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- Название патча: 2024-04-21 changelog
- Дата выхода патча: апрель 21, 2024
Разработчик Sphinx и проклятая мама выпустили новое обновление для игры в апреле 21, 2024. Вот новые вещи, которые вы должны увидеть или изменить в этом новом обновлении.. Эта информация была взята непосредственно из официального объявления в Steam.
2024-04-21 (Воскресенье)
- Tweak the Mummy Sewer level to fix the glitchy metal grate that flickered against the water plane, also fix the fast-moving water in the 64-bit version of the same level.
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Fix a bunch of player-reported crashes and bugs:
- Fix a crash to desktop when picking up items without a parent trigger.
- Fix a hairy issue related to «pickupable» frozen enemies who are almost dead.
- Fix a NULL pointer dereference in the way EngineX draws in-game windows, which led to code execution redirection.
- Fix a crash when the player tried to look at another nearby character’s neck, but the neck bone did not exist. Да, Я знаю.
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The NVIDIA driver reports supporting up to MSAA x32 via costly supersampling when the hardware only generally handles up to x8.
- Detect what is the actual limit to have more reliable performance.
- NVIDIA laptops also seem to have trouble with the supersampling, causing black screens.
- Limit the valid MSAA values loaded from Sphinx.ini to x1 / х2 / х4 / х8 / x16 / x32 / +, round them down and avoid possible OpenGL driver issues when players try to run the game with something like MSAA x3 directly.
- Запрещать (текстура) anisotropic filtering by default during the first startup if MSAA or «передовой» features are not decently supported. Better performance for potentially low-end graphics cards.
- Close the game properly, without crashing, while having a -разработчик mode sub-menu open while doing Alt + F4 or closing the window.
- Add HQ texture overrides for the flying stone platform in the Uruk Islands, the Heliopolis Exterior palace bird heads and the smashed obelisk floor. The low-res bird heads one was suggested by @lordquacksmith.
- Fix the wrong texture in the throne room wall of the Cursed Palace. Enlarge the spawn radius of torches, персонажи, breakable pots, and other triggers.
- Fix more funky texture UV coordinates in Cursed Palace; the triangular glitches in the side door frames, the flipped and misaligned wall design at either side of them. Expand the draw distance of pots, монстры, факелы, portals and more. В целом, лучше.
- Update the boot-up copyright year to 2024, it was about time.
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Tweak the Uruk Temple level to fix the biggest collision issue in the game with the moving platform and the window blocker.
- The released beetle would get stuck in the seam between the moving and static platform; if they detected collision against a “стена” в течение 15 consecutive frames they would explode, and this often happened in the seam unless the player moved it very fast to cross it before the count went up. Now the moving platform entity («platform_floor») has an invisible polygonal wedge that bridges the gap, as a geometry skirt or lip.
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The other problem was that even after reaching the window blocker and touching the actual wall with the beetle, the stone cover wouldn’t explode with it most of the time; it would only explode around a small, spherical area surrounding the trigger center.
- To fix that we add two «anim datum» (one _HT_AnimDatumСтолкновение + a bigger _HT_AnimDatumCollisionBound) к «Platform01/platform1» entity of type lozenge (the shape is rectangular, box collisions don’t seem to be supported, lozenge are the 2D boxy equivalent of a capsule), the entity and its datum end up being part of a script with a WaitHit событие («Doors/windowblock»). If there are collision datum they will be used. Copied this from the dart targets, нравиться «_buttonrightзеленый», which work similarly but with spherical collision and collision bound.
- The WaitHit had the BeetleShockwave флаг. The _TRОбъект trigger that uses this script (Windowblock in _Maps/_ur_4patсолнце, inside _Maps/Uruk_Sphinx/Urk4pat.elf) имеет SolidCollision и HitZoneCollision set in User Flags.
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Raise the beetle-wall collision counter from 15 to 31-consecutive-frames. Making it harder to trigger via buggy ground geometry gaps like the movable platform in Uruk Temple.
- Make it frame-rate invariant, so that it does not get more or less difficult depending on the monitor or hardware.
- Fix a potential instant explosion that could theoretically happen randomly.
Чтобы узнать больше об этом новом обновлении, проверьте официальный источник, упомянутый выше.