Lockdown Protocol Changelog

What's new in Lockdown Protocol 1.4.2

Jan 27, 2016
  • Minor changes to make the game compatible with Itch.io desktop application.
  • Fixes randomly missing contact effects in physics simulation.
  • Upgraded some external libraries (Ogre3D, Bullet, GLFW) to latest versions.

New in Lockdown Protocol 1.4.1 (Sep 21, 2015)

  • Fixed unreliable Intel GPU detection for missing textures workaround.
  • Added command line options for enabling/disabling mipmaps manually.
  • List active workarounds on start-up.

New in Lockdown Protocol 1.4.0 (Sep 7, 2015)

  • Added final single player level (sp26).
  • Disable mipmaps on Windows with Intel GPUs as workaround to long-standing missing textures bug.
  • Fixed zero completion target time (no time bonus) in 25th single player level.
  • Locked most dynamic objects to XY plane so that they won't slide out of reach when moved.
  • Made dragon eggs immovable and moved them to positions where they can always be shot.
  • Fixed physics bug causing completely wrong torques on objects hit by projectiles.
  • Fixed a couple of minor bugs found by static code analysis.
  • Ignore very small fall damage to prevent unnecessary damage effects.
  • With this version I'm dropping the demo version. Now that you can pay what you want for the full version, there is very little need for a separate limited demo version. It is possible to download the game for free for evaluation and later come back to pay what you think it's worth.

New in Lockdown Protocol 1.3.0 (Jul 10, 2015)

  • Changed to a completely redesigned game logo.
  • Created a new menu background shader effect that looks better with the new logo.
  • Dropped custom full version keys in favor of separate demo and full version packages.
  • Fixed ugly alpha blending on some UI components.

New in Lockdown Protocol 1.2.0 (Jun 8, 2015)

  • Increased movement speed and decreased wait times for all platforms and elevators.
  • Increased player walking acceleration to make movement a bit more responsive.
  • Increased player jump height slightly.
  • Fixed randomly missing sentry gun muzzle flashes.
  • Made sentry gun muzzle flash fade in and out smoothly similar to player weapons.
  • Fixed crashes when exiting the game due to an error.
  • Minor adjustments to level completion target times.
  • Removed an unused sound file from installation.

New in Lockdown Protocol 1.1.0 (May 17, 2015)

  • Replaced all computer generated announcement sounds with human voices.
  • Revert to windowed mode instead of failing if primary monitor can't be detected.
  • Reimplemented decal rendering to fix really slow decal updates with some Windows OpenGL drivers.
  • Show error pop-up on some rare errors previously leading to silent failure.
  • Added '--systemerrors' command line option for enabling more informative Windows error dialogs.
  • Removed unnecessary high-score download for level editor previews.
  • Hid internal unusable trigger elements from level editor.
  • Removed a sentry gun that was too hard to destroy in the 5th single player level.
  • Added a sentry gun to the tutorial level.
  • Removed a couple of obsolete resource files from installation.
  • Supply packs no longer contain vials.
  • Slightly increased the score given based on level completion time.
  • Lowered the total number of spiders spawning from a nest.
  • Added instructions in readme.txt for setting the target time for custom levels.
  • Set OpenGL renderer as default on Windows too.
  • Properly signed Windows executable to get rid of the "unknown publisher" warnings.

New in Lockdown Protocol 1.0.0 (Mar 23, 2015)

  • Added alternative shooting with gamepad right analog trigger.
  • Created an installer for Windows.
  • Minor tweaks to Armory multiplayer level.
  • Fixed a crash on sending a chat message to client connected after match completion.

New in Lockdown Protocol 0.23.0 Alpha (Mar 5, 2015)

  • In addition to usual bug fixes and minor improvements, this release adds one major feature: Online high-scores. This will likely be the last beta version before the final release (unless some critical bugs are found that need more testing).
  • Added online high-scores.
  • Weapon recoil no longer pushes player backwards while on ground.
  • Improved look of high-score, shared level and online match listings.
  • Fixed font artifacts on top of w -letters.
  • Fixed level sharing silently failing if no title is set for level.
  • Fixed unnecessary warnings in log when using long player name with non-ascii characters.
  • Hide old messages after 10 seconds from the in-game "console" to clear the screen.
  • Disable built-in update checks when running inside Desura.
  • Removed "share online" feature, the extra player skin is now available in full version.
  • Log formatted version numbers instead of hex values.
  • Updated many external libraries to latest stable versions.
  • Show option to launch browser when new version is available on the website.
  • Redetect connected gamepads in player controller settings menu.
  • Default to first available gamepad layout if it auto-detection fails.

