SamuZai
ondrejsvadlena
ondrejsvadlena

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BEWARE v012

Dear patrons, happy, and quite relieved, to be finally able to release v012! Thank you all very much for your patience.

If you want to jump straight into v012, here's the basics for this update:

* The caravan, the one with the drawing on the side, now has a proper purpose - it's still rudimentary now, but will make more sense within the game's story later on. When you enter a camping ground with the caravan attached it will be saved as the starting point, next time you load the game. So basically a checkpoint system.

There are currently four camping grounds spread over the map. I've placed specific road signs to help indicate their location.

You can detach the caravan by pressing "t" for 3 seconds. Beware that it is quite difficult to loose the enemies with it attached.

* Rather than to make an "easy-hard" slider, I thought it would be interesting to give you more control over the values that alter the AI's driving ability. In the pause menu there are now three parameters to tweak:

1) "Approach Limit": true if the enemy's approaching speed is greater than this value

2) "Distance Limit": true if the enemy's distance from us is smaller than this value

3) "Drift Limit": true if the enemy's sliding less than this value

if all 3 are true, then slow mode will kick in. If you want to disable slow mode completely, then you can set "Distance Limit" to 0. And if you want max slow mode, then set

1) Min

2) Max

3) Max

Oh, and also decreasing "Steering Assist" does increase overall difficulty.

I'm very much looking forward to your feedback and which settings meet your driving style :)

Now into the full details for v12 : Described in part in my last post "autumn info about the state of development", I've created the final Lada car & corporate design. There's a new tractor to populate the rural areas and a fitting agricultural trailer too. I've also created a new camping ground + surrounding area and dirt roads. The goons uniforms and gear are very early WIP. I also started work on the Dacia model.

But the real star of v012 is the driving AI. I have to admit that I've been extremely nervous about whether I would be able to achieve something at least comparable to the old driving model which used CarX and did not really simulate wet driving conditions. Since v011, the roads are more slippery, as they should be in that kind of weather, and the enemy cars are much heavier due to their passengers' load being properly taken into account. Adding the slower driving mode and making the fast mode faster was also a huge challenge. Definitely looking forward to all of your feedback and feelings.

Some aspects are still not satisfactory, for example the vehicular combat: the side ramming and pit maneuvers could be improved upon. On the other hand, the blocking is now more effective - if an enemy brakes in front of our car it will bring it to a halt, unlike in prior versions where you could bump them from behind.

It also does not help that my coding skills have gotten way better over all these years, so sometimes I almost felt like re-writing the whole thing... But in the end, I think there's now a solid foundation for all driving AI & physics setup. For v012 it's only the Lada & Dacia duo being represented, yet I hope it's enough quality over quantity to have some car chase fun for all of you :)

Other vehicle types will follow after I figure out more of the game's plot and what would make sense where. It's really exciting to have the whole map now and enemies and be able to start thinking and testing how everything could come together in a meaningful way - and that's what I'll also be doing after this v012 marathon. Possible upcoming tasks for the next updates are varied:

1) Proper realistic vision system to enable hiding (I've already started some work for that)

2) Adding the new driving AI to the refinery autonomous pokeys + final mode + textures.

3) Locomotion & animation for goons, kids & tourists.

4) Work on the game's audio - especially the car-related sounds.

I don't know yet.. 1) & 2) would  take less time, so maybe those.

Best wishes to all of you, and beware.

Ondrej

[EDIT 14.03.23]   v012c:

1)fixed missing AI waypoints inside refinery region

2)added shadow options to pause menu

*shadow distance: you can set at which distance shadows will appear

*shadow resolution: switch between low, medium and high shadow resolution

3) minor performance tweaks  The road from "demo terrain" to the bigger town & greenhouses is still too heavy on performance. I will have to delete some of the trees there for better perf.

[EDIT 27.03.23]

If you experience audio issues like cracking/popping, I have replaced the old v012c with a fixed one. It was caused by the low pass filter on the engine sound audio sources, especially during perf-intensive moments. To fix, I had to reduce the frequency cut-off of the audio effect. This means that the engine sound is now less muffled. It now sounds like in this video: https://www.youtube.com/watch?v=n0re0MqwFS8

Also reduced the intensity of the volumetric fog from the enemy cars headlights a bit.

To install, just delete the old v012c and download the new one. Your saved settings will be kept intact.

Comments

also may be add like i said before i reply restart menu option instead of having to go through registry editor , besides that idk why there are two cars i had both chasing me its slightly frustrating maybe put one on opposite side of map when you loose the first car or something, add more hiding or stealth like before, i remeber you used to be able to turn light off and go slow to sneak past, maybe add that back but have the second car be somewhere and come out after finding an important item or something.

Izzybearcos

some more suggestions or add ons i know previous version had enemies come out when stoppped or stuck with them can you add that back and maybe have that be a "death" or restart screen, add more animations to enemies when i accidentally ramed them on side it breaks emersion when seeing the on dude is stuck looking backwards and others dont respond or look at you.

Izzybearcos

maybe soulution or suggestion add restart button or menu option bc a few times i got stuck in mud or flipped over

Izzybearcos

Thank you :)

Ondrej Svadlena

It's possible - I did some amateur work on custom cursor shapes back then and it's probably buggy. This has been removed in all versions since v011

Ondrej Svadlena

Hello Ondrej, I have such a problem in the last region and in 79c I have a problem, when I die, my cursor disappears and I have to turn off the game and turn it on, am I the only one? thank you for answer

Jara kobra 11

Hi Ondrej, beware is best game driving horror I'm already looking forward to the full game Good job.

Jara kobra 11

same happened to me, i think its when you make to much noise with your car, cuz it is loud so they might hear it from the powerplant

davidtavares

Nice game, just 1 problem. On this v0.12 Versions there is no goon music, they just chase you with silence. I was in the trailer park but when i was about to exit i saw renault 12 goon car coming straight at me, I didnt even show my presence! Normally to get a car to chase you, you need to go the powerplant. Please fix it and do ur best!

davidtavares

Was just wondering, I have these cars that chase me even before passing the power plant. They look to have some sort of things attached to their roof and I can't lose them for the life of me. Is something wrong with my version, what is the purpose of these cars? I would end up having 2 or 3 of them only just passing the power plant for the first time.

Declan Woodger

Okay, that's what I suspected too. I'm just a little sorry that I can't do the mod without a VR set, even if it's just a little bit, but it might help some people.

Pixintendo

I tested it with my Rift S and had no rendering issues - so most probably due to running the VR version without a headset.

Ondrej Svadlena

Hey Ondrej. I tried running the VR version on desktop PC and monitor to try to implement my graphics mod, but something is wrong. The rear-view mirror renders well, but the main camera lacks the fog, the SSR does not work (I turn it on and off in vain), and the light sources are not good either, because a black aura appears instead of light. I don't know if this works well with the VR glasses, and if it's just some rendering order that might only display incorrectly on the monitor, or is there really something wrong with the main camera?

Pixintendo

I will go ahead and give those settings a try. I don't know if this is something you have planned, I found myself with alot of racing games trying to match my physical wheel with the ingame animation, might be a nice feature (auto adjust scale to match car steering lock) when you have animations all working and might be a good way of getting a smooth drive especially at high speeds. Now you are mentioning it I can recall seeing a heavy increase in fog in the city area before the greenhouses maybe I am recalling the old version wrong I will come back here if I find anything more concrete. All the best,

Not Me

Hi. I don't know which Beware dc you are talking about, could you write down its name or link it? If it is not a problem for you that I can only communicate with you in writing (I use a translator for English), then I think what you are asking can be solved. From what you have written here, I now think that you are doing Unity and modding at a higher level, if you were already able to do such things in it than replacing models. I also think it will be easiest if you implement my solutions in your mod. I thought it might be easiest to make a video of how I modify the original dll and inject my own script (it was a bit tricky to get it to work as I don't have access to the raw Unity project), of course you would also receive the finished scripts, I would only make the video so that you can see the changes more easily and you don't have to search blindly in the code. My code is not exactly ideal, maybe you can find a way to make it nicer and more optimal.

