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复仇格鬥兔(Overgrowth)v1.1升級檔+免DVD補丁CODEX版

使用說明:

1.解壓縮
2.運行update目錄下的setup.exe安裝升級檔
3.复制codex目錄下的檔案到遊戲安裝目錄
4.開始遊戲

升級檔安裝步驟:

1.安裝《复仇格鬥兔》原版原版遊戲
2.安裝《复仇格鬥兔》v1.0.5升級檔:http://patch.ali213.net/showpatch/79845.html
3.安裝本升級檔

更新內容(機翻):

更新v1.1:
Therium 2的故事
-現在基礎遊戲,不需要安裝一個國防部
-新的分支故事進度功能表(和進度保存!)
-許多圖形更新(改進的陰影和光照,新模型,貼花和細節工作,對話中的FOV,修复了一些破碎的資產,一些新的著色器效果)
-提示閱讀絕殺筆記,並增加了一些更多的知識
-從mod版本改進了水準載入時間
-新的水準開始給更多的背景故事
-在關卡週圍添加邊界以防止玩家失去知覺
-更新對話
-許多較小的遊戲改進
過度生長的故事
-在幾個層面上改進壁壘,平臺,碰撞問題
-增加了許多關卡的隱形關卡,所以玩家不太可能迷路
-在幾個級別添加了更多的NPC跳轉節點
-如果你在冰崖的水準上把它們從懸崖上踢出去的話,那麼它就會死掉
-更新了一些載入圖像,現在已經提供了錯誤修复
-修正了幾個小資產錯位(漂浮的東西,登上一些窗戶等)
-製作的桌子表現更好,武器更容易搶在最後的戰鬥
遊戲
-增加了通過按下並放下武器來降低武器的能力(默認情況下右鍵點擊+ Q)
-使“鐵桿”難度100%的速度,使其感覺不到“浮動”/“反應遲鈍”
-改進了難度選擇功能表(添加了“自動壁架抓取”和“教程”复選框,增加了難度改變的描述)
-只能自動滾動恢复容易,而不是硬核
-刪除了“塊作弊進程”功能(現在,至少在我們有一個更好的用戶界面,並取得了成就)
-在廣告系列中添加對調試解鎖個別級別的支持
-對話結束後,角色在三秒內不採用戰鬥姿態;意圖是避免每次結束點擊對話時意外打出戰鬥姿態
圖形/設置
-將“auto ledge grab”移至“設置”->“遊戲”功能表
-增加了“全屏無邊框”分辨率選項到頂欄功能表
-增加了“目標監視器”設置
-改進了自定義分辨率設置UI
-全屏模式現在是“獨家/真實”全屏
-改進Windows中的高DPI(UI縮放)
-在MODS和播放功能表中使背景變暗,以增加浮動文本與背景光的對比度
-調整窗口大小時修复功能表
-在blue_dusk.tga天空盒中減少了視覺噪音
-修正了幾個級別資產渲染中的一些小故障
-使木材資產少一點光澤
性能
-增加了著色器預載入和緩存支持,這將減少級聯,並提高載入級別的載入時間(載入第一級之後)
-增加了圖形設置的細節對象下拉功能表(現在不同的細節級別,以幫助緩解中低端機器的性能,而不會犧牲視覺質量)
-增加了簡單的霧設置圖形設置(為了更好的渲染性能)
-特別是過度生長的故事,對樹渲染進行小型優化
-針對Mac上的一些常見資源進行了優化渲染(特別是在Intel mac上-例如“新級別”現在具有更好的FPS)
-引擎現在預先載入腳本函數,以便在調用腳本引擎掛鉤函數時提供稍好的性能
-增加了一個“生成緩存”按鈕到高級MODS功能表(如果你生成一個MOD的緩存,載入時間會更快)
