- Bugfix Update & Server Browser - 15 September 2022
Good afternoon all! A bunch of changes in today's update, mainly focused on ease of entry for anyone who purchases the game in the future and wants to play without getting into a server. Now, the default "Play" option in the menu will spawn you into a solo roam map, let you roam around, collect weapons, items, etc, fight snakes, and generally get a feel for the game. In addition, the server browser has been fixed, so now anyone who wants to host their own server can, and it will appear in the in-game server browser. https://i.imgur.com/uQzlQiZ.jpg
- Steam Master Server Update - 3 May 2022
Hi all, It's been a while! This update migrates DTOv2 onto Unity 2020, and importantly adds in Steam Master Server support to replace the old Master Server. What does this mean? Well, now anyone can actually host their own server, and anyone else can join it. Here's what you'll need to do, if you want to host your own server: DMZ your router (google how to) Forward the port you're hosting your server on on your router (google how to) Disable windows firewall - Steam MS doesn't like this Get your public ip address, port, and put it into one of the server .bat files that comes in the same directory as DownToOne.exe - ie "SERVER_WORKS_STANDARD.bat" and replace the ip/port there with yours Double-click the bat to host your dedicated server Alternately, there's now an option to host your own private server (ie. LAN only) if you don't want to do that, and just want to explore the map when the…
- Down To One v2 Open Beta Testing - 11 April 2020
Happy Easter all! Some exciting news for anyone who has Down To One in their Steam library - the very first Beta servers for DTOv2 will be opening up today, available to anyone who has DTOv1. In approximately 12 hours from this post, you'll be able to jump in to a new, revamped Down To One experience, with some new features to look out for. Here's a quick TL;DR on how to play below: You now play in one of 3 teams - Blusec, Redsec, or Independent Secure a "home base" for your team by capturing an area's radio tower The team with the most players in the playable area will slowly gain capture points The team that ends up with 100 capture points will win the round The last 10 minutes of each round is a traditional Battle-Royale, fight to the death. As well as the new main game objective, there's a few new features for those that haven't played any of the previous DTOv2 betas, here's some of…
- December Status Update & DTOv2 Devblog 5 - 19 December 2018
2018 has just about wrapped up, so let’s take a look at what’s new since our last devblog, and where Down To One v2 will be kicking off next year! A change of pace One of the biggest changes to Down To One v2 will be the new “mode” that the game is played in. It’s not really a mode so much as a new game, as Down To One moves from a Battle-Royale esque, single life, solo concept to a team-based, competitive survival, King-Of-The-Hill. Specific changes include: There will be three teams that you can join in any round – RedSec, BluSec and Independent. Rounds will now target 60 minutes, or however long it takes for a team to reach 100 points. Each team is awarded points if they control the playable area, by having the most members inside of it. The last 3 minutes of each round will end how classic Down To One rounds finish, with the playable area closing in and respawns disabled, with the l…
- Better Beta - July Status Update & DTOv2 Devblog 4 - 21 July 2018
Down To One v2 is now in early stage Beta testing! With that out of the way, let's take a look at what you can expect if you're a beta tester, and how to join in and help make the most competitive Battle Royale shooter on PC! New Things Cloud-Saved progress is now a thing, with the (currently up & running) Master Server now home to your Perks, in-game Cash, and other preferences. This is a major piece of key infrastructure for DTOv2, so it needs as much testing as possible before release. The old system in DTOv1 used Google Sheets (yes, Google Sheets) for too many elements, which, obviously, was a bad idea. Ladders Ladders have now been reworked, and are considerably less janky than in Down To One v1. Now, when you are stationary, your characters' hands will use procedural animation to place themselves on the nearest rungs of the ladder, to make for a more immersive visual experience. D…
- Breaking Everything - Post-February Status Update & DTO 2.0 Devblog 3 - 4 March 2018
Hi All, It's time to take a look at what's been going on in #DTOv2 development since our last devblog in January! New Destruction System Since launch, the props around DTOs map have always felt a little bit flat. This is changing in 2.0, with an all-new networked destruction system. There currently is about 15 of the smaller props on the map that have the new destruction system added. Pared with the new item-placing system, you can build a fortification, and destroy it too! (It's a good reason to actually use grenades now as well) Variable Lean System What's an FPS in 2018 without a way to lean around corners? In Down To One 2.0, you'll now have the ability to lean as far around a corner as you need - to the exact degree. First Pre-Alpha Test We've hit a good milestone in the journey to 2.0, with the first (and second) pre-alpha test run in February. As always, there's still plenty more…
- Breaking Everything - Post-February Status Update & DTO 2.0 Devblog 3 - 4 March 2018
Hi All, It's time to take a look at what's been going on in #DTOv2 development since our last devblog in January! New Destruction System Since launch, the props around DTOs map have always felt a little bit flat. This is changing in 2.0, with an all-new networked destruction system. There currently is about 15 of the smaller props on the map that have the new destruction system added. Pared with the new item-placing system, you can build a fortification, and destroy it too! (It's a good reason to actually use grenades now as well) Variable Lean System What's an FPS in 2018 without a way to lean around corners? In Down To One 2.0, you'll now have the ability to lean as far around a corner as you need - to the exact degree. First Pre-Alpha Test We've hit a good milestone in the journey to 2.0, with the first (and second) pre-alpha test run in February. As always, there's still plenty more…
- Back To The Future - January Status Update & DTO 2.0 Devblog 2 - 26 January 2018
Hi All, It's time to take a look at what's been going on in #DTOv2 development since December! New lighting for all materials DTOv2 is taking a step back (to the future!) by reimplementing a feature from back when we used an older version of the engine. It's called the Cook-Torrance BRDF, and is what The Order 1866 uses, as well as early versions of DTO. The goal is not only to make DTO's visuals subtly different, but the Cook-Torrance BRDF also lends itself to increasing perceptual sharpness - a win/win in DTO! Here's a screenshot with added bonus, the new playable area ground-contact effect! Reworked Explosions Using a custom built particle shader that reacts to lighting (and won't get downgraded before release - it's high performance too) As well as explosions, many other particle effects have been reworked (old/new); Underground Areas Thanks to a recent poll on our discord server, u…
- Back To The Future - January Status Update & DTO 2.0 Devblog 2 - 26 January 2018
Hi All, It's time to take a look at what's been going on in #DTOv2 development since December! New lighting for all materials DTOv2 is taking a step back (to the future!) by reimplementing a feature from back when we used an older version of the engine. It's called the Cook-Torrance BRDF, and is what The Order 1866 uses, as well as early versions of DTO. The goal is not only to make DTO's visuals subtly different, but the Cook-Torrance BRDF also lends itself to increasing perceptual sharpness - a win/win in DTO! Here's a screenshot with added bonus, the new playable area ground-contact effect! Reworked Explosions Using a custom built particle shader that reacts to lighting (and won't get downgraded before release - it's high performance too) As well as explosions, many other particle effects have been reworked (old/new); Underground Areas Thanks to a recent poll on our discord server, u…
- Down To One 2.0 Discord Server - 2 October 2017
Hi All, We've got a new discord server up at https://discord.gg/HbbJXca for Down To One 2.0. In there you'll find frequent updates on development, and news as DTO2 gets closer. As a little update on what's been going on recently, the whole UI of Down To One is just about all migrated to Unity's new UI system, this will boost performance and make the UI look a lot cleaner, it also allows for cool stuff like the new scope texture zoom: Also in the works for 2.0 is some more documentation - check out the weapon stats of every weapon in Down To One here. If anyone would be interested in adding them to the Down To One Wikia, feel free as they are all official stats. For more updates on what's been happening in 2.0, join the official discord server now!
- Down To One 2.0 Discord Server - 2 October 2017
Hi All, We've got a new discord server up at https://discord.gg/HbbJXca for Down To One 2.0. In there you'll find frequent updates on development, and news as DTO2 gets closer. As a little update on what's been going on recently, the whole UI of Down To One is just about all migrated to Unity's new UI system, this will boost performance and make the UI look a lot cleaner, it also allows for cool stuff like the new scope texture zoom: Also in the works for 2.0 is some more documentation - check out the weapon stats of every weapon in Down To One here. If anyone would be interested in adding them to the Down To One Wikia, feel free as they are all official stats. For more updates on what's been happening in 2.0, join the official discord server now!
