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Dark Interval Patch 1.1 Changelog

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Nov 3rd, 2017
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  1. ==================
  2. Engine/overall
  3. ==================
  4. - Fixed crash when picking up a medkit (battery, weapon, etc) with +use, then touching it
  5. - Fixed a similar crash when pickip up a brekable prop (glass bottle, jug, etc) and shattering it against an NPC
  6. - Fixed music volume defaulting to 0%
  7. - Added lipsync to all human characters
  8. - Closed caption language now defaults to Game UI language
  9. - Xen lightstalks and light fungi save/restore properly (previously would stop emitting light and reacting to player)
  10. - Weapon/ammo pickup icons disabled for crowbar, pistol, immolator and flaregun (since the player doesn't have the HEV suit at that point)
  11. - Plastic crates no longer turn completely transparent on pickup
  12. ==================
  13. Prologue
  14. ==================
  15. - Odell is unkillable
  16. - Combine soldiers don't drop their SMGs
  17. - No more crash on reaching autosave zone after Combine soldiers
  18. - Player clip in the intro segment now replaced with teleporting threshold area, also cannot peek through ice wall texture behind the ship
  19. - Engine room doors now give less trouble to the player trying to open them
  20. - Engine room zombies no longer get stuck in table or doors
  21. - In the same room, player clip had been largely shrinked back
  22. - Interactive steam valve now has proper collision with the player
  23. - Removed possibility of getting stuck inside doors during "phase cuts"
  24. - Odell's control panel no longer non-solid
  25. ==================
  26. Docks
  27. ==================
  28. - Player can no longer crawl under the security chekpoint and get to map border
  29. - Barney no longer gets stuck in the turret room, unable to play his dialogue (still needs full verification)
  30. ==================
  31. Industrial
  32. ==================
  33. - After the player passes through the Underground section, sky changes to more pale/dim colour, lessening the contrast between Industrial and Terminal skyboxes
  34. - Exit point of the Underground replaced with a ladder well (added detail)
  35. - Large smokestack model no longer disappears on certain camera angles
  36. - Player can no longer lock themselves out in the first stalker room (access tunnel hatch lock)
  37. - The TV set's glass properly attached to the TV itself, in the 'skeletons shack'
  38. - Various interactive elements on the map now accompanied by HUD pop-ups, to show that they are interactive
  39. - Added more light in factory access corridor and inside the garage
  40. ==================
  41. Terminal
  42. ==================
  43. - Citizens now react to the player (citizen responses, same as in HL2)
  44. - Trainstation doors now behave in a more proper manner
  45. - Barney monitor button is now single-use
  46. - The escape hatch to the service tunnel, and the following fade-to-black, are replaced with an actual hatch and newly designed passable tunnels
  47. - Door to the escape hatch now cannot be locked open by accident
  48. - Metrocops do get alarmed & become hostile if you encounter them after Barney have sent you to the service tunnel. This doesn't affect following levels (Consulcast, Arcade).
  49. ==================
  50. Construction
  51. ==================
  52. - Foreman sequences/interaction have hopefully, finally, been fixed.
  53. ==================
  54. Consulcast
  55. ==================
  56. - Breen statue no longer disappears from view udner certain camera angles
  57. - Citizen responses added, with some semi-new talk-back options for worker type citizens and apartament residents
  58. - One of the background skyscrapers retextured in a more sane manner
  59. - Rain soundscapes have been reworked, and is now less prone to being muted
  60. ==================
  61. Arcade Exterior
  62. ==================
  63. - Parade sounds no longer hang in the same place, and instead properly follow the marching soldiers
  64. ==================
  65. Arcade Interior
  66. ==================
  67. - Brush-based holo titles ("VERSUS", "HACKMAN") replaced with model props
  68. - HACKMAN mini-game camera no longer clips through tunnel walls
  69. - VERSUS mode now includes proper world models for the SMG and the shotgun
  70. - Fixed a bug where VERSUS static overlays never cleared from the screen
  71. - Added other HACKMAN players (citizens), with player shouts
  72. - Overhauled the 'behind the scenes' corridor
  73. ==================
  74. Radiostation
  75. ==================
  76. - Soundscape now properly triggers in the first area
  77. - Player navigation had been improved, including adding the breakable glass on the second floor of the apartament building, and reworking the wooden barricade set
  78. - Cafe doors now have more volume to them
  79. - Added more ambient tones in the underground section of the level
  80. ==================
  81. Subt
  82. ==================
  83. - Fixed red faces on the rounded catwalks
  84. - Fixed stretched xeno texture on the ground in the large tunnel, coupled with ground texture seam next to it
  85. - Added HUD hint related to the exit ladder
  86. ==================
  87. Lab
  88. ==================
  89. - Added gestures to the first scene sequence
  90. - After telepod malfunction, Kleiner's model switches to alternate skin, with cut/burnt face and burnt coat
  91. - In the same scene, Kleiner and Barney no longer talk through the radio channel (double voice bug)
  92. - HEV zoom function temporarily disabled, for the duration of the level
  93. - Player can no longer exit the lift shaft before it arrives, and break the sequence
  94. - Fixed untextured face inside the lift shaft
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