NokiMo
MRMattTsungDEV
MRMattTsungDEV

patreon


OGZ Fundamental Build V1 LATEST PATCH

Install at Game Folder/Project Elimination/Contents/Paks/
LINK

-Solved Character Input issues

-Fixed no map loaded issues (Grid21)

-Fixed UI collision and some UI TAA ghosting. (But some need to be double click to respond or is even glitchy, such as item select menu)

-Fixed using consumable items (special ability items) on the vehicle. Skip using animation if the character is on the vehicle.

-Fixed falling through the world in the HQ map after getting finished off by a mutant (Fail Struggle Sequence while in downed state)

-Fixed 'Mission Outro Anim Sequence' still active after getting finished off by a mutant (Fail Struggle Sequence while weren't in downed state)

-Fixed operator from being silence all the time. (Data reset issues solved)

OGZ Fundamental Build V1 LATEST PATCH

Comments

My fault! you are correct I had the wrong build. (wrong game basically) i was playing phase 1. I would love the patch for phase 2 but all the links are broken.

Chris

The patch only supports the latest build btw. Make sure you have downloaded the latest build and then install the patch. But the patch will be installed by default for the latest build.

Matto MATEYDEV

LowLevelFatalError [File:unknown [line: 2152] Failed to find shader map for default material WorldGridMaterial(/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial)! Please make sure cooking was successful (No inline shaders null GTSM) .... is the error I get. Sorry i dont know how else to give feedback.

Chris

The another patch is coming in a few months. It's hard to track the bugs because there is no feedback.

Matto MATEYDEV

why did i just pay for a broken patch?

Chris

yes I also have the same problem

Long

I put pak in the specified position, why the program will report an error, the error content seems to be material or map or something

Li Sa

The enemy fundamental is of course not completed yet and Procedural Enemy Generator (fundamental system) will boost the development speed 1 time more which is a benefit to the development of OGZ and this will allow me to add contents faster and easier. Instead of me creating 10 fixed variations of the same enemy, the Procedural system will (automatically) generate the variations of the said enemy based on the rule I've set and make the game more unpredictable and more variants for an enemy.

Matto MATEYDEV

Procedural enemy generation sounds like one of those things you really want to build early in development but ultimately wouldn't be as useful for expanding the revenue/shareholder/patreon follower size. Neat concept but I'd put it off until the project has even more revenue. More complete core game loop, better performance and launching an updated demo on other platforms like dlsite, steam etc will help. ** Everything looks great as always though!

boned

:)

DIdNothing


Related Creators