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Patch 1.01 changes
Thresh's comments in BLACK
Kenn's comments in BLUE
Patch 1.01 Changes
New Engine Stuff
fix to USB keyboard issues
some rezfile bugs fixed
New Game Stuff
Removed Shift-I and Shift-O for toggling 3rd person. Added a cheat to do
it instead: MPFOLLOWME.
Fixed RandomSoundFX sounds continuing to play after the level ends
MPHEALTHY cheat now restores your weapons correctly when you use it after you die
Fixed muzzle flash sprites continuing to show in external camera mode (cutscenes)
DamageObjectsInRadius takes the object dims into account for better accuracy (Large
objects like the Ancient One were hard to hit with area of effect weapons since
they impact too far from the center point).
Fixed weapon hand model visibility problems on client
Many gibs tweaks, added blood streams to kicked heads, bounce sounds, increased vertical
velocity of blood spurts
Fixed rotating doors being pushed off of their hinges when they are blocked by the player
being pushed into a wall.
You can now climb ladders out of the water
Menu localization stuff
Added additional code to hopefully prevent AI dropped weapons from sticking in walls.
It may still happen occasionly, but not as much.
MPCLIP fixed so that you don't suddenly move halfway across the world when the
Added a sound for when the "Press a key to continue. . ." message comes up.
AI: fixed FindObjectsInRadius function so that it searches for players correctly.
This fixes the Bone Leech, Hand, and Theif staying idle problem. (they weren't
seeing the player)
Made some changes to fix potential IMA issues
Weapons and Boss Stuff
Adjusted prox bomb timing for arming and exploding
Removed the Alt-fire from the singularity generator
Fixed death-ray beams hanging in the air
Fixed it so you can't select bombs without ammo for them
Added a game state so we can have the 'Press a key to continue...' message in the loading
screens (only does this for screens that use the description text - automatically skips
it for multiplayer loading and other custom levels)
Fixed the bombs sticking in the air
Didn't put in the remote bombs exploding upon death... cause it seems to have been voted out
Fixed the black light on the death ray muzzle flash
Tweaked some weapon values
Fixed some particle trail effects that were getting cut off when they weren't supposed to
Made new special effects for the Naga (much nicer now in my opinion... )
Tweaked the Naga AI a little so he'll do the ceiling drop more (at all)...
Tweaked some damage values for the Naga.
Added detail levels for Naga FX
Removed the smoke trails on the Naga spike fragments
There are still a few bugs we've found after patching Blood 2. For one, chrome mapping is broken on a few deathmatch levels. A more serious affliction is that sometimes, napalm cannon blasts (projectile with splash) will go through the floor rather than exploding on contact. We've talked to Paul Butterfield from Monolith, and he assures us that they're working on it!