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    젠이 출시되었습니다!



    정식 업데이트를 위해 엄청난 노력을 했는데요. 그 말인즉슨 지금까지 다듬어온 공개베타 버전의 블랙메사를 별도의 설정없이 즐길 수 있다는 얘기죠. 만약 여러분들이 지금까지 젠을위해 게임플레이를 참아왔다면 이것이 바로 그 결과물입니다!





    이번 업데이트로 정식출시뿐만 아니라 버그수정, 퍼포먼스 수정, 난이도 조절등 피드백에 기반한 다양한 개선점들을 만나보실 수 있습니다
    간혹 창작마당과 관련된 버그가 나오는데 예를들어 롱점프 모듈이 충분히 멀리 가지 않는 버그의 경우 창작마당에서 구독한 모든것들을 구독 취소 해주시면 됩니다. 이러한 문제들이 빠르게 해결됬으면 좋겠습니다. 모더분들도 창작마당에 올린것들을 최신버전 엔진에 맞게 업데이트 해주시길 부탁드립니다.





    일정

    0.91 버전과 도전과제들

    추가된 젠 레벨에 맞는 도전과제들을 준비중입니다. 최대한 빠르게 출시할 생각인데요 특별한 문제가 없는 이상 1.0에 들어갈 예정입니다.


    1.0 버전

    멀티플레이, A.I 수정, 창작마당 개선, (당연하겠지만)버그 수정


    지구 파트 업데이트

    정식출시가 된다면 지구 파트(챕터1부터 람다 코어까지)를 손볼 예정입니다. 새로운 그래픽 효과들을 적용하고 게임플레이를 더 개연성있게 만들겁니다. 그래서 개발자들끼리 장난삼아 블랙 메사 : 결정판 이렇게 부르기도 합니다ㅋ. 가장 중요한 목표는 이러한 변화들을 퍼포먼스 저하 없이 적용시키는 거겠죠.
     


    0.9 버전 버그 수정점


    Build Changes

    Fix for static / screeching sounds - rebuilt the soundcache. Please let us know if this does not resolve issues with static / screeching sounds for you. We think this fix should resolve the issues for everyone but we need reports to know for sure.
    Fixed Interloper / Nihilanth / Endgame not unlocking correctly.
    Fixed missing song in On a Rail. This was a bug and not an intentional choice!
    Fix for the Rare Specimen achievement not triggering in Lambda Core.
    Fixed some Vort sounds. They were not being properly positioned by the engine, so now will play correct positional sound.
    Optimized sound code for Controller energy ball attack. Helps with performance, especially when lots of Controllers are attacking you.
    Fixed "Always Run" (again!)
    The player will no longer drop items if they are holding them and walk onto a bouncepad. This helps with the purple hat!
    Fixed incorrectly written / formatted names in Credits. Tidied up some elements of the credits in general.
    Fixed Sound Effect and Music volume sliders. You can now turn down or up sound effects and music independently. Also added a Master Volume slider that controls overall volume.
    Last, I am the last...


    Gonarch’s Lair

    Fixed map B mortar related crash. Also fixed crash related to shooting the gonarch mortar in mid air.
    Reduced Gonarch’s health in the final battle. Health reduced from 3300 → 3000, meaning it now requires 3 less rockets to kill him.
    Fixed basalt columns in the final fight. There was a bug where the basalt columns in the Gonarch final fight would either deal far too much damage or even one-shot the player.
    Updated Gonarch death sequence for higher impact.
    Re-balanced Gonarch final fight on hard difficulty.
    Fixed incorrect web texture in map C chase. There was a breakable web texture on an unbreakable web which was causing a lot of players to die during the map C chase, because they thought they could go down a route which they actually couldn’t.
    Various visual and lighting improvements throughout the chapter.
    Soundscape improvements throughout the chapter for better blending.
    Fixed RPG colliding with acid mortar fire in Gonarch’s Lair final fight.


    Interloper

    General optimisations throughout all Interloper maps. This should improve general performance for everyone.
    Optimized dynamic light settings throughout all Interloper maps. This should improve performance, particularly on lower end systems. In some places this has improved performance quite a lot.
    Fixed the “no free edicts” crash in map D.
    Split maps C and D for significant performance gains (10 - 20 fps) on CPU bottlenecked systems. No extra content has been added. Map names used to be Interloper C, C1 and Interloper D. Maps are now Interloper C, C1, C2 and Interloper D, D1.
    Fixed map A crash.
    Lighting, player guidance, and pathing improvements across all Interloper maps.
    Significantly re-balanced elevator fight throughout map D. The fight now starts much slower/easier and ramps up throughout. Controller spawns are much more spaced out, and the dynamic cover system on the elevator has been significantly tweaked to provide much more cover for the player, and variance in where the player is covered from. You now only face a full-on 360 assault of controllers during the final “pull-down” sequence. Otherwise you’ll always have cover.
    Fixed Controller telekinesis explosive barrels sometimes one-shotting or dealing massive damage to players, and significantly reduced their damage. Changed these barrels from 120 explosive damage + uncapped impact damage (physics) to 45 explosive damage with no impact damage.
    Many visual and lighting improvements throughout map D.
    Reduced panel health in elevator fight in map D. All panels should be a bit easier to break now, reducing the amount of time you spend at the “final” stop.
    Removed cover barriers in the middle of elevator in map D. This makes it easier to path freely around the elevator without getting stuck now.
    Fixed many spots in map D elevator fight where you could get crushed against walls, killing you for no reason. A lot of players died to this, as there were multiple causes. We have resolved most of these now.
    Fixed a bug in map D elevator fight where some Controllers could use electrocluster attack. They were not meant to, and this made the fight harder than it was supposed to be, as the electrocluster attack significantly limits your movement.
    Reduced panel playertouch damage in map D elevator fight. Previously, if one of the spinning panels touched the player, it would break and deal 20 damage. This has now been reduced to 10 damage. This makes the spinny panels more forgiving if you fall into them.
    Added sirens to closed ceiling doors in map D elevator fight. This should help make players more aware that getting crushed against the ceiling is potentially imminent.
    Fixed elevator visibly clipping through surrounding geometry.
    Fixed player clipping in/out of massive healing pool in map D1. It was very hard to climb in/out of the pool, it is now buttery smooth. And there is also now a mega HEV crystal in the middle. This replaces an old (and redundant) healing shower slightly earlier in the level.
    Fixed some floating props in map D1.
    Made the parkour pistons alternate in map D1. This makes it a bit easier to climb up if you missed one “upward” timing.
    Adjusted island positioning on tower top sequence in map D1. This makes it take a little bit longer to get to the tower top from the starting island (giving the sequence a bit more length and pacing), and is also easier to jump around than before.
    Many visual improvements and tweaks to the tower top sequence in map D1.
    Split map C1 (conveyor sprint) song. The song is now in 3 parts, so players cannot end up doing the 2nd half of the conveyor sprint with no music playing.
    Made the map C forcefield hearts glow. We had a bug where these did not glow, so were not attracting player attention as much as they should. This will make them easier to see and understand now.
    Made map C ledge drop down before machine 3 more clear. We noticed a lot of people got confused here so we removed the top platform.
    Reduced length of Vort Village intro sequence. Removed an unnecessary wave animation that one of the Vorts does in the introductory sequence, to reduce the amount of time the player has to stand around watching them.
    Fixed many map skips across the entire chapter. It’s a bit harder now to break maps by totally skipping certain sections or doing some clever jumping.
    Removed a few illogical healing showers in certain parts of the maps.
    Fixed broken hologram screens on map B.
    Fixed lots of pod pile ups across map C. This can also help performance by preventing pods from building up (they are performance hungry).
    In map B, Vorts will now fear you and run away if you attack them unprovoked.
    Potentially fixed gibs floating above water in map B2.
    Fixed B1 first control room controllers that did not attack the player.


    Nihilanth

    Fixed Nihilanth voice lines. There was a bug where in Phase 1 he would only use his lines where he tells the player to die.
    Fixed Nihilanth shield panels (phase 2) not breaking in 1 RPG hit.
    Fixed Nihilanth song. Increased its volume and stopped it from pausing mid-song.
    Fixed collision of healing crystals not recessing into ground when crystals do.
    Nihilanth now has 50% damage resistance in phase 3 scripted intro, so that players cannot cut his health down too far and shorten Phase 3.
    Disabled the radioactive trigger_hurt when the player gets pulled into Nihilanth at the end of the fight. This fixes a rare bug where players can die after killing Nihilanth.
    Sped up the final teleport out at the end of the Nihilanth fight. Should make it less likely that players will clip into Nihilanth.
    Increased effectiveness of Gluon against spinning panels for shield pylon. The Gluon was too ineffective against the shield pylon panels, which didn’t play well considering we taught the player to use the Gluon against these in Interloper. The Gluon now does 1.5x damage against the panels.
    Buffed Nihilanth mortar attack. Damage is the same, but falloff is reduced significantly, so the player will feel the effect of higher damage if they are stood on the edge of the attack.
    Buffed Nihilanth energy balls attack. From 8 damage at all phases to 12 damage in phase 1 / phase 2, and 20 damage in phase 3.
    Buffed Nihilanth telekinesis attack. Doubled speed at which he throws his projectiles at you.
    Re-balanced Nihilanth fight on hard difficulty. The fight should provide much more of a challenge now on hard difficulty.
    Fixed glitched clavicle on Nihilanth death animation.


    Endgame

    Fixed being able to fall out of the tram.
    Fixed a bug where the player could move around inside the invisible room and cause issues during the good ending.
    Added teeth shader to gbuffer. This fixes the issue where G-Man’s teeth were rendering in black.


    구와아악..
    딱 한번 칩입자 챕터에서 팅긴거 말곤 버그본적 없는데 이렇게 많았다니ㄷ





    알려진 문제점들

    소소한 취약점과 충돌버그
    프롭들이 번쩍번쩍 빛남, 몇몇 컴퓨터 오브젝트가 그러한 버그가 있는데 맵 리컴파일이 필요한듯
    물리적 활동이 가능한 물체를 들고 저장할경우 불러오기시 물체가 공중에 떠있음
    알록달록한 NPC의 이빨..(조사중)




    Hope you enjoy!
    -Crowbar Collective






    Posted by caKTea