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------------------------------------------------------------------------------------Namalsk Crisis and [Nightstalkers] Shadow of Namalsk Update 2: Pathfinder update package - - - - - - release 16.10.2012 - - - - - readme_en.

txt ------------------------------------------------------------------------------------Update description ------------------------------------------------------------------------------------First of all, this update is mainly focused on the improving gameplay and less o n fancy stuff, anyway, few major things to talk about: Namalsk Crisis campaign, Namalsk island and Shadow of Namalsk features. I will start with Namalsk Crisis campaign changes.. Because of changes made on Namalsk (will talk about it later), the whole campaig n was made compatible with it (mainly objects positions and absolute positions in scri pts). The next change is that I've tried to focus on the overall challenge vs crazynes s of several missions and so several missions were a bit modified. There has been als o chan ges in cooperation version of Namalsk Crisis campaign, making it a bit better ag ain (but it is still highly experimental). Of course, while going through all missio ns, I took a look also on some spelling errors and improved some scripts to behave bet ter. Hopefully these improvements and fixes will make the campaign even more solid. T here has been several reports about difficulty or broken missions etc. caused by usin g some mods, which affect default AI behavior, as I said several times, I do not recomm end playing the campaign with them. Campaign has been created and tested under vanil la versions and making the behavior same even with AI mods is almost impossible in some cases. Then there are Namalsk island changes.. Improving Namalsk was my dream for a very long time.. Several broken, not compat ible or older lowres things. The more I worked on my next map, the more I wanted to r epair what I have left released. So finally, about a month ago, I simply started with redoin g some major gamebreaking things on Namalsk! And results are here - I've totally changed the terrain grid, the old one from OFP Namalsk version is gone for good and replaced with the ultra detailed terrain grid, which makes Namalsk better in gam eplay

and it also change a lot its look! The next and very major things were bugs in objects. The most noticable is the addition of paths and positions for AI for al l custom objects! No more running into building to take a cover against AI! With t hese objects changes, there was also a lot of objects improved by adding better colli sion geometries and more penetrations materials. But that is not all at all! Because we have nice flashlights on weapons, we should also have nice lights on the every o bjects This was previously bugged or not working at all because objects did not have ma terial s at all or they had simple shaders, but since this update all custom buildings (and even the older ones by BIS) on Namalsk have applied super shader materials and s o ligh ts from cars and flashlights are working awesomely! With the changes of all mate rials, I've also took a look on a repairing stupid looking normal maps and removing mos t of the specular maps. When the buildings got the fresh air, I've been going through the overall AI accessibility of the locations on the island. There has been several chang es in it - changing positions or even removing some smaller objects. The results are quite good, altough my goal was not to redo the whole locations, so you still ne ed to take in mind, that Namalsk simply does have a bit detailed locations and so you may no t turn your tank squad there, nor your AI mates (but your squad actually should be able roam in the undeground now!). Next things, which kept me worried was the tr ansiti ons between the snow and normal landscape, so I took a look on it and improved t hose parts, I think, you will like it! With this change came also change of satellitl e text ure and surface mask. Altough I did not have time for redoing the whole satellit e text ure (but it would be of course awesome.. well maybe sometimes later), I've impro ved it on the several places, including that snow transition, also coastline & sea and added shadows under vegetation. There is completely new more interresting surface mas k gene rated, so the landscape is even more interresting now. With the 2d change of co astlin e comes also the 3d change of the terrain there, which I've tried to make a bit more normal than it was with the previous grid. Okay, se we've got some really nice c hanges to island's core. Now some new things.. there are completely new roads, paths a nd loc ations, for example extended Seraja base and new military base under Nitija. I took a quick look also on the objects, which could be made even better and choosed ca ndida tes for the enterable state. SO, there are some new awesome enterable objects, i

nclud ing buildings surrounding the Seraja transmitter, farm houses and industrial obj ects. When we are on the object topic, I've also upgraded some buildings to its Arma I I vers ions (including railway tracks), randomized some vegetation objects, which were not randomized at all and upgraded all rock models by Arma II versions. I recommend you to visit changelog section to read more about all the changes, this is just a glim pse! Of course, all these changes can have a small impact on the missions made on the island before this update, so please test it if everything looks okay and workin g fine , believe me, this update is worth updating your missions! TL;DR Wall of text right? :D Namalsk got an awesome gameplay boost, old terrain removed (50 meters between vertexes), new added (6.25 meters), tons of little de tails added to the new terrain, AI can now enter every corner of the map, flashlights are working everywhere, everything does look better, new locations and objects added and you can even enter more buildings than ever before! Also, be sure you will scout every corner of this new Namalsk, I've prepared the whole new set of easter eggs, some of them are reffering on my next big project! Find out what some information before any official information release! :) So that would be Namalsk, now to the news around Shadow of Namalsk.. I've described many changes, which are connected to the Shadow of Namalsk alread y when I was talking about Namalsk, but I can mention for example that during the upgr ading materials and overall upgrading object templates on the map, I was able to part ially clean data files, which results in much smaller size of the main data files for Namalsk island. I've also changed completely models of the vegetation (trees to be precise), and fixing some visual bugs on them. The long wanted thing for AII undeground module was also implemented - module now tracks player's position and in case of entering the underground object, it turns off the ambient sounds and sta rt looping ambient of the underground object. Of course, upon exiting, it will turn back the normal ambient sounds. Unfortunately with the problematic backward compatibility of model format, this update does not support classic Arma II, sorry! But it does not mean you can't play Nam alsk Crisis, check http://www.nightstalkers.cz/en_index_nc.php?menu=en_nc_down for yo ur opt ions (version 1.10 is still supported) or https://store.bistudio.com/arma2-operation-arrowhead :) Screenshots & Videos from the update

------------------------------------------------------------------------------------You can browse over 129 screenshots here: http://www.nightstalkers.cz/en_index_dn.php?menu=en_dn_screens And check some gameplay vids here: http://www.nightstalkers.cz/en_index_dn.php?menu=en_dn_vidka Update 2 changelog ------------------------------------------------------------------------------------* Fixed some spelling errors in the campaign texts * Improved behavior of some campaign scripts * Changed respawn type in the coop version of campaign to BIRD * In the coop version of campaign, some operations were moved only on server (pr evious ly was sometimes something twice) * In the coop version of campaign, tasks & diary notes are now added and operati onal o n the both sides (previsously was just on the main character) * Some situations in the coop version of the campaign are scripted now a bit dif ferent ly than in its SP version (to support better mission flow) * Upgraded all mission objects and scripts for the newest version of Namalsk * Changed the basic structure of AII underground laboratory module * AII underground laboratory module now turn off ambient sounds when entering * Firestation, supermarket and other smaller details added into Vorkuta * WIP building in Vorkuta upgraded to Arma II WIP building * Enhanced some locations from the logical point of view * Added more holes in fences or normal fence models replaced with the broken one s * Enhanced the transition to snow, added more variety * Added new base around the Seraja transmitter * Added new base under Nitija mountain * Brensk village changed completely * Brensk railway station area made a bit bigger with more details * Added warehouse object near Alakit * Added more details on the whole island * Added sandpit model and used in Vorkuta * Some objects on Namalsk were still in its Arma 1 version, this was changed and I can say that Namalsk is really the Arma II island * The custom railway models replaced with Arma II models + railway track on the bridge model modified to fit the new railway models * Fixed some flickering issues on the objects * Fixed swimming issues above the ponds / lakes * Fixed wrong or bad looking mapping on some objects * White dots, partially seen on the distant lods (while AA on) of the vegetation model s are finally gone * Upgraded most of the used rvmat to the supershaders to support per pixel light s * Default super shader material (nst\ns\default.rvmat) added to the faces withou t any material so lights are working there too * Changed most of the normal maps to be fainter and better looking * Removed most of the specular maps * Some objects enhanced to be better looking * A lot of geometries was redone with a lot of more details

* Fixed some player -> objects collisions (problems with walking through doors e tc.) * Added more penetration materials to the geometries * Added paths for AI to the all possible objects and created positions for AI * Changed brightness of the artifical ground objects above AII underground * Added roadway textures (=sounds) on even more objects (sound of the surface yo u walk ing on) * Fixed shadow lod issue on the hut_old02.p3d, moved into ns2 addon to arma1 fol der un der new name hut_old01.p3d (where converted arma 1 objects are located) and ad ded su per shader support (flashlight support) * More of the Arma 1 objects, not included in Arma 2 and still used by Namalsk, added to the mod files and added super shader support * Added interior for the seb_bouda_plech.p3d * Added interior for the seb_bouda1.p3d + fuctional doors * Added interior for the seb_bouda3.p3d * Added interior for the seb_mine_maringotka.p3d + fuctional doors * Added interior for the domek_podhradi_1.p3d * Added interior for the vys_budova.p3d -> was 2 objects in one model, now didiv ed int o vys_budova_p1.p3d and vys_budova_p2.p3d + functional doors * budova4.p3d changed to its arma 2 version (mil_barracks_i) - interior version * budova4_winter.p3d changed to its arma 2 version (same as previous), but it wa s also retextured so it fits better to the winter setting * Fixed shading issues on molovabud1.p3d * Fixed - penetration material for glass was not penetrable - changed to glassPl ate * Fixed issues with some ladders * plot_provizorni.p3d replaced with the custom model, which is lower and so poss ible t o cross using 'v' * plastic bollard had too high mass (10kg) making it pretty serious block for no rmal c ars - transferred from arma data files to mod files and changed to 1 kg * Some models renamed, so their name corresponds more with the actual model * Added a lot of new classes for different objects * Arma II model A_AdvertColumn.p3d without geometry was transferred to the mod f iles a nd added all needed things to be working properly now * Upgraded the terrain grid of Namalsk, before - 50 meters between vertexes of t he ter rain, now 6.25 meters * A lot of nice details to the terrain grid added * Enhanced terrain detail on the coastline * Too steep slopes modified to not be too steep or designed differently * Changed clutter (=grass) object parameters and the use of them in CfgSurfaceCh aracte rs * Randomized sizes of the not randomized vegetation models (brings more variety) * More small spruces added to the forests * Spruce models upgraded, changed colors a bit (both winter and non winter versi on) * Replaced all arma 1 versions of the rocks with arma 2 models and small boulder s size was randomized * Fixed some objects collisions

* Boulders field were cleaned a bit, looking more believable now * Overlapping road models were removed from the Namalsk <-> Tara crossing * Keypoints revamp, added more named locations * Some locations were made more compatible for AI - removing objects or chaging object s positions * Size of satellite texture and surface mask increased to 12800x12800 * Surface mask was completely redone, adding more variety to the surface on Nama lsk wi th more details * Minor fixes on the satellite texture + proper sea and coastline made * More variety was added to the snow tranistion - both satellite and surface mas k chan ges * Added a bit of snow on the hill on Tara island * Added "shadows" under vegetation models on the snow (fits better to the almost white terrain) * Removed 2nd nonsense airfield (for AI) * Namalsk terrain surfaces were renamed - added prefix 'nam_*' ('snih' changed c omplet ely, to 'nam_snow') * Default time on Namalsk had wrong year, now changed to 2011 * Removed some redundant data files for the island * Changed skybox textures for Namalsk * Proper bumpmaps were generated for the each surface texture, used by Namalsk * Added a faint midDetailTexture for Namalsk (previously without any midDetailTe xture) ------------------------------------------------------------------------------------Visit http://www.nightstalkers.cz for actual information etc.! See also released project - DayZ: Namalsk! http://www.nightstalkers.cz/en_index_dn.php ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Installation instructions ------------------------------------------------------------------------------------About needed version, newer = better. Warning!! This Update 2 full package needs Arma 2: COmbined Operations, this upd ate do es not have support of classic Arma II, sorry! Extract downloaded archive nc_pathfinder_update.7z into your @NC\Addons folder i n Arma II root folder, then run Arma II Combined Operations with -mod=@NC parameter (default folder name). All pbo's signed with v2 server keys! --------------------------------------------------------------------------------

----- File list ------------------------------------------------------------------------------------List of files in nc_pathfinder_update.7z ------------------------------------------------------------------------------------namalsk.pbo namalsk.pbo.NST.bisign ns.pbo ns.pbo.NST.bisign ns2.pbo ns2.pbo.NST.bisign ns_missions.pbo ns_missions.pbo.NST.bisign ns_modules.pbo ns_modules.pbo.NST.bisign ns_plants.pbo ns_plants.pbo.NST.bisign readme_cz.txt readme_en.txt ------------------------------------------------------------------------------------ Thanks to ------------------------------------------------------------------------------------Aeious "BlackOuT" Killhound (testing, propagation) Apo (testing Namalsk in A1/A2, testing beta version of Namalsk Crisis) Benny (for his excellent warfare mission) Crytek (rifle texture) Dokix2 (testing Namalsk in A2) Eawes (testing, translation, developer support, master of paths for AI) Edge (testing pre-release version) Grub (testing pre-release version) GSC Gameworld (some textures, models and sounds) JTS (propagation, testing) Kju (config optimalization, advices and bug report) Mikebart (grass texture) Pikus (some models of objects) Rsa Viper (mp testing, developer support) Saigos (photos for making Jalovisko village) SenChi (grass texture) TeaCup (excellent zombie animation) To all music creators { Hans Zimmer Sean Murray Jesper Kyd Rom Di Prisco MoozE Firelake Harry Gregson-Williams Norihiko Hibino Clinton Shorter Clint Mansell Two Steps From Hell Alexey Omelchuk Jon Hallur

Don Davis Graeme Revell Groove Armada ATB Ond ej Mat jka Metro 2033 Massive Attack Trevor Rabin Peter Antovszki }; To all, who helped create Namalsk better with reports To guys on community forums and pages for support YOU for playing! and Bohemia Interactive for great game! Last few words, all stuff here was created mainly by 1 person in his free time. Enjoy! Sumrak, leader and creator of Namalsk Crisis campaign & Nightstalkers: Shadow of Namalsk mod sumrak@nightstalkers.cz http://www.nightstalkers.cz http://twitter.com/#!/Sumr4k http://www.xfire.com/profile/sumr4k/

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