Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ==================
- Engine/overall
- ==================
- - Fixed crash when picking up a medkit (battery, weapon, etc) with +use, then touching it
- - Fixed a similar crash when pickip up a brekable prop (glass bottle, jug, etc) and shattering it against an NPC
- - Fixed music volume defaulting to 0%
- - Added lipsync to all human characters
- - Closed caption language now defaults to Game UI language
- - Xen lightstalks and light fungi save/restore properly (previously would stop emitting light and reacting to player)
- - Weapon/ammo pickup icons disabled for crowbar, pistol, immolator and flaregun (since the player doesn't have the HEV suit at that point)
- - Plastic crates no longer turn completely transparent on pickup
- ==================
- Prologue
- ==================
- - Odell is unkillable
- - Combine soldiers don't drop their SMGs
- - No more crash on reaching autosave zone after Combine soldiers
- - Player clip in the intro segment now replaced with teleporting threshold area, also cannot peek through ice wall texture behind the ship
- - Engine room doors now give less trouble to the player trying to open them
- - Engine room zombies no longer get stuck in table or doors
- - In the same room, player clip had been largely shrinked back
- - Interactive steam valve now has proper collision with the player
- - Removed possibility of getting stuck inside doors during "phase cuts"
- - Odell's control panel no longer non-solid
- ==================
- Docks
- ==================
- - Player can no longer crawl under the security chekpoint and get to map border
- - Barney no longer gets stuck in the turret room, unable to play his dialogue (still needs full verification)
- ==================
- Industrial
- ==================
- - After the player passes through the Underground section, sky changes to more pale/dim colour, lessening the contrast between Industrial and Terminal skyboxes
- - Exit point of the Underground replaced with a ladder well (added detail)
- - Large smokestack model no longer disappears on certain camera angles
- - Player can no longer lock themselves out in the first stalker room (access tunnel hatch lock)
- - The TV set's glass properly attached to the TV itself, in the 'skeletons shack'
- - Various interactive elements on the map now accompanied by HUD pop-ups, to show that they are interactive
- - Added more light in factory access corridor and inside the garage
- ==================
- Terminal
- ==================
- - Citizens now react to the player (citizen responses, same as in HL2)
- - Trainstation doors now behave in a more proper manner
- - Barney monitor button is now single-use
- - The escape hatch to the service tunnel, and the following fade-to-black, are replaced with an actual hatch and newly designed passable tunnels
- - Door to the escape hatch now cannot be locked open by accident
- - 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).
- ==================
- Construction
- ==================
- - Foreman sequences/interaction have hopefully, finally, been fixed.
- ==================
- Consulcast
- ==================
- - Breen statue no longer disappears from view udner certain camera angles
- - Citizen responses added, with some semi-new talk-back options for worker type citizens and apartament residents
- - One of the background skyscrapers retextured in a more sane manner
- - Rain soundscapes have been reworked, and is now less prone to being muted
- ==================
- Arcade Exterior
- ==================
- - Parade sounds no longer hang in the same place, and instead properly follow the marching soldiers
- ==================
- Arcade Interior
- ==================
- - Brush-based holo titles ("VERSUS", "HACKMAN") replaced with model props
- - HACKMAN mini-game camera no longer clips through tunnel walls
- - VERSUS mode now includes proper world models for the SMG and the shotgun
- - Fixed a bug where VERSUS static overlays never cleared from the screen
- - Added other HACKMAN players (citizens), with player shouts
- - Overhauled the 'behind the scenes' corridor
- ==================
- Radiostation
- ==================
- - Soundscape now properly triggers in the first area
- - Player navigation had been improved, including adding the breakable glass on the second floor of the apartament building, and reworking the wooden barricade set
- - Cafe doors now have more volume to them
- - Added more ambient tones in the underground section of the level
- ==================
- Subt
- ==================
- - Fixed red faces on the rounded catwalks
- - Fixed stretched xeno texture on the ground in the large tunnel, coupled with ground texture seam next to it
- - Added HUD hint related to the exit ladder
- ==================
- Lab
- ==================
- - Added gestures to the first scene sequence
- - After telepod malfunction, Kleiner's model switches to alternate skin, with cut/burnt face and burnt coat
- - In the same scene, Kleiner and Barney no longer talk through the radio channel (double voice bug)
- - HEV zoom function temporarily disabled, for the duration of the level
- - Player can no longer exit the lift shaft before it arrives, and break the sequence
- - Fixed untextured face inside the lift shaft
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement