Terraria Overhaul v5.0 BETA 5: Reverberating.
FIX1: Updated TML nightly build to use debug configuration (not sure why it was 'release'), fixed the mod's code injections crashing on TML release configuration. Redownload TML together with Overhaul.
Greetings. With this brand new beta, I've been having quite too much fun meddling with new features that were recently made possible by the long-awaited merge of TML's biggest GitHub pull request ever, one that:
- Moves the game from Mono & .NET Framework 4.5 to the .NET 5 runtime, automatically fixing unix-specific bugs and introducing C# 9.0;
- Moves the game from the XNA Framework to the FNA Framework;
- Makes the game 64-bit by default;
- Unifies all platform-specific releases into a single cross-platform executable;
- Merges the client and server executables into one to reduce size and developer hassles;
That's a lot. But, opportunity-wise, the most interesting point here for me is the second one. FNA, while being essentially just a rewrite & preservation project for XNA, introduces a somewhat hidden way of using reverb and low pass filtering (muffling) in audio. You might've heard that 1.3 Overhaul had those available for the unofficial 64-bit FNA tModLoader. However, as the feature had to be exclusive to an unofficial TML version, I didn't quite go full on with it back then. But now I have:
- The reverb, which was previously just based on the local player's depth in the world, is now completely dynamic and surroundings based;
- I've also introduced experimental sound occlusion, which will do 'line of sight' checks towards the player on every sound. Sounds quite good with giant worms;
- Being underwater will muffle sounds in a bit smoother way than before, and with a better sound playing;
- Explosions near the player will muffle out audio for a bit of time;
- I've introduced a completely new effect that will be heard when the local player is very low on health. It muffles out not just audio, but also music. And I think it adds a lot.
- TML has been updated to 188.8.131.52. Now on a vastly superior runtime and game framework, and is 64-bit. The nightly builds now work for Linux and Mac too!
5.0 BETA 5 FIX 1
- Fixed the mod's code injections crashing on TML release configuration.
5.0 BETA 5
- Reimplemented FNA audio processing, which, in <=4.X, was only available on unofficial TML versions.
- The reverb, which was previously just based on the local player's depth in the world, is now completely dynamic and surroundings based.
- Introduced experimental sound occlusion, which will do 'line of sight' checks towards the player on every sound. Sounds quite good with giant worms.
- Being underwater will muffle sounds in a bit smoother way than before, and with a better sound playing.
- Explosions near the player will muffle out audio for a bit of time.
- Introduced new low health effects. They muffle out not just audio, but also music. NOTE: Applying low-pass filtering to music requires Overhaul's music pack, or other music that comes from a resource pack or a mod.
- Nerfed health drops from enemies.
- Explosions' decals' alpha is now based on the guessed explosion power.
- Fixed the mod crashing on servers. Multiplayer is still quite unstable.
- Fixed #49 - Combat crosshair impulse triggered by all players.
- Fixed #46 - Crosshairs spread out when switching to gun after melee attacking.
- Hardcoded a fix for explosive bullets having too powerful effects.
- Not an official tModLoader Release or Beta.
- Always update tModLoader together with Overhaul.
- Video Tutorial by Nikonade
- Extract the contents of the zip file into a folder that is itself located next to Terraria. Example:
- To launch it, use
start-tModLoader.bat. Or the
.shscript, if you're on Linux or Mac.
- Extract the .tmod file from the zip into the following OS-specific directory: