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Post Posted: 30 Sep 2012, 01:06
A small sample of changes and fixes-----------------------------------Renderer:- Added windowed mode- Added single display mode option - no resolution change between menus and game- Added ingame support for all common resolutions, including widescreen- Added support for 32-bit color- Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit- Added UI framerate cap option to avoid GPU fan spinning up in UI- Added DDS/PNG image support- Added full 24/32-bit TGA/BMP image support- Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7- Animated texture rate can now be specified via a material file for that texture- Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polysGeneral:- Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required- Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)- Added "head_bob" config var to control amount of head bob- Added mousewheel support to options menu- Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)- Fixed sound cap per schema type bug and upped max sound channels to 48- Changed screenshot output format to BMP and also added support for PNG screenshots- Changed mouselook sensitivity to be resolution independent- Added check to avoid trying to open files with reserved system name like com ports- AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.- Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces- Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)- Fixed star rendering- Added "log_player_pos" command that dumps current player pos to log file (when enabled)- Added the ability to detach from ladders by crouching- Improved mantling a bit and added optional new mantling algorithm with lower failure rate- Fixed a bug which limited number of sound channels to 16 even if more were selected- Fixed a bug that sometimes caused doors to float away into infinity- Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)- Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)- Added "fixed_star_size" option for resolution independent star size- Fixed some bugs when attaching to a ladder from water.- AIs who are facing very close to a wall will no longer turn to face south when the game begins- Health bar drawing adjusted in widescreen- Added option to fix arm rendering- Added AA to rendering of loadout screen items- Fixed pickpocket count bug that would always show 1 more maximum pickpocket than there actually was.- Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)- Added option to left-align map notes text- Made navigation of map/objectives screen a little bit more in-game friendly (screen can also be closed with space, arrow key navigation and return to switch map/obj)DromEd:- Lightmaps are now properly displayed in the editor 3D view- Added support for HW rendering in editor viewports- Increased the maximum number of visible on-screen terrain polies from 1024 to 20480- Increased the maximum number of visible on-screen objects from 128 to 1280- Added some safety checks to object scaling operations to prevent objects with 1.#INF scale- Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.- Prevented a crash if you apply a model of one creature type to an object assigned a different creature type- Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.- Integrated csgmerge tool into editor exe- Added support for 32-bit lightmaps- Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission- Fixed a bug where the game would crash when deleting a large multibrush- Added fallback check to find Motiondb.bin in resource paths- Fixed resource lock errors when loading TGA images (for object textures and distance art)- Fixed solo view editor issues when going back to edit mode from game mode- Added ability to change the brush colors in DromEd via values in DromEd.cfg.- Added light-based transparency property- Added ability to enable/disable eye zoom in Thief 2- Vast improvements to editor dialogs, including crash fixes and improved functionality- Increased brush limit from 7068 to 16384- Increased rooms limit from 1024 to 4096- Increased ambient sound limit from 256 to 1024- Increased cell limit from 28672 to 32760- Increased the maximum number of sides in a cylinder from 10 to 26.- Increased automap location limit from 64 to 256 locations per page- The texture rotation control can now interpret negative values- Fixed a crash while generating reports- Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another- Added new Windows-style texture palette (which also supports more than 256 textures)- Added support for all editor window sizes- Added Pendulum (/sinusoidal) curve type to tweqs- Added DetailAttachement link type- Added Distance Alpha property- Added Bitmap Color property for custom modulation color on bitmap objects- Added "Face camera (axial)" setting to Bitmap Worldspace- Added color param, additive blending and spotlight cone falloff support to coronas- Added "Editor Comments" property- Added "show_vhots" command for debug visuals of vhot placement and numbering on objects- Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links- Added the ability to place graphical decals on book pages- Corpses with Contains links no longer count as pickpockets- The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.- The stimulus on existing receptrons can now be changed- The intensity for sources is no longer reset when changing the propagator- The receptrons list now correctly shows the max intensity value for existing receptrons- Meshes can now be scaled with the Scale property- Scaled objects now cast properly scaled shadows- Objects can now obscure coronas- Bitmap Worldspace objects can now be locally lit- Precipitation will now collide with OBB objects as well as terrain- The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)- It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted- Added numeric keypad input support- DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038- Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views- Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging)- Increased the time range of Tweqs to 0-65535- The same property can no longer be added to an object multiple times- Fixed a crash when adding the Texture Anim Data property to a concrete object- See the included modders_notes.txt for more details on editor changes
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