New in Lockdown Protocol 0.22.0 Alpha (Feb 2, 2015)

  • Added full-screen red flash "pain effect".
  • Added a new weapon: Plasma cannon.
  • Added one more multiplayer level.
  • Fixed closing window with title bar close button.
  • Made guards randomly misaim to make them a bit less deadly over long distances.
  • Added basic gamepad control to menus.
  • Single player gameplay is now paused while menu is open.
  • Tweaked all levels for a bit more action and less walking through empty corridors.
  • Made elevators and platforms move a little faster.
  • Increased player walk speed a tiny bit to make jumping over gaps easier.
  • Fixed duplicate "Player X entered" messages in split-screen multiplayer matches.
  • Fixed randomly changing direction before mouse was first moved on remote clients.
  • Fixed player occasionally damaging himself when shooting while running up a ramp or falling.
  • Fixed choppy or completely missing reload animations on remote clients.
  • Fixed heartbeat loop sound not always stopping on death.
  • Shortened sentry gun target detection range.
  • Fixed spiders sometimes walking really slowly.
  • Increased guard AI stun duration after damage.
  • Added hit sound to pulse rifle and sentry drone projectiles.
  • Increased sentry drone fire rate, lowered its projectile speed and damage.
  • Lowered jellyfish projectile speed.
  • Fixed crash in case of too many simultaneous explosions.
  • Fixed object destruction when moving outside of level area.
  • Doubled laser rifle range.
  • Fixed explosions not applying forces to indestructible objects (e.g. blue barrels).
  • Adjusted visible/audible ranges to fix ugly looping sound cutoff.
  • Fixed missing particle fade out in some of the weapon hit effects.
  • Fixed badly oriented rocket smoke trail particle effect on clients.

New in Lockdown Protocol 0.21.0 Alpha (Dec 27, 2014)

  • Change list for this release is shorter than usual. I have made quite a lot of invisible changes under the hood, for example OIS library has been replaced with GLFW. The external display settings dialog has been removed and those settings can now be found in the in-game settings menu.
  • I made a new level background model to replace the one I quickly hacked together for the first alpha versions almost four years ago. Not a big change, but it somehow makes everything look prettier.
  • Here's full list of changes since 0.20.0 alpha release:
  • New more detailed background model.
  • Added some secret cheat codes.
  • Added video mode settings in system settings menu and removed external configuration dialog.
  • Removed network packet rate and decal count from settings menu.
  • Added support for copy/paste in menus.
  • Gamepad compatibility improvements.
  • Fixed load screen status text updating.
  • F2 key now releases input grab as workaround for cases where alt-tab does not work.

New in Lockdown Protocol 0.20.0 Alpha (Dec 27, 2014)

  • The big new feature in this release is local split-screen multiplayer support
  • There are also other changes related to multiplayer experience. Kills are no longer directly counted, but you get score for each kill, just like in single player game. Player with highest score wins. The idea is that this allows other means of winning than just kills. For example, in the the new multiplayer level "collector" there are sample vials that can be collected for score. In addition to just killing the other players, you will have to fight over access to the vials too.
  • All the planned major features have now been implemented.

New in Lockdown Protocol 0.19.0 Alpha (Dec 27, 2014)

  • Added split screen multiplayer support.
  • Added support for two gamepads.
  • Multiplayer matches now complete based on score instead of only counting kills.
  • Added new weapon: Pain grenade.
  • Added new enemy: Sentry drone.
  • Added new multiplayer level: Collector.
  • Added separate "new high score" menu page for editing player name.
  • Tutorial level was completely redesigned.
  • Allow checking single player high scores during gameplay (by pressing TAB).
  • Store level completion time, kill count and collected vial count in high score data.
  • Replaced demo reminder overlays with preview time counter and chat messages.
  • Fixed broken laser beam fade out at maximum range.
  • Fixed speech bubble alignment error with text containing spaces.
  • Properly destroy remaining particles on match end.
  • Fixed high score file corruption if name contained leading or trailing white space.
  • Fixed wrong player skins sometimes shown on remote clients.
  • Disabled bullet hit fragment effects on humans.
  • Animated score label at end of match counts up from zero.
  • Fixed missing foot step sounds when walking backwards.
  • Added blinking highlight to collectible items to make the easier to spot in dark places.
  • Updated game logo.
  • Added small offset to explosion lights sources to better light the environment.
  • Fixed beam weapon shoot effects fading out too early.
  • Stop level start announcement sound when match ends or is restarted.
  • Improved blood stain decal placement and overlapping.
  • Added glow to alien blood stain decals.
  • Fixed occasionally missing blood splatter decals.
  • Updated all blood stain decal variants and added more of them.
  • Fixed shield energy level not showing in HUD on remote clients.
  • Strip trailing/leading white space from user input where it would cause problems.
  • Created bigger and better pulse rifle shot sound.
  • Toggle gamepad controller info from gamepad select/back button.
  • Removed lower lighting quality option from settings.
  • Removed looping action music.
  • Cleaned up some unnecessary warning and error messages in log file.
  • Embedded application icon to executable on Windows.

