Kolejny patch do STALKER Anomaly przyniesie ze sobą szereg zmian, na które czekali gracze.
Anomaly to – subiektywnie – jedna z lepszych wariacji Call of Chernobyl, jaka się ukazała. Autorzy cały czas dodają coś nowego i choć wszyscy czekali na oficjalną zapowiedź wersji 1.6, najpierw dostaniemy kolejny patch do wersji 1.5.
O części nowości pisaliśmy już jakiś czas temu. Do najbardziej spektakularnych zmian należy PDA w 3D, ogólne odświeżenie wszystkich elementów interfejsu, czy usprawnione FXAA oraz oświetlenie i woda na DX8. Oprócz zmian w gameplayu, shaderach i wprowadzeniu nowych funkcji, kolejny patch do Anomaly wprowadzi całą masę fixów. Pełną listę macie poniżej.
------------------------------------------------ - UPDATE 5 PROGRESS ------------------------------------------------ Features: - 3D PDA - Companions wheel, with a new inventory management button when you aim at a companion - Companions trade UI is changed to match default inventory, with a support for take all/give all buttons - Improved Ecologists model variation. Mercs and Loners guiding Scientiest now wear something that represent Ecologists instead of having armours identical to their factions (effect will take on new Ecologists squads). - Players can insert batteries in devices even if they are equipped in slots, no need to put them in inventory again to do. - Inventory items highlight now works in all item containers (hovering on weapon shows supported parts/kits etc... even in trader/loot inventories) - Improved advanced video settings layout - Optimized and cleaned up data files to reduce total size, mostly by removing unused assets - Engine inventory is remade completely in lua, for full control over its functionality - 3D UI for RF and Anomaly detector Shaders: - Improved lighting and water on DX8 - Fixed skyburn on other renderes - Added simple subsurface scattering - Improved FXAA - changed SSDO loop for better performance - Updated visor reflection shader Gameplay: - Added new economy progression option: outfit drops. allowing playes to control how outfit drops happen with 3 choices (off / progressive / full) On "progressive" choice, outfits and helmets drop on corpses is related to their relative performance vs player's progression, preventing high end outfits from dropping on early games - Rare stashes funcionality is changed. They no longer appear in specified locations. Player has a chance to get one each time they complete a set of any tasks, reward includes a toolkit. - Damaged ammo types are removed from items pool, existing objects will be replaced with old version (still available in files) - When player gives a drugkit to a medic, player will have access to drugkit crafting at the workshop of local mechanic - Adjusted reward money multiplier for weapons fetch tasks, by reducibg the penlty of low conditions - PDA screen glitch effect on surges and psi-storms - You can scroll item containers way faster by holding LSHIFT, useful for big inventories - You can check item details even if they belong to NPCs - Experimental feature: stealth kills - Improved PDA, Dosimeter and RF Receiver models + improved 3D UI - Integrated Yim's Weapon Tweaks Fixes: - Fixed companions dead brain. Now they see, hear, fight and kick ass. - Fixed Azazel mode not working in Warfare - Aspirin's long battle with the table has finally ended. "No more!" said Aspirin. He spend his days standing since then. - Fixed an occasion with anomaly scanner task failing to get server object of one anomaly, leading the constant lag - Warfare random start will no longer spawn special character on new game - Dynamic anomalies won't be activated if they are close to player, preventing meme deaths - Fixed SIG 550, MP5, G3 ironsights not being fully visible - Artefacts spawn 1 meter above spawn point to avoid clipping under the terrain (reported anomaly was in Dead City - AW enterance) - Added keybinds to radio buttons and companion wheel - Fixed delivery tasks targeting task giver - Fixed fast travel not being available for Renegades/ISG/Sin (by SinDeviance) - Fixed Sin tasks to bring documents targeting wrong characters - Fixed some weapons having inaccurate weight with attached scopes and sights - Fixed Renegades patch not being usable as repair bonus - Fixed NPCs getting doubled mutant loot - Reduced hit impulse on kicking Tushkanos - Fixed Meeker not handling ordered Gauss Rifle - Fixed Heavy Repair Kit playing animation on opening - Forced Doc and delivery tasks targets to be able to talk in all occasions - Fixed Survival mode being available to pick with Story or Warfare mode, these 3 modes are not compatible with each others - Fixed stalkers reporting deaths they witnessed despite being far or in different areas - Fixed default settings for alot of options - Fixed NPCs shooting only once with the new weapons they acquire through looting - Player will be able to retreive their dropped weapons peacefully from companions - Fixed Dynamic news not having enough location pointers for few levels - Fixed npcs fake reporting stuff they don't actually see - Fixed 2 electro anomalies in pripyat, one of them is on the ferris wheel, that have massive hit range (change will take effect on a new game) - Fixed medical packages not giving accurate amount of items - NPCs won't loot outfits or helmets, and outfits exist already in their possess will drop in low condition - Fixed wrong precondition for drugkit task by Professor Kalancha - Fixed Hip taking any amount of ammo despite asking for 20 buckshots in her quest - Fixed some unique squads spawning many times as time goes - Fixed player being able to cook on extinguished campfires - Fixed crash with TOZ-34 Bizon happening upon switching ammo with no-buck shot upgrade installed - Fixed a crash happening with Wish Granter: Rich - Fixed a fetch task for Charon with wrong requirements - Fixed Savarog detector not sensing few types of springboards anomalies - Fixed attachments being missing from inventory sorter - Fixed inverted fire wound/explosion parameters for artefacts (awaiting engine bins) - Fixed possible crash when selling documents to Barkeep - Fixed artefact fetch task for Fanatic not taking artefact if it's inside a container - Fixed possible crashes in all sort of UI windows when hint window frame get resized to small number - Fixed possible crashes with scenario autosave (CoP leftover) - Fixed some model textures lacking mips - Fixed a logic error for X-16 Timer which prevented it from working properly - Fixed an Arena dialog where Arnie takes 4K RU for a burer fight when he says he wants 5K - Disguise will be unaffeced in Arena regardless of player's state to avoid a load of issues - Fixed desynced reload sound for Remignston700 and SR-25 - Massive text revision [Red Forest Cake] [Fritz] - Engine: fixed weapon scope upgrades being inverted and not saved properly - Adjusted sleep zones to be disabled if player is holding items in hand, allowing him to interact with other things around like taking items - Expanded action key range for campfire - Campfires now can be ignited only if player have matches or fire kit - Fix for wood plank in various maps - Fixed sectors in Pripyat Outskirts - Fixed a crash with dynamic news - Optimized artefact textures - Optimized some weapon textures - Fixed some crashes in Agroprom and Garbage - added "on_loot_monster_init" callback fired when mutant loot is generated by either player or npc - health bar showed object health at the time the hit happened but before damage was dealt - no more homing snorks, jump speed slightly faster to compensate - unload guns if key pressed and inventory is open - Fixed Mosin PU scope - moved rpg/rg6/m79 to weapon explosive in spawner - added smg category to debug spawner - fix missing gaslamp particles - Fixes and improvements for rain + wet surfaces - added debug command "toggle_all_talk" to enable talking to all npc regardless of their current state, only use sparingly (talk to doctor) and turn off again after use - fix items bought from random npc disappearing on level change - suits given in arena matches no longer work for disguise - Texture fixes for some Duty npcs - added "look_f" and "look_object_f" in beh logic to get target from function instead of static coordinates or story id or hardcoded objects - added "npc_on_eval_danger" callback to override danger detection - fix for stuck companions - added stealth headshots with silenced guns, too - Fixed eco gasmask - fix missing use button for sleepbag - fix missing use for tent - added a slider in game progression options to allow override minimum item condition to sell at traders - Exclude items from debug spawner that should not be listed - Fixed mechanics offering upgrades even if previous important upgrades are not installed - Fixed svd lynx crash on hovering the scope 10x upgrade - Fixed L85A2 scope - Fixed misaligned kobra crosshair texture - Lowered hud offsets for pistols and axe - Fixed a dialog bug that could cause "No available phrase to say" exceptions - Fixed some issues in dialog xml files - Fixed dialog issue in Operation Afterglow - Fix for inventory quick slots, double click no longer crashes but clears the slot instead - Added a faint background bar to the health bar to indicate how close to full health the player is - Fixed Pulse Anomaly not spawning and fixed a crash when it tries to hit the player - Fixed rare crash related to pda messages - Fixed crash with bounty tasks_bounty - Fixed a case where players can view and loot some animations items for NPCs - Fixed missing upgrades for L85A2 - Lowering/raising your weapon plays a camera animation, using the new actor_on_weapon_lower and actor_on_weapon_raise callbacks - You no longer hide your weapon when you talk with npcs, instead the weapon will be lowered - Stalkers will act normally if your weapon is lowered, instead of telling you to holster your weapon and aiming at you - Fixed Fnx45 holosight - Fixed slightly flickering digits on Dosimeter screen on R2-R4 - Actor effects fixes/improvements (mask wipe, headlamp, grenade quickthrow) - Fixed detector + zoomed in pistol - Added "fast" anim (if no weapon or detector is equipped) - removed 2d scopes on weapons that shouldn't have them - Wrong scope model on custom eotech m4a1 - Missing texture on ak74u with 1p29 scope - Scaled down eotech crosshair - All barska sights should use the same crosshair texture now - Fixed aug a1 holosight (crosshair was offset and too small) - Fixed static crosshair on FN2000 nimble - Fixed ak102 (barska) showing two crosshair dots - Fixed type63 4:3 aim hud offset - Fixed stash tasks not spawning quest item (on rare stashes) - Fixed radiation restoration for consumables showing + instead of - number sign - Improved walk blend anm by asnen - Safemode from/to animations by souvlaki - Tweaked blend anm layers speed/power a bit - Added device aim offsets for the new engine build - Changed burner hit type to light_burn to remove the stuck in burner meme - Added "anomaly_on_before_activate" and "burer_on_before_weapon_drop" callbacks - Added lowered hud offsets to the wpn hud editor - Tweaked actor crouch walk speed - Fixed crash on using "take all" button in inventory - No roaming military squads in Cordon upon starting a loner playthrough - Fixed a case of non-clickable ammo in traders inventory - Reduced tube damage for controllers to 50% - Fixed a task for Voronin not giving +rep on complete - Pressing ENTER on mutant loot UI will perform "loot all" action - Fixed ammo and companion wheels flickering on fast key press - Item picker will no longer start for items with no condition bar - When a bounty squad unregistered from alife - Updated NPC inventory cleaning scripts to adapt better code - Fixed inventory resetting scroll upon item changes - Fixed missing sound effect on equipping items - Fixed crash with package delivery tasks - Added scroll pad for item containers - F5 will refresh the inventory. Handy if you want to reset trading windows or invetory after moving items - Items cells and containers will adapt to any new change for shown items - drag/drop functionality is now accurate regardless of update time/delay - Fixed some mutant parts not being available to trade - Dragging an item and aiming at top/bottom side of the container will scroll it up and down automatically - heavy pockets achievement now actually makes trader offer you best items as said in description - rearranged some items in spawner - added more items to blacklist because cause crash if spawned or dropped or used or whatever - HUD indicators (boosters and warning elements) are remade and controlled by LUA for automated layout to take less space - Companions list on HUD is reworked (health bar + indicators on detecting enemies) - Improved the visibility of health and stamina bars - Rearranged HUD layout - HUD elements will hide/show properly on various occasions - Fixed vanilla scopes not showing properly on weapons - Fixed crashes on attach or detach from weapons - New script (actor_status.script) to gather info like current safe zone or actor stats like Sateinty - New global function to execute custom functions - More improvements to scripts localizations - Removed some empty upgrades - shaders.xr fix for shader version mismatch - destroyable wooden boxes now have their own texture - Fixed run blend animation being used for walking - Improved headlamp hand animation position - Disabled grenade quickthrow in cars - Added screen space collimator shader - Fixed crosshair textures not being centered - Added Item Picker: Items of same sections will stack to preserve inventory size. - Stats icons: when player having boost effect for one of the stats (positive or negative), related stat icon will play animation as an indicator - Fixed cases of engine inventory being started instead of lua inventory by a handful of exports - Quick access icons will be highlighted when player hover on booster item - Fixed custom highlighting not working on trade or loot mode - Fixed equipped items not being evaluated for trading in trade mode - Fixed repair button being active when an item has full condition - Equipped Artefacts will be automatically moved to ruck once player unequip their outfit - New 2 outfits stats: belt size and carry weight - Item cell sorting is improved to favorite important kind and condition - Fixed screwed up trading mode - Fixed headlamp automatically going off once it's on - Installing upgrades is switched to use safer engine function instead of packets - Player won't interact with a campfire if they are looking at a nearby object, like a stalker, to prevent overlapping with use key - Fixed an error message cause by death manager - Fixed outfit unequip animation playing in different time - Fixed offline combat targeting special squads - Fixed cases of HUD elements not hiding properly when GUI classes are shown (like dialog window) - ShoC encyclopedia notification instead of dynamic news version - Some other stuff like new functions for sending hud msg/notification/fade msg etc in actor_menu - Player stats icons will play animation (white/red fade) if related stat is boosted - Added Keybinds for sorter buttons - Added Icons shadow - Outfits will show 2 new stats (Belt slots and Carry Wight) - Updated and organized callbacks - More updates to scripts layout - xr_patch read values from alife.ltx, you can control min and max distance switching from there - All console command executing in scripts are directed to "_g.on_console_execute" - Removed unused scripts - Equal item cells will be sorted by alphaptic order to keep similar sections near each others - Reduced the delay on item info box - Fixed item spawner not showing section name on item info box - More updates to localization files - Fixed Sid and Forester not showing their inventories with the new inventory_upgrades - Fixed a crash when releasing an equipped item - Fixed progression settings in new game menu crashing the game, along with incorrent points - Fixed some classes not sending callback ("server_entity_on_unregister") - Improved the way scripts get speaking NPC, a global function is added for that: get_speaker() - Layered animations are implemented and used globally on item huds - implemented quick-throw grenade keybind, headlamp animations and single-handed gas-mask cleaning - Automated alife online distance switching - Added the following lua GUI classes (utils_ui.script): UICellItem, UICellContainer, UIInfoItem, UIInfoUpgr, UICellProperties, UIHint - Modified a lot of UI classes like item details and others to use rely on the new UI utilities classes like item cells - Ground work has been done for scripts for more independency, organaizing and less direct calls between scripts - lua_help.script is updated with new engine exports - Fixed AUG having wrong repair kit - Fixed Galil ACE21 + Acog scope having small zoom factor - Removed vid_restart from a few commands that don't need it - Added mblur checkbox - Changed shadow geom optimization to use a checkbox - Changed how brightness modifiers work for much better control, see (dynamic_weather_graphs.ltx) - Brightness option change now take effect in-game - r2_sun_lumscale_amb is no longer hardcoded in scripts, NV will use a special modifier now for lumscale boost - Fixed crash with RF Receiver - Players can insert batteries in devices even if they are equipped in slots, no need to put them in inventory again to do. - Inventory items highlight now works in all item containers (hovering on weapon shows supported parts/kits etc... even in trader/loot inventories) - Fixed Savarog detector not sensing few types of springboards anomalies - Fixed attachments being missing from inventory sorter - Fixed inverted fire wound/explosion parameters for artefacts - Fixed possible crash when selling documents to Barkeep - Fixed possible crashes in all sort of UI windows when hint window frame get resized to small number - Fixed possible crashes with scenario autosave - lua_help.script cleaning - PDA will be autohidden on travel to prevent issues with level changes UI - Fixed default settings for tonemap - PDA has low interia effect now - Cordon - fixes for missing geometry, improved foliage on bald hill near car park, fixed trees and foliage clipping through buildings - Jupiter - fixed floating geometry elements, fix to bad lightmaps, corrected sector assignment of meshes inside factory warehouses, fixes to sector/portal issues causing some of interiors dissapear at specific spots and angles, fixed missing sides in broken warehouse roof at factory warehouse. - Corrected many default settings (commands) - Improvements for advanced options settings, sun rays now are listed properly - Fixed some models lacking mips - Fixed crashes that can happen on UI that deal with items - Fixed Hip task for getting 12x70 ammo, it told player to return to her once he get any amount of ammo - New debug launcher button: change faction for target npc's squad - Included new exports in lua help, with some organizing to game object class - Fixed crash on Fake map that can be caused by guide job script - Fixed crash with companions wheel - Fixed artefact fetch task for Fanatic not taking artefact if it's inside a container - Added 3 more impossible stashes to blacklist ------------------------------------------------ - Technical changes ------------------------------------------------ Engine: - Added support for 21:9 ratio (_21.xml files can be added) - Added support for #include lines to use (for example) #include "w_*.ltx" to load all weapon config files - The log/console will no longer show the same line multiple times if it is spammed to the log multiple times (in a row - with no other text in between), instead it will only show the first line and the amount it was written in brackets - Removed rs_fullscreen, rs_borlderless and rs_refresh_60hz commands, Added rs_screenmode command to switch between windowed, borderless and fullscreen - Added actor-only dead body collision option to the g_dead_body_collision command - Screenshot key is no longer hardcoded to F12 when the main menu is open (still is when console is open) - Actor moving state export "level.actor_moving_state()" - Multi threaded sound prefetching. Always prefetch all sounds unless "-noprefetch" is used - TBB: Slightly faster HOM and textures loading - TBB: Particle performance improvements - xrSound: Don't crash on missing sound - Added support for custom inventory item cell textures ("icons_texture" in item section) - Added prefetching for individual textures or texture folders (requires textures.ltx in configs\prefetch folder) - Added "force_hide_detector" script function, useful for item animations and grenade quickthrow (or maybe quickmelee) - Moved ACTOR_FEEL_GRENADE and DEAD_BODY_COLLISION defines into console commands and improved dead body collision code to make toggling the command take effect on all dead bodies, not only newly "added" ones - Improved .ogm texture display (still not perfect but no more yellow tint) - Fixed cut off Dosimeter screen after using a veles detector - Fixed a bug in WeaponMagazined.cpp regarding firemode selection and cleaned up some code - Actor no longer hides their detector when talking to npcs - Important fix for player_hud (somehow got broken during merging commits) - Added ICU (for UTF-8 text support and conversion), included both static and shared libraries - NPC names are no longer stored in translated format, instead the game will save/load a name_*:lname_* string which will then be translated to the game's language upon loading a save/spawning an npc. (The names will only update translations on a new save but older saves are compatible nonetheless). - Changing the current localization now updates UIs, NPC names and the Discord integration strings - Added a few default values for commands - Added new console command types (CCC_Vector4, CCC_IVector3, CCC_IVector4) - Added new console command "g_crosshair_color" to change default crosshair color - Some improvements to the Discord integration - Discord Integration now displays Cyrillic text correctly - Added "timers_game" uniform for meatchunk (shader access to game/environment time) - Added FPS limiter (r__framelimit) - Changed most of the int commands into mask ones (support for on/off argument) - Player Hud overhaul (detectors no longer shift around when equipping a weapon + new hand animation system for script use) - Draw and holster sound support for throwables and the knife + throw sound for throwables - Added "power_critical" to inventory items, it determines at which battery charge they stop working (detectors/flashlight), default = 3% - Console command to turn off lens flare "r__lens_flares" - Game will now use Desktop resolution instead of 1024x768 on first launch - Added "mouse_sens_aim" command - Fixed inverted fire wound / explosion for artefacts parameters - Fixed PDA, campfires and sleep zones blocking the escape key in UIs - Screenshot mode is no longer hardcoded to png format, now there's a command "r_screnshot_mode" to switch between jpg, png and tga formats - Added Animation Blending/Movement layers support - Landing no longer resets the movement animation - Added another movement .anm type for ADS crouching - Added support for more than 6 material step, collide and breaking sounds. - #include "example_*.xml" includes can now be used in xml files to include multiple files - Missing script animation sections or lines should no longer crash the game, they will return a length of 0ms instead - Added custom device class "D_CUSTOM" - Non-1x1 item cells no longer crash if you use them from a quickuse slot - g_firepos no longer messes up melee weapon aim - Pressing the sprint key with crouch or walk toggle enabled will "unpress" those keys - Restored CustomZone particle optimizations, campfires and anomalies should no longer lose their particles despite being active - Material ID's greater than 4 can be used for shader stuff, still compatible with old thm files - PDA uses binoc third person animations and Weapon in safemode will now use NPCs lowered weapon idle animations - Added diffuse samplers into lighting blenders - Disabled q_sync_point by default, it can be enabled again using the "r2_qsync" console command - Fixed mouse4 - mouse8 buttons not working for most keybinds - Performance improvement in stalker path finding - Mouse keybinds should be working correctly now in demo_record if "m_b_redirect_input_to_level" is true - Fixed most cases of the cursor being clipped where it shouldn't - Improved borderless window mode - Added "smp_linear" to uber_deffer for another performance boost on details/grass - Added thumb rotation config settings for the PDA in case we use a different model/animations in the future - Esc key will now hide the PDA instead of opening the pause menu - Fixed crash when loading texture mip maps - Detectors/Devices no longer play no animation at all when the weapon is lowered - Shotgun no longer plays "anm_close" if it wasn't empty before reloading - Animation mixing for shotgun "anm_open" and rpg7 "anm_reload" - DiscordPresence fixes/improvements - Added console command to change the head bob factor - Added support for "volumetric_intensity_factor" and "volumetric_distance_factor" in weather configs + weather editor support - Re-enabled hardware yuv2rgb shader because software one didn't work on UI - Item names no longer show up randomly when holding a PDA without holding the use key - Added hud item support to bone_visible and set_bone_visible script functions - Fixed nearby items text with 3d pda - Added "g_3d_pda" command to switch between 2d and 3d pda - Safemode/lowered weapon improvements (blend anms for walk/sprint, switch animations), can sprint in safemode now - Burer StaminaHit will call the _G.CBurer_BeforeWeaponDropCallback callback to avoid weapon dropping by returning false - Burers, Poltergeists and Pseudogiants can no longer throw quest items around - Fixed "wrong animation index" spam - Force pda to not activate when moving it to the slot - Added support for texture2160 value for fonts (4k fonts) since vanilla fonts are too small for 4k displays - Devices now use their own aim offset to be compatible with different weapon offsets - Removed player_hud model pool since it clashed with the global model pool and caused crashes on exiting the game sometimes - Safemode no longer blocks most weapon actions, instead player will exit safemode and execute that action - Using wrong inputs in set_override_animation no longer freezes the script engine (why was there a NODEFAULT :O) - Fixed UI Dialogs with StopAnyMove() = false passing on ALL key inputs which led to strange behavior like sprint toggle being pressed twice - Removed sprint key hack from the pda ui since that bug is fixed now - Fixed fire key canceling empty reload animations - Fixed npcs being unable to reload if actor weapon is lowered - Added "adjust_hud_fov" setting to hud item sections which will make them auto adjust the hud_fov to look the same on all fov levels - Hud fov no longer updates for devices that aren't actually drawn - Fixed a crash if you draw the 3d pda in third person mode - Renamed the PlayEmptyClickAnm to a more universal sounding PlayBlendAnm for future use - Reverted to QPC FTimer code + OXR pause timer fixes, pause timer shouldn't cause any trouble now. - Changing a sound's pitch will now adjust its length to avoid sounds cutting out or having a pause at the end - All sounds will now adjust their pitch/speed to the current time_factor unless the "-sound_constant_speed" launch param is used - The game will now look for the commandline.txt in the working directory in case the exe is launched from somewhere else like through a debugger - Added hud adjust support for custom ui position/rotation - Removed the need for _16x9 animations for devices - Freelook fixes (PDA, missing arm parts, weird item scaling, head rotation, etc...) - Added bolt throw animations support for devices - Added "g_always_active" command to make the game keep running when focus is lost - Added hud_fov to the m_hud_params uniform - Added weapon safemode/lowered position - Weapon can be fired while sprinting or when in freelook mode and will fire in barrel direction, shooting will exit freelook - Some more animation/movement fixes, enabled blending where it should be enabled - All hud items use layered sound definitions now, added a few more sounds to WeaponMagazined, including actor/stereo sounds - All hud items use hud collision and inertia now - Lamps and Torches should return to their idle color now after flickering has stopped - Added fire point and shell point to hud adjust - Binoc fixes, should no longer show dead or out of fov objects (CoC) - Knife fixes, you can no longer do right click damage if you press both mouse buttons, left click attack no longer stops sprinting - Exported casting for a good amount of game object classes, which makes exports easier to expand in the future Scripts: - Added a new set of alife handlers to creating/releasing objects, all scripts are directed to rely on them for global logging and safe handling - Organized _G, and moved the most used utilities from other scripts into _G - m_data will automatically clean se_obj table from ids of unregistered server objects, this will avoid weird behaviour of new objects that take older IDs - Squad sections now new field "common" to determine if its a common squad, more reliable to deal with by scripts - Disabled companions list button inside PDA - All utils scripts are organized into "utils_*.script" files, each under its own purpose. Instead of having them in different random files - Added global temp table _EVENT to store and get values in global scope. Handy for scripts to pick up values without the need for callbacks or accessing other scripts (currently used for surge and psi-storms events) - Full revision for lua_help.script, now it mentions Anomaly engine exports - Added support for "actor_menu_inventory.CUIActorMenu_DonateCurrentItem" script function - Added script functions to move anomalies or change their attack range - Unified detectors/device code in CCustomDevice class, devices can use zoom animations now - Added support for custom script ui to devices - sound:play_no_feedback() can now change frequency as well - Added "hud_mode" property to script lights - Added a script function to UI Dialogs to toggle actor movement :AllowMovement(bool) - Added a second "set_override_animation" script function for monsters that uses id + index instead of animation name - Anomalies will send the "_G.CCustomZone_BeforeActivateCallback" callback before activating, returning false will stop the zone from activating and add the zone_ignore property to the object - Added "destroy_object" script function to safely destroy anomaly zones - Scripts can now read keystates and init key press/hold/release events - Added "set_position" function for script particle effects - Script can now adjust the PDA screen "glitch" factor using pda:set_psy_factor(0 - 1) and pda:psy_factor() to read it - Added 10 new custom keybinds - New exports for inventory owner (item management between bag, slots and ruck): iterate_ruck, iterate_belt, move_to_ruck, move_to_slot, move_to_belt - New exports for UIStatic xml class (custom textures rotation): EnableHeading, GetHeading, SetHeading, SetConstHeading, GetConstHeading - New export for CCustomOutfit and CHelmet to get bone protection - New exports for alife module: "objects", "get_children", "give_info", "disable_info" - get_movement_speed() script function now returns actual actor movement speed - Fixed npc object being nil in stalker and monster before hit callbacks - Added "script_light" and "script_glow" classes to spawn and manipulate script light sources - Added support for scripted static and skeleton wallmarks - inventory_for_each script function no longer skips untradable items - Added level.get_env_rads() function - Added support for inventory boxes in :object_id function - Added eOnWeaponLowered and eOnWeaponRaised callbacks - Added game.actor_lower_weapon(bool) script function - FS rescan_pathes script function - Added "game.world2ui()" script function to translate a world position into ui screenspace 2d pos - "bone_position" script function can now read bone positions of hud item models - StopShooting now calls FireEnd instead of just switching bWorking to false Debug mode: - Added a new option (debug error notifications). When enabled, it shows a notification on HUD if an error is logged - Added new alife handlers in _G, object creation/releasing in all scripts is directed to use them for full monitoring - More improvements for the debug mode - New debug launcher button: change faction for target npc's squad - Fixed crash on Fake map that can be caused by guide job script - Better callstack formatting - callstack function now has 2 parameters for print first stack only + return string instead of logging Changes since RC9: Game - Added 4k console and small hud fonts - Improved scope lens dirt texture - Fixed oversized holosights on r1/r2 - Fixed crashes related to pda messages - Added a faint background to the health bar - Fixed Pulse Anomaly not spawning and fixed a crash when it tries to hit the player - Fix npc holding of Mosin - Added Freelook keybind - Fixed inventory: can't attach silencers or GLs by drag/drop on equipped guns - Fixed inventory: doubled "detach scope" menus - Fixed inventory: disappearing guns/attachments after attaching/detaching - Experimental: attempt to reduce fps lag for grenade explosions Engine - Fixed crash that could sometimes happen with entity collisions - Fixed Discord integration crash with string conversion - Added console command to change the head bob factor - Fixed crash related to animation blending Changes since RC10 Game - You can detach attachments from weapons in loot mode for player and NPC bags - You can disassemble stuff in Loot mode (both for player and NPC bags) - Added Aim Sensitivity Slider - some RU string updates - Allow Movement with companion and ammo wheels - Escape and Use key can be used to close them - Companion wheel keybind can be used to close it again, similar to the ammo wheel Engine - Smoothed up Freelook - Slightly reduced cam speed when Freelook is active - Simplified CustomZone MoveScript function - Fixed crash if Weapon has a permanent scope but no "scope_texture" line
Nowa wersja jest już dostępna do pobrania – znajdziecie ją tutaj.
Po ukończeniu i wydaniu pełnej wersji 1.5, autorzy planują rozpocząć prace nad wersją 1.6.
Witam, szkoda że nie ma samego update, tylko mod zaktualizownay, s to w końcu prawie 17 GB. Może jak bym miał stałe łacze to bym nie płąkał, a tak mobilne 120 kb/s 😀 😀 😀