Hello, people! In this patch we introduce a Vietnamese translation, some improvements and fixes.
New Stuff
Vietnamese translation (thanks to Sean Trong)
Italian and Japanese subtitles
Subtitle switch option in the game audio settings
New Director nodes: xYawPitch, xAngles
New Director Trigger nodes: OnProperty, OnLocal. These nodes can listen to changes in properties and locals receiving a corresponding _Value (iValue, bVaue, fValue etc) params.
New Particle nodes: VPosition, VReverse
Surface settings for Compounds, Collisions and Forms now can be overridden through the component settings or with the "Set Surface" option in the Right+Click menu.
Jump Up climb mechanic now has a proper animation
Free look upon death
Improvements
Spinner (Float) props now can be spun with Shift (grid alignment) and Control (slower speed)
Slider props values now can be edited with Right+Click
Limits (min/max) are established for most of the props (Actors, Components, Nodes etc)
Form, Model and StaticUnion submodes now support "Select by Name"
Ctrl+Click on a material prop now opens the Material Editor
More embedded values for nodes (most of the Vector nodes, TransformTo, DamageImpact, xRotation, xScaling, xTransform, CameraVector, GameMessage)
GBurst node now can operate for a set amount of time
Gate node now can skip the first signal with "Skip First" setting
Filter control now has a looking glass icon
Fixes
Zipped Injectors are now loaded properly
Camera.templ now works properly
Slashy received a new Engaged state to avoid walking into the Player
Water component is now selected as a box
Player now can't side-jump if there is an obstacle closer than 32 units
Hello, people! In this patch we introduce some new mechanics and fixes:
Injectors
Injection is a new engine mechanic. It allows modders to modify game assets (director scripts and templates) without directly overwriting them. For details on this mechanic watch the video made by the BlueFox: https://www.youtube.com/watch?v=BEyNH0RqsKQ
Subtitles
Now the game supports subtitles for audio files which can be translated as .translate. At this point only Russian and English subtitles are available. Also a new script node Subtitle is introduced for modders.
Breathing
It's a small update to the swimming mechanic introduced with 1.0.16. Now the playing character has an oxygen meter which depletes while the character is submerged in water. This mechanic is implemented as a Stamina gauge and can be used by modders in their projects. For details see Haydee\Damage.dir script.
Other changes and fixes
Ctrl+LMB click on graph properties (Animations, Directors, Particles and Widgets) now automatically opens associated graphs in Graphite.
WaterTune node for changing Water component properties via script.
Sound component now properly interacts with travels (doesn't startup after a travel if it was stopped before)
Player component cloning issue is fixed.
Pawn height/radius issue is fixed.
Head component is now stable with invalid parameters.
BotBase.dir bTargetLocated issue is fixed.
Pawn steps while climbing now play proper sounds.
Mask material channels for Visor and Mask are fixed for proper recoloring.
Updated Content
Due to the introduction of new mechanics some game files were updated. This may result in conflicts with their respective modded versions. Be warned.
Changed files:
Directors\Haydee\Climb.dir
Directors\Haydee\ClimbGrip.dir
Directors\Haydee\PawnSounds.dir
Directors\Haydee\Damage.dir
Maps\Security\N7_SEC_Shuttle.map
Scenes\N7_SEC_Shuttle.scene
Widgets\Avatar.widget
Widgets\Avatar.dir
Widgets\Inventory.widget
Widgets\Inventory.dir
Custom\Services\N7Countdown.dir
Sounds\Announcer\
Items\Mask\Mask.mtl
Items\Visor\Visor.mtl
Templates\Player.templ
New files:
Widgets\Subtitle.widget
Localized\Translations\N7_SubEnglish.translate
Localized\Translations\N7_SubRussian.translate
A follow-up update for 1.0.16
It's a small follow-up update for 1.0.16 fixing some issues with the swimming mechanic:
Issue with entering water while holding a weapon, which resulted in weapon blocking.
Issue with the character being submerger to a higher depth than required for entering swimming state, resulting in a hard animation switch.
Updated content:
HaydeeSwim.anim + SwimSpawn.motion
Some Haydee scripts changed
Patch 1.0.16
Hello, people! After a long struggle, testing and fixing we are proudly intruducing a new patch containing:
New mechanics
Water (GI and non-GI versions)
Swimming (including new animations created for Haydee 2)
Critical fixes
Player stucking! (may require additional feedback)
Particle graph crashing due to inproper node linkage
Missing fall transitions from different player states
Smaller fixes
TimerEx node pin reading
bBlocked node
OnDispatch node crashing when used on an Area component
Editor crashing while browsing invalid meshes
Debug node crashing
Stucking while unclimbing in a corner
Character "clicking" at the end of climbing animations
ControlInfo.vMovement improper evaluation resulting in the spectator's "black screen" behaviour
Also
AnimGraphs now contain "bone reindex" array for compatibility with externally changed skeletons
Outfits now can be used in AnimGraphs instead of meshes
Model component's meshes are now paintable
SteerPitching node for controlling pawn pitch movement
OnPick trigger event now receives a pInvoker parameter
TextWidget now can translate textIds
pParent node now returns parents for attached actors
Director nodes removed: OnScenario, OnBool, OnTask, OnScript, OnInputAxis, fDamage, fBalance
Director nodes added: OnMouseAxis, OnGamepadAxis, OnGamepadTrigger
Changing character direction with gamepad from idle state is improved (no turn movement)
Updated content
Due to the introduction of new mechanics some game files were updated. This may result in conflicts with their respective modded versions. Be warned.
Haydee, Creeper and Slashy AnimGraphs
Haydee, Creeper and Slashy scripts
Haydee, Creeper and Slashy skeletons
All world templates for all default items
Player template now uses Haydee.skeleton instead of Haydee.skel
Player template received additional states
Patch 1.0.15
Hello, people!
In this patch we intruduce some new stuff and fixes:
Director:
vBone and xBone now can be written to
All Index nodes can be written to
pLocateBone - new node for accessing individual bones which now can be manipulated via xTransform(write) or TransformTo
While node for organizing loops with addition of Break and Continue
Shuffle gate node for random path choosing
TimerEx node which extends Timer with parameter pins
Editor:
Debug game for testing purposes. Can be selected in the dropdown at Run Game
Color quads for Paint Tool now can be saved and loaded
Z axes for Skybox Create tool are now switched properly
Game:
3 new hairstyles for the default HD512 outfit added
And considering the upcoming holidays, Merry Christmas to you all and a Happy New Year!
Patch 1.0.14
Hello, people! Hope you're doing fine.
So after some time we decided to make a new update fixing some accumulated bugs. This patch introduces:
Fixes:
Bot.templ updated to the actual player functionality
Camera component name issue fixed. Now can be found with a pLocate
Area OnUntouch event issue after changing pawn size fixed
Outfit check functionality fixed for template, reference and dynamic
Default values for director nodes are restored properly now
Minor bugs fixed
Also:
Inventory event system is reworked. OnInventory trigger extended with new events. Item pickup sound is now played for OnGive event.
"Not" modifier for outfit conditions added (see HaydeeStuff.extend as an example)
New assets for sleeveless shirt and kneepads are added to the default outfit
Patch 1.0.13
This update intruduces some fixes and new functionality for modders.
Fixes:
Area and Dispatch Components reacting to dead pawns issue is fixed
DamageKill calling from OnDispatch causing a crash issue is fixed
Physics manupulations from OnDispatch issues are fixed
Character movement after Fade issue is fixed
"M-512" labels from NSola 7 campaign are changed into the proper labeling (at last!)
New stuff:
Characters now can blink even not targeting the camera
Shotgun spread updated. First shell always hits the aiming target
New outfit objects "checks" are introduced to switch outfit parameters independently from each other. Default character slot "Stuff" (Webbing) is changed into checks. See HaydeeStuff.extend for an example.
Patch 1.0.12
A new patch is arrived fixing some issues and adding some stuff!
New stuff:
Loading logo changed to new artwork
Character is now blinking
Nude character version now has no gloves
Dispatch component added for processing actors touching an area
Fixes:
Crosshair block indicator fixed
Post menu running bug fixed
Stability slightly increased
Executable versioning fixed
Haydee 2 OST
Hello, people!
They say, it's better late than never. So if for some reason you want to additionally support us or/and the OST composer Vlad Plotnikov, then you can have it!