New in Lockdown Protocol 0.18.0 Alpha (Jun 9, 2014)

  • Human character model were replaced with much better one (created by an actual artist).
  • All human characters where re-textured.
  • Added new enemy type called "spider" and a nest that spawns them.
  • Added separate stand-crouch animation to make crouching look more natural.
  • Added blob shadows to some dynamic objects like dragon eggs and barrels.
  • Added bilinear filtering to sound map image sampling.
  • Added prediction error filtering to smooth out jumps when client side prediction is wrong.
  • Fixed anti-aliasing not working with glow filter enabled.
  • Made player aim range a bit wider.
  • Increased maximum client side prediction from 10 to 15 ticks (375ms).
  • Implemented object orientation interpolation for visualization.
  • Fixed a bug causing stronger glow effect horizontally than vertically.
  • Always trace hits in shooter's local XY plane even when weapon is offset from it.
  • Fixed flickering human shadows during jumping and crouching.
  • Fixed bug causing invisible shadows getting updated.
  • Prevented some objects from receiving shadows (for example lights and explosion fragments).
  • Fixed newly created objects randomly sliding into position from outside of screen.
  • Allow a bit longer fall without damage.
  • Made editor pick closest element first when clicking on multiple overlapping elements.
  • Added position triggered announcement voices.
  • Added PS4 controller support (with DS4Tool driver in Windows).
  • Always hide controller instructions when menu is open.

New in Lockdown Protocol 0.16.0 Alpha (Mar 1, 2014)

  • Added alternative aim/shoot animation for heavy weapons.
  • Added level completion music.
  • Added laser rifle.
  • Added two more single player levels.
  • Added new multiplayer level called Armory (new demo multiplayer level).
  • Added dynamic audio filters (reverb).
  • Fixed music stopping in case of decode buffer underrun.
  • Added laser sight to zapper.
  • Guard speech bubbles replaced with actual voices.
  • Added security announcement voices.
  • Tweaked some of the first levels based on game play tests.
  • New skin texture for security guards.
  • Added new guard type armed with pulse rifle.
  • Made laser/zapper beams fade out at range limit. Minor tweaking to human walk animation.
  • Made jellyfish collision body a bit larger to make it easier to hit.
  • Fixed temporary corrupted electric weapon beam pattern when fired for the first time.
  • Fixed beam weapon particle effects stopping too early.
  • Optimized particle rendering for lower batch count.
  • Fixed reconfigure.exe launcher not working with Wine.
  • Fixed annoying delay in platform/elevator interaction on multiplayer client.
  • Removed lowest lighting quality option (fixed function).
  • Show score at end of player name instead of kill count in single player games.
  • Fixed missing player name change notifications on server in multiplayer matches.
  • Fixed guard AI unintentionally shooting during "stun delay" after getting shot.

New in Lockdown Protocol 0.10.0 Alpha (Feb 14, 2013)

  • Added level element selection by picking element from element selector tool.
  • Removed separate insert modes for different types of elements in level editor.
  • Fixed level editor element picking with rotated camera.
  • Implemented box selection in level editor by dragging in edit mode.
  • Added multilevel undo/redo functionality in level editor.
  • Added possibility to rotate selected elements using arrow keys in level editor.
  • Rotation in level editor now always rotates around global axes.
  • Added possibility to reset position and rotation of selected elements separately.
  • Human skins are now shown in editor.
  • Added default depth parameter for entities to have them inserted directly at
  • correct depth.
  • Allow saving levels with no start points for backing up work in progress.
  • Control + R now reset camera back to default position in level editor.
  • Fixed rotated elements not getting aligned to grid properly.
  • Added level editor command for setting initial element states (e.g. sentry gun
  • armed/disarmed).
  • Added level editor command for normalizing level center point to origo.
  • Camera motion is now much faster in editor than during game play.
  • Added missing crouch button to keyboard help.
  • T -button press for sending chat message no longer ends up in the message text.
  • Fixed hole in cyan wall light element.

New in Lockdown Protocol 0.8.0 Alpha (Oct 29, 2012)

  • Added two more single player levels.
  • Added one more multiplayer level.
  • Added support for checkpoints in levels.
  • Added checkpoints to existing levels.
  • Adjusted grid snap positions on light poles and containers for easier placement in editor.
  • Player now dies instantly if falling outside level.
  • Apply movement and rotation limits properly while dragging level elements in
  • editor.
  • Changed port number fields in menu to text fields accepting only numbers for easier editing.
  • Made corpses less shiny and adjusted the texture for more consistent look.