Skip to content

Start typing to see game suggestions. This only suggests apps that have a store page.

Only apps with a store page are suggested. Enter Submit to view all results. Ctrl+Enter View and filter in instant search.
Close ×

Penkura update for 11 May 2019

Penkura Patch 0.1.2

Share · View all patches · Build 3813719 · Last edited by Wendy

Patchnotes via Steam Community

Dev-Com.
After over a month we are finally able to release Penkura patch 0.1.2. It's a massive push forward in project stability, performance and most of all feature implementation.
While moving to a new engine version we used the opportunity to go back to all of our scripts, animations, materials and 3d models. Players should see a performance boost, their save/load time decreases, much fewer hitches and most of all, their older saves should be able to adjust them selfs to the new game version without much of a problem.

Besides adjustments, off over 70 % of the in-game code, two systems were written from the ground up, in-game 3d visual interfaces (all the screens on computers, door controls, biomatter and so on) and mission system.
Each in-game screen from now on will know what creates them and adjust their engine usages accordingly to make sure they take as little from the CPU as possible, while still updating all the necessary data in the background. This change should increase overall performance and project stability by preventing useless data from being stored in memory.
Missions system required a massive update, thanks to changes made to preload systems and in-game situation adjustments, we are finally able to not only update already implemented mission but add new without the need for the player to restart the game each "content patch".

The same concept of adjusting older saves to prevent players from restarting their entire game was implemented to over 41 background functions, systems and prerendered data (such as new items locations, building systems and of course new missions).

Thanks to all of those changes and implementation of new corruption prevention systems we are finally able to work fully on much-needed content patches.

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm


Patch 0.1.2

BUG FIXES:

  • Hydrogel Purificator is not presented correctly while building by C.A.T.

  • Default Unreal Icon was set in place of Penkura.icon in task manager and toolbar.

  • Unreal Icon appears on the Game Window with an incorrect name.

  • Penkura is shown as UE4Game in the Windows Task Manager.

  • RTS Arrow Connectors spawn inside buildings and already used connectors.

  • Stimpaks hover in the air if dropped from the backpack.

  • Load system won't remove Editor placed buildings from the game.

  • Save system won't add editor created content to new versions of the game if loaded from the older game version.

  • Missions log didn't save entire missions description on mission update, showcasing only the current point of the objective rather than all of them.

  • Tirix Fusion Power Plant provides energy even when it's turn off.

  • Tirix Fusion Power Plant emergency shut down didn't reset its animation.

  • Tirix Fusion Power Plant ambient sound plays even after being shut down.


IMPROVEMENTS/CHANGES/ADDITIONS:

  • 59 animations of doors, tramps, player, buildings, etc. are adjusted for project transfer to new engine version.

  • Clean up of 31 background calculation scripts (increase in performance by an average of 6%)

  • Elimination of 132 empty ticks working in the background (minor performance boost)

  • Project engine update to a newer version.

  • Each screen showcasing building status is now refreshed only when the player is in the observation distance, rather than each frame. (small performance boost)

  • MMC screen will refresh its information when the player is directly interacting with the machine or machine is in the process of item creation, rather than each frame (small performance boost)

  • CCC screen will refresh only when a player is directly effecting RTS, BOT or Command Center status, rather than each frame. (small performance boost)

  • All construction in the game calculates their Z position by the Z position of nearest "Command Center" rather than per construction. (lowers preload calculation)

  • Small static object connected to each construction is now merge with the main building layer lowering objects to load. (small performance boost).

  • Ore Extractor sound lowered by 20% and increase its range by 10%.

  • Beacon sound lowered by 10%.

  • Minor graphical improvement to Hydrogel Purificator.

  • Save/Load system updated to remove buildings placed by developers if the player removes them by destroying them or dematerializing them.

  • RTS Arrow Connector System is written from the ground up with the use of a new tracing system.

  • RTS system will now provide energy and oxygen to all buildings in an asynchronous manner which reduces hitches on massive player basses.

  • RTS building snap system now calculates its position based on the building entrance/exit rather than building offset. (fix for small offset errors while placing buildings).

  • Significantly reduce RTS system calls and triggers when the game starts by an average of 70% (reducing the chance for any error and speeding upload).

