Anomaly RC19 przynosi sporo nowości, choć są to głównie poprawki optymalizacyjne. Niemniej jednak jeśli chcecie mieć najnowszą wersję moda, czas na aktualizację.
Anomaly to jeden z najpopularniejszych modów ostatnich lat i nic dziwnego – to największa obok Dead Air wariacja na temat Call of Chernobyl, która w ogromny sposób odmienia rozgrywkę. Wersja 1.5 znalazła uznanie wielu graczy, a wydana nie tak dawno RC18 tylko ugruntowała pozycję moda na „stalkerskim rynku”.
To oczywiście nie koniec – twórcy udostępnili dzisiaj nową aktualizację oznaczoną numerem RC19, a wraz z nią listę zmian. Nie znajdziemy tutaj żadnej rewolucji względem tego, co było w poprzednich wersjach, a głównie poprawki w kwestii optymalizacji i shaderów.
Pełnego changeloga znajdziecie poniżej (w języku angielskim), a Anomaly RC19 pobierzecie oczywiście z naszego katalogu.
Game - Removed gasmask_diffuse.ps shaders - Removed glass reflection shaders - New gasmask shaders - Updated gasmask textures for new system | Compressed with DXT3. - Fixed broken vertex position of water - Fixed few incorrect variable names, added screen_res constant to gasmask_common.h - Added PCSS shadow filterind (DX11/10), removed old GSC code for filters - Changed shadowmap filtering for volumetric lighting - Fast travel spot discovering now uses a callback instead of updating every 100ms - Hand should no longer change position when crouch-walking with an AS Val - Enabled debug prints for timer actions - might be helpful to find which calls break timers for level changing, artefact containers, ... - Freelook offset wasn't used for basic AS Val HUD - Removed "on_smart_terrain_visited" in favor of "actor_on_interaction" - Refresh UIs on changed resolution - Refresh Level Changer hints on changed resolution - Holding shift no longer blocks accessing inventory boxes - Restored old act_arm_berill texture instead of the tree bark skin - Text fixes, adjustments - Fixed name on enemy healthbar not showing if enemy was a mutant - Fixed entering code freezing inventory - Fixed numpads carrying over code from other ones - Now you can open doors by enetering code even before finding the corpse - Fixed not being able to pick up stuff without having an outfit equipped - Adjusted slider so it can pick only valid values, or fix console command to accept form 0.1 - Added new interactable encyclopaedia entries and supplied them with text - Fixed npc not using healing items - Entries now have images, also we have some more text tweaks. - More entries for Sin, more dialogue for generic NPCS, more text tweaks - NPC say healing line when they do mid combat - Removed a spam print, inverted move and donate in trading window and added a debug command - Improve the infamous Military Stalker note, sorted out weird lore on the knives, polished Voronin further and brought the Resistance tooltips more in line with how Anomaly works - Fixes, removed unused config lines, removed debug prints - Fixed losing hunting kit bug with first hip quest - Make punch drop item only if gun - New text translation and further text fixes - Added "squad_on_after_game_vertex_change" and "squad_on_after_level_change" callbacks - Fixed some shader related issues - Fixed some animation issues - Shooting the explosive barrels on darkscape bridge no longer cripples performance - Updated with latest psi changes - Added game.translate_string() for xr_eat_medkit chatter character community - Static hud_fov for the pda to avoid unreadable pda on high hud_fov settings - Removed physics from the workshop table to fix physics explosions caused by it - Added missing captures definition for hip's model - No message if npc too far to avoid spam of npc in combat far from player - Fix for weapon shading in R1 - Aslan now accepts duty patches for the lottery Engine - Allow level map screenshots on DX10/11 - No need to force fullscreen for level map screenshots - Added missing hud_mode to r3 and r4 lights and adjusted it to no longer use g_fov - Reworked script onbeforehit callbacks and added "weapon_id" to SHits, SHits can change the draftsman of onbeforehit callbacks now - Added _G.CActor__OnBeforePHCapture callback (comes with a bool that tells you if the visual you're trying to capture exists in [ph_capture_ visuals] - Adjusted "wpn_degradation" command min/max to 0.1 - 2.0 - Removed "adjust_hud_fov" field for hud items since it's no longer needed - Added "hud_fov" field for hud items to give them a specific hud_fov (useful for the pda) - PiP scopes no longer render in alt-aim or grenade launcher mode - Fixed :set_visual_name() - All hud items can make use of custom script ui now - Removed unused samplers from raindrops blender - Nightvision framework, tweaked on/off "switch" for gasmask/nightivsion effects - Added temp rendertarget of scene for SSR - Clean depth/stencil buffer every single frame to avoid ghosting.... - Added blur phase Info: Outputs full res, half res, quarter res, blurred image. Useful for NV/DOF - Added bloom phase for new pp_bloom - Updated gasmask renderphase - Updated pp_bloom renderphase - Updated blur renderphase - Updated depth of field renderphase - Updated raindrops renderphase - Updated nightvision renderphase - Changed grass culling mode - Updated vertex shaders for postprocessing blender - Added example of proper renderphase DX9-11.
Kurczę, coś sie porobiło z szybką podróżą.
Niby włączona, korzystałem z niej w poprzednich wersjach i wiem jak to robić, a tu nie działa.
Prawy przycisk myszy jest nieaktywny w trybie mapy z PDA. Jakieś pomysły jak to rozwiązać?