Pixintendo

Yes, after Last Region I switched to "Vehicle Physics Pro". The old physics plugin was only working up to Unity v5.5 (from 2015) and there was no steering wheel support. So complete migration to VPP, testing, new settings, etc... and this time a proper simulation of wet asphalt (before it was dry asphalt, which you could feel by the feel of the tires/steering). I'll probably still do some fine tuning as turning at low speeds does not feel quite satisfactory and is very sensitive at high speeds. I use 640 degrees on my thrustmaster 300 wheel, which I set up directly inside the thrustmaster setup app. For the pedals I don't know what could be the issue - but inside the game menu, when you select "steering wheel" from the input options, it says "be sure "combined pedals" option is disabled. For the fog, that's weird because the thickest fog should be at water level in the big lit greenhouses area. Definitely not in the starting area.

Ondrej Svadlena

hey pix, are you on the beware dc server? i've been messing with beware modding myself for a while and have been able to get some cool results. i've done a spedometer, made the car go way faster, even done some model replacement stuff, ive also enabled freecam and a proper 3rd person (about 3rd person, the camera controller standard keys gameobject that is usually disabled, i've found a way to reenable it and using it you can have proper 3rd person with also the option of switching to the other vehicles!), basically i wanted to incorperate your enhancments together with my own mods to make a kind of mega modpack but for v012 or v013

hl2jeep

In slow mode they will execute additional steering behavior to destabilize the car + be more sliding around corners. If they spin out too easily you can reduce the "drift limit" value to something below 5. you can see a comparison of both modes here: https://www.youtube.com/watch?v=sCRfTrW9120

Ondrej Svadlena

Sure, I'll try to be better at that. Never really took long pauses like for a month, but I had to stop work for sometimes a week or two, to regenerate - not only from BEWARE but from life itself. v011 and v012 were the most challenging updates ever + I had serious doubts if I would manage to pull it off. Really glad I could and looking forward to what lies ahead :)

Ondrej Svadlena

And you are not alone, there has been lots of people worrying. And aside from that, it is nice to hear from you Ondrej even if it is just as Kai said a simple "i've done nothing this month" or "I'm working on this or that but got nothing to show yet" just to keep us in the loop.

Erik Lundgren

Finally, I've published my graphics mod for v012_c, which now provides even more options for low budget configurations. I recommend it to everyone who cannot achieve an acceptable FPS number, but also to those who have approx. the basic version was unplayable until now. What has changed compared to the previous one: - I removed the dynamic resolution and instead made a decent solution where the game automatically makes available all supported resolutions for that monitor with all possible refresh rates. By default, the game will always start with the current resolution of the monitor (that is, the one you are currently using in Windows) and with the corresponding highest refresh rate. In order to avoid possible conflicts, I removed the original 'Resolution divider' option. - I added an option to reduce the vertical rendering. FPS can be gained with this, in return the view remains in native resolution, and if the lost field of view bothers you, you can always compensate for it by changing the FOV. I have to say that Beware is very playable even with black bars. - 'Potato' graphics mode. A special startup option that disables all existing cameras except the main camera (so the mirror won't work either) and all particle effects. I recommend it to those who have a really weak configuration. If you started the game with this mode, you can later manually turn off the cinematic effects by pressing G, reduce the resolution of the game, disable SSR, and also activate the black bars. Maybe by combining these methods you can finally make the game playable if you can't do it any other way. - In addition to the 'Exit Game' button, the 'Restart Map' is now also available. - You can choose from which checkpoint the game starts - Goons masks that can be switched on and off As usual, the mod is available on my YT channel (same as my Pateron name), as well as the detailed description for how to use it.

Pixintendo

Congratulations, I gotta try v012 later! I have been rather worried about your health and life than development progress. Please leave us messages more constantly ("I did nothing this month" is just fine) and that will make me really peaceful!

