And I mean really, if you’re trapped that bad, you’re probably going to have to suicide anyway. Really, the only solution to this is to kill the player when they end up in that kind of scenario. When you disconnect, or the vehicle is destroyed for some reason, you must exit, because its nonsensical not to. Problem solved! But wait – there are situations where the player has to get out of the vehicle. There’s nowhere to go, so what do you do? Easy, right? You just tell the player that they can’t get out. Say, if you’re completely surrounded by walls. This means, however, that there are some situations where there is no good answer to where you should exit. ![]() I’ve been making this system a lot more robust so this can’t happen. When it gets it wrong – say, teleporting you halfway into an object – that’s when exploits happen. ![]() – there’s a lot of trickiness introduced, and it’s difficult to always answer that question properly. As your surroundings get not complicated though – say, a bunch of rocks, buildings, etc. Just appear next to the goat, problem solved. But where do you appear? It’s a simple problem when your surroundings are simple – say, you’re just on a flat surface. This is basically a teleport – you just kinda poof off the goat, and appear somewhere else. You’re on a goat, and you decide to get off. It turns out that there’s one scenario that creates exploits a lot, and that’s whenever you transport the player. Remember that time you could double-jump by opening your inventory? The series of events that made that possible in our code was… pretty mind-boggling, and we may have never found out about it without your help. Hurtworlders love to break stuff – which is great! We’ve come a long way in fixing exploits since release, and we owe that to the community for finding and reporting these. All in all, these new sounds add a lot of atmosphere and ambiance to Hurtworld. Don’t worry, there’s a volume slider if you’d rather blast some death metal while spearing nakeds. I’ve also been adding in some music tracks, which will play randomly every so often. Finally, Greedy would be the rain, which consumes whatever volume it wants and leaves the Normalized sounds to fight over the scraps. This would be all ambient background tracks. Normalize means that the sound should try and fill whatever volume it can, but it should never reduce the volume of any other sound. We use this for things like the irradiated effect. Overlay is the simplest – this doesn’t care how loud other sounds are, and other sounds don’t care how loud it is. So, the new architecture gives ambient sounds three options – Greedy, Normalize, or Overlay. We’ve got a finite amount of volume to give to all ambient sounds, and we need to figure out a way to share it out. Optimally, as the rain gets louder, we want the ambient sounds to get quieter. You can just overlay the rain over the ambient sound, but this ends up being a bit of a cacophony. For instance – it starts raining, which makes noise. What seems on the surface like a pretty easy thing gets complicated fast once you start digging a bit. This meant a bit of refactoring of how we create the soundscapes of Hurtworld. We’ve got at least 2 ambient tracks per biome, one for day and one for night. I’ve been setting up the infrastructure to do more complex ambient sounds, as well as some music tracks. Hey Hurtworlders! Couple of things I’ve been working on over the past week.
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