge wall glass
  • Fixed screen staying white if your vehicle was destroyed right at the moment of evac completion
  • Fixed game modifiers (low gravity) not being unapplied on connected clients if the server shut down
  • Fixed SkinnedMeshRenderer errors being generated in-game (in the background) if a vehicle had no moving parts
  • Lots of refactoring and fixing issues with chassis, propulsion systems and their hit points and other values
  • Tooltips for chassis select now include the extra HP gained from the wheels (so they show the actual full chassis HP now)

New in Scraps Demo 0.5.2.13 (Dec 8, 2015)

  • AI is much, much less likely to follow you off a cliff
  • Added top speed guess to the Build screen stats
  • Performance: More efficient terrain rendering
  • Reduced HP on Medium and Heavy cockpits
  • Made heavy vehicles a little faster

New in Scraps Demo 0.5.2.9 (Oct 28, 2015)

  • Added ability to rebuild as well as repair damaged vehicles while in-game.
  • Wreckage pickup is easier, it kind of “attracts” towards you.
  • Some general balance tweaks to wreckage.
  • Improved the AI’s weapon selection methods.
  • Different sounds for each type of vehicle warning.
  • Parts now sell for their purchase value, taking any wealth tax into account, so you never lose money.
  • Increased steering speed for keyboard controls a little.
  • Refreshing the server list clears the old list when it was user-prompted, just so it’s more obvious that it’s doing something.
  • Updated Steamworks.NET and uLink versions.
  • Bug Fixes:
  • Workaround for an issue in Steam where sometimes only the first two lobbies got returned.
  • Spawn FX no longer show when creating existing vehicles as a player joins a game that’s already in progress.
  • Vehicle labels no longer show on top of loading screen dialogs.
  • Fixed AI looking as if they repair right before they evac, instead of after.
  • Fixed audio screeches and other silliness that sometimes occurred when entering maps.
  • Fixed a bug with part costs and wealth tax when ctrl-placing parts.
  • Fixed another bug with wealth tax when calculating estimated repair costs.

New in Scraps Demo 0.3.1.0 (Dec 17, 2014)

  • The recent demo update was a big jump from the last version so there were bound to be a few un-spotted issues with it. I’ve just updated it to fix a few things.
  • The main issues were that the scrap container had its snap points turned off, and there was a bug with the available range calculation for weapons. There’s still at least one other bug with the range calc but it’s an old one and I’ll track it down some other time – it doesn’t show up in most situations.
  • Some part stats were also incorrect and have been updated in this release. The small active cooling unit in particular was way too expensive,but some other parts were using out-of-date values as well.

New in Scraps Demo 0.3.0.0 (Dec 15, 2014)

  • New Plasma Artillery and Medium Laser weapons
  • New cooling parts and a heat management system
  • Updated, auto-scaled in-game GUI
  • Test map cubes are a bit harder to destroy
  • Can now drag parts from the inventory on the build screen (clicking is still suggested, because you can rotate the view while holding parts)
  • Real-time shadows and baked shadows work at the same time
  • More bump mapping etc in terrain graphics
  • Major game performance boost
  • Partial redesign of cockpit part
  • Build screen categories are now icons with tooltips
  • Tooltips show right away on Build screen parts, and sometimes have some more information than before
  • Updated the game engine from Unity 4.5 to 4.6
  • Improvement to part pickup so held parts are more centered on the mouse
  • Some driving physics tweaks (still needs some major work at some point)
  • Some weapons now have a max range
  • Finally changed Test Map skybox to something that isn’t one of the ones that comes with Unity
  • Major balance pass to part stats. Many costs and other stats of parts have been adjusted
  • Can’t watch vehicles being built while loading them anymore. Sorry.
  • NOTE: The cockpit vis check camera had to change a little, which may potentially make previously OK vehicles not OK
  • NOTE2: Large cannon collider also changed a little – this could invalidate parts on old vehicles
  • NOTE3!: Gunpowder weapons now need mostly cooling instead of power
  • Bug Fixes:
  • Fixed vehicle naming so “New Vehicle” isn’t reused when a vehicle of that name already exists
  • Stopped smoke moving in the “up” direction of the vehicle instead of world-space up
  • Fixed large cannon barrel starting partially retracted
  • SMG auto-adjust for really old vehicle saves now handles rotated SMGs correctly
  • Various other small fixes