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Update 11736 - the Lighthouse final spotlight bug has been fixed (you should now be able to target the stage in all >> instances) - the random Japanese in the pause menu has been removed Update 11534 - added Russian localization (subtitles/UI) Update 11221 - Fixed dashing, jumping and low framerates getting you stuck in objects. (Most significant fix - big >> change to prevent getting stuck inside objects.) - Fixed dashing from wedging you into geometry at low framerates. - Fixed getting stuck in the ground or objects while shifting out. This should fix: - Issues where the player could get stuck inside bDetailGeometry meshes. (Random stuff lying around the >> place.) - Cinema skip issue. (Sorry speedrunners, we will look into preserving the previous patch, but not right >> now.) - Fixes lantern issues. (When lighting changes shift you out of shadows.) - Fixes issues with getting stuck on dynamic actors. (Eg boxes.) - Game now displays the walking animation when stuck in a stable configuration while falling. (No more >> t-pose, unless you're still falling.) - Allow jumping in that case to help the player get out of the collision. (Ie, you can now jump out of >> most spots in the world. Together, this plus the previous change mean you can jump out of areas that >> you would have been stuck in previously.) - Map ESCAPE to Backspace in the menus. (Don't think we don't listen! It won't show in the in-game UI >> though.) - Fix going through walls (getting out of the map) and stop dash from going through shadows. (Big gameplay >> change - you no longer go into shadows automatically at the end of a dash. You can still manually shift >> once you've finished your dash.) - Fix for the box falling on the player's head and floating in space. (Should now just land on Dawn's >> head, but you'll be able to just walk away and the box will fall.) - Fix Carousel luminary loading/persistence problem. (This fixes the situation where you could play the >> Carousel, not complete it, complete the other two attractions, but then not be able to restart the Carousel.) - Removed critical section in ShadowFiltering TickPostProcess. (Some sort of magic voodoo that helps >> low framerate shadow collision detection.) - Fixed rare crash at the end of the hotel on machines playing on low graphical settings. (If you >> persistently crashed at the end of Act 1 before, you now won't.) - Work around rare crash when NULL is passed to ACPhysicsPawn::Dismount() (More magic voodoo. >> Seriously, I don't understand this one at all.) - Fix rare multi-thread crash on map change. - Allow single-threaded (in-process) shader compilation on Shipping PC Builds. (Fixes the game not starting >> on a number of select machines). Update 11173 - Autosettings improvement - V-Sync enabled by default This NFO File was rendered by NFOmation.net
Update 11736 - the Lighthouse final spotlight bug has been fixed (you should now be able to target the stage in all >> instances) - the random Japanese in the pause menu has been removed Update 11534 - added Russian localization (subtitles/UI) Update 11221 - Fixed dashing, jumping and low framerates getting you stuck in objects. (Most significant fix - big >> change to prevent getting stuck inside objects.) - Fixed dashing from wedging you into geometry at low framerates. - Fixed getting stuck in the ground or objects while shifting out. This should fix: - Issues where the player could get stuck inside bDetailGeometry meshes. (Random stuff lying around the >> place.) - Cinema skip issue. (Sorry speedrunners, we will look into preserving the previous patch, but not right >> now.) - Fixes lantern issues. (When lighting changes shift you out of shadows.) - Fixes issues with getting stuck on dynamic actors. (Eg boxes.) - Game now displays the walking animation when stuck in a stable configuration while falling. (No more >> t-pose, unless you're still falling.) - Allow jumping in that case to help the player get out of the collision. (Ie, you can now jump out of >> most spots in the world. Together, this plus the previous change mean you can jump out of areas that >> you would have been stuck in previously.) - Map ESCAPE to Backspace in the menus. (Don't think we don't listen! It won't show in the in-game UI >> though.) - Fix going through walls (getting out of the map) and stop dash from going through shadows. (Big gameplay >> change - you no longer go into shadows automatically at the end of a dash. You can still manually shift >> once you've finished your dash.) - Fix for the box falling on the player's head and floating in space. (Should now just land on Dawn's >> head, but you'll be able to just walk away and the box will fall.) - Fix Carousel luminary loading/persistence problem. (This fixes the situation where you could play the >> Carousel, not complete it, complete the other two attractions, but then not be able to restart the Carousel.) - Removed critical section in ShadowFiltering TickPostProcess. (Some sort of magic voodoo that helps >> low framerate shadow collision detection.) - Fixed rare crash at the end of the hotel on machines playing on low graphical settings. (If you >> persistently crashed at the end of Act 1 before, you now won't.) - Work around rare crash when NULL is passed to ACPhysicsPawn::Dismount() (More magic voodoo. >> Seriously, I don't understand this one at all.) - Fix rare multi-thread crash on map change. - Allow single-threaded (in-process) shader compilation on Shipping PC Builds. (Fixes the game not starting >> on a number of select machines). Update 11173 - Autosettings improvement - V-Sync enabled by default This NFO File was rendered by NFOmation.net