icemann on 2/8/2014 at 04:27
Just noticed over on Systemshock.org that there's been a new "Le Corbeau" release.
(
http://ariane4ever.free.fr/ariane4ever/viewtopic.php?f=2&t=4287&sid=76e58e4161daaebde91e9dbc8c1ed1a8&start=165#p34237) Link
Changelog:
Changes and fixes for v2.43
---------------------------
General:
- 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...
DromEd:
- 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
- increased MAX_GLOBAL_RENDER, MAX_GLOBAL_PLANES and MAX_GLOBAL_POINTS
- 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...
Sources:
- 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.Personally, I'm always happy to see a new version of SS2 :D.
It also includes fixes for Thief/Thief 2 by the sound of it.
Cyberpunkgothic1 on 2/8/2014 at 09:33
Thanks, but I don't need it anymore.
May be I will play System Shock 2 again and the second time on an Windows XP.
What is about Open Al? Is this needed?
ZylonBane on 2/8/2014 at 17:17
Nobody cares what you need, Cyberonixpunkgothdarkic.
Cyberpunkgothic1 on 2/8/2014 at 17:33
Zylonbane don't spam. For what is Open Al? Sounds or Gfxs?
D'Arcy on 2/8/2014 at 19:21
Thanks for the heads up, icemann.
Vae on 2/8/2014 at 19:59
Welcome news...:thumb:
Cyberpunkgothic1 on 12/8/2014 at 06:45
lol