Total technological overhaul!
Map format, model format and animation system, renderer, mapping tools.
Raytraced shadows.
Development of the update has come a long way. Please note that this update applies to literally all the aspects:
New custom level compilers were developed
improved performance, vertex lighting support and ability to compile Quake 3 maps (Bezier curves)
Major update for Model format
- Limits raised
- Weight distribution support
- Jigglebones
- Blendspace
- Inverse Kinematics
- Near complete set of Source Engine features
Renderer was rewritten
- Landscape support
- Possibility to build model-only levels, without brushes (brushes are still supported)
- Correct sorting of translucent surfaces
- Alternative renderpaths. 1st: dynamic sunlight, 2nd: deferred lighting with raytraced shadows (still experimental)
- A lot of work was done to accelerate map loading; general optimization of rendering was done
- Also, work was performed to improve compatibility with old graphics cards (Radeon X1600 etc.)
- New shader system provide significant opportunities for shader editing even for ones who doesn't want to deal with renderer source code
- Well and also recursive mirrors have been added :)
Levels were recompiled with new compilers supporting vertex lighting of models
- Lost resources added back in
- Fixed too long model paths so they could be stored in PAK (there were several models whose paths were 64 characters long exactly)
- Game videos were converted to Cinepak format so they would play on any machine
The archive contains complete game, no additional resources required.
Do not forget to apply this crucial patch
The default settings are strange. These are the same settings that Elber did for the old version 1.0. Even the mouse look is disabled for some reason. Don't worry, you can take the config from already configured Paranoia 2.
scripts.pak contains rendercvars.txt. Not a config, just a list of console variables that one can change to tweak main graphics settings. Honestly, these ones had to be added to graphical preset configs, but I haven't had time to do this.
Shaders are in core.pak.
Shadow settings:
gl_deferred 1 - deferred lighting with raytraced shadows (2nd renderer, some effects not implemented)
gl_deferred_fullres_shadows - high quality shadows for GTX750 and up
gl_deferred_tracebmodels - brushmodel shadows
© Uncle Mike
protip: start typing console command and then hit Tab to display available commands matching your input. Run game as paranoia2.exe -help to create help.txt with all available options. This is a feature of Xash3D.
do not forget to apply a patch
Nice, I can't wait to try it
Didn't expect this game to get an update, nice.
Good to know! Thanks for the update.
I'm just sad there is no update about the "shooting process" in such games (including Paranoia 1) which is just horrible for various things, including traces & damage done.
But I'm wondering why those patches are not in the "Paranoia 2" game section. I missed them before, because hard to find it.
Back in oct2019 we still couldn't contact P2's main dev. I haven't checked it since. Anyway I arranged this update as a separate game in "xash3d engine" category, with a link to original developer. Actually, you probably noticed this file for a sole reason of me noobishly archiving and unarchiving it back. I uploaded the same file to that new "game" category so this one will be archived soon.
Yeah, I follow Xash3D & a few of his games running on it.
And I commented here since "I saw an update notification on the top", but I forgot to check for the date before commenting (I tought this was released yesterday!).
In fact there were no changes at the update date (yesterday), changes/files was released 2019/10/28 (certainely the archiving/unarchiving process you did who send me notification, as you said), but it's O.K., because I missed this update for the game I have installed, and also my comment about "update shooting process" still worth.
Thanks for the patch & your reactivity.
By the way, everything concerning this game should be there:
Indiedb.com
To centralize... will be easier to find it.
It is technically there, click on "KPL" developer title. That's all I can do with current editing rights.