  • RTS Arrow Connectors are now created based on RTS requirements rather than buildings. (reducing the number of unneeded objects in the game)

  • Buildings support legs calculate their position and offset based on the entire base position relative to their Z offset from the terrain before they are spawned in the game by the RTS system. (fix for performance hitch while placing a building).

  • Added object clustering system, merging distance object into a single mesh. (boost to a performance by up to 8% depending on the number of objects on the screen)

  • On load landscape, the foliage will now automatically disappear in and around buildings rather than slowly disintegrate as if the building was just placed by the player.

  • Atmo. Airlocks spawned by buildings (not directly by the players) will also disintegrate landscape foliage.

  • Lowers the amount of "game start" calculations made by each base from 52 to 9 dramatically lowering its CPU usage in the first few ms. (speeds up the game load and removes hitch at the start of the game from the base site)

  • Buildings and bots will now have pre-set base affiliation rather than on game start c.

  • Minor improvement to save/load system background calculation. (game load speed increase by around 10 %)

  • Computer controls for Doors and holographic pointers are now calculated per player effect, not in the game per tick manner. (small performance boost)

  • Added levels of details to:

| Gemini Main Temple
|
| Gemini Secondary Temple
|
| Gemini Cave System
|
| 7 sections of tramp tunnel
|
| All Gemini boxes, barrels and other containers
|
| Gemini Generators
|
| Gemini Underground base objects
|
| Gemini main base
|
| Gemini Lamps
|
| Gemini Tramp
|
| Gemini Tunnels and Registration Office
|
| Gemini furnitures
|
| Gemini NPCs
|
| Gemini Tramp elevator
|
| Hydrogel Purificator

  • Minor improvements to Gemini Lights.

  • Minor improvements to Gemini Occlusion system.

  • Improvements to Atmo. Airlock Level of details (lights won't disappear at a short range)

  • Save files are now tagged by the game randomly generated seed in preparation for any randomly generated systems in the future. (old save files before the change will adjust themselves automatically to new game version)

  • Asynchronous load system will now load objects between 30 to 50 % faster. (depending on the save size)

  • Save and Load system will now recognize editor (non-player) placed objects, systems, scripts, animations, and sound.

  • Save system is now able to save and load scripts created by other scripts for gameplay purposes (for example randomly generated items in randomly generated storages with randomly generated effects)

  • Improvements to Save/Load version conversion system (old saves will now much more smoothly adjust them selfs to a new updated version of the game, lowering need for new save files only to critical patch changes)

  • Project clean up (reduction in game size)

  • Audio volume adjustments for minor sound effects.

  • Added "Lock" function to containers (at the moment nonplayer controlled). If the container is locked, a message will appear on player text board and sound effect will be triggered.

  • Added randomly generated loot system to containers, and building containers.

  • Added "player interaction" check for all storages, containers, backpacks, and machines that use storage system to prevent the game from recalculating their content after every load/save/new game.

  • Dark Matter Cola texture improvemenet.

  • Mission log is now able to update already updated part of the mission if the criteria of the missions changes, by the player or the background system.

  • Mission log will now update entire descriptions and all pointers in the background if the player closed mission log with the mission already selected.

  • Mission log will now print description and pointers only when player directly selects the mission (prevents minor hitches on mission update)

  • Mission log doesn't have to be manually refreshed if the mission is updated while players are already interacting with the log.

  • Save/Load system will now properly load and save all missions in the missions log and will adjust properly to all changes made to the saved missions.

  • Added crash security in Save/Load system, if the system tries to load or save nonexisting part of the game (or corrupt) it will skip that section of the file and keep saving or loading to prevent the game from crashing within the compressed file.

  • Added additional Storyline elements.

  • Glass and metal materials now calculate reflection per object instance preventing any outside lights from effecting any transparency/reflection effects.

  • Improvement to shadow calculation on higher shadow settings (minor performance increase)

  • Save system is now able to ignore already saved data if changes are made by the developer to the core game elements, allowing to add nonexisting content to the save file when such content was never stored in the project at the time of the creation of that save file.


Penkura Content Depot 739721
  • Loading history…
SteamDB has been running ad-free since 2012.
Find out how you can contribute.
Open link