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-System Shock 2- -- ОБШАЯ ИНФОРМАЦИЯ:-Год выпуска: August 11, 1999
Жанр: Action / Role-playing - FPP - Sci-fi
Разработчик: Looking Glass Studios
Издатель: Night Dive Studios / GOG
Тип издания: Лицензия (GOG)
Версия игры: 2.46 (Upd3)
Язык интерфейса: ENG / GER
Язык озвучки: ENG / GER
Таблетка: Не требуется DRM-Free--СИСТЕМНЫЕ ТРЕБОВАНИЯ:--√ Операционная система: Windows (XP, Vista, 7, 8, 10)
Windows XP / Vista / 7 / 8 / 10, 1.8 GHz Processor,
2 GB RAM, 3D graphics card compatible with DirectX 9.0c,
2GB HDD, Mouse, Keyboard.
--ОПИСАНИЕ:--Продолжение знаменитого киберпанк-хоррора.
С прошлой серии прошло 40 лет. Корпорация Три-Оптимум оправилась от конфуза с Цитаделью и сейчас продвигает свой новый проект - межпространственный двигатель для космических кораблей. В порядке эксперимента научно-исследовательский корабль "Фон Браун" снабжается именно таким движком, прикрепляется к военному кораблю "Рикенбакер" с полным составом элитнейшего спецназа на борту (на всякий пожарный) и отправляется на максимальной скорости к звезде Тау Кита 5...

Полный список обновлений

Patch 2.47 ND (10 July 2018)
updated core files to 2.47
ops4 now has a proper multiplayer respawn point, so should a player die before activating the QBR machine, they will respawn in the bulkhead instead of the game exiting to the main menu
squashed a few more rogue props on a couple of objects
restored the (delightful) worm consumption sound when healing from piles of worms
fixed a few typos in filenames that were causing a few object textures to not load properly
fixed that broken animation that would sometimes snap NPC hands and heads around in the Happy Noodle bar
Update (21 May 2018)
Fixed the broken teleporter in the German version of the game
Patch 2.46 ND Update 3 (12 April 2018)
the transmitter quest art code bits are now properly added as pda notes
the transmitter now actually requires the player to restore power before it can be activated
the purge radiation and reset power at Engineering quests will now always start up properly
the Many brain ambience will now always stop once the Many sequence ends
the wormheart implant heal and wormskin armor psi/health drain effects finally don't break upon level transition anymore
fixed physdims on consumable alien organs, beakers and the autorepair unit
fixed the cigarette script
decontamination shower will work properly for all players in MP
fixed trigger size on deployed proximity grenades so they would not explode prematurely dealing next to no damage, this means luring lesser enemies into mine traps is now a viable strategy
the engine core flow ambient will start to play only after the engine has been activated, and the lighting setup works properly now
readded missing hitspangs on the shotgun
fixed some more AIs not being affected by the stasis field generator
fixed rumbler being almost immune to worm guns (will take proper damage from the human mode now)
tweaked the worm launcher projectiles setup, should be less wonky now when homing to targets
added a ladder to the Hydro2 lilypad area that was very difficult to get out of
resolved a few transparency issues on some flora
added a rad meter to the Rick1 torpedo radiation area, and lowered the rad dosage received, as there is no more need to insta-kill the player because it's not possible to get through the area without purging the radiation anymore
fixed conflicting flags on some spawnpoints that were causing the player to easily witness spawns under certain conditions (seeing a spawn should now be limited to edge case scenarios)
fixed the extra spawn setups at Ops4 and Eng1 that were meant to make the player's life difficult when trying to complete the transfer Shodan and set core to overload quests to activate when the quests are received instead of when they are completed
the underwater vent in the Many level will no longer insta kill the player by smashing him against the water surface
the Happy Noodle bar on Earth now looks like a functional bar
NPCs on Earth no longer use corpse skins
the DE build was not loading some translated texts and textures properly, fixed now
the DE build was already partially uncensored, finished the job and uncensored it completely. no more of that green blood nonsense
removed invalid locations from install.cfg, this is required to load all the patched resources properly
Patch 2.46 [Windows] (30th January 2018)
The EXE has been renamed from Shock2.exe to SS2.exe to avoid old Windows compatibilities being applied on game launch.
