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Improved Fang basement scene camera transitions
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Decane committed Sep 21, 2019
1 parent 80f54e7 commit 25e2d17
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Showing 3 changed files with 11 additions and 9 deletions.
4 changes: 2 additions & 2 deletions SRP v1.1.3 - Readme.txt
Original file line number Diff line number Diff line change
Expand Up @@ -211,15 +211,15 @@ Gameplay fixes:
+ Fixed the player's character model reverting back to the default rookie jacket model upon loading a savegame / changing maps.
+ Corrected the mesh, name, icon, and description of the several varieties of 7.62x54 mmR ammunition.
+ Extended GSC's implementation of rank-dependent NPC money from just Duty, Freedom, and the bandits, to all the game's factions.
+ Removed the out-of-place AK-74 from Scar's starting inventory which was introduced there by patch v1.5.10.
+ Removed the out-of-place AK-74 from Scar's starting inventory which was introduced there by patch v1.5.09.
+ Deleted the duplicate supply box spawn at the Trailhead in the Swamp.
+ Moved the eastern Cordon-to-Garbage level changer in order to make the player less likely to accidentally walk into it.
+ Made both the inventory box in the Old Church at the Great Swamp and the downward-facing safe at the Yantar factory less tedious to access. Also spawned a wooden box underneath the former in order to prevent it from seeming to levitate.
+ Made each attribute bar length in the "Faction War" tab of the PDA reflect the sum of the levels of that attribute for the two factions concerned, instead of the highest level of the attribute among all factions.
+ Made a few additional way-points available to NPCs that were not so due to bugs.
+ Made it possible to refuse payment to Garbage bandit robber squads via dialog.
+ Improved support for playing the game in a non-linear fashion.
+ Fixed the Abandoned Hospital not having a map in the PDA.
+ Fixed the Abandoned Hospital not having a high-resolution map in the PDA.
+ Fixed a multitude of info portion and texture related console errors.
+ Fixed armor descriptions pertaining to artifact containers and upgrade possibilities.
+ Assigned unique names to some quest weapons and armors that were missing them.
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6 changes: 3 additions & 3 deletions SRP v1.1.3 - Version History.txt
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Expand Up @@ -302,7 +302,7 @@ v1.0.4
~ Tweaked NPC bullet immunities, rebalanced shotguns to be less devastating with buckshot and more lethal with darts and slugs, and re-enabled the hit probability system for NPCs (but not for the player) - all and only when using the optional 'Alternative Ballistics' feature. - Decane
~ Replaced the optional 'Inject FXAA' and 'Inject SMAA' features with SweetFX. (By default, only SMAA is enabled if SweetFX is used.) - CeeJay.dk
~ Integrated the previously optional 'Faction War Tweaks' feature into the core patch.
- Removed the AK-74 introduced into Scar's starting inventory with patch v1.5.10 because its presence there constitutes a continuity error.
- Removed the AK-74 introduced into Scar's starting inventory with patch v1.5.09 because its presence there constitutes a continuity error (new game required for effect).
- Removed Hermit's invulnerability, a legacy feature of Vandal's Immortality Fix.
- Removed the "Weapon Reload DOF Changes" documentation from the archive.

Expand All @@ -319,7 +319,7 @@ v1.0.3

+ Fixed some misaligned UI elements in the options menu. - Decane
+ Fixed bullet tracers not being displayed in DX10/10.1 mode. - Gosuke
+ Fixed the Abandoned Hospital not having a map in the PDA. - Decane
+ Fixed the Abandoned Hospital not having a high-resolution map in the PDA. - Decane
+ Fixed the branching of some Duty member dialogs in Agroprom. - Decane
+ Fixed the issue where the player could ask Major Zvyagintsev about Mitay even before learning of Mitay. - Decane
+ Fixed the game crashing due to a task identifier data overflow: ! [LUA][ERROR] ERROR: You are saving too much. - IG2007
Expand Down Expand Up @@ -508,7 +508,7 @@ v0.7.3 BETA
v0.7.2 BETA

+ Included an experimental invulnerability fix for the stalker trader at Agroprom who would sometimes get killed by bandits. - Decane
+ Corrected the Stalker Suit arm texture. - Kill_the_Strelok
+ Fixed the Sunrise Suit using the Leather Jacket HUD model instead of its own. - Kill_the_Strelok
+ Fixed a multitude of errors and inconsistencies in the weapon upgrade system. - DerHeiligeApfel
+ Fixed the coloring of the RPG-7 icon to coincide with that of the in-game model. - BobBQ

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Original file line number Diff line number Diff line change
Expand Up @@ -14,11 +14,13 @@ on_actor_inside = {+gar_story_came_to_ambush_door} sr_idle@unconscious_start_tim
on_info = {+gar_story_need_to_go_to_cache} sr_idle@end_section

[sr_idle@unconscious_start_time_1]
on_timer = 2000 | sr_idle@unconscious_talk_4 %+gar_story_spawn_ambush_bandits =run_cam_effector_global(scenario_cam\garbage\cam_garbage_basement)%
on_timer = 1600 | sr_idle@unconscious_start_time_2 %=run_postprocess(peace_fade)%

[sr_idle@unconscious_start_time_2]
on_timer = 400 | sr_idle@unconscious_talk_4 %+gar_story_spawn_ambush_bandits =run_cam_effector_global(scenario_cam\garbage\cam_garbage_basement)%

[sr_idle@unconscious_talk_4]
on_info = {+gar_story_ambush_talk_4_played} sr_idle@unconscious_talk_4_time %=run_postprocess(gar_ambush_wake)%
on_timer = 20000 | {-gar_story_ambush_talk_4_played} sr_idle@unconscious_talk_4_time %=run_postprocess(gar_ambush_wake)%

[sr_idle@unconscious_talk_4_time]
on_timer = 3000 | sr_idle@unconscious_stop_1 %=take_money(all) =relocate_actor_inventory_to_box(727) +gar_story_ambush_remove =teleport_actor(gar_bandit_ambush_teleport_walk:gar_bandit_ambush_teleport_look)%
Expand All @@ -27,13 +29,13 @@ on_timer = 3000 | sr_idle@unconscious_stop_1 %=take_money(all) =relocate_actor_i
on_timer = 1000 | sr_idle@unconscious_stop_2 %=play_sound(pda_alarm)%

[sr_idle@unconscious_stop_2]
on_signal = sound_end | sr_idle@unconscious_stop_3 %=play_sound(pda_alarm) =run_cam_effector_global(scenario_cam\garbage\cam_garbage_basement_stand)%
on_signal = sound_end | sr_idle@unconscious_stop_3 %=play_sound(pda_alarm)%

[sr_idle@unconscious_stop_3]
on_signal = sound_end | sr_idle@unconscious_stop_4 %=play_sound(pda_alarm)%

[sr_idle@unconscious_stop_4]
on_signal = sound_end | sr_idle@unconscious_end %=play_sound(pda_alarm)%
on_signal = sound_end | sr_idle@unconscious_end %=play_sound(pda_alarm) =run_cam_effector_global(scenario_cam\garbage\cam_garbage_basement_stand)%

[sr_idle@unconscious_end]
on_signal = sound_end | sr_idle@awoke_1 %=play_sound(gar_find_fang_pda:csky:mar_csky_commander_name) =enable_ui%
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