Anomaly RC19 wylądowało


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.

- 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

- 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.
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    lis 17, 2020 @ 14:39 pm

    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?

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