Kei Sigsegv

I confirmed in an earlier post that enemy cars can't be destroyed or chased off. So it's evade and hide for now.

Matt K

I think I can add the selection of different checkpoints on the start screen in the form of a mod. You just need to hold a predetermined key and click the Start button. Because I have already made a "potato" graphics mode, which can be activated by clicking the Start button while holding down the right mouse button. I can assign the other possible functions to the keyboard. In the Pause menu, there is already a functioning "Exit Game" and "Restart Map" button. I think it will be simpler than overwriting the Registry. :)

Pixintendo

Wow, first game on v012 resulted in an almost 40min long chase in the best way possible. Loving the new AI. And yes, please do check the PM.

Erik Lundgren

Is there a specific degrees of rotation I should be setting the wheel too? It feels quite sensitive even after using 720/900 degrees of rotation but I did notice there is no options for this in game I also noticed with most recent patches (mainly after last region) the car feels quite different in terms of turning, it seems the understeer effect if quite heavier compared to before and it's not so easy to drive the car quickly. Also the visibility in the start area is quite poor, heavy fog is this intended? There is also the problem that the pedals can effect the camera settings, for example when I pressed the brake pedal on g27 the camera would turn left (this would require me to unplug my wheel) if I wished to play on keyboard. All the best, Not Me

Not Me

i forget if enemy vehicles are able to be damaged and destroyed rather than evading and hiding

Orion Slate

Yes, the last updates are more in the technical pond.

Ondrej Svadlena

I hear you :) Good points

Ondrej Svadlena

Thanks Erik, the latest updates may feel somewhat technical - and not aligned with the freeminded artistic qualities you've referred to. I'll check your PM now :)

Ondrej Svadlena

Oh great! I drove off lamp hill away from the gravel road leading up, so I guess I just bypassed that bad guy and his trigger box (never saw him). I'll see if I can get the caravan back to one of the earlier camps to have a good chase area (Not a fan of the maze personally). Thanks again for the info!

Matt K

It's still heavily WIP so this might help a bit: wherever you start there is an enemy car lurking nearby - the trigger box is quite small so you can avoid or engage in pursuit if you wish: 1) Starting area: at the small power station 2) Second camp: at the gravel road T junction (behind the tractor & trailer 3) Ruin: down the gravel road from the ruin, behind a small building 3) Lamp hill: at the end of the gravel road descending from lamp hill I noticed a bug with the refineries - there are some missing waypoints so the AI will not follow in some places. Gonna post a fix soon.

Ondrej Svadlena

Thanks! I drove back to the starting peninsula from the refinery maze checkpoint (without the caravan), just to get into some chases with the AI, but I could not find the enemy cars. They had not returned to the starting point (dam, camp ground, etc). I assumed they had despawed. Should they be there? That's why Im looking for a reset. To get the AI cars back.

Matt K

Either drive back to the starting peninsula with the caravan attached - or - open "Registry Editor", navigate to HKEY_CURRENT_USER/SOFTWARE/OndrejSvadlena/BEWAREv011d, double click "CurrentCamp" and set value: 0 = start 1 = second camp 2 = ruin 3 = lamp hill camp

Ondrej Svadlena

Anyone know how to reset progress to start back at the beginning? I seem to remember R used to work in the pause menu. But doesn't seem to work in v012

Matt K

I'm a huge fan of beware, there's so much mystique and vibe, and the mood is amazing. I've enjoyed all versions you've released, I've gotten immersed into the weirdness and wonders of your universe, and I love it. There has been a few features I've been hoping for, like getting unstuck with your car, well I don't mind getting stuck but to force quit and restart has sometimes rendered me sad. I'm so excited to try v012. Downloading as I type. I sent you a PM just a few minutes ago, could you please consider replying to that?

Erik Lundgren

in both modes, the pursuers feel like they keep the same pace at chasing after you, but with slow mode the chases are shorter because the enemies make more mistakes, while the hard mode it takes much longer to throw them off. Personally I still really like the previous driving physics as they felt a bit more responsive, but ive warmed up to the new ones.

