v1.38.6.0 - ParticleDetail/ParticleDensity options; many fixes, improvements
Another update is here for BlastZone 2! (v.1.38.6.0) This update adds New ParticleDetail/ParticleDensity detail options, along with other technical improvements to the underlying engine. Full details are below:
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Converted the existing "Particle Detail" setting to "Particle Density"
- The setting controls the same particle behavior, just under a new name
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Added a new "Particle Detail" setting
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This controls the rendering detail for individual particles, instead of the number of particles spawned for each effect
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Controls how many particle effects use a 2-pass rendering approach, improving color quality of particles
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Most particle effects not using the 2-pass approach use additive blending instead
- Makes them appear washed out in some circumstances, but has better performance
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The "Low" setting eliminates all 2-pass particle renders, maximizing performance
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The "Normal" setting only uses 2-pass particle rendering for enemy explosions to improve color quality
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The "High" setting uses 2-pass particle rendering for all applicable particle effects
- Looks and performs identically to before this update
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Added a new "ParticleCycleRatio" parameter to bz2config.cfg
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Using a value higher than 1.0 dynamically throttles the particle update rate under heavy loads
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Defaults to a value of 1.0, which maintains the same behavior as previous versions
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This option is not accessible in game, only tweakable directly in the bz2config.cfg file
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Added new subsystem cycle rate displays in the debug frame stats display
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Main update
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Particle System
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Sound update
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Steam update
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DirectIP update
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Disabled autofire for fire1 and fire2 when using mouse controls for Classic A or Classic B game modes
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Fixed crash when changing the terrain detail setting in the demo version
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Migrated the OpenAL sound system from the legacy Creative Labs library to the modern OpenAL Soft library
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Eliminates the need for a discrete OpenAL installer for the game to function
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The OpenAL32.dll file now runs locally along side the game executable, not from the system directory
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Allows for more advanced audio effects in the future to run in software
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Migrated all leaderboard data retrieval and submissions to use HTTPS; encrypting all communication
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Migrated to cURL 8.22.0 and added HTTPS support to the cURL DLL
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Reduced the Steam integration thread from 60hz to 20hz when not playing a Steam Multiplayer game
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Raises this back to 60hz when starting a Steam Multiplayer game
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Reduces CPU usage when not playing a Steam Multiplayer game while maintaining all Steam integration functionality
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Added support for generated shader variants
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Reduces the number of shader files on disk
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Generates additional shaders on launch that are equivalent to the shaders that no longer need to be stored on disk
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Added real alpha channel rendering to the mouse cursor, boss health meter box, and classic training laser sights; improves visibility consistency across all backgrounds from the previous additive blending approach
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Adjusted coloring values of the the mouse cursor, boss health meter box, and classic training laser sights to work better with the new alpha channel
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Added an alpha channel to the cursor.bzt and meterbox.bzt texture assets
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Optimized the shader loading from disk operation
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Fixed a few silent shader compiler errors on launch
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Improved robustness of shader loading operations to prevent potential issues with some platforms
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Refactored much of the Steam integration, UDP threading, TCP threading, and leaderboard threading code
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Updated the external config program to support the new ParticleDetail/ParticleDensity and ParticleCycleRatio options
As usual, to make sure you have the latest update, launch the game and check the lower left corner for “v1.38.6.0” or higher. Enjoy!
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