Ready or Not, disponibile l'aggiornamento mensile di marzo. Introdotti lanciagranate e giubbotti esplosivi

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Barrnet
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Ready or Not, disponibile l'aggiornamento mensile di marzo. Introdotti lanciagranate e giubbotti esplosivi

Messaggio da Barrnet »

Immagine
VOID Interactive ha reso pubblico il nuovo aggiornamento mensile per Ready or Not, il first person shooter dal taglio realistico che mette i giocatori nei panni di un Team Leader di una squadra SWAT americana. L'aggiornamento introduce la possibilità di trasportare o far spostare i civili o i sospetti arrestati, incrementa la portata dell'attacco corpo a corpo del giocatore, aggiunge come gadget un lanciagranate sottocanna per lanciare le varie tipologie di granate, introduce la selezione di paletta di colori (fosfori verdi o grigi) per il visore notturno ed introduce dei giubbotti esplosivi per civili e sospettati in alcuni livelli. Notevoli migliorie anche ai livelli presenti del gioco, con l'aggiunta di diverse nuove aree, suoni, elementi scenici o fix a problemi noti.

L'aggiornamento cura anche la stabilità di gioco, con una notevole quantità di piccoli o fastidiosi problemi sistemati riguardo alla consistenza dell'audio tra prima e terza persona, migliora la varietà di versi e frasi dei vari personaggi riducendone la ripetitività ed espandendone il repertorio. Di seguito le note di versione pubblicate dallo studio di sviluppo:
Gameplay
New
  • Carry Arrested AI
Updated
  • Increased melee bash range
Fixed
  • Fixed SWAT AI becoming 'Injured' to CS gas when wearing a gas mask
AI
New
  • Bomb vests for Suspects and Civilians in certain levels and scenarios
Settings
New
  • NVG Phosphor display option (Green or White)
HUD
New
  • Paper doll UI showcases when you're carrying AI
Updated
  • Team View is no longer tied to HUD visibility. (HUD can now be turned off and team view will still visible)
  • Player nameplates independent of HUD visibility
Performance
Improved
  • HUD optimizations
  • Team View optimizations
Fixed
  • Fixed a performance issue with the significance manager causing hitches on certain maps
Networking
Updated
  • No longer able to join co-op games in progress
Weapons
New
  • M32A1 Launcher (Flashbang Rounds)
  • M320 Launchers (Flashbang, Stinger and Gas)
Fixed
  • Fix for pepperball projectiles hanging in the air when firing at sky
  • Fixed shotgun ammo inaccurate counting
  •  
Physics
Fixed
  • Greatly improved player physics interaction against physics props
  • Physics props no longer affect player movement
UI
Fixed
  • Fixed shotgun ammo UI display
VO
New
  • Shared death screams now added to all NPCs
Fixed
  • Swan no longer repeats certain lines
  • Removed duplicate death sound from GenericSuspectMale voice batch
SFX/Music
New
  • Foley sounds for various SWAT and NPC actions
  • Knife attack audio
  • SWAT Breaching
  • Compliant and fake surrenders
  • Universal rifle draw / holster sounds
Updated
  • Gunshot stereo width is no longer as thin as Zack’s hair
  • Volume balance across tons of sounds
  • Python snubnose gunshot now slightly different than non-snub gunshot
  • Surface impacts now more pronounced in the overall mix
  • Tweaks to certain step foliage sounds
  • SWAT footstep gear foley sound now plays slightly more often
  • First-person dirt footstep sound sounds more like dirt now
Fixed
  • Metal impacts now use shared metal impact sound for better audibility / consistency
  • Fixed instances of incorrect impact sound being applied to various surfaces
  • Fixed tons of instances where doors would incorrectly sound occluded on various maps and modes
  • Fixed certain step sounds not firing for all characters
  • Optimized many events so they don’t continue playing even after stopping
  • Fixed instances of SWAT steps being waaaaay too quiet
  • Fixed instances where pre-game music wouldn’t play
  • Optimized certain gunshot tail layers
  • Optimized bash sound
  • Optimized first-person footstep sounds
  • Increased sound size for all weapon foley to mitigate left / right channel switching if sound fires while player is moving mouse
Hotel
Updated
  • Hotel now uses Updated ambiance backend
  • Massive amount of tweaks to existing sounds/ambiances across all game modes(sizing, adding, deleting, etc)
  • Massive amount of tweaks to existing 3D sound sources across all game modes(stereo width, positioned closer to sound sources, etc)
  • Implemented 3 unused ambiances (Bar, Kitchen, Gym)
  • Implemented unused occluded traffic effect in parking garage
  • Fixed instances where sprinklers on Bomb Threat game mode wouldn't all play
  • Fixed instances of bomb threat puddles not producing splishy splashy sound
  • Increase stereo width of certain sounds for better realism
  • Game music now stays quiet until player is in certain areas on the first floor
  • Upper rooms music section now plays during upper rooms game modes
Meth
New
  • New Areas: Attic, Meth Lab, New rooms in tent house
Updated
  • Changed and removed sounds to match Updated visuals
  • Re-implemented second combat theme
Fixed
  • Backend improvements to Meth music
  • Optimize certain sounds
Dealer
Updated
  • Game music fades to silence when close to rockin' stereo song
Fixed
  • Fixed instance of ambient tension not playing during certain combat outro
Gas
Fixed
  • Fixed instance of incorrect ambience playing in certain areas
Port
Updated
  • Game music now fades out when inside and around the Auction room
  • Optimized/balanced most ambiances
  • Apply LFO to rain sound / rain on clothes to simulate rain gusts
  • Increase stereo width for certain sounds
  • Slight adjustment to add reverb to certain areas
Fixed
  • Fixed instances of certain warehouse rooms not having reverb
  • Fixed instances of rain sounds continuing indoors on Port
  • Fixed instance of incorrect ambiance playing on Barricaded Suspects spawn
  • Added invisible wall to hostage rescue to prevent players from jumping out of map
  • Added invisible wall to prevent players from getting stuck in certain external warehouse area
Immagine
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