Fixed the problem with battery not fully charging items sometimes,
Partially fixed the problem with Pyro field glow effect never going away after saving and loading while active,
The Recycler will no longer recycle equipped implants, preventing issues,
Fixed many miscellaneous problems on doors, lights, and eggs,
Fixed many upside down or badly rotated objects,
Fixed many cases of rogue props on objects,
Fixed quite a few cases of script duplication,
Fixed a few extreme cases of objects floating off walls and floor,
Fixed the almost completely broken 'Find Delacroix' quest,
Fixed a couple of quests that were starting up or completing in a slightly buggy way
Fixed all the broken piles of worms in the last few levels,
Some tweaks to various existing setups to make them work smoother (explore the DML files if interested in details),
Disruption grenades now actually deadly as per their description,
Rick turrets now corpse normally,
Grenade Hybrids now launch grenades from their hands instead of their abdomens,
The starting controls now use WASD,
The default music volume level has been lowered slightly,
Enhanced Precision disabled by default as having it enabled was causing issues with Windows 10,
The default resolution when starting the game is now 800x600,
Fixed the Rick1 torpedo radiation area so it is not possible to progress without purging the radiation, as that could result the game getting into an unwinnable state,
Few Rick1 areas were made less prone to unintentional falls,
Restored the broken MedSci2 sub-armory code PDA note,
Fixed some AIs failing to perform their scripted event under certain circumstances,
Ops2 red assassin will trigger properly even when approached from the other side,
Fixed some AIs not being affected by the Stasis Field Generator,
Simplified the MEDSci broken door fix,
A few membranes were moved a bit in the Many level,
The Shotgun now has a muzzle flash,
Navigation markers now properly identified by HUD, and can also be deleted by selecting,
A few more fixes to some improper objects.
The in-game UI is now set at a fixed resolution, and will scale better at high (1920x1080 and above) resolutions. If you wish to disable this change, open cam_ext.cfg in NotePad, and add a semicolon to the beginning of the line 'd3d_disp_scaled_2d_overlay 800 600'
System Shock 2 v2.46ND update
2.46 Notes
This is a hotfix for v2.45 that fixes a couple of things. It also includes a new script OSM (squirrel.osm).
2.45 Notes
This is a hotfix for v2.44 that fixes a couple of things.
In particular the broken "sun_runtime_obj_shadows" has been fixed. In ShockEd the crashes related to DXT
textures have also been fixed (if "dxt_to_rgb32" was enabled as a workaround for those crashes then it
can be removed again).
2.44 Notes
Like the previous update, this is a maintenance patch with bug fixes and some new additions.
See list below. Consider all prior versions obsolete and do not use them any more.
Files saved (by either the game or ShockEd) with v2.44 are not compatible with older versions.
Older ShockedEd versions may appear to be able to load the files, but some things will be severely broken.
2.43 Notes
This is a maintenance patch that fixes a number of things and adds a few new ones.
See list below. Consider all prior versions obsolete and do not use them any more.
2.42 Notes
This is a hotfix for v2.41 to fix broken multi-monitor support (which was made worse by the multi-
GPU and display fix in v2.41) and a pair of minor glitches. Otherwise this is identical to v2.41.
2.41 Notes
This is a maintenance patch for v2.4. It fixes a handful of mostly smaller, but also some more
serious, issues. See list below. Consider v2.4 obsolete and do not use it any more.
Various documentation has been updated and extended; it's recommended that you browse through them
again even if you're already familiar with them from a previous update.
Note to anyone who adjusted vertical mouse sensitivity ("mouse_sensitivity_y_scale" in user.bnd):
As of v2.41 the vertical and horizontal sensitivity is the same so you have to change
"mouse_sensitivity_y_scale" back to the default value of 1. The old behavior can be enabled with
"mouse_sensitivity_use_aspect 1".
Note to anyone with multiple GPUs or display devices:
Due to a bug fix the game may now end up using the "wrong" device (again), or rather the correct
device because it previously used the wrong one. Go to the Video options menu and change the device
under "Choose Hardware Driver". Alternatively edit "cam.cfg" and remove the line "d3d_driver_index"
to restore default device usage.
