Version 1.4.0 RC10
Hey folks!
This small patch introduces some changes to the map editor and modding, optimizes the game a little, and adds flashlights and radios to NPC reinforcements on levels where it is fitting.
Overall, the update is nearing completion and will be released relatively soon!
'COLLATERAL' CAMPAIGN CHANGES
- added flashlights & radios to reinforcement enemy spawns where fitting
'INTRAVENOUS' (IV1 REMASTER) CAMPAIGN CHANGES
- added flashlights & radios to reinforcement enemy spawns where fitting
BASE GAME CHANGES
- fixed animations not correctly returning to idle/walk on P90, Multilauncher, FAMAS when interacting with or taking items
OPTIMIZATIONS
- slightly optimized tilegrid rendering on the CPU side, which should slightly improve performance when panning the camera
MAP EDITOR CHANGES
- can now setup which items (radio, flashlight) an NPC will be spawned with via npc_spawn class objects
- fixed a crash that occurred when using the break_lamp cutscene action on objects that don't support it
MODDING CHANGES
- the weapons:addModToWeapon(weaponID, headerID, modData) spec has been changed to weapons:addModToWeapon(weaponID, headerID, modData, inFrontOfModID):
* can add singular weapon mods via weapons:addModToWeapon("someWeapon", "sights", "someMod")
* can add multiple weapon mods via weapons:addModToWeapon("someWeapon", "sights", {"someMod", "otherMod", "anotherMod"})
* inFrontOfModID is optional; if it is a string, the mod will be inserted in front of the given mod ID; if it is a number, it will be inserted at that position in the list, or at the end of the list (depending on which is true)
* the method will create a new mod header (category) if the provided headerID is not available on the weapon, and insert the weapon mod in that header
* modders do not need to call any extra methods such as :setupModCategoryMap, the game will take care of the rest
* attempting to add a mod to a weapon that is not registered will not cause a crash
* skips adding duplicate weapon mods
* returns true on success, false on failure, and the failure reason as 2nd argument
* weapon datas feature the same method, which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
- added method to easily set weapon mod icons for new/existing weapon mods - weapons:setModIcons(weaponID, modID, iconActive, iconHover, iconIdle, iconAlign):
* all three icons must be provided to set the icons for the given mod to be successfully set
* returns true on success, false on failure, and the failure reason as 2nd argument
* weapon datas feature the same method , which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
Update 1.4.0 is currently in open BETA and can be accessed by anyone.
To opt-in this, right-click on Intravenous 2 in your Steam library, click on "Properties...", then switch to the "Betas" tab, and select the "version140" BETA.
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
[h3]Social media[/h3]
Twitter Discord community YouTube
This small patch introduces some changes to the map editor and modding, optimizes the game a little, and adds flashlights and radios to NPC reinforcements on levels where it is fitting.
Overall, the update is nearing completion and will be released relatively soon!
'COLLATERAL' CAMPAIGN CHANGES
- added flashlights & radios to reinforcement enemy spawns where fitting
'INTRAVENOUS' (IV1 REMASTER) CAMPAIGN CHANGES
- added flashlights & radios to reinforcement enemy spawns where fitting
BASE GAME CHANGES
- fixed animations not correctly returning to idle/walk on P90, Multilauncher, FAMAS when interacting with or taking items
OPTIMIZATIONS
- slightly optimized tilegrid rendering on the CPU side, which should slightly improve performance when panning the camera
MAP EDITOR CHANGES
- can now setup which items (radio, flashlight) an NPC will be spawned with via npc_spawn class objects
- fixed a crash that occurred when using the break_lamp cutscene action on objects that don't support it
RC10.1 CHANGES
(did not receive its own news postMODDING CHANGES
- the weapons:addModToWeapon(weaponID, headerID, modData) spec has been changed to weapons:addModToWeapon(weaponID, headerID, modData, inFrontOfModID):
* can add singular weapon mods via weapons:addModToWeapon("someWeapon", "sights", "someMod")
* can add multiple weapon mods via weapons:addModToWeapon("someWeapon", "sights", {"someMod", "otherMod", "anotherMod"})
* inFrontOfModID is optional; if it is a string, the mod will be inserted in front of the given mod ID; if it is a number, it will be inserted at that position in the list, or at the end of the list (depending on which is true)
* the method will create a new mod header (category) if the provided headerID is not available on the weapon, and insert the weapon mod in that header
* modders do not need to call any extra methods such as :setupModCategoryMap, the game will take care of the rest
* attempting to add a mod to a weapon that is not registered will not cause a crash
* skips adding duplicate weapon mods
* returns true on success, false on failure, and the failure reason as 2nd argument
* weapon datas feature the same method, which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
- added method to easily set weapon mod icons for new/existing weapon mods - weapons:setModIcons(weaponID, modID, iconActive, iconHover, iconIdle, iconAlign):
* all three icons must be provided to set the icons for the given mod to be successfully set
* returns true on success, false on failure, and the failure reason as 2nd argument
* weapon datas feature the same method , which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
Update 1.4.0 is currently in open BETA and can be accessed by anyone.
To opt-in this, right-click on Intravenous 2 in your Steam library, click on "Properties...", then switch to the "Betas" tab, and select the "version140" BETA.
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
[h3]Social media[/h3]
Twitter Discord community YouTube