- New Server/Azure Platform Testing - 15 August 2017
Hi All, We have a new dedicated server up (just click the "Use Static Server" checkbox in the main menu to see it). This server will remain up permanently while we test an important component of Down To One v2.0 - using Microsoft Azure as a replacement to our old server hosting provider. If you would like to organize a community event, feel free to add me and the server can be customized to your needs. In 10 minutes from this post, if you would like to get together and have a game, I will be on the server doing a Q&A on Down To One 2.0. GLHF, -GoGo
- New Server/Azure Platform Testing - 15 August 2017
Hi All, We have a new dedicated server up (just click the "Use Static Server" checkbox in the main menu to see it). This server will remain up permanently while we test an important component of Down To One v2.0 - using Microsoft Azure as a replacement to our old server hosting provider. If you would like to organize a community event, feel free to add me and the server can be customized to your needs. In 10 minutes from this post, if you would like to get together and have a game, I will be on the server doing a Q&A on Down To One 2.0. GLHF, -GoGo
- DTO 2.0 Devblog 1 - A change of hands - 28 July 2017
DTO 2.0 Devblog 1 - A change of hands No! Down To One is not changing hands as you might be thinking, but this devblog details some of the changes I've been making to the various systems in DTO for its biggest overhaul yet, including graphics, viewmodel (including your hands!), and new main gamemode. Viewmodels in Unity One of the biggest issues with Down To One 1.0 is the characters hands. In DTO v1, I used a multi-camera setup, with a second camera that only renders the characters hands and weapon. The disadvantages of this: Post-Processing that relies on depth buffers (like Ambient Occlusion) doesn't work with a multi-cam setup without an incredible amount of hacks. Post-Processing on the second camera in general isn't plug-and-play, and required edits to shader code, which broke anytime any of my Post-Processing effects (like PRISM, the one I make) had to update. Extra overhead of r…
- DTO 2.0 Devblog 1 - A change of hands - 28 July 2017
DTO 2.0 Devblog 1 - A change of hands No! Down To One is not changing hands as you might be thinking, but this devblog details some of the changes I've been making to the various systems in DTO for its biggest overhaul yet, including graphics, viewmodel (including your hands!), and new main gamemode. Viewmodels in Unity One of the biggest issues with Down To One 1.0 is the characters hands. In DTO v1, I used a multi-camera setup, with a second camera that only renders the characters hands and weapon. The disadvantages of this: Post-Processing that relies on depth buffers (like Ambient Occlusion) doesn't work with a multi-cam setup without an incredible amount of hacks. Post-Processing on the second camera in general isn't plug-and-play, and required edits to shader code, which broke anytime any of my Post-Processing effects (like PRISM, the one I make) had to update. Extra overhead of r…
- DTO - Update Survey! - 2 February 2017
Hi All, Would you like to see an updated DTO? We need your input on what you think would make a great (major) update. Survey: https://www.surveymonkey.com/r/ZGKJZVR More news to come. :dtoDanger:
- DTO - Update Survey! - 2 February 2017
Hi All, Would you like to see an updated DTO? We need your input on what you think would make a great (major) update. Survey: https://www.surveymonkey.com/r/ZGKJZVR More news to come. ːdtoDangerː
- Update 1.2.1 and new Weekly Cup! - 20 June 2016
Hey Everyone, Today's minor patch fixes a few issues reported after yesterday's big 1.2 update, thanks to all those who reported them! Minor Changes Fixed F4/third person spectator mode always rendering the players gun Fixed movement animations not syncing Fixed loss of Post-Processing when swapping through players in spectator mode Fixed a bug which caused your body to be rendered in a weird position when spectating someone who moved close to your body Slightly reduced ambient light intensity Fixed on-hit effects not applying, and reduced brightness of desaturation effect Fixed smoke grenades being permanent Fixed animation sync bug with snakes Weekly Cup - Power Plays With a new update, comes a new weekly cup. Will the swathe of balance changes in DTO v1.2 dethrone the previous pros, or will we see Poncho continue his dominance? Anyone can play in the Down To One weekly cup, so if you…
- Update 1.2.1 and new Weekly Cup! - 20 June 2016
Hey Everyone, Today's minor patch fixes a few issues reported after yesterday's big 1.2 update, thanks to all those who reported them! Minor Changes Fixed F4/third person spectator mode always rendering the players gun Fixed movement animations not syncing Fixed loss of Post-Processing when swapping through players in spectator mode Fixed a bug which caused your body to be rendered in a weird position when spectating someone who moved close to your body Slightly reduced ambient light intensity Fixed on-hit effects not applying, and reduced brightness of desaturation effect Fixed smoke grenades being permanent Fixed animation sync bug with snakes Weekly Cup - Power Plays With a new update, comes a new weekly cup. Will the swathe of balance changes in DTO v1.2 dethrone the previous pros, or will we see Poncho continue his dominance? Anyone can play in the Down To One weekly cup, so if you…
- Update 1.2 - Civil Engineering - 19 June 2016
http://i.imgur.com/NOqcgJh.png Hey Everyone, It's time for the update you've all been waiting for! DTO v1.2 is without a doubt our biggest update yet, seeing full reworks to in-game visuals, performance, stats, an engine update, and plenty more. Read on for the full patchnotes. Major Changes Rendering rework -Previously, Down To One used a custom rendering setup to overcome a number of issues within Unity 4, and also made things like "hands-over-UI" possible. Since DTO is now running on the Unity 5.4 beta, we've been able to get rid of most of this custom, hacky code and replace it with cleaner, shorter methods that lead to less bugs, higher performance, and better visuals. New PostFX -Post-Processing isn't a term that everyone thinks of fondly, but DTO's newly updated PostFX pipeline, PRISM, has been built specifically for performance, and outperforms any other Post-Processing system f…