Anachronox Patch 1.02 Build 44

Enviado por natanprog, , 0 visualização, 0 comentários
Detalhes do download
Nome do arquivo: anox_build44_patch.exe
Tamanho do arquivo: 6 MegaBytes
Total de mirrors: 2
Postado por: natanprog
THINGS FIXED IN PATCH Well, it took a year for me to finish the second patch in my spare time. Yip. It contains about 7000 lines of new code and many more lines of modified code. The other year it took to release this patch was mostly due to the project gathering dust on my hard drive as I worked and attended school. Speed up the game by holding down the backslash key. See those animation bugs! Filesystem code rewritten from scratch. Improvements to performance and flexibility. Any part of the os filesystem, a dat file, or a zip file can be mounted anywhere in the anox virtual file tree. For example, the patch is packaged in a zip file (anox1.zip) and mounted to root alongside the actual anoxdata directory. Probably a couple pointer bugs were fixed in the process, since the old filesystem code was such complete and utter ass. If old patch files are detected sitting around when the game starts for the first time after patching, they will be deleted. So, if you tooled around with files that were included in the old patch files, then they will not be automatically deleted if their contents were changed, in which case you will have to nuke them manually (or do a clean install). Ignore all this if you haven?t modified any game files yourself. Command line tool afscmd which allows conversion of dat files to zip files, and adler checksums of files stored in compressed files or in the filesystem. Note that the game will not, by default, load retail dat files which have been converted to zip. If you want to speed up load times and are sick of digging around for CD2, copy the entire cd to some directory on your hard drive and add +set cddir to your shortcut. Somewhere along the patching way, minimum and normal install problems have been fixed. All three installation sizes should run without any problems. Completely new savegame generation system implemented. It is triggered on a map transition every fifteen minutes or on a map transition before an important cinematic. These ?story saves? do not save any map entities since it takes place between maps and is much more stable. In many cases it replaces the very buggy ?View Cinematics? menu which contains code I dare not gaze upon lest my eyes be blinded. There is no limit to the number of autosaves and story section saves that can be generated. Load them up by scrolling in the load game screen, which is improved and displays more information. Sorry, no pictures. Fixed a crash bug when loading old patch1 or retail savegames that were created while a door or elevator was moving somewhere in the level. Fun with remapping absolute code pointers. Rewrote entity function mapping code from scratch. Fixed an evil pointer bug or three. There was a really fun one that would randomly write a backslash to a random part of memory every time a model was loaded. Oh, and another one where free would be called on an invalid pointer, slowly fragging memory. I don?t understand how people were able to finish the game at all? Wrote a new afex system from scratch, in perl. Afex was our poor broken asset crawling tool which would start at the first map of the game and attempt to find all scripts, textures, models, etc. references. But being a broken pile of crap, it missed a lot of important files. So the size of the patch is bigger to include these missing sounds and other files. Lots and lots of little typos and gameflow bugs fixed. Big thanks to the patch testers for all of these. Important ones are the Hyrax quest, getting stuck in the bricks elevator shaft, etc. Jake and Richie made a nice taxi service so you can get around the bricks easier. Fixed copy protection incompatibility problems with certain new DVD-ROM drives. Updated libpng to 1.2.4 (less crashing on corrupt input) and zlib to 1.1.4 (fixed buffer problems). Rewrote dual parabolic environment mapping back into the new shader code, also using q coordinate of texture matrix on newer cards. Oh, plenty of other stuff I forgot to mention.
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Enviado por natanprog
Membro desde
26 anos, Baependi, Minas Gerais, Brazil