使用说明:
1、解压缩
2、安装Update文件夹下的升级补丁到游戏目录
3、复制Crack文件夹下的免DVD补丁到游戏目录覆盖
4、运行游戏
更新说明(机翻):
编码相关的注意事项:
*列表最常见的决议和他们都添加到升序游戏代码。
*删除迫使最后决议的水平的开始,所以游戏者可以使用配置文件为多个分辨率。
*添加的所有决议的选项页面的确切顺序相同。
*从播放器删除未使用的DD和执行函数进行优化。
*添加FOV选项,最小60,最大:120,有5个增量。
*强制玩家的武器(包括手)无视FOV的变化,它会使用90 FOV所有的时间。
*擦亮所有选项的页面,以及用户界面的确认。
*请选择步进能够在相同的用户界面(需要宽高比文字)的影响另一个文本字段。
*添加长宽比文本分辨率下,即基于当前的分辨率更新。
*添加MaxHealthPacksAllowed到PC上,所以游戏者可以只携带健康包的数量有限。
*添加到MaxHealthPacksAllowed DifficultyManager,所以我们可以定义不同的限制为每个难度级别。在,玩家赢得抰被承载了太多的健康包,所以明智地使用它们。
*添加上有多高的玩家可以使用Throwable对象得到限制。这应该防止抛出的对象飞行。
*添加对如何低,当你loook下来Throwable对象可以得到限制。这应该防止抛出的对象飞行。
*创建SwitchWeapon动作,所以我们可以从天命切换活动的武器。将实施在未来的补丁中的情况下,一些用户提出要求的解决方案。
*修正不能够蹲下时脱落窗台。这应该避免很多冲突错误的,被卡住后,你跳上事情。现在你可以倒下沉默,如果你是站在什么。此外,它修复了揙MG!我可以抰克劳奇,而我抦打算下楼?臭虫(!)
*改变了标识显示,所以改变了FOV不会使其不可读。
关卡设计变更及相关注意事项:
*移除大部分人倾斜到地面物体碰撞。这WASN抰一个错误,这是一个设计上的选择,但一些用户发现这一点,并提出了这个,就好像它是一个错误。最初,我们的目的是,对搊LD-学校的现实主义的范围之内?让所有的对象上有冲突的地板。然而,由于一些用户故意展示这好像是一个错误,我们删除了地板物体的碰撞,让人们可以有揺asier?时间走在地板上。我们生活在一个时代,用户可以抱怨榷加时赛能够蹲下,而下楼梯?所以这是我们认为必要的决定。
*修正通过容器滑落。
*重新安排了一些在第一章中抛出的对象更方便的导航。
*修正了扬奥尔细胞类型的错误?
*调整照明以外的地区在第2章。
*第2章中增加了更多的提示了这个难题。
*在第3章固定的碰撞错误,将继续在未来的补丁这样做。
*修正错字错误捏ncoherent?第3章。
*更优化的第6章
AI相关性变化及注意事项:
*巡逻过程中修正了在某些情况下跳舞的AI问题。
*所有认可机构的增加周边视野:他们将有更好的看到现在的能力。
*增加,随机怪物速度:有些人会跑得更快,现在让玩家赢得抰容易逃避它们。
*人类战士有更好的视野,现在,他们将使用他们的搇老迈,景点?我们增加这项功能已经到AI代码库,但因为一些揵ETA-测试之前版本中删除吗?发现战士是捣红霉素难?路过。现在,在另一方面,我们有一些用户称这些士兵揵林德?因此,我们做了这种改变。
现在,随着增加视觉能力,因为他们将使用激光的景点,球员应该是围绕着人类士兵更谨慎。
*人类士兵的反应,现在,如果你拍出来的灯附近他们。
*人类战士“空闲的声音少重复了。
更新说明:
Coding Related Notes:
*List most common resolutions and add them all to the game code in ascending order.
*Remove forcing the last resolutions at the beginning of levels, so player can use config files for more resolutions.
*Add all of the resolutions to the options page in the exact same order.
*Remove unused DD and exec functions from player controller for optimization.
*Add fov option, min: 60, max: 120, with increments of 5.
*Force the player's weapon (including hands) to disregard the change of FOV, it'll use FOV of 90 all the time.
*Polish all the options pages, as well as confirmation UIs.
*Make the option steppers able to affect another text field within the same UI (needed for aspect ratio text).
*Add aspect ratio text under resolution, that updates based on the current resolution.
*Add MaxHealthPacksAllowed to PC, so player can only carry a limited number of health packs.
*Add MaxHealthPacksAllowed to DifficultyManager, so we can define different limits for each difficulty level. Now, player won抰 be carrying too many of health packs so use them wisely.
*Add a limit on how high the player can get using a throwable object. This should prevent flying with throwable objects.
*Add a limit on how low the throwable object can get when you loook down. This should prevent flying with throwable objects.
*Create a SwitchWeapon action, so we can switch the active weapon from kismet. Will implement the solution in the next patch in case some users request it.
*Fixed not being able to fall off a ledge when crouched. THIS should prevent many of the collision errors, being stuck after you jump onto things. Now you can fall down silent if you are standing on something. Also, it fixes the 揙MG! I can抰 crouch while I抦 going down the stairs?bug(!)
*Changed how the logo is displayed, so changing the FOV won't make it unreadable.
Level Design Changes & Related Notes :
*Removed most of collision of floor objects that people tipped onto. This wasn抰 a bug, it was a design choice but some users found this and presented this as if it is an error. Initially, our purpose was, within the scope of 搊ld-school realism?make all of the objects on the floor having collisions. However, since some users deliberately showcased this as if it is an error, we removed the collisions of floor objects, so people can have 揺asier?time to walk on the floors. We are living in an era where users can complain about 搉ot being able to crouch while going down stairs?so this was necessary decision we believe.
*Fixed the slipping through containers.
*Re-arranged some of the throwable objects in the first chapter for easier navigation.
*Fixed the type error of 揚ower Cell?
*Adjusted lighting outside areas in chapter 2.
*Added more hints for the puzzle in chapter 2.
*Fixed collision errors in Chapter 3, will keep on doing so in the next patch.
*Fixed the typo error 揑ncoherent?in chapter 3.
*More optimization to chapter 6
AI Related Changes and Notes :
*Fixed the dancing AI issue in some cases during patrol.
*Increased peripheral vision for all of the AIs : They will have better seeing abilities now.
*Increased and randomized monster speeds : Some of them will run faster now so players won抰 easily run away from them.
*Human soldiers have much better vision now, they will be using their 搇aser-sights? We added this feature already to the AI code base, but prior to release removed it since some of the 揵eta-testers?found the soldiers to be 搗ery difficult?to pass by. Now, on the other hand, we have some users calling these soldiers 揵lind? Hence we made this alteration.
Now, with the increased vision abilities, and since they will be using the laser-sights, players should be much more careful around the human soldiers.
*Human Soldiers now react to if you shoot out lights nearby them.
*Human Soldiers' Idle voices are less repeating now.
by BAT