This is an unofficial patch for System Shock 2 (SS2) which updates the game from v2.3 or newer to
v2.46, providing improved support for modern hardware and correcting many known bugs. SS2 can be
purchased digitally from GOG (www.gog.com) and Steam (store.steampowered.com) or can usually be
found on Amazon (or similar).
This patch is made available "as is" and without warranty of any kind. It was not developed by
Electronic Arts (EA), Irrational Games, Looking Glass Studios, Night Dive Studios, GOG, Steam,
or Amazon, and is neither supported nor endorsed by them or anyone else. The aforementioned parties
cannot be held responsible for any problems or damages incurred by this software. If you do not
agree with these terms then do not apply the update.
SS2 and its resources/executables are the property of Night Dive Studios.
Permission is granted to any party that has obtained the legal rights to sell previous versions
of the game to include this update, as long as they also have been granted permission by the same
entity/entities from whom they obtained the original selling rights.
Requires Windows 2000 or later.
You must have a valid install of either SS2 v2.3 or newer. If you have an install that is older than
v2.3 then you have to update to v2.3 first.
Extract the contents of the "new_dark.zip" and "contrib.zip" archives into your SS2 directory, and
you are done. If you are updating an install that has already been patched to v2.4 or newer, then
you are well advised to make backup copies of the configuration files "cam_ext.cfg", "cam_mod.ini"
and "lg.ini" before installing the new update.
v2.41 or newer should be able to load savegames made with v2.3, but this is best avoided. Savegames
made with v2.4 or newer are however NOT compatible with v2.3. Generally loading savegames saved with
an older version of the game should work, but loading savegames saved with a newer version into an older
version of the game should always be avoided.
If OpenAL is available on your system, it can be enabled in the Audio options menu through the option
"Hardware Acceleration", which will toggle between "ON", "OFF" and "OpenAL". If you don't have OpenAL
but you want to use it, you will have to install the OpenAL libraries first (link provided below).
IMPORTANT: The "Visual Studio 2008 SP1 C++" and "DirectX End-User Runtimes (June 2010)" runtime
DLLs are required to run (the DirectX ones are only required when running with DX9,
which is default). While most systems probably already have them installed, by default
or through other applications and games, they can be missing on some. Below are the
official download links.
Visual Studio 2008 SP1 C++ runtimes:
DirectX End-User Runtimes (June 2010):
OpenAL Installer:
No longer maintained by Creative, google for alternate download locations
or get "OpenAL Soft" from http://kcat.strangesoft.net/openal.html
Changes and fixes for v2.46
- fixed initialization issue that in some situations could cause anim light lightmaps to be wrongly turned on after loading a savegame or starting game
- fixed a subtitle loading crash when sub file has a certain type of syntax error
- fixed DML loading bugs for files located in "dbmods"
- fixed bug where 32-bit lightmaps could have spots of slight miscoloration when lm32_params sets a saturation other than 1.0
- fixed a crash that could happening when using a receptron with effect set to "None"
- fixed "hilight_by_prop ambienthacked" selecting all objects
- increased max model handles (see modders_notes.txt)
- increased max application data handles (see modders_notes.txt)
- added SQUIRREL.OSM, an OSM that provides the ability to write custom scripts using the Squirrel script language
(see documentation doc\squirrel_script)
Changes and fixes for v2.45
- fixed broken "sun_runtime_obj_shadows" (worked in DromEd but not the game exe)
- fixed path priority order bug with subtitle files (was accidentally reversed)
- reduced risk of the door drifting bug that can happen in some occasional FMs (door-based objects that should
rotate but instead of rotating just float away into infinity)
- added "no_unload_fmsel" option to cam_mod.ini (can be useful if experiencing crash with FMSel, especially on Win10)
- fixed DXT related crash (when running editor in HW mode)
- fixed crash accidentally re-introduced in the previous version when loading (old) missions with bad door objects
(objects internally flagged as doors despite not being doors)
- fixed ambient sounds disappearing after playing in-game movie
- fixed link data for certain link types (AIWatchObj) getting reset when reordering them (in link list dialog)
- fixed original glitch in vhot evaluation that could under some circumstances affect "show_vhots", coronas and
particle attachment links using vhots
- fixed DML syntax error bug when working with links that have no data set
- fixed missing field indexing in DML export (for properties that contain multiple fields with the same name)
- fixed a bug that could occur under certain circumstances with StimSource and Receptron commands in DMLs
- fixed a few crashes that could happen in rare situations
- fixed buggy transform for vhot and subobj detail attachment links when parent object is scaled
- added mono warning for ObjTxtReplace properties with textures that couldn't be found/loaded
- added "spew_stimulations" command to toggle mono output for stim events
Changes and fixes for v2.44
- fixed render state bug that could randomly disable texture filtering on something if DXT1 distant art
was present in the mission
- fixed an occasional memory corrupting bug
- fixed mouse wheel even generating false left button double click events in some situations
- changed material override rules so a material file is required to be at the same path level or higher priority
than the loaded image, in order to be considered
- enabled simple show_stats command for game exe (fps and pos)
- documented the previously undocumented "small_portal_repel" config var (helps reduce jittter when walking across portals)
- added "highlight_level" and "head_focus_speed_tol" config vars (which previously were only available in DromEd)
- added support for mouse buttons 4 and 5
- added support for raw mouse input (see "use_raw_mouse_input" in "new_config_vars.txt")
- added config var for setting custom speaker config (if supported by device/system)
- added support for adding/removing meta properties via DML
- added subtitles_max_dist options (to allow skipping of subtitles for sounds that are beyond a certain distance)
- included a Large Address Aware patcher (EnableLAA) for convenience (for more info search "troubleshooting.txt"
for "Large Address Aware")
- and more...
- fixed bug with hierarchy export not exporting some link types
- fixed bug with rotation not getting updated for coronas with "Track Moving Object" and "Use Spotlight Cone"
- fixed update issue when adding Creature Scale through a metaprop
- fixed issues with intermittent particle launch rates for continuous particle groups that are (re-)activated during game
- fixed issue with negative Extra Light property when "Additive?" was unchecked
- fixed original bug with rotating doors sometimes flipping between open and close instead of rotating smoothly (depending on axis and center of gravity)
- fixed issue with some popups in the DromEd window partially ending up below the screen (which would crash DromEd in software mode)
- fixed that no_endgame had no effect on elevator buttons
- fixed drawing issue in the new texture palette when Windows desktop is in 16-bit mode
- fixed non-updated and/or flickering of inventory display 3D icon when it uses tweq models
- fixed neck/head joint transform issue with attachements and AI head tracking, attaching objects to neck and
head should now properly move with head even when the AI is head tracking
- fixed original tweq joints halt-logic bug (only primary joint controls when tweq halts as intended now,
instead of semi-undefined behavior, and when primary is 0 the last joint that ends performs halt action)
- fixed object lighting sometimes messing up when using negative lights
- fixed find_obj command (F3) so it works with concrete room types and flow groups
- fixed some crash bugs with some functionality of the custom overlay/HUD script services
- fixed script_notes.txt snafu in previous update, wrong class was used for the sample string class
- fixed v2.43 bug where the 1 and 2 return values for the IsEditor function in the Version script service were reversed
- added editor/viewer to view some script system related data (see "Script-state Data Editor/Inspector" in modders_notes.txt)
- added "test_message" command that works similar to "test_book_ex" but for on-screen texts
- added a "Quadratic" dispersion option to Radius propagators (see modders_notes.txt)
- added middle mouse button working like "teleport camera"/"scroll here" in 2D viewports
- added mouse wheel viewport zoom
- added "check_flowbrushes" config var for mono output on problematic flow brushes (see doc\dromed.cfg)
- added "Export Single as DML" function in the hierarchy dialog (exports a single object in DML format)
- added "show_cell_flow" command
- added property Renderer->"Never Block Coronas"
- added script param edit dialog to the "Design Note" / "Objlist Arg" property dialogs (invoked with middle mouse button)
- added object picker dialog functionality for object input controls in darkdlgs (CTRL+F or middle mouse button)
- added filter support to Add/Query property popup menus in darkdlgs
- added inheritable scripts info to Scripts property dialog (edit controls also always start empty when adding the property)
- added "[All]" category in hierarchy dialog, allows filtering and querying on all abstracts and concretes (see modders_notes.txt)
- added "Lean Blocks Sound %" option to door properties, for control on how much sound is blocked when leaning into doors (see modders_notes.txt)
- added texture resolution/mipmap debug visuals, can help find over-sized textures (see modders_notes.txt)
- added simple object LOD support (see new Shape->"Model LOD" property in modders_notes.txt)
- added option for Add/Remove MetaProperty actions to use defined target object (see "Misc Dark Settings" in
- added edit_lcolor command for quick and easy color picker based editing of light color for currently selected
object or brush light
- added multi-edit function to the query results window (allows mass-editing individual property data fields)
- added align_object command (like floor_object/wall_object etc. except the direction it moves the object in
is taken from the direction the editor camera is pointing)
- added support for Runtime Object Shadows affecting sun light
- added link/receptron/source reordering support in respective editor dialog
- added "No Joint Rot" flag to detail attachment links
- added support for editor running in HW mode to natively use DXT compressed textures, without decompressing
them on load, this should drastically reduce editor memory use for DXT-heavy missions (in case of problems
the load-conversion can be re-enabled with the config var dxt_to_rgb32)
- added "force" button next to the "multi-brush me" button, which multibrushes all objects in an area brush,
even if they've previously been assigned to a different multibrush
- added auto_dissolve_unnamed_groups_on_deselect config var to enable auto-dissolve when deselecting unnamed
- added dissolve_unnamed_groups and dissolve_all_groups commands for quick and easy multibrush removal
and remove_empty_groups to delete any named groups that no longer have brushes
- added ability to append custom commands to the viewport context menus (see "doc\dromed.cfg" for description)
- added quick-link functionality for easier chain-linking of objects (such as patrol routes), see
"modders_notes.txt" for details
- added synch_to_playcam command that moves editor cam to current player cam position when in game mode
- added "No Auto-Delete" flag to detail attachment links
- added some transform helper functions to Camera script service interface
- added some more transform helper functions to Object script service
- and more...
- added a new tool, DarkMapGen (in contrib_editor_demos.zip), to make it easier to define locations on map images and generate location images and BIN files
- new FMSel version with bugfix for not correctly restoring descending column sort modes from ini file
Updated various documentation so it doesn't hurt to browse through it again even if you're familiar with it.
Changes and fixes for v2.43
- fixed various smaller issues that could potentially affect stability
- fixed light radius from dynamic lights on other objects so it matches light radius on terrain (instead of infinite)
- fixed (or at least reduced) issue where on rare occasions it could turn AIs invulnerable and non-collidable after loading or level transition (fix may not apply to existing savegames where this already happened)
- fixed bug with archive extraction failure not being detected properly in FMSel, at least for archives with unsupported compression method (like old zips using "Implode")
- fixed some bugs in FMSel with localization, paths containing umlauts and other special characters, and added OGG to WAV conversion option
- fixed DML parsing bug with link IDs
- fixed bug with "d3d_disp_enable_atoc 1" on nVidia where it ended up using SSAA (if available) instead of ATOC
- fixed bug where filtering was applied to even pixel scaled UI in DX9 on most resolutions even when it shouldn't have
- added subtitle support
- added support for mission DMLs to include so called fingerprints, data that can link a DML to a particular mission (because mission filenames are often the same for different OMs/FMs)
- added support for mission DMLs to be bundled in dbmods subdirectories
- added support for DMLs to request additional OSMs and to reference objects by name
- and more...
- fixed bug that reversed the OSM load order each time a mission was saved
- fixed editor lockup when setting Texture Anim Data rate to 0
- fixed updates after changing Texture Anim Data property in edit mode so it doesn't require reportalization
- fixed bug with reconstruct_lights command, it falsely created a brush light for the first anim light object
- fixed inconsistencies with "AI->Utility->Pathable object", it used the property value in some places but not others, now it always uses it
- fixed bug with "Particle Launch Info" that caused "Loc unrotated?" to end up unchecked after each load
- fixed bug with "Medium 5-pt" lightmaps that could cause additional artifacts/seams under certain circumstances
- fixed inadequate handling of room EAX types where deleting/editing room brushes could mess up EAX assignments of a lot of rooms
- fixed issue with pendulum tweq freezing with lower rotational speeds
- fixed "skybox" and "envbox" commands when running in widescreen resolutions
- fixed uvmap_cylinder bug when lightmap scale was not 1 and added option for automatic V tiling calculation
- fixed bug with self-illum water (i.e. lava) not working when lightmapped water was enabled
- fixed bug with mousewheel not working in mono console
- fixed bug with darkdlgs Export function, it didn't always export all links
- cleaned up metaproperty sub-menus in darkdlgs property popup menus
- cleaned up the metaproperties tree dialog resolving some issues with delete, drag-and-drop and not being able to distinguish between metaproperties and regular archetypes using metaproperties
- changed so object name properties in the obj properties dialog are displayed in bold if the object has an explicit name assigned (and not automatic parent name applied)
- changed "lm32_params" defaults to 1 1 when creating new missions (see new_config_vars.txt)
- added resize support for some dialogs
- added a separate icon for metaproperties in dialogs
- added Dynamic Light Radius property
- added "object X is partially or completely out of world, physics deactivated" mono warnings for objects with physics shape not entirely inside world (only the message is new, the underlying deactivation has always happened)
- added support for rotational tweqs to affect a DetailAttachement link's rotation
- added option to CreatureAttachment links to select rotation behavior
- added right-click support for filter buttons to quickly select solo filters
- added more functions to Camera script service interface
- added "CameraAttach" and "CameraDetach" script messages when player camera attachment changes
- added option to customize the light intensity cutoff for anim lights
- added functionality to "set_room_type" command so it displays selection dialog when no arguments are supplied
- added support for down-tiling with material file param "tile_factor"
- added "mono_quickedit" config var to enable QuickEdit in mono console
- added "spew_relations" and "spew_metaprops" commands to monitor link and metaproperty add/remove events, useful to catch feedback loops that slow down framerate
- added "rebuild" command that runs "build_dlg" with last used settings without displaying dialog
- and more...
- updated lgvid source with an added function to the decoder API to aid subtitle synchronization
- new FMSel version with the latest fixes and additions (including some missed strings and an addition in localization file fmsel.po, do a diff for details)
Updated various documentation so it doesn't hurt to browse through it again even if you're familiar with it.
Changes and fixes for v2.42
- fixed handling for multiple displays and GPUs
- fixed a small non-critical glitch in FMSel
- fixed issue that caused wireframe drawing in 2D viewports to go nuts on some video cards/drivers, when running DromEd with hardware rendering
- added missing file to FMSel source package (fltk patch)
- updated sources to build referencing the latest CRT DLLs (VS08 SP1 9.0.30729.1) so the private assembly fallback works
Changes and fixes for v2.41
- fixed sky (non-)rendering bug when texture palette contained more than 246 textures
- fixed crash when using movie_disable/fm_movie_disable/movie_crop_exclude/fm_movie_crop_exclude config vars
- fixed bug with game dir write access test (gave false positives if game directory was assigned a custom icon in Windows)
- fixed issue with garbled HUD text on some older video cards
- fixed rare crash when using HUD buttons to change ammo type or reload
- fixed issue with crouching on crates
- fixed alpha calculation bug on scaled bitmap particles
- fixed bug with pendulum tweq stopping for angles larger than 32 degrees
- fixed issue with duplicate receptrons when added by a DML file
- fixed bug with force_ani_settings material flag not having any effect
- fixed crash when Corona property has no texture name specified
- fixed crash bug with "ForceCameraOverlayNormal" config var
- fixed song sound load failure if other format than in specified song file (i.e. if file is ogg but song file has wav)
- fixed crash when song sound file was not found
- fixed bug with display device selection on multi-device systems (probably picked the opposite device than the default/selected)
- fixed crash related to 4096 sized textures
- fixed walk forward bind in options menu, in patch_ext.crf, so walk speed is normal (requires re-bind to take effect)
- changed so horizontal and vertical mouse sensitivity is equal when "mouse_sensitivity_y_scale" is 1
- added "mouse_sensitivity_use_aspect" bind var to enable old behavior where horizontal/vertical mouse sensitivity differ based on resolution aspect ratio
- added support for RLE compressed BMP images (RLE4/RLE8)
- added localization support to FMSel (so FMSel UI can be translated)
- added FM language support to game and updated FMSel to make use of it
- added support for the original indeo5 codec (ir50_32.dll), may improve movie playback on slower CPUs
- added option to use enhanced ray trace for AI body/suspicious obj detection ("enhanced_aidetect_trace")
- fixed rare mono console related bug that caused editor to hang (was remedied by enabling monolog, no longer necessary)
- fixed/changed angle parameters in Gun->"AI Gun Description", Gun->"Player Gun Description" and Gun->"Kickback" properties (IMPORTANT: any exsiting DML files with these params will need to be updated to specify values in degrees)
- fixed a less common crash when compiling rooms, caused by newly created room brushes that were excluded from compile usually by a me-only area brush (crash was preceded by a "Attempt to get room 0 of 0" assert)
- fixed crash bug when selecting sky surface if texture palette contains more than 246 textures and editor is using software rendering
- fixed a couple of crash bugs related to editing the Creature Type property
- fixed bug where loading a stripped mission could result in wrong texture assignments on terrain surfaces
- fixed bug in reconstruct_rooms that it assigned default room instead of reconstructing the original room types
- fixed crash that could occur during extensive UV editing when running editor with HW rendering
- fixed so creating a new stimulus archetype doesn't require editor restart for propagators to work
- fixed sunlight object shadow bug
- fixed crash that under certain circumstances could occur during UV align editing
- fixed crash when loading file at editor startup through "file" config var
- fixed crash with Scaled bitmap particles when invalid bitmap and added mono warnings
- fixed issue with precision select and tiny point sized brushes
- fixed issue with uvmap_cylinder when using non-symmetric textures and rot 90 (and allowed it to be used on pyramid brushes)
- fixed prim_special command to only allow setting valid types, to prevent more or less obvious bad things from happening (even if it appeared to work in previous versions, it could cause memory overwrites which are very bad)
- added prim_cylinder/pyramid/cpyramid commands for quick type set and sides
- added proper support for negative Extra Light property again (worked in T1 but was removed after)
- added "Use Model 5" flag for random model tweqs, so randomization includes Model 5 (2.4 falsely always included it, which could break existing content)
- added support for "Bitmap disk" particles to use the default disk texture if no bitmap name is specified
- added support for mission (and location) defined env maps
- added viewport bg image support
- added lg.ini option to enable word wrapping for Editor Comments property
- added "default_tx_scale" config var for user defined default brush texture scale
- added option to show texture index in texture palette
- added hilight brushes using texture command to texture palette context menu
- added support for user configurable precision of sdesc formatted floats ("sdesc_decimals")
- added extended option for sunlight to allow all shadowed/unshadowed quad/non-quad combinations
- added config option "show_world_limits" to draw world limits in 2D viewports (line color can be changed with "edit_color_grid_lim")
- increased max length for "bitmap\" images (with ani frames) from 6 to 28
- changed room building so room brushes with invalid room types still get used, with the default room type, instead of being ignored
(No changes to multiplayer.)
A small sample of changes and fixes for v2.4
- Added windowed mode
- Added single display mode option - no resolution change between menus and game
- Added ingame support for all common resolutions, including widescreen
- Added support for 32-bit color
- Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
- Added UI framerate cap option to avoid GPU fan spinning up in UI
- Added DDS/PNG image support
- Added full 24/32-bit TGA/BMP image support
- Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
- Animated texture rate can now be specified via a material file for that texture
- Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polys
- Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
- Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
- Added "head_bob" config var to control amount of head bob
- Added mousewheel support to options menu
- Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
- Fixed sound cap per schema type bug and upped max sound channels to 48
- Changed screenshot output format to BMP and also added support for PNG screenshots
- Changed mouselook sensitivity to be resolution independent
- Added check to avoid trying to open files with reserved system name like com ports
- AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
- Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces
- Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
- Fixed star rendering
- Added "log_player_pos" command that dumps current player pos to log file (when enabled)
- Added the ability to detach from ladders by crouching
- Improved mantling a bit and added optional new mantling algorithm with lower failure rate
- Fixed a bug which limited number of sound channels to 16 even if more were selected
- Fixed a bug that sometimes caused doors to float away into infinity
- Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
- Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
- Added "fixed_star_size" option for resolution independent star size
- Fixed some bugs when attaching to a ladder from water.
- AIs who are facing very close to a wall will no longer turn to face south when the game begins
- Fixed a crash when the "current" folder is missing (it will now be created)
- Added an option to only use a single binding file, eliminating the "broken use/shoot mode" bug once and for all
- Added option to have the quicksave save to a proper slot (now defaults to last regular save slot), complete with proper name (as opposed to "crouchhold")
- Removed four junk lines at the bottom of the map window
- Fixed gun jitter
- Added support for full game mode backup/restore
- Lightmaps are now properly displayed in the editor 3D view
- Added support for HW rendering in editor viewports
- Increased the maximum number of visible on-screen terrain polies from 1024 to 20480
- Increased the maximum number of visible on-screen objects from 128 to 1280
- Added some safety checks to object scaling operations to prevent objects with 1.#INF scale
- Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.
- Prevented a crash if you apply a model of one creature type to an object assigned a different creature type
- Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.
- Integrated csgmerge tool into editor exe
- Added support for 32-bit lightmaps
- Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission
- Fixed a bug where the game would crash when deleting a large multibrush
- Added fallback check to find Motiondb.bin in resource paths
- Fixed resource lock errors when loading TGA images (for object textures and distance art)
- Fixed solo view editor issues when going back to edit mode from game mode
- Added ability to change the brush colors in DromEd via values in DromEd.cfg.
- Added light-based transparency property
- Vast improvements to editor dialogs, including crash fixes and improved functionality
- Increased brush limit from 7068 to 16384
- Increased rooms limit from 1024 to 4096
- Increased ambient sound limit from 256 to 1024
- Increased cell limit from 28672 to 32760
- Increased the maximum number of sides in a cylinder from 10 to 26.
- Increased automap location limit from 64 to 256 locations per page
- The texture rotation control can now interpret negative values
- Fixed a crash while generating reports
- Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another
- Added new Windows-style texture palette (which also supports more than 256 textures)
- Added support for all editor window sizes
- Added Pendulum (/sinusoidal) curve type to tweqs
- Added DetailAttachement link type
- Added Distance Alpha property
- Added Bitmap Color property for custom modulation color on bitmap objects
- Added "Face camera (axial)" setting to Bitmap Worldspace
- Added color param, additive blending and spotlight cone falloff support to coronas
- Added "Editor Comments" property
- Added "show_vhots" command for debug visuals of vhot placement and numbering on objects
- Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links
- Added the ability to place graphical decals on book pages
- Corpses with Contains links no longer count as pickpockets
- The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.
- The stimulus on existing receptrons can now be changed
- The intensity for sources is no longer reset when changing the propagator
- The receptrons list now correctly shows the max intensity value for existing receptrons
- Meshes can now be scaled with the Scale property
- Scaled objects now cast properly scaled shadows
- Objects can now obscure coronas
- Bitmap Worldspace objects can now be locally lit
- Precipitation will now collide with OBB objects as well as terrain
- The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)
- It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted
- Added numeric keypad input support
- DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
- Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views
- Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging or elevable objects)
- Increased the time range of Tweqs to 0-65535
- The same property can no longer be added to an object multiple times
- Fixed a crash when adding the Texture Anim Data property to a concrete object
- See the included modders_notes.txt for more details on editor changes.[/spoile]

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Торрент перезалит 12.07.2018, игра обновлена до 2.47.
Торрент: Зарегистрирован [ 2018-07-12 15:30 ] · 27787FE8A27E1A08E356891906389D3FF183215F

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