Hatred
Hatred 1.666
Viser 31-40 af 48 forekomster
< 1  2  3  4  5 >
Opdatering: 29. maj 2020 kl. 9:12

beta 7

-Blood looks darker;
-Fixed soundtrack management of the Marina-Stage that wasn't working when skipping sewers;
-Increased the player car's fuel tank health from 300 to 1100;
-Increased the player car's engine health from 1000 to 3665;
-The player character drives the cutscene car instead of a dummy skeletal mesh (the car is still controlled by matinee), this makes possible to spawn some pawns as long as the player progresses;
-Sawn-off shotgun no longer looks like an uncanny PS2 gun. Yay!;
-Fixed fucked-up Rockshield police and other enemies spawning on your face in Rockshield;
-RPG soldiers no longer assert dominance;
-Increased destructible chunks lifetime;
-SWAT turret truck should park in the right place in the train-station stage now;
-Home stage cutscene takes 6 seconds before it can be skipped;
-Player's body armor no longer looks like a glitterfest;
-SWAT RPG soldiers carry a grenade now;
-SWAT RPG will warn whenever they're prepared to shoot the player;
-Increased minimum agony length for enemies killed by pistols from 10s to 25s;
-Removed agony for enemies killed by the rambo gun;
-Increased Saiga damage from 75 to 90;
-Reverted Rockshield optimization change;
-Moved protestors inside the side-quest building in rockshield because it's cold outside;

Opdatering: 25. maj 2020 kl. 0:59

beta 6

-(Hopefully) Rockshield runs better;
-Fixed objects not appearing in the first cutscene with "none" shadows setup;
-Removed post-processing effects from gas-canisters, except for the tutorial-stage;
-Background buildings have bigger draw distance in downtown;
-Blood decals look slightly more red;
-Changed the parking spot from the 2 extra cars that comes from the top tunnel in train-stage;
-Swapped 4Swat truck with 4Swat+1turret truck in the train station assault;
-Added M16 cop spawnpoints to the bottom part of the train station during the raid;
-Added flashbang events in the Prison Stage;
-Swapped 2 body armors in the first floor of the main building to a few weapons and flashbangs;
-Fixed split of second image before Home and Downtown cutscenes start;
-Reduced the gravity of Notim Portant's coat a little bit (not as effective as the example of the vid);
-The player can no longer enter the cop cars and SWAT trucks parked around the last mission, screwing the whole death setup in case the player dies while entering and leaving those cars;

Igoreso's changes:

* fixed enemies with RPGs breakdancing when stunned;
* in cheats menu, added a toggle that simplifies civilian AI logic - they won't pick up weapons, run excessive navigation queries and will be paused once the distance between them and player is >1000 units;

Opdatering: 17. maj 2020 kl. 0:20

beta 5

-Dodge increases your chance to avoid gunshots and projectiles by 100%;
-Reduced the dodge cooldown from 2s to 1.7s;
-Reduced maximum health on Hard mode from 3000 to 1500;
-Reduced the ammo drop rate on normal from 1.25 to 1;
-Reduced the ammo drop rate on easy from 2 to 1.25;
-Deleted ~3600, decals from the Rockshield Stage;
-Lowered the max pawn alive from the Rockshield AI arenas a bit (the logic is too complicated 4 me to understand);
-Repositioned a bunch of decals in the Rockshield Stage;
-The ending cutscene levels are unloaded until the player reach the last mission in the Rockshield Stage;
-The SWAT soldiers who shoot Notim Portant at the end are colored now;
-SWAT soldiers no longer bleed on their clothes;
-Deleted hundreds of craptons of pointlights from the Rockshield Stage;
-Deleted 1495 assets from the Rockshield supermarket due to the Chinese Virus crisis;
-Cop uniforms are dark blue now;
-Cop uniforms no longer vary on brightness level;
-Added fade-outs for the "search for survivors" missions;
-Removed 32 prisoners from the south-block of the Prison Stage;
-Fixed typo on the Dining Hall mission;
-Fixed exploit in marina stage that made the "burn the shop" quest completable after it was completed already, leading to extra respawns;
-Umbrellas look wet now;
-Woman fiddles with the flower ring now;
-Man holds the umbrella now;
-Cop watch over man and woman with his 2 pals and walk away now;
-Tweaked the timing of the preacher politician's animation;
-Hats and caps are colored now;
-Prisoners can spawn with caps now;

Igoreso's changes:

-- (hopefully) fixed enemies breakdancing when being burned
-- bloody civ script was redone to use decal components instead of actors, use bUseAttachParentBound and limit number of decals to 10;

Opdatering: 11. maj 2020 kl. 8:52

beta 4

-The game should no longer stutter when leaving cinematic executions in the prison stage (seriously, I can't repro this shit and I won't play the guess-game trying fix something like that again);
-Fixed executions for walking prisoners;
-Blood is more red now;
-The armgates of the prison will close and the roadblock from the start of the mission will magically vanish after finishing the first main-mission instead of the third one (read entering the prison);
-The loading screen lasts a few frames longer in Home Stage;
-The loading screen lasts a few frames longer in Marina Stage as long as you're starting from the Sewers;
-The loading screen lasts a few frames longer in Train Stage;
-The loading screen lasts a few frames longer in Downtown Stage;
-The loading screen lasts a few frames longer in Prison Stage;


Igoreso's changes:

-Added rambo gun to the cheat menu;
-Bumped Mp5 light intensity by 20% because it was weaker in-game;

Opdatering: 6. maj 2020 kl. 22:53

beta 3

-Greatly improved blood visual;
-Increased the chances to spawn blood on gunshots by 20%;
-Implemented pre-survival blood decals;
-Added a bunch of fire extinguishers to the prison stage;
-Added a bunch of decorative items to the prison stage;
-Added pics of some parts of the prison to the TVs in the control room;
-Added body armor in the room close to the laundry room;
-Changed the detail modes of a crapload of objects in the prison stage to medium and/or high;
-Added physics to a bunch of objects in the prison stage;
-Grenades and RPG bombs no longer break through prison cells;
-Hitting the exit button will trigger either quick or long agony time before the final shot;

Igoreso's changes:

-Slightly expanded lower edge of the train station stage;
-Removed vehicle exit volume from the upper edge of the train station stage;
-Removed voice volumes of the lower edge of the train station stage;
-The rocket launcher is more powerful when shot by the player... Watch out when you use it.

Opdatering: 29. apr. 2020 kl. 22:35

beta 2

-Greatly improved the performance at the prison entrance, no more low FPS during that nightmarish shootout unless you skip it to spawn prisoners and get back to the entrance;
-Fixed arm-gates not opening when they're "destroyed" (they don't have gib model, so it was hard to track that one);
-Reverted change on inventory icons for top-down stuff;
-Placed toilets on prison cells in the Prison Map;
-Colorized a shitload of textures, except the "this is real get never" billboard and trannies, they walk like clowns (I think that the color job is finally over;
-Optimized a shitload of custom textures I previously overlooked;
-Fixed semi-transparent blood decals in the Train Stage;
-The calendar inside Notim Portant's living room have a naked woman pic now (jab to the cut calendar pic from the trailer);
-The total amount of kills won't show on the screen during the final camera view in Rockshield Stage anymore, only the breaking news stuff will show up;
-Renamed "Sluggish" difficulty level to "Game Journalist";
-Renamed "Hard" difficulty level to "Normal";
-Renamed "Extreme" difficulty level to "Hard";
(No character stats change this time around, just proper names for difficulty levels)
-Fixed car textures that weren't getting dirty before;
-The annoying pitch-black gangster car is purple now;

Igoreso's stuff:

-Stationary AIs no longer shoot through walls and from outside the camera;

Opdatering: 25. apr. 2020 kl. 22:49

beta 1

-Added RPG SWAT soldiers to the Rockshield regular spawn table;
-Added M240 SWAT trucks to the regular spawn set in the Rockshield Stage;
-When there are 1-6 cops alive in Rockshield Stage, a new wave will spawn within some secs;
-Cop spawners close to the abandoned house should spawn gangsters instead of cops;
-Added more cop spawners volumes across the Rockshield Stage;
-Fixed cops not being able to shoot you behind fences;
-Overpowered weapons have orange pick-up icons now (Desert Eagle, Flamethrower, RPG, Grenade Launcher, M240B, Sawn-Off Shotgun, Saiga-12);
-The chairs and tables of the last mission are destructible meshes now, but they're unloaded at start;
-Cut half of the cops that assaults the player inside the prison building;
-Your ass is grass once you go out to the prison courtyard;
-Crash Bandicoot went to a Trial and he got set free;
-Fixed hide volume for the building to the side of the warehouse building;
-It is no longer possible to leave the map bounds by breaking the walls to the right side of the roadblock in the Prison Stage;
-Moved the cops on the alleyway roadblock to the middle of the courtyard close to another cop car in the Prison Stage;
-Added 2 SWAT turrets to the initial roadblock in the Prison Stage;
-Added smoke to the car tires of the ending cinematic of the Prison Stage;
-Added radio sounds to the ending cinematic of the Prison Stage;
-Removed +280.000 foliages from the Rockshield Stage;
-Added a tunnel to the starting point of the Rockshield Stage;
-Added foliages to the Prison Stage;
-Put some leaves textures on the streets of the Prison Stage
-Changed the Graveyard soundtrack;
-Swapped the outdoor camera view with gate camera view;

Igoreso's stuff:

-Fixed AIs not shooting the player when he's inside a vehicle;
-Restored weapon icons (My change: Inventory icons are always visible in Top-Down-View);
-added button to toggle health bar;
-potentially fixed pause menu music playing after respawn;

-main-menu map:
-- added ambient sound;
-- changd Notim's body texture to have blood on it;
-- disabled sky light because it was making blood on logo look like a pathetic strawberry jam for some reason;
-- instead added a weak spotlight above the camera pointing at player (to fix pitch-black face);
-- changed sky color to be less yellow;

Opdatering: 21. apr. 2020 kl. 11:07

alpha 8

-Reduced the total amount of assets in the Prison Stage from 29321 to 19024;
-Added newsletter stuff on screen during the ending cutscene of the Rockshield Stage;
-Approaching the last mission will take you to a loading screen while I get rid of 50+ buildings on the map;
-Changed the last mission soundtrack to the power-plant soundtrack;
-Increased the range you can listen to the punk soundtrack;
-Protesters should no longer get stuck;
-Added a few cop-spawning events in the Rockshield Stage;
-Changed cops that spawns for certain Rockshield Side-Quest events a lil'bit;
-Changed the pattern of dynamic cop spawn in Rockshield Stage;
-Added curbs to the Prison Stage;
-The cop spawner in the TV room of the prison will be activated properly after completing the "kill 400 prisoners" main-quest;
-Added more decals on the Prison Stage;
-Added street patches on the Prison Stage;
-Added sewage grids on the Prison Stage;
-Added hydrants to the Prison Stage;
-Added a bunch of lamps to the Prison Stage;
-Added a bunch of trees on sidewalks of the Prison Stage;
-Added a bunch of wooden benches on the Prison Stage;
-It is no longer possible to get inside the garage of the prison inside a car;
-It is no longer possible to pass through the prison watchtowers at entrance by breaking the walls;
-AI won't enter the ammunition room of the Prison Stage anymore;
-Both warehouse and garage rooves no longer look shit (texture mapping-wise);
-Changed the textures of the warehouse walls;
-Notim Portant will say his kill-speeches for the first time (each stage) after killing 20-35 civilians, up from 10;
-Placed navmesh modifiers on places that aren't supposed to be navigable by the AI in the Prison Stage;
-Added some cops to the garage cutscene in the Prison Stage;
-Fixed typos in loading screens;
-The default SWAT soldiers should no longer spawn in the truckstop stage;
-The Rockshield Stage looks more somber now;
-AI can no longer walk through the stairs of the south prison block when the player is in the first floor;

Opdatering: 13. apr. 2020 kl. 9:59

alpha 7

-Fixed cop spam when leaving and entering the main prison building in the Prison Stage;
-Toned down the cop raid at the south prison block;
-Flamethrower flames can pass through the prison grids now;
-Added more decals to the streets and to the warehouse building;
-Street lamps no longer cast shadows;
-It is no longer possible to take a walk at the industrial area by breaking the garage walls or passing through the square entrance;
-Changed the colors of the inventory icons to orangey-yellow;
-Added civilians outside the prison in the Prison Stage;
-Added pointlights to the buildings outside the Prison Stage;
-Added a bunch of street lamps in the Prison Stage;
-Added some traffic signs in the Prison Stage;
-Added 3 stoplights to the Prison Stage;
-Added glasses to the restaurant showcases;
-Added missing windows to the buildings outside the Prison Stage;
-AI can shoot through the stair rails of the Home Stage, Marina Stage and Rockshield Stage now;
-AI can shoot through the windows at the police station of the Home Stage;
-Changed the colors of the street decals on dual lane streets of the Home Stage, Marina Stage, Train Stage, Train Station Stage, Downtown Stage and Rockshield Stage to yellow;
-Slightly changed the sky color of the train stage, so it feels more natural;
-The interior of the club is more reflexive now;
-Reimplemented the stabbing execution in the tutorial stage;
-Added a tip in the tutorial stage about healing inside bathrooms;
-SWAT soldiers in the Prison Stage carries frag grenades now;
-Disabled cinematic executions for prisoners inside prison cells;
-Increased the amount of health regenerated by the bathroom volumes up to 99% of the max. player's HP;

Igoreso's stuff:

-Regular AIs should no longer be able to see the player through the pinholes;
-Regular AIs should no longer shoot at crouched player when they can’t really see him;
-Added recoil to hand-held M240 rambo machine-gun;
-Reduced recoil while crouching to 75%;
-Smooth out crosshair movements - was made to improve turret aiming but also improves “jumping” crosshair during regular gameplay;
-Reduce distance at which pickup icons fade out to prevent insane screen cluttering;
-In menus, certain options will blink if they’re not set to recommended levels;

Opdatering: 12. apr. 2020 kl. 14:04

Re-update to alpha 6