Ready or Not

Ready or Not Dev Tracker




17 Feb

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Controller plugged in?   

What screen mode are you using? Borderless windowed / fullscreen? Try switching to fullscreen if on borderless 

Try… Switching the USB slot your keyboard is using? Weird issue, haven’t heard of it yet


13 Feb

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Originally posted by fawgosh

One final question is what language are we going to be using?
Do you guys think BepinEx will be implemented for dotNet scripts or any other method of code that's done in C#?

Thanks for any response.

I'd have to ask my TD, but I assume what UE4 uses, which is C++.

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Originally posted by Yoda2000675

Wait, you mean judges don’t actually storm into gang raids with SWAT teams?

brb making gavel dlc

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There's a bit of backstory detail to the mission which was quite hard to tell in-game, so ultimately we left it open. A major goal for the level was to keep it quite vague, not pointing to any specific rationale. You might pick up on some different reasons from the various shooters' voice lines, but we wanted to avoid saying "this is the reason shootings happen", pointing to any specific motive. In fact; Albert, Chase, and Archie (the three shooters within the narrative) all have their own reasons for committing the WCC Shooting, but it's steeped in so much backstory and internal conflict that pretty much none of what we wrote was able to make it into the game given how we present situations to the player from the SWAT perspective.

It's an unfortunate side effect of the game we've produced: as a member of a tactical team, your job isn't to know the why, it's knowing the "what". In a lot of briefings I was supplied with from real teams, they never went into that,...

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09 Feb

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There are a few things here we'll be touching on for sure - but regarding the SDK: long-awaited for sure, it's on the books, we just want to make sure the SDK is incredibly extensive and all documentation is clear and easy to follow, hence why it didn't hit 1.0.

You'll be able to do a hell of a lot with it I hope, we have a heap of tools used to make guns do different things, and there's even an unused deadzone feature. I can see a lot of unique "gunplay overhaul" mods enter the fray, or even "ammo overhaul" mods too with the amount of stuff that can be done. We spent a huge amount of time working on the guns and building these tools out, so when it's in your hands -- man, I can't wait to see it!


28 Jan

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These tracks won't play in the bearcat anymore when loading - they were originally designed as loadout tracks / planning tracks way back in the day...

They'd only play for 10 seconds or so, and personally it felt disjointed, so we pulled em in favour of what you hear now. That being said, they might reappear somewhere in a later update.

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No nerfs, there’s a few voicelines that can play!


24 Jan

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Oh sh*t, who's that cheeky fulla


23 Jan

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Generally the technical audio talk does a pretty good job of that - oh you mean THAT kind of clearing


12 Jan

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Originally posted by AgingLemon

The game occasionally bugs out on me with stuck movement keys and I have spam my right mouse button to bring up the sights. This happened to me deep in Greased Palms and Neon Tomb. 

Is your screen mode fullscreen? If not, try switching over to it. Really odd UE4 issue where inputs can hang on screen modes other than fullscreen


07 Jan

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The knock knock song should be playing in an alleyway close to the alley spawn… But we’ll do some additional investigation and “fix” if needed


05 Jan

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Originally posted by Varsity_Reviews

How is the soundtrack still copy right but the movie isn’t?

Just reading the wiki page for it, it looks like because they (accidentally?) omitted adding a copyright notice somewhere during the film’s runtime, essentially making it public domain the second it released

Now the soundtrack is a different story, because it was copyrighted by a key contributor or their estate, that remains protected outside of the context of the movie.

So technically, we could’ve used the original soundtrack, but just playing it safe 😉

https://en.m.wikipedia.org/wiki/Charade_(1963_film)

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Are you launching the game using DX11 or DX12?

What are your specs exactly… Now I’m curious

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Charade (1963)

And fun fact - the movie itself is public domain, however the soundtrack is not! We actually had to do some clever editing to add in something non-copyrighted behind the dialogue.


03 Jan

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Does the issue persist without the mod?

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Average VOID sound team mixing room experience


01 Jan

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Did you do a full reinstall for the update or just an update? Running on steam deck over here no sweat - be sure to use DX11 when launching

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Originally posted by nitrogency

For me this seems to cap my fps to 30. Also using linux+nvidia. Maybe this is a DX11 problem for me?

Possibly due to Vsync settings listed, I’m no pro with em so try disabling (sound guy posts) (he doesn’t know about graphics)


29 Dec

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Originally posted by Excellent_Quit_3342

Sorry for delay, holiday time and away from computer quite a bit - how much space do you have on your HDD?

A lot of the sound issues you're having seem like it's tied to poor write/streaming speed, especially if the sound is completely cutting out as shown

Can you also check %LOCALAPPDATA%\ReadyOrNot\Saved\Demos\ and see how big the folder is? Try setting it to read only for now to prevent further replays from saving, it may be filling up your drive causing issues


22 Dec

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Originally posted by daonpizdamasii

At least we know that they're here.

Thanks, appreciate the support. We do read the subreddit and take in feedback - I’m just one guy and can’t speak on behalf of the company. Sometimes it’s cool to just hang out and talk sh*t with the community