Important Bug Fixes
a) Sounds will no longer sometimes play much louder then they should.
b) Animated model shadows will no longer interfere with mesh stains.
c) Shift-backspace will no longer be ignored while in text input mode.
d) Improved precision in model collision detection code (fixes the Fetchball "invisible wall" bug).
e) Game scoring will now be recorded precisely when the game ends, rather than a tick later. This fixes
the rare occurrence where the final score would be inconsistent with the game end criteria.
f) The bug where several units may become stuck together, unable to move, is now fixed.
g) Having ambient units on the screen will no longer interfere with de-selecting units by pressing enter
(when all your units are selected).
h) Clicking on underwater objects will no longer sometimes result in your units getting de-selected.
i) Mesh geometry should no longer sometimes change with detail textures on.
j) The missing plugins dialog will now be updated when game settings change while it is open. It will
either show the updated list of missing plugins or will be closed if the new game settings do not have
k) Myth will no longer crash when starting a coop game that has too many veterans.
Game-play Bug Fixes
a) Fixed bug where a unit that was unstoned by healing would be unable to move until taunting.
b) Fixed more cases of "heron turn bug" (where a unit would turn 90 degrees for no apparent reason).
c) Fixed bug where you could make your units suicide by ordering to attack similar monsters and
clicking on a berserk unit on your team.
d) Scenery linked to model animation will now get priority when objects are included in explosions.
Fixes the issue where the bridge may fail to collapse when playing The Forge.
e) Fixed scoring issue where players would end up with negative number of units owned at end game,
when units are made player controllable via script.
f) Monsters that have left the mesh (for e.g. as a result of stampede teleportation) will no longer be
selectable using presets.
g) Monsters stopped by spacebar that become berserk will now behave berserk, instead of stopped.
h) Berserk units will no longer be smart and run away from wights.
i) Fixed bug where a Remove Artifact CTRL MA would affect the wrong unit.
j) Units teleporting during explosions that deform the mesh will no longer sometimes appear at the
wrong height above / below the mesh.
k) Shift-option clicking on overhead to give units waypoints now works again (1.7 bug).
l) Prevent crashes and other issues related to unit trading by ensuring that units that are currently
being traded do not auto-attack nor take any damage.
m) Projectiles that don't have the "Lifespan" checkbox checked in Fear will no longer be treated as if
they had a lifespan of 65535 (and possibly disappear 36 minutes into the game)
n) The unit trading dialog will now handle 0 cost units correctly.
o) Switching artifacts while attacking will no longer cause some units to loop their attack animations.
p) Monster sequences will no longer sometimes fail to be updated after an artifact switch.
q) Projectiles that promote to units are no longer considered for omission when the projectile limit is
r) Keyframe calculations for units with very large sprites will no longer produce incorrect results.
s) The “Appears in Netgame Type: Custom” Loathing flag
will now work consistently between network games and
films. Fixes OOS when watching Dream of Death films.
t) Restored monster charge behavior to how it was in 1.6
and earlier. The 1.7 flag "can extend charge duration",
which simulated the 1.6 behavior, is no longer needed.
A new flag, "has limited charge duration" is added to
emulate the 1.7 charge behavior.
Platform Specific Changes
Windows Specific Bug Fixes:
a) All: Enabling OpenGL 3D fog will no longer result in a
'white screen of death' with ATI video cards.
b) All: Fixed the bug that would sometimes cause certain
game sounds to get delayed.
c) All: Cutscenes will no longer sometimes quit if 'use DirectInput' is enabled.
d) All: In the event of a crash, the crash film will now be saved along with a stack trace in the Myth log.
e) Modern: Having the task bar on the left or top of the screen will no longer cause it to be visible in
game after alt-tabbing.
f) Modern: Myth will now boost the system timer resolution (so opening Windows Media Player will no
longer be necessary to boost FPS on some systems).
g) Modern: Fixed a bug on Windows Vista when transitioning to windowed mode.
h) Modern: Resolution switch failure will no longer result in quit.
i) Modern: Fixed the ability to go fullscreen on some Intel Integrated cards on Windows Vista.
j) Modern: Allow running multiple Myth II instances from separate installs (same as Mac version).
Mac Specific Bug Fixes:
a) In windowed mode, the title bar will no longer get positioned behind the menu bar as a result of
centering the window with some resolution settings.
b) [Renderer.OpenGL] UseDepthTest INI file setting will now default to FALSE for Mac PowerPC build
for performance reasons. It can still be manually enabled via the poweruser.txt file.
c) Different default INI file settings will now be used for GeForce4 Ti video cards on PowerPC Macs, to
__________________ More patches are available here: http://www.patches-scrolls.de
YES, Dexter, I CAN read your thoughts.
And I AM smarter than you.
Dieser Beitrag wurde 1 mal editiert, zum letzten Mal von ps_matt: 22.02.2010 18:05.