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NunSuperior-Promeatheus_TaH-1.4.5 icon

Promeatheus TaH

Your mission is to investigate the Promeatheus and recover any valuable information you can.

Date uploaded 3 years ago
Version 1.4.5
Download link NunSuperior-Promeatheus_TaH-1.4.5.zip
Downloads 13411
Dependency string NunSuperior-Promeatheus_TaH-1.4.5

This mod requires the following mods to function

nrgill28-WurstMod-2.2.1 icon
nrgill28-WurstMod

WurstMod is a custom level loading framework

Preferred version: 2.2.1
DeliCollective-Deli-0.4.2 icon
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: 0.4.2

README

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!