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Dark Interval patch notes

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Apr 24th, 2022
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  1. 24.04.2022
  2. A long, long, long overdue patch for Part 1.
  3. https://www.moddb.com/mods/dark-interval/downloads/dark-interval-12-update
  4. It's the same link as usual, but the archive has been replaced. Install it as usual. If you already have 1.2 installed, then better just delete it and install from scratch.
  5.  
  6. Apologies to everyone who played it recently! we couldn't have just told you to wait more.
  7. Mod DB
  8. Dark Interval 1.2 (Standalone) file
  9. IMPORTANT: This is STANDALONE. You don't need 1.1 version of the mod and you SHOULD install this as a separate mod. We're releasing a revamp update for Dark Interval: Part 1. This upgrades the first chapters of the mods, adds visual overhauls, improved...
  10. Dark Interval 1.2 (Standalone) file
  11. Changelog:
  12.  
  13. General fixes
  14. - sprites and spotlights no longer shine through objects and NPCs
  15. - numerous model paths replaced with Part 2 compliant paths, for future consistency
  16. - subtitles code is updated - .dat files no longer needed - can edit or add your own localisation with .txt alone
  17. - the game will try and enforce HDR by default - should fix fullbright maps that some people had
  18. - pre-HEV HUD added - you get it with the worker suit
  19. - filesize optimisation, over 300 mb worth of unused files and BSP bloat.
  20.  
  21. ch00_ship
  22. - The breakable glass 'puzzle' is made more intuitive now
  23. - worker zombies start panicking when ignited, which makes them easier to confront
  24. - fixed possible softlocking after getting the flaregun
  25. - improved pyrotechnic locker model
  26. - made more obvious which "box" you must put your flaregun in at the end of level.
  27.  
  28. ch00_docks
  29. - Barney's AI should no longer fail his scripting just because he was afraid of a random enemy somewhere
  30. - improved ground and water reflections a bit
  31. - tiny env improvements here and there
  32.  
  33. ch01_industrial
  34. - Player should no longer get stuck inside the immolator world model
  35. - the vort should no longer fail to interact with the immolator
  36. - improved performance in the underground section
  37. ch01_terminal
  38. - Fixed the oversight where the player could backtrack and see Barney's cam active on plaza monitors
  39. - small env improvements
  40.  
  41. ch01_construction
  42. - worker zombies start panicking when ignited, which makes them easier to confront
  43. - fixed potential sequence breaking near the end
  44.  
  45. ch01_consulcast
  46. - floating citizen now properly sits on his chair
  47. - fixed a floating shelf after the garage
  48. - improved map visuals
  49.  
  50. ch02_arcadeexterior
  51. - The parade has been optimised to improve performance and, hopefully, remove the crashing issue
  52. - the Ep2 shotgunner camo been replaced
  53. - the camo elites now carry sniper rifles instead of pulse rifles
  54.  
  55. ch02_arcadeinterior
  56. - fixed an issue with soundscapes not activating correctly
  57. - fixed an oversight which previously broke random small talk in citizens
  58.  
  59. ch02_subt
  60. - touched up geometry/clutter at the end of level for better player guidance
  61. - fixed water rendering issues
  62.  
  63. ch03_lab
  64. - Barney's pistol no longer simply disappears on map start, now it's taken away for a reason
  65. - HEV suit no longer clips through the small metal rest
  66. - Barney/Kleiner/Lab Asssitant subtitle colours changed for better contrast
  67.  
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