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- 1.2.22:
- ~ tweaked visibility settings
- ~ lowered objects_per_update from 10 to 7
- = fixed issue with check_enemy_name and combat_ignore_cond not working properly
- ~ lowered chance to spawn info pdas
- + added info broker dialog to barman, freedom trader, monolith mechanic and mercenary trader
- = fix faction_controlled respawn issues
- = fixed missing info_callback in bind_stalker_ext.script
- = fix sultan bounty task
- = updated PDA map fix by Genion23:
- Trucks Cemetery
- - Map is now surrounded by forest
- - Distant buildings on the north part of the map are now shown.
- - Added a road and tunnel that connects the map with the bar (west).
- - Added a forest path that connects the map with the dark valley (south).
- - Added a forest path that connects the map with the army warehouses (north).
- Dark Valley
- - Now shows the new road leading north to trucks cemetery on the world map and HUD mini-map.
- Pripyat Plaza and Pripyat Outskirts
- - Pripyat Outskirts now has a riverbank on the east side.
- - Buildings of Pripyat Plaza and Pripyat Outskirts don't fade into each other anymore.
- - World map roads connect to the actual level map roads.
- Zaton
- - Added some of the surroundings from the Call of Pripyat world map.
- - Added a road that connects the map with Jupiter.
- - The road to the north now leads to the CNPP.
- Jupiter
- - Added some of the surroundings from the Call of Pripyat world map.
- - Added a road that connects the map with Zaton.
- Generators
- - Map better integrated into world map
- - PDA world map and HUD mini-map now show correct player position
- Dead City
- - PDA world map now shows correct player position
- - New bridge to the north that leads to Limansk
- - Better level map fading to avoid cut-off river to the north
- Radar
- - Level map now better shows the road to the south (less transparent) (now also on HUD mini-map)
- - South road on world map now connects better with level map road
- - Added a forest path that connects the map with the red forest (west)
- Army Warehouses
- - East road on world map now connects better with level map road
- Deserted Hospital
- - Added slight road to the east to make connection to CNPP more clear
- = levels\jupiter_underground: recompiled to fix a vanilla sector error
- ~ use enemy by id instead of reference for safety in heli_combat.script
- * Can now ask Sultan about his seating arrangement.
- + visibility threshold code for helicopter
- ~ more severe consequences for wishing all riches in the world. Traders no longer have supplies and can no longer use backpack stash
- ~ renamed zaton medic
- * trade_medic.ltx for all medics instead of multiple trade files
- + ammo_m209 added to supplies for traders
- ~ Made slight correction to a map name.
- = af3 menu accept button fix when not in game
- ~ moved agr_smat_terrain_4_4 stalker radio to Army Warehouses, as freedom radio (new all.spawn needed)
- ~ moved Sultan to DV bandit base (new all.spawn)
- ~ removed unnecessary psy zones in Stancia 1 and Stancia 2 to fix actor dying after disabling Brain Scorcher (will be missing in next all.spawn), modified base psy zones
- ~ removed unnecessary psy zones in SOC Pripyat to fix actor dying after disabling Brain Scorcher (will be missing in next all.spawn), modified base psy zone
- ~ removed unnecessary psy zones to fix actor dying after disabling Brain Scorcher (will be missing in next all.spawn)
- ~ goodwill reward for completing tasks increased from 5 to 10
- ~ Semenov now drops a bad_psy_helmet upon death if player is hostile as another option to get a psy helmet
- = fix relation error with actor_bandit/ecolog
- ~ death_manager.script story_id section accepts condition lists
- ~ mil_smart_terrain_7_10.ltx trade sim jobs
- + smart faction now set to actor's faction for conquer smart tasks if the smart is faction_controlled = true
- * Merge remote-tracking branch 'remotes/origin/faction_wars' into dev_build
- ~ changed invulnerable in logic for trader/mech in freedom base to check if base under faction war
- + can now hold down numpad8 to only show squads assigned to nearest smart on PDA while in debug mode
- + squads are forced online for faction_controlled smarts if they are contested.
- * bunch of smarts in military warehouses now allow stalker, freedom, duty, bandit and monolith
- + implementing changes for faction warfare
- - xr_box no longer use coc_treasure_manager.script
- + new game object exports (see wiki: https://github.com/revolucas/xray-16/wi ... of-Changes)
- phantom_set_enemy
- is_on_belt
- item_on_belt
- belt_count
- get_actor_max_weight
- set_actor_max_weight
- get_actor_max_walk_weight
- set_actor_max_walk_weight
- get_additional_max_weight
- set_additional_max_weight
- get_additional_max_walk_weight
- set_additional_max_walk_weight
- get_total_weight
- weight
- get_actor_jump_speed
- set_actor_jump_speed
- get_actor_sprint_koef
- set_actor_sprint_koef
- get_actor_run_coef
- set_actor_run_coef
- get_actor_runback_coef
- set_actor_runback_coef
- + ray_pick class export
- + linker option LargeAddressAware TRUE in global properties
- * console command snd_cache_size upper limit increased to 64 (kb)
- * console command snd_targets range set to 200 to 1000 (increase from 1 to 32)
- 1.2.2:
- = TC terrain fix from appro by lostalpharus1
- + better heli sounds by Genion23
- + bump and thm fixes by gridgt (http://ap-pro.ru/forum/0-0-1-42-28070?o3=1)
- = new all.spawn: another attempt to fix "Invalid vertex for object" crash in Rostok (linked graph points relocated again, one waypoint moved better within ai map near crash site)
- = fix for Trucks Cemetery PDA map
- = fix !(get_health() > 0.0f & & get_killer_id() != u15(-1)) (New xrGame.dll)
- + added game_object:phantom_set_enemy(game_object) (New xrGame.dll)
- ~ stalker and killer neutral. cksy and killer neutral
- ~ ignore give_task when section doesn't exist
- = self.enemy_position crash fix
- ~ lowered repair cost factor
- = loner neutral to each other and other relation fixes
- ~ xr_box changed when news_manager.send_treasure is activated
- ~ increased exo poor shock immunity
- 1.2.1:
- ~ disable level_weathers.script apply_dof() when weapon is zoomed
- ~ improved xr_camper.script
- ~ decreased timeout on sakharov task and increased the reward by 1k
- ~ sr_psy_antenna.script don't save data when actor not inside
- ~ changed anom_zone respawn probability from 17% to 50%
- ~ improved condition check for first finished dynamic task to ensure it only returns tasks that are not already finished. This could occur if player finished a task and the task did not change it's stage after completion, then the "job is done" text would be always available even for already finished job
- = fix crash when clicking repair button with gunsmith kit when nothing selected
- ~ force stage 0 when giving task
- ~ minor fixes to x16 logic
- = fix death dropped manager script which prevented stalkers from spawning loot on death
- = fix minor issues with game relations
- = fixed missing outfits on some traders
- = labx16 sound_play_looped error and now properly display text to turn off switches
- = removed duplicate fields in m_cat.ltx
- = missing monolith suits added to inventory_upgrades.ltx; they are now upgradable
- - remove ai_die_in_anomaly feature
- ~ axr_turn_on_campfire.script now validates selected campfire is not on before returning true
- ~ decreased fog density factor
- ~ increased min_view_distance for vision_danger
- * reduce lod textures
- ~ changes to close combat xr_camper
- = lower grass detail for rspec
- ============
- ___LEGEND___
- * major change
- ~ minor change
- = bug fix
- - removed
- + added
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