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