You can read and reply to posts and download all mods without registering.
We're an independent and non-profit fan-site. Find out more about us here.
Just tried this via Kolyas 4.4 tool. great stuff. Curious if the "Native FSAA and filtering support" is adjustable? At a glance it looks comparable to 4xAA & 16xAF which is great.
- Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)
frob_mode <0 - 2>
frob line of sight mode, default is 0. This allows enabling of a more strict obstruction check for a potential frob target, to prevent frobbing through walls scenarios. That does however mean that sometimes objects which are only partially visible won't be frobbable, like an object on a shelf (made of terrain polys) above head height, unless you jump or climb onto something, or an object around a corner that's only partially visible. Use at your own risk, it could potentially break missions that placed "hidden" frobbable objects in such way that the player can never see more than a small fraction. Modes: 0 = standard (only objects marked as blocking will obstruct) 1 = all terrain and objects marked as blocking will obstruct 2 = (Shock only) like mode 1 but prevents HUD brackets/info to appear on obstructed objects, unlike mode 1 where the brackets/info will appear the same way as they do in mode 0, even if the object can't actually be interacted with. For Shock this mode is recommended over 1 because it's less confusing. (In Thief this mode is the same as 1.)
Hmmm: http://www.ttlg.com/forums/showthread.php?t=141028&p=2171103
Changes and fixes for v2.41---------------------------General: - 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 occasional 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")DromEd: - 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.)
Apparently there's a newer version of OpenAL