Wirdschowerdn
Ph.D. in World Saving
So they released a Beta patch:
https://steamcommunity.com/app/1010750/discussions/0/1649918058737843575/
https://steamcommunity.com/app/1010750/discussions/0/1649918058737843575/
NEW BETA (1.8.6) is now available!
Hello everyone,
We've been hard at work over the weekend, fixing as many issues as we can get to. We thank you for your patience while we fix problems.
We have a new BETA for you to try now. This new BETA right now is not compatible with your current saves, so you'll have to start from the beginning of your current episode.
To opt-in to the BETA, right click on the game in Steam, and go to Properties. Click the Betas tab and select 'BETA' from the Dropdown list.
The new BETA (1.8.6) addresses the following issues:
- OpenGL, DirectX and Vulkan crash fixes,
- Armour is no longer affected by friendly fire,
- "Show Player Weapons" has been renamed to "Show Player Weapons Overhead" to clarify what the option does,
- Remove the two extra recoil SFX for Cultists
- Tesla blast projectile now renders as flat - adding custom definition entry for making it always pitch towards the viewer
- Bug fix with TNT/Spray can disappearing when exploding in hands while on the last ammo
- Removing the run glitch feature
- Fixed incorrect negative shade for candles, causing the sprite effect to appear brighter
- Removed the pre-fire animation for Tesla weapon
- Removed the morphing animation for gargoyle statues
- Stone gargoyle now uses the correct recoil SFX
- Lightly Broiled is now always the default selected menu item when entering the difficulty menu
- Akimbo Napalm weapon now plays the correct firing animation as seen in DOS version 1.21 (was using the old 1.0 one)
- Dynamite bundles now play a different SEQ when impacting walls
- Fix no taunting from TNT kills, some player achievement crediting
- Fixed crash if player start had no sector
- Tweaks to nerwork-demo system
- Save autorun state between sessions
- Fix slider directional input not being clamped; make FoV change by 1
- Keys now default to full shade values
- Importing updated extra voxels
- Major revision to virtual vram system and shaders. Height is now only padded for wall textures now. Fixes tiling issues with non power of 2 texture widths
- Rebuilt all shaders
- Padded textures and normal textures are now treated as separate virtual vram entries. Fixes issue with the monolith logo in the save game menu being distorted while in E3M2
- Concussion damage is now scaled against tick scale, making gibbing to occur more easily
- Changed jump height for getting out of water back to the original height. This broke E2M2
- Shade value for walls with back wall swap flag is now accounted for
- Proper shade and palette values are now inherited from sprite to voxels (they now appear correct in DWE3M1)
- Lots of fix attempts in trying to get the texture UV mapping right (fixes e1m1, e1m2, e1m3, e3m2, e1m8)
This beta will likely be updated as we move forwards, and we're working to get more done.
Please try it out, and let us know what you think!
Thanks,
Daniel G
Nightdive Studios Production Team