TY the Tasmanian Tiger 2

TY the Tasmanian Tiger 2 038

Version
038
Version Date
June 6, 2017
Links

Patch Notes

TY2 Build r2106_v038 is now available on EXPERIMENTAL

Hi all,

There is a new build up on the EXPERIMENTAL branch. There are a LOT of new things in this build, many of them under the hood.
In particular, there are a couple of changes that we would really appreciate knowing if they cause any issues, namely:
  • Changes to the save game format. It should be able to load the old save format without any loss of progress, or items, etc.
  • Mass changes to the streaming of the fourbie-driving level - hopefully nothing has been broken in terms of endless Julius sciene facts, etc

If <anybody> sees anything untoward with the save games (wrong percentages, not loading the old data, not tracking collectables properly, etc) please let us know ASAP!

We're releasing this build to experimental with a few less things implemented that we wanted to - there's been some delays due to a few bugs that popped up - so the new shop UI is not in this build (though other shop graphical improvements are).

Changes in this build as follows:

NEW FEATURES


  • CONTROLS: Mouse boomerang aiming now works like it does in TY1 on Steam (throws at the view direction)
  • GRAPHICS: Added shadow normal support to improve shadow quality.
  • MAPS: Implement "won race" icon (trophy) on the maps.
  • MAPS: Added star at Sgt Bluey's location in town, for the hidden frill mission
  • SAVES: New save system that alows us to add new save data, moving forward.
  • SHOPS: Added initial lighting, shadows and SSAO to the shops.
  • SHOPS: Added some VO that didn't get implemented in the original release. Have fun finding out what/where!
  • UI: Boomerang HUD is now toggled on and off, instead of having to hold down the "action" button (Y button on X360 controller, R key (default binding) on keyboard and mouse).
  • UI: You can now select <all> boomerangs from the Boomerang HUD, even after you upgrade them.

CONTENT UPDATES


  • ART: Updated the texture for the sheoak tree
  • AUDIO: Updated whoosh sound for main menu logo sequence
  • LEVELS: Changed how Sly's Shack art is loaded when you're driving around; so you can see it from a distance
  • LEVELS: Merged half of the different level streaming packags together, for when you're driving around. Fixes a variety of different popping issues, etc.
  • LEVELS: Added in "Big Croc" prop to the Southern Rivers, that didn't make the original release.
  • LEVELS: Big props (prawn, pie, pineapple, croc) are bigger; and you can see them from further away.
  • LEVELS: added warp flower to near Sly's Shack - once you've made it to the top once (from this build onwards), it will appear and let you avoid having to do the jump puzzle each time you want to buy a rang.
  • LEVELS: Added some additional props around Sly's Shack
  • LEVELS: Removed low poly houses from town, that we don't need anymore as the high-res ones are always loaded.
  • LEVELS: Added some additional props around the entrance to Burramudgee from the Southern Rivers

BUG FIXES and MISC


  • AUDIO: Rework of the audio acoustic settings system, to data drive it. Some tweaks to the various settings for the reverb etc while in caves.
  • AUDIO: Fix for aquarang sounds that occasionally stopped it from playing a sound.
  • AUDIO: Fixes to acoustic (reverb) support so that the reverb doesn't sometimes cut out, mid sound.
  • GRAPHICS: Fixes to draw distance calculations that caused the settings to lag by one option.
  • GRAPHICS: Fixed issue with shadow interpolation causing "forever shimmering" shadows.
  • GRAPHICS: Fixes to grass system, so grass spawning on props (like the mossy logs) works again.
  • GRAPHICS: Fixes for the visibility of the invisicrates and invisiplatforms (and them not being included in the shadow map).
  • GRAPHICS: Fix for wave height in Sheep Dip
  • KART RACING: Fixes to the chance for AI racers to take the shortcuts. Larger chance to take a shortcut, the further behind you they are, and reduced chance to do it, if they are close to you.
  • KART RACING: Simplified the rubberbanding code and made some changes so that their catch-up is less aggressive, depending on the situation.
  • LEADERBOARDS: Don't post a race result to the leaderboard unless it's better than the default time (10 mins).
  • LEADERBOARDS: Display Race times display as m:ss.cc; game completion times display as d:hh:mm:ss
  • MISC: Added some logging to an achievement that isn't unlocking for some users.
  • MEMORY: Fixes for a variety of memory leaks.
  • PERFORMANCE: Fixes for load-hitches as new data streams in.
  • UI: Removed the word "Loading" from the loading screen (TY logo with animated rings). Linds personal note - Have hated that being there since the original release, where it had to be there for TRC requirements.


WHAT'S NEXT


At the moment, the plans for next work include:
  • LEVELS: Continued level prop placement improvements.
  • PERFORMANCE: Rewrite of the grass system to improve performance.
  • UI: New shop UI art implementation.

As per normal; please let us know any problems, and enjoy!

Linds