Hi Fellow Game Makers,
Today we announce the release of V1.133 which you will get automatically through the Steam update process. Here are the changes for this update:
* Optimized entity loops to favor dynamic elements (do static entities need loop and animloop functionalities)
* Limited DarkAI to only control AI bots within a 2000 unit range (only AI bots within game play area matter)
* Improved occluder with predictive occlusion (marches in advance of player motion) - stops disappearing walls
* Fixed bug which stops updating lightray render when terrain is hidden (F11 terrain off mode)
* Added secret backdoor password for Restricted Content Mode (9119 unlocks restricted content mode)
* When playing video in standalone executable, left click now ends the video as designed
* When video playback is stopped, the sound is also stopped (used to carry on to the end)
* When play video in standalone, on exiting video, no longer shows low FPS warning
* Added new END COLLISION field to entity properties; can now switch off collision of ragdolls
* Added new OCCLUDER and OCCLUDEE fields in properties to control per-entity occlusion states
* Added new SKYSHADER and SKYSCROLLSHADER fields to SKYSPEC.TXT file to allow custom sky shaders
* Added new LUA command "SetPlayerRun(x)" where a value of zero in X will disable player ability to run (SHIFT)
* Added 12 new Zombie sound effects to "audiobank\zombies" to improve 'repetitiveness of current audio'
* Added 3 new sound slots to all entity properties (Sound2, Sound3 and Sound4) for more LUA opportunities
* Fixed issue which prevented SOUNDSET slot to be used by regular non-voice sound file
* Updated AI_FASTZOMBIE, AI_ZOMBIEWALK and AI_ZOMBIEWALK3 to use new Zombie sounds
* Fixed MAJOR LUA script issue which would call _init 'BEFORE' preparing g_Entity structure
* Improved AI_FASTZOMBIE to fix issue of roar responding to sound but not chasing the player afterwards
* Further improved AI_FASTZOMBIE to increase ferocity of attack and manouvers - a taste of better AI
* Added new field to FPE called 'endcollision' which when set to zero will disable collision of ragdolls
* Fixed issue of camera locked third person locking onto itself when firing fireball
* Fixed lua_setfreezepositionXYZ and lua_setfreezepositionAXYZ commands to use floats (not ints)
* NOTE: You can use 'ignorematerial = 1' in GUNSPEC file to hide the decal impact from weapons fire
* Fixed issue of third person weapon not activating when move from level 1 to level 2
* Ensured lightmapper updated with new entityelement/profile data structures
* Added the following new LUA commands for attribute control of any in-game weapon:
* GetWeaponSlot: GetWeaponSlot ( index ) -- Gets WeaponID from slot, index is 1 through 10
* GetWeaponID: GetWeaponID ( GunNameString ) -- Gets WeaponID associated with current GunNameString
* GetEntityWeaponID: GetEntityWeaponID ( e ) -- Gets the WeaponID associated with the entity specified
* SetWeaponDamage: SetWeaponDamage ( WeaponID, FireModeIndex, Value ) -- Sets damage value of weapon
* SetWeaponAccuracy: SetWeaponAccuracy ( WeaponID, FireModeIndex, Value ) -- Sets accuracy value of weapon
* SetWeaponReloadQuantity: SetWeaponReloadQuantity ( WeaponID, FireModeIndex, Value ) -- Sets reload quantity value of weapon
* SetWeaponFireIterations: SetWeaponFireIterations ( WeaponID, FireModeIndex, Value ) -- Sets shot iterations value of weapon
* SetWeaponRange: SetWeaponRange ( WeaponID, FireModeIndex, Value ) -- Sets range value of weapon
* SetWeaponDropoff: SetWeaponDropoff ( WeaponID, FireModeIndex, Value ) -- Sets dropoff value of weapon
* SetWeaponSpotLighting: SetWeaponSpotLighting ( WeaponID, FireModeIndex, Value ) -- Sets whether weapon uses spot light effect
* GetWeaponDamage: Value = GetWeaponDamage ( WeaponID, FireModeIndex ) -- Get damage value of weapon
* GetWeaponAccuracy: Value = GetWeaponAccuracy ( WeaponID, FireModeIndex ) -- Get accuracy value of weapon
* GetWeaponReloadQuantity: Value = GetWeaponReloadQuantity ( WeaponID, FireModeIndex ) -- Get reload quantity value of weapon
* GetWeaponFireIterations: Value = GetWeaponFireIterations ( WeaponID, FireModeIndex ) -- Get shot iterations value of weapon
* GetWeaponRange: Value = GetWeaponRange ( WeaponID, FireModeIndex ) -- Get range value of weapon
* GetWeaponDropoff: Value = GetWeaponDropoff ( WeaponID, FireModeIndex ) -- Get dropoff value of weapon
* GetWeaponSpotLighting: Value = GetWeaponSpotLighting ( WeaponID, FireModeIndex ) -- Get whether weapon uses spot light effect
* Added legacy terrain generation system when select NEW RANDOM LEVEL from FILE menu (by popular request)
* NOTE: Further increased terrain randomness by changing old fixed range (6) to new (5+Random(4)) for better choices
* Fixed issue of game running slower after a saved game reload
* Updated Classic Character Scripts (from expansion pack) thanks to SmallG's scipting talents!
* Prevented sky messing up when save standalone (removed auto NIGHT export for now)
* Now saves out textures from internal ELEPROF and parent ELEPROF data (MMS level textures)
* Shifted 'graphicsmediumgrass=high' and 'graphicshighgrass=highest' for better default export in SETUP.INI
* Added code to TITLE.LUA to reinstate the auto-title-music feature, just add TITLE.OGG to DEFAULT folder
* Fixed issue of distant path-based AI bots stuttering by allowing ALWAYS ACTIVE flag to work within AI system
* Also increased AI deactivation range so that the stutter is never seen (3000 now same as GG range disabler)
* Improved random terrain generator to create good balance of flats and hills (more like legacy system)
* Fixed issue of DOF not working when SAO is zero
* Added support for per entity specular modulation, specified as a percentage of the global specular setting
* NOTE: Above feature can overexpose specular for cool metallic effects on entities of your choice!
* Fixed issue causing some characters (zombies no ragdoll) to get hit/headhot and not use fall animation
* Added code to character physics vertical positioning so AI like Clown Zombies find the Asylum floor
* Improved constants (TIME,SINTIME,DELTATIME) passed into shader so they use PerformanceCounter precision
* NOTE: The above affects sky scroll shader, grass animation, anything that uses timer for shaders
* Extended higher precision timing code to physics update for triple-figure FPS fidelity
* Extended higher precision timing further to include time slicing logic for all in-game logic
* Solved the slight jerkiness when mouselooking quickly - now SMOOTH AS DATA'S BOTTOM - Oh yeah!
* Fixed issue of SAO = Zero triggering SAO shader instead of BLOOM shader in recent beta fix
* Changed defaults in VISUALS.INI to HIGHEST by default - improve first impressions of GameGuru
I hope you enjoy the improvements and focus now shifts to completing the Easy Building Editor and final beta testing steps. Thanks for your patience, and I hope you enjoy the above update!
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM