Post news Report RSS Hotfix #1 Rolling Out Soon

A look at the upcoming hotfixes to be made available to all Newport players within a small compass of time.

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Evening everyone, C-zom here to announce the upcoming hotfix patch for Worry of Newport that does a lot of cool things in a very small package. We expect it to be released anywhere from November 18th to 19th.

Part 1:

  • Implemented Game Saving Checkpoints. When you see "Game Saved" and hear the click sound, you know its worked. You are now free to quit and resume whenever you like.
  • Recompiled flowgraph code to be sleeker and take up less cpu/memory resources.
  • Three rare crashes at Hamlet have been neutralized.

Part 2:

  • Implemented Game Saving Checkpoints. When you see "Game Saved" and hear the click sound, you know its worked. You are now free to quit and resume whenever you like.
  • Fixed rare crashes in Newport Colony.
  • Added a brand new, narrated soliloquy by Edgar Gray (It plays after the credits, stick around for it!)
  • Fixed a fatal error with vegetation rendering improperly (removing low_grass entity)
  • Removed 350 needless shadow casting items, doubling performance
  • Fixed path finding in Swamp/Marsh
Post comment Comments
KaiMan32
KaiMan32 - - 470 comments

Thank you for this. The random crash in part 2 was a real downer for me.

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Tanshaydar
Tanshaydar - - 489 comments

Checkpoint system was needed, especially for a low end computers like mine. Thanks.

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C-