Promeatheus TaH
Your mission is to investigate the Promeatheus and recover any valuable information you can.
Last updated | 3 years ago |
Total downloads | 13832 |
Total rating | 15 |
Categories | Maps |
Dependency string | NunSuperior-Promeatheus_TaH-1.4.5 |
Dependants | 3 other packages depend on this package |
This mod requires the following mods to function
DeliCollective-Deli
A modding framework which provides a uniform way of packaging and loading mods, each containing any type or number of assets.
Preferred version: 0.4.2README
Promeatheus (TaH)
Why is the Weinerland-Umami Corporation guarding this abandoned science vessel? Your mission is to investigate the Promeatheus and recover any valuable information you can.
50m engagement ranges. Close Weiner Combat.
More H3VR content: https://www.youtube.com/NunSuperior
Changelog
1.4.5.0:
- Ported to Deli 0.3 mod packager
1.4.4.0:
- Fixed emission textures on walls/ceiling not appearing with H3VR Update 97 Alpha builds.
1.4.3.0:
- Fixed first floor ceiling collider height
- Changed placement of spawn equipment in Crew Quarters so it's in the light
1.4.2.0:
- Fixed issues with Regenerative encryptions
- Fixed lightmaps on chairs
1.4.1.0: Improved performance, a lot!
- Simplified map geometry, using fewer wall/floor/ceiling objects.
- Reflection probe culling
- Improved light probes (finally)
- More collider improvements
New room:
- Locker Room: an empty little room if you need to take a break during the game (thanks Jessica for the idea)
1.3.0.0: Improved physics performance
- Recreated every collider in the map for better performance
Better reflections
- Improved reflection probe placement for more accurate reflections
- Turned off reflections for non-shiny objects
- Turned off blended reflection probes
Reduced lighting in some areas
Fixed bugs
- Fixed defenders facing the wrong way
- Fixed 'turret' placement helping sosigs navigate to the hold
1.2.0.0: Improved performance!
- Improved occulsion culling
- Reworked one long hallway, removed outside objects and some windows. This allow me to reduce view distance to 60m.
New Supply Point
- Area between Power Core and Bridge is now a Supply Point. It was an empty area before.
New Sounds
- Environmental sounds for a couple key objects. Keeping it simple for performance/noise reasons.
New animations
- Two things spin. Big deal, but it works.
1.1.0.0: Increased MOOD by 50%
- Polished the floors, tables, planters (used a second material with smoother settings)
- Fewer lights, brighter lights = moodier, less flat lighting
- More colored lights
- Moved disco ball mine to engine room. Gives a reason for room to be lit orange.
- Added ambient audio rumble loop
- Added 'whoosh' sound when level starts
- New shader for Hold Point blocking walls
- More light in Scoreboard so you can better see how you've failed us
Level layout
- Removed stairs in Lounge/Crew Quarters hallways
- Added more cover in Crew Quarters
- Added more cover in Power Reactor Core
- Added more cover in Ammo room
- Moved Supply Point boxes to center of rooms so they are less likely to fly out windows (?!)
- Lowered Encryptions to be maximum 6.5m up
- Raised up some Encryptions that were low down
Fixed bugs
- Added manifest.json for Deli
- Used mesh colliders on kitchen balcony
- Added 3 panels to each Supply Point so other characters work
- Fixed bad grenade vectors for Power Core attackers
1.0.0.0 build notes: First version woooo!