System Shock 2 Patch Changelog

What's new in System Shock 2 Patch 2.4

Oct 2, 2012
  • Renderer:
  • Added windowed mode
  • Added single display mode option - no resolution change between menus and game
  • Added ingame support for all common resolutions, including widescreen
  • Added support for 32-bit color
  • Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
  • Added UI framerate cap option to avoid GPU fan spinning up in UI
  • Added DDS/PNG image support
  • Added full 24/32-bit TGA/BMP image support
  • Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
  • Animated texture rate can now be specified via a material file for that texture
  • Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polys
  • General:
  • Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
  • Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
  • Added "head_bob" config var to control amount of head bob
  • Added mousewheel support to options menu
  • Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
  • Fixed sound cap per schema type bug and upped max sound channels to 48
  • Changed screenshot output format to BMP and also added support for PNG screenshots
  • Changed mouselook sensitivity to be resolution independent
  • Added check to avoid trying to open files with reserved system name like com ports
  • AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
  • Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces
  • Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
  • Fixed star rendering
  • Added "log_player_pos" command that dumps current player pos to log file (when enabled)
  • Added the ability to detach from ladders by crouching
  • Improved mantling a bit and added optional new mantling algorithm with lower failure rate
  • Fixed a bug which limited number of sound channels to 16 even if more were selected
  • Fixed a bug that sometimes caused doors to float away into infinity
  • Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
  • Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
  • Added "fixed_star_size" option for resolution independent star size
  • Fixed some bugs when attaching to a ladder from water.
  • AIs who are facing very close to a wall will no longer turn to face south when the game begins
  • Fixed a crash when the "current" folder is missing (it will now be created)
  • Added an option to only use a single binding file, eliminating the "broken use/shoot mode" bug once and for all
  • Added option to have the quicksave save to a proper slot (now defaults to last regular save slot), complete with proper name (as opposed to "crouchhold")
  • Removed four junk lines at the bottom of the map window
  • Fixed gun jitter
  • DromEd:
  • Added support for full game mode backup/restore
  • Lightmaps are now properly displayed in the editor 3D view
  • Added support for HW rendering in editor viewports
  • Increased the maximum number of visible on-screen terrain polies from 1024 to 20480
  • Increased the maximum number of visible on-screen objects from 128 to 1280
  • Added some safety checks to object scaling operations to prevent objects with 1.#INF scale
  • Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.
  • Prevented a crash if you apply a model of one creature type to an object assigned a different creature type
  • Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.
  • Integrated csgmerge tool into editor exe
  • Added support for 32-bit lightmaps
  • Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission
  • Fixed a bug where the game would crash when deleting a large multibrush
  • Added fallback check to find Motiondb.bin in resource paths
  • Fixed resource lock errors when loading TGA images (for object textures and distance art)
  • Fixed solo view editor issues when going back to edit mode from game mode
  • Added ability to change the brush colors in DromEd via values in DromEd.cfg.
  • Added light-based transparency property
  • Vast improvements to editor dialogs, including crash fixes and improved functionality
  • Increased brush limit from 7068 to 16384
  • Increased rooms limit from 1024 to 4096
  • Increased ambient sound limit from 256 to 1024
  • Increased cell limit from 28672 to 32760
  • Increased the maximum number of sides in a cylinder from 10 to 26.
  • Increased automap location limit from 64 to 256 locations per page
  • The texture rotation control can now interpret negative values
  • Fixed a crash while generating reports
  • Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another
  • Added new Windows-style texture palette (which also supports more than 256 textures)
  • Added support for all editor window sizes
  • Added Pendulum (/sinusoidal) curve type to tweqs
  • Added DetailAttachement link type
  • Added Distance Alpha property
  • Added Bitmap Color property for custom modulation color on bitmap objects
  • Added "Face camera (axial)" setting to Bitmap Worldspace
  • Added color param, additive blending and spotlight cone falloff support to coronas
  • Added "Editor Comments" property
  • Added "show_vhots" command for debug visuals of vhot placement and numbering on objects
  • Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links
  • Added the ability to place graphical decals on book pages
  • Corpses with Contains links no longer count as pickpockets
  • The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.
  • The stimulus on existing receptrons can now be changed
  • The intensity for sources is no longer reset when changing the propagator
  • The receptrons list now correctly shows the max intensity value for existing receptrons
  • Meshes can now be scaled with the Scale property
  • Scaled objects now cast properly scaled shadows
  • Objects can now obscure coronas
  • Bitmap Worldspace objects can now be locally lit
  • Precipitation will now collide with OBB objects as well as terrain
  • The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)
  • It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted
  • Added numeric keypad input support
  • DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
  • Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views
  • Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging or elevable objects)
  • Increased the time range of Tweqs to 0-65535
  • The same property can no longer be added to an object multiple times
  • Fixed a crash when adding the Texture Anim Data property to a concrete object