-增加了更多的項目預載入列表,以減少遊戲中的資產負載
-在著色器載入中級時添加了警告,所以我們可以捕捉它們並消除它們(只有當不在編輯器模式下時,因為在編輯器中動態載入資源)
-減少了一些日志垃圾郵件/日志重复
可靠性
-增加了64位窗口的構建,使其在64位機器的蒸汽默認(應該大大減少長期內存不足的問題)
-在修复內存分配問題上做了一些工作
-增加了碰撞音樂曲目的處理
-修复了一些小的崩潰,特別是與格式不正確的XML資產或丟失檔案有關的崩潰
-致力於在資產檔案路徑字段中減少區分大小寫的Linux/OSX(為了與Windows源內容兼容)
-在Linux上截斷錯誤對話框(所以你不會因窗口過大而出現窗口管理問題)
-使OpenGL上下文創建更容忍/允許比我們指定的更新的上下文
-將10MB截斷的最大日志檔案大小提高到40MB
-修复應用無效字符動畫時的崩潰問題,或修复字符資產定義中動畫檔案無效的問題
-如果TGA丟失,製作級別的色彩地圖返回到DDS檔案
-增加了一些佔位符對象(字符連接器)錯誤記錄到對話熱點
-為檔案路徑處理增加了一些更好的錯誤處理
-在崩潰時將天使腳本和場景圖轉儲資訊寫入檔案
改裝/編輯
-當一個國防部所需版本與遊戲版本不匹配時,向“不支持版本”錯誤消息中添加更多資訊
-使MODS功能表“停用所有MODS”按鈕更可靠(實際上停用所有MODS,即使有檔案衝突),並有點漂亮
-使得mod的版本選擇更加挑剔,所以1.0版本的腳本需要更新才能與1.1兼容(無論如何,現在會給出正確的“不受支持的版本”錯誤)
-改進寫緩存檔案最終為mods,所以他們可以更容易與mod打包,以加快mod級別的負載
-在編輯器中向顏色選擇器添加顏色歷史記錄
-新的遊戲中,可過濾,可停靠的日志窗口
-修正(和改進)顯示圖像熱點
-修复對話外部文本檔案支持的一些問題(可能現在運行良好,但沒有經過嚴格測試)
-對話編輯器相機預覽現在也正確應用當前景深相機設置在編輯器
-取消選中編輯器的頂部欄->編輯->遊戲對象選項隱藏場景圖中的導航網格對象
-修复了在自定義著色器級別參數中手動輸入第一個字符而不是复制/粘貼時的崩潰問題
-總是在編輯器中顯示組/預制的邊界框,以便與其他對象更容易區分,並且當您不想要時不小心點擊組的邊界框時
-修复了有連接的复制/粘貼預制件
-保存預制時,現在可以正確刪除外部連接
-修复與外部附加項目的字符預制
-為prefabs添加更多的健全性檢查(和警告/錯誤記錄)
-在級別XML中製作衝突的對象ID會記錄更多警告數據,因此您知道哪些項目是偽造的,並且可以手動糾正它(可用於复制/粘貼數據)
-增加了對同一個mod中多個廣告系列的支持(通過請求)
-解決了資產熱重裝的問題
-骨架不對稱時增加了額外的錯誤文字
-修正了編輯器中對象屬性旋轉的毛刺
-在編輯器中增加了shift-click選擇到場景圖窗口(使場景圖中的任何一個對象更容易選擇,無論你處於哪個級別)
-添加“替換網格...”到“選擇”頂部功能表欄,現在可以用一個不同的對象替換一個對象,並保持所有的變換屬性(位置,旋轉,縮放)
-可以在編輯器中搜尋和顯示場景圖窗口中的孩子(現在在群組/預制內進行搜尋)
-添加了自定義級別著色器#SHADOW_POINT_LIGHTS選項,以使環境陰影貼花影響由動態點光源發出的光線
-為mod和等級“參數”添加UI到高級mods功能表(頂部欄-> Windows-> Mods->高級->選擇一個mod)
-增加了交互式秒殺對象的spawner縮略圖,並刪除了糟糕的工作秒殺塔派生功能表條目
-添加多個配置選項到#TEST_CLOUDS_2自定義著色器效果(#MORECLOUDS,#CLOUDS_BELOW_HORIZON,#CLOUDS_VORTEX,#CLOUDS_DO_NOT_CAST_SHADOWS,#CLOUDS_DO_NOT_TINT_SKY)
-增加了對levelwin熱點目標分支參數的支持(用於分支活動支持)
-當解析mod.xml檔案失敗時,向錯誤消息添加更多的細節
-增加了在mod.xml中指定項目/活動/級別的空路徑的功能(暗示應該通過功能表腳本顯示後備圖像)
-為編輯器中的選定對象添加“調試”資訊(如果標記為“可選”,則為父級ID)
-修复了Overgrowth內置的mod.xml檔案中的xml聲明的錯誤文法,以及示例mod.xml檔案
腳本
-添加頂部欄->調試->事件窗口將自定義事件發送到腳本(全局消息,級別消息,活動消息,可編寫腳本的UI回調消息)
-為編輯器相機腳本(cam.as)和熱點添加文檔轉儲,像其他腳本類型一樣复制到Documents/Wolfire/Overgrowth資料夾
-為腳本引擎鉤子函數功能(腳本中的必需/可選功能)添加了腳本文檔轉儲腳本文檔
-當腳本缺少所需的功能時,引擎現在會給出更好的錯誤資訊
-水準腳本現在在所有3種類型的腳本(level.as“全局”腳本,每級腳本,每個mod腳本)上具有更一致的引擎鉤子函數簽名和外部可訪問的函數列表,
-將更多常用外部函數添加到編輯器相機腳本(cam.as)
-暴露更多的功能,親愛的ImGui天使腳本(啟用/禁用,樣式,圖像/圖像按鈕,圖像載入)
-將生成器項目查詢函數添加到angelscript [ModGetSpawnerItems(ModID&),ModGetAllSpawnerItems(bool only_include_active=true)]
-在數據/腳本/實用程式資料夾中添加了多個實用程式腳本(用於字符串,數組,集合等)
-為mod級別定義添加任意“參數”支持,因此mod可以更輕松地製作數據驅動功能表/非線性功能表(參數對象,Campaign.GetParameter()和ModLevel.GetParameter()in angelscript)
-添加SavedLevel.GetArray(字符串和鍵)函數angelscript
-為angelscript添加了Campaign.GetLevel(string&id)函數
-在angelscript中添加ModLevel對象的賦值/拷貝構造函數
-在angelscript中添加了Object.SetTranslationRotationFast(const vec3&in,const quaternion&in)函數,加快移動組/預制對象
-將DirectoryExists函數添加到angelscript,並收緊angelscript FileExists函數以排除目錄
-修正//注釋不能刪除天使腳本中的#include指令
-降低呼叫即時更新的頻率,延遲,使其不會運行多次
-修正了一些UI腳本熱重裝問題
-增加了F5鍵手動刷新自定義的廣告系列用戶界面功能表

原文:

Update v1.1:
Therium 2 story
-Now comes with base game, no need to install a mod
-New branching story progress menu (and progress saving!)
-Many graphics updates (improved shadows and lighting, new models, decal and detail work, FOV in dialogues, fixed some broken assets, a couple new shader effects)
-Prompts for reading lore notes, and added a few more lore tidbits
-Improved level load times from mod version
-New levels at beginning to give a little more back story
-Add boundaries around levels to keep player from getting too lost
-Updates to dialogues
-Many smaller gameplay improvements
Overgrowth story
-Improvements to wall-run, platforming, collision issues in several levels
-Added invisible level boundaries to many levels, so player less likely to get lost
-Added more NPC jump nodes in a few levels
-Made it so wolf dies if you kick them off cliff in Ice Cliffs level
-Updated some loading images, now that rendering bug fixes have been made
-Fixed several small asset misplacements (floating things, boarded up some windows, etc)
-Made tables behave better, and weapon easier to grab in final fight
Gameplay
-Added ability to drop weapon by pressing grab and drop (right click + Q by default)
-Made "hardcore" difficulty 100% speed to make it feel less "floaty"/"unresponsive"
-Improved the difficulty selection menu (added "auto ledge grab" and "tutorials" checkboxes, added descriptions of difficulty changes)
-Only automatically roll recover on easy, not hardcore
-Removed the "block cheating progress" feature (for now, at least until we have a better UI for it, and have achievements in place)
-Add support for debug unlocking individual levels in campaigns
-Characters don't adopt combat pose for three seconds after a dialogue ends; intention is to avoid accidentally making a combat pose every time you end a dialogue with click
Graphics/Settings
-Moved "auto ledge grab" to Settings-> Game menu
-Added "fullscreen borderless" resolution option to top-bar menu
-Added "target monitor" setting
-Improved custom resolution settings UI
-Full screen mode is now "exclusive/true" fullscreen
-Improvements to high DPI (UI scaling) in Windows
-Darken background in mods and play menu, to increase contrast of floating text against light backgrounds
-Fixes to menus while resizing the window
-Reduced visual noise in blue_dusk.tga skybox
-Fixed some glitches in rendering of a few level assets
-Made wood assets a little less shiny
Performance
-Added shader preload and caching support, which will reduce in-level hitches, and improve load times for loaded levels (after the first level is loaded)
-Added detail object dropdown to graphics settings (now different detail levels, to help ease performance on medium/low end machines, without sacrificing visual quality nearly as much)
-Added simple fog setting to graphics settings (for better rendering performance)
-Small optimizations to tree rendering, in Overgrowth story especially
-Optimized rendering for some common assets on Mac (especially on Intel macs-"new level" now has much better FPS, for example)
-Engine now pre-loads script functions to give slightly better performance when calling into script engine hook functions
-Added a "generate cache" button to advanced mods menu (if you generate the cache for a mod, load times will be faster)
-Added more items to item preload list, to reduce mid-game asset loads
-Added warning when shader loaded mid-level, so we can catch them and eliminate them (only when not in editor mode, since dynamically loading assets is expected in the editor)
-Reduced some log spam/log duplication
Reliability
-Added 64 bit windows build, made it default in Steam for 64 bit machines (should significantly reduce long-run out of memory issues)
-Did some work on fixing memory allocation issues
-Added handling of colliding music tracks
-Fixed several small crashes, especially those related to poorly formatted XML assets or missing files
-Worked on making Linux/OSX less case sensitive in asset file path fields (for compatibility with Windows-sourced content)
-Truncate error dialogues on linux (so you don't get window management problems with too large a window)
-Make OpenGL context creation a little more tolerant/allow newer context than we specified
-Bumped up max log file size to 40MB with 10MB truncation
-Fix problems with crashes when invalid character animation applied, or animation file was invalid in character asset definition
-Made level colormap fall back on DDS file if TGA is missing
-Added some placeholder object (character connector) error logging to dialogue hotspot
-Added some better error handling for file path handling
-Made angelscript and scene graph dump info to files on a crash
Modding/Editor
-Added more information to "Unsupported version" error message, when a mod's required version does not match the game version
-Make mods menu "deactivate all mods" button more reliable (actually deactivates all mods even if there's file collisions), and a little prettier
-Made mod version selection more picky, so script mods for 1.0 require updates to be compatible with 1.1 (which they would anyway, now gives correct “unsupported version” error)
-Improved where write cache files end up for mods, so they can be more easily packaged with a mod to speed up mod level loads
-Added color history to color picker in editor
-New in-game, filterable, dockable log window
-Fixed (and improved) Display Image hotspot
-Fix some problems with dialogue external text file support (might be working well now, but not heavily tested)
-Made dialogue editor camera preview also now correctly apply current Depth Of Field camera setting in editor
-Made unchecking editor's Top bar-> Edit-> Gameplay Objects option hide navmesh objects in scenegraph
-Fixed crash while manually typing in first characters in Custom Shader level parameters instead of copy/pasting
-Always show bounding boxes in editor for groups/prefabs, so they're more easily distinguished from other objects, and you're less likely to accidentally click on a group's bounding box when you don't mean to
-Fixed copy/pasting prefabs that have connections
-Now properly removes external connections when saving a prefab
-Fixes for prefabs with characters with externally attached items
-Add more sanity checks (and warning/error logging) for prefabs
-Made conflicting object IDs in level XMLs log more warning data, so you know which items are dupes and can manually correct it (useful for copy/pasting data)
-Added support for multiple campaigns in same mod (by request)
-Fixed an issue with asset hot-reloading for mod assets
-Added additional error text when skeleton is asymmetrical
-Fixed glitches with rotations in object properties in editor
-Added shift-click selection to scenegraph window in editor (to make it easier to select a set of objects in the scenegraph, wherever you are in the level)
-Added "Replace mesh..." to "select" top menu bar, can now replace one object with a different object, and maintain all transform properties (position, rotation, scale)
-Made it possible to search and display children in scenegraph window in editor (now searches inside groups/prefabs)
-Added custom level shader #SHADOW_POINT_LIGHTS option, to make environment shadow decals affect lights made by dynamic point lights
-Add UI for mod and level "parameters" to advanced mods menu (top bar-> Windows-> Mods-> Advanced-> select a mod)
-Added spawner thumbnail for interactive spike object, and removed poorly-working spike tower spawn menu entry
-Add several configuration options to #TEST_CLOUDS_2 custom shader effect (#MORECLOUDS, #CLOUDS_BELOW_HORIZON, #CLOUDS_VORTEX, #CLOUDS_DO_NOT_CAST_SHADOWS, #CLOUDS_DO_NOT_TINT_SKY)
-Added support for target branch parameter in the levelwin hotspot (for branching campaign support)
-Added more details to error message when failing to parse mod.xml file
-Added ability to specify empty path for items/campaign/levels in mod.xml (implying a fallback image should be displayed by the menu script)
-Added "debug" info for selected objects in editor (has parent id, if it is marked as "selectable")
-Fix incorrect syntax for xml declaration in Overgrowth's built in mod.xml files, and example mod.xml files
Scripting
-Added Top Bar-> Debug-> Events window to send custom events into scripts (global message, level message, campaign message, scriptable UI callback message)
-Added documentation dump for editor camera script (cam.as) and hotspot, duping to Documents/Wolfire/Overgrowth folder like other script types
-Added documentation dumps for script engine hook function functions (required/optional functions in scripts) to script docs
-Engine now give better error message when scripts are missing required functions
-Level scripts now have more consistent engine hook function signatures, and list of exernally accessible functions, across all 3 types of level script (level.as "global" script, per-level script, per-mod script)
-Add more common external functions to editor camera script (cam.as)
-Exposed more functions for Dear ImGui to angelscript (enabled/disabled, styles, images/image buttons, image loading)
-Add spawner item query functions to angelscript [ModGetSpawnerItems(ModID&), ModGetAllSpawnerItems(bool only_include_active=true)]
-Added several utility scripts (for strings, arrays, sets, etc), in Data/Scripts/utility folder
-Add arbitrary "parameters" support to mod level definitions, so modders can more easily make data-driven menus/non-linear menus (Parameter object, Campaign.GetParameter() and ModLevel.GetParameter() in angelscript)
-Added SavedLevel.GetArray(string& key) function to angelscript
-Added Campaign.GetLevel(string& id) function to angelscript
-Add assignment/copy constructor for ModLevel object in angelscript
-Added Object.SetTranslationRotationFast(const vec3 &in, const quaternion &in) function to angelscript, to speed up moving group/prefab objects
-Add DirectoryExists function to angelscript, and tighten up angelscript FileExists function to exclude directories
-Fix//comments not being able to remove #include directives in angelscript
-Reduce frequency of calls to live update, delay so it doesn't get run multiple times
-Fixed some UI script hot-reloading problems
-Added F5 key to manually refresh custom campaign UI menus

by CODEX

复仇格鬥兔 v1.1升級檔+免DVD補丁CODEX版
Overgrowth.Update.v1.1-CODEX.part3.rar
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