31 March Update!

News and Announcements from the Staff.
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TR Staff
Posts: 187

31 March Update!

Post#1 » 01 Apr, 2017 4:23 am

Good Evening citizens of Rhyldan!
On this the 31st of March, I would like to update you on the current work that has been done and is being done within The Repopulation! This work has begun in the starter area, because it touches so many other systems within the rest of Rhyldan.

I would like to reiterate that the developers working on The Repopulation is not the same engineering team that is working on the HeroEngine. The engineers are focused on updates to the engine and assisting teams to bring their games live. The Repopulation developer team are all game developers, that are focused on the development of The Repopulation.

UI/UX adjustments:
Most textures have been converted to be cleaner, sharper and optimized. New organization of the gui folders have begun as well for future updates.

The larger gui revamp update will much later, but we have begun the cleanup and planning so it should coincide with future updates that involve systems like combat and crafting.

• 87 texture files optimized, converted and cleaned up and replaced
• Icons mapped and listed missing or icons that are too similar to be created
• Began organization of gui textures, removing files no longer in use
• Began new layout for skill and item icons
• Edits and adjustments made to the Client scripts and file paths for changes applied for current and future development
• There are going to be some adjustments made to the minimap in attempt to optimize and reduce the overhead of the current map.

We have also made some adjustments with some permissions and hot fix updates to the GM permissions and abilities. GM adjustments being made with more work in this area to come.

Pathing and collision:
Pathing is being examined and adjusted with the world, as we’ve identified most of the problems with the los in the starting/training and other areas. Majority of these issues were/are caused by oversized meshes (and too large of collision boxes), pathing and spawn points going through assets, and underground assets with large collision boxes causing “not in range/view” messages.

We have identified and fixed some of the following issues:
• Line of sight issues with collision of trees and rocks that have been oversized
• Pathing issues for some npc’s
• New nav mesh created to work with the new terrain/heightmaps

Starter/Training Areas:
New terrain has been shaped and replaced. The new terrain textures and details are being worked on with the addition of a new terrain shader being added to the fold, and the number of materials being used has been reduced to lessen draw cells. This work in the starter area will expand outward to the rest of the game, allowing progress to pick up as this process gets farther along. Screenshots of this will be coming in a few weeks.

• New unified terrain using the same resolution for all heightmap nodes
• New shader and optimized texturing to reduce draws
• More in depth “painting “ and detail
• Asset placement
• Pathing improvements
• LOD adjustments
• List of assets to be reworked due to sizing issues and redefinition errors (materials)

Combat examination/development:
The combat has been mapped out, and planning/development has begun to adjust, update and correct some of the math libraries to help improve combat in future updates. This will be a slow process as this touches upon many sub systems. Though this list seems small as outlined, there is a lot involved.

Work done so far has been:
• Mapping out and documentation for current combat
• Adjustments for combat calculations
• Comparative testing of the math/calculations between offensive and defensive skills

15.10.1 Staging Update:
After examining data integrity of ABT's update patch, we have found it should be coming in about 5 weeks.

There are two reasons why this update will take so long. The first is due to bit/data rot of the current build that was started in 2015. We want to make sure that all is good before we begin the new build process. The second is because HE engineer, Christopher, will be working with the Repop team to fix and walk them through the build process. This will include what files will be included, the compiling process, DLL process and build process. This will be done in steps so the process will be done correctly and will in turn speed up the builds in the future.

• Reduce current build to under 4gb
• Exclude old art and assets no longer in use
• Update the crafting and 3rd party db
• Create the new deploy build
• Create the new client build
• Test the build
• Deploy the build

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Backer Rnd3
Posts: 53

Re: 31 March Update!

Post#2 » 01 Apr, 2017 4:30 am

A new patch in 5 weeks? Sooner than I expected. Keep up the good work guys and I/we really appreciate the weekly updates while you work on the invisible to us back-end matters.
“This is insanity!"
"No this is scholarship!”-Brandon Sanderson Words of Radiance
“It’s not a lie,” Shallan said, “if everyone understands and knows what it means.”
“Mm. Those are some of the best lies.”
― Brandon Sanderson, Way of Kings


Early Access
Posts: 24

Re: 31 March Update!

Post#3 » 01 Apr, 2017 4:41 am

Thank you for the continued transparency and updates! I for one look forward to what's to come!
Keep up the great work!


TR Staff
Posts: 47

Re: 31 March Update!

Post#4 » 01 Apr, 2017 10:52 am

For clarification, the 15.10.1 push that we want to do, does not contain anything from the big patch, (Project Condorslug 16.0.0).

The patch notes have been on the forums before, and the content is already known. We will republish all of them notes with the patch, but it's ABT's work from before. Anything we do adjust will also be noted.

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Backer Rnd3
Posts: 974

Re: 31 March Update!

Post#5 » 01 Apr, 2017 10:54 am

TR-Hobble wrote:
01 Apr, 2017 10:52 am
(Project Condorslug 16.0.0)


Thanks for the update guys!
| “We can't solve problems by using the same kind of thinking we used when we created them.” -A.E.

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Combat Wombat

Backer Rnd2
Posts: 233

Re: 31 March Update!

Post#6 » 01 Apr, 2017 2:32 pm

he-sarrene wrote:
01 Apr, 2017 4:23 am
This work in the starter area will expand outward to the rest of the game
So does this mean the roads to nowhere are going away?
You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.


Early Access
Posts: 4

Re: 31 March Update!

Post#7 » 01 Apr, 2017 10:12 pm

Aww man I was hoping for an early birthday present its on the 30th of this month


Early Access
Posts: 21

Re: 31 March Update!

Post#8 » 01 Apr, 2017 11:21 pm

Good to hear the work is coming along.

So this 5 week patch won't be the big one that combines what was started in 2015 correct?

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Backer Rnd3
Posts: 974

Re: 31 March Update!

Post#9 » 02 Apr, 2017 7:18 pm

Malkano wrote:
01 Apr, 2017 11:21 pm
Good to hear the work is coming along.

So this 5 week patch won't be the big one that combines what was started in 2015 correct?

Well, my understanding is that it would be the 15.10.1 patch from back then, which was the first of two large patches done back then by ABT, plus whatever IFS adds to it in terms of fixes/stability.
| “We can't solve problems by using the same kind of thinking we used when we created them.” -A.E.

Alexandra Moon

Early Access
Posts: 23

Re: 31 March Update!

Post#10 » 03 Apr, 2017 12:40 am

Now this is what I call an Update on information and project status, clear concise, and it lists, quite well, the work that has been done, is going on, gives a timeline and a reason for that time line. Very well done, and am glad of the progress.

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Early Access
Posts: 16

Re: 31 March Update!

Post#11 » 03 Apr, 2017 7:54 am

great work guys keep it up :)

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Early Access
Posts: 6

Re: 31 March Update!

Post#12 » 04 Apr, 2017 8:56 am

Just wanted to add to the chorus of voices that's saying what a great show of transparency this is. Players like to be informed what's going on, and radio silence can sink a game. You guys rock!


Kickstarter Backer 2014
Posts: 2

Re: 31 March Update!

Post#13 » 18 Apr, 2017 9:37 pm

Nice to know you guys are working on it! I just reinstalled the game today and starting playing again and helping test the game. This game has a lot of potentional you can just tell even in this early alpha stage. If you can stay close to the vision of this game I can see it becoming a great, unique game. One I haven't been able to experience since the days of SWG.

Best of luck and keep up the good work!


Early Access
Posts: 42

Re: 31 March Update!

Post#14 » 01 May, 2017 9:56 am

Any update on when this is happening and if any changes to the old 2015 patch notes?

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