Ignat

you should make a special enemy that uses the fog to its advantage and try's to blind you with its headlights or a spotlight and make you crash or hit something or make you not realize you being hit. also you should make it so that the goons at the first dam are like the original goons and the other goons are like the elite goons with the gasmasks and like the jeep or the ANNOYING CAR THAT NEVER LEAVS YOU ALONE AFTER YOUVE CROSSED THE 2ND DAM like that (couldnt word it well sorry):

Jill Yonker

this game is ridiculously good for only like one person working on it but i want to ask you if you can keep the "WHAT THE HELL IS HAPPENING" sort of feeling like you don't know anything about anything that is what beware is and should be.

Jill Yonker

Thanks, it`s awessome! Btw: the executable name on the game window is still BEWAREv011d ;)

Alberto Dietrich

Thanks! Been having a lot of fun with it.

Matt K

Once they loose sight of you, they will patrol the part of the map where they last saw you - and eventually drive back to their starting position.

Ondrej Svadlena

This should get even better with the upcoming AI vision update. For now, they drive to our "last seen" position, and then carry on until the next intersection. I've prepared a system which detects the next intersection right away. The pokeys will be using an AI derived from the current one, with slow mode deactivated and possibly some improvements in precision and reaction speed.

Ondrej Svadlena

Fastest mode: 1)Approach Limit: max 2)Distance limit: 0 3)Drift Limit: min Slowest mode: 1)Approach Limit: min 2)Distance limit: max 3)Drift Limit: max

Ondrej Svadlena

Thank you!

Ondrej Svadlena

Thank you for testing Norbert! 1) Happy you enjoy the new driving AI + their settings :) 2) I'm just testing some ideas for the light colors. I thought all enemy cars (and locations) could have cold white headlights which would be in contrast to the warmer colored headlights of friendly vehicles. To some extent it reflects my feelings of warmth when I see an old sodium vapor lamp in contrast to the cold white LED streetlamps that replace them everywhere now. Maybe two distinct light temperatures for friendly & enemy is a bit too cheesy. We'll see. 3) Yes, I noticed that in editor I also get considerable slowdowns due to the sparks particles & scraping sounds. I'll take a deeper look at this. 4) No worries, music will be back - this was more concentrated on getting the driving basics perfected, so I temporarily removed the music to be less emotionally affected by it. Ha, well that's great to hear - as I'm doing my best to also appeal to people who don't necessarily like driving games.

Ondrej Svadlena

Thank you! :)

Ondrej Svadlena

I'm excited for the improved vision system! Great work Ondrej

crowstilskin

I'm not sure how goon tracking works, but I've been trying to get the goons away from the starting zone. I manage to lose them in the greenhouse mountains, I then returned for the caravan, but the goons arrived back at the campground just as I was hooked up the caravan. Perhaps they just return to the starting zone when they lose you? Or do they eventually track you down wherever you are?

Matt K

I'll have to work more on the mud simulation - it's not really that great. And I just tested the bumpiness while driving through mud and you're right, it's way too quick-bouncy.

Ondrej Svadlena

Hello Ondrej! I've been around for a while now, keeping track of your progress and what can I say, I'm very impressed. The only thing that worried me was that this project is somewhat dead and yet, here we are now :D I've already spent countless hours on the new version, let me share a few thoughts on it, if you don't mind: The new AI is just amazing! Played around with the settings, incredible results compared to previous versions. Can we have the yellowish headlights back please? Gave the vehicles that 90's feeling, now it just seems a bit off with the white lights. A more stiff camera that follows the cars movements would better simulate the weight of the car. The particle system gives me fps drops on every collision and it's a bit too shiny compared to the dark environment. The music was just as necessary to create the atmosphere that I fell in love with as the visuals, now it feels emptier. It's been amazing for me to find this project, never really been a fan of driving games before but you changed that! I wish you success in the future and looking forward to upcoming updates. Keep being awesome!

Norbert Szabó

Nice!, i've gotten better with unity, and this new ai seems facinating, im gunna try playing around with some of the values to see what effects i can get, in theory i can make the enemies drift like they're driving a AE86 lol

hl2jeep

amazing work man

TōkËtin

Turn Approach Limit all the way up, Distance Limit all the way down, and Drift Limit all the way down.

myth0genesis

how do you configure the AI sliders to trigger impossible mode?

Temporal Shade

Slow mode is that the AI will engage into a a steering behavior that will destabilize the car and make it slide and try to recover . Approach limit is a bit hard to describe - but in essence it's the speed at which the enemies are catching up to you. A positive approach speed means the enemy is getting closer. A negative value means you're gaining ground. Distance limit is what you have described in your post :)

Ondrej Svadlena

Damage is turned off -> set to minimal, for now so that tactic is not an option (yet). Best tip I can give is loose the goons before making your journey to the next camping ground. If you should get discovered along the way, i'd recommend detaching the caravan, loose the goons, and come back and re-attach.

Ondrej Svadlena

It would make sense but I'd have to get smart about how to implement it :)

Ondrej Svadlena

Hey Ondrej, could you consider adding TrackIR support ? It will considerably enhance the driving simulation for wheel users ;)

Goulevitch

Can you still "knock out" enemy AI? I assume the best tactic to move the caravan around is to knock out local AI, then proceed to the next section?

Matt K

Just to confirm the "slow mode". You can essentially decide at what distance/speed the AI starts to slow down ? So if I set Approach Limit to 20. That means that as soon as the AI is gaining on you at a rate greater than 20kph, it will enter slow down mode? And what is slow down mode? Just generally less quick and aggressive? Thanks!

Matt K

The car seems to get stuck more often (for example: at the trailer park in the beginning zone) and behaves also a bit "woinky". A car is a heavy thing and it feels and reacts a bit light like an rubber ball.

Sven

new AI feels smarter than previous versions, I like how they are better at memorizing the last location they saw you after losing sight of you (before they would tend to turn around or completely forget where you turned at certain intersections). Speaking of adding the new AI to the autonomous pokeys, will they be using the same AI as the goons or will they get their own AI with a different driving style to represent the vehicle being driven by a precise computer instead of a human?

Temporal Shade

Sweet when are you gonna add the tatra 613,aro and the second dacia if your planning to give it a unique paintjob and possibly more armor?

Jonathon Ring

After setting up the new animation system for NPCs :) Already started working on that.

Ondrej Svadlena

Yay! Happy Dance.

Sven

Well, the UV thing is weird. I could've sworn I didn't see the artifacts in the places where I'd seen them before, but I was busy frantically evading the goons, so I must admit the possibility that I may not have noticed it. I'll let you know how changing the distance limit works out for me, but I haven't played with the settings yet, because work and stuff :(

myth0genesis

The new pursuers vehicle physics are pretty cool when will you program them to get out the car to kill the player?

Jonathon Ring

Hmm, no, I've not fixed the road UVs issue - and thank you for your fix BTW. Just haven't managed to address that yet. Rain FX have been there for quite a while just not in v011. Or it broke somewhere along the way. I'll later add a position coordinates display, so it's easier to pinpoint the locations of troubles/bad perf. Good to hear about the AI skill. Have you tried setting "distance limit" to 0?

Ondrej Svadlena

Hello hello. Well, this update almost killed me, that's for sure :D

Ondrej Svadlena

Just drove around a bit with the AI's default values and I can honestly say I'm pretty happy with it! It's a pretty even match for my driving skill. Also, I noticed you fixed the UV artifacts on the roads (hope I was able to be of help there :)). The rain shader is off the chain! Now it responds to the car's velocity and it can get splashed with the backwash from the cars in front of you! It might have been a fluke, but I noticed a period of greatly impacted performance in a small suburb outside the small city in the first half of the map, though my virus scanner could have kicked in or something at that point. I'll take screen captures and relay system specs if it comes up again...

myth0genesis

holy shit he is alive lol hi dude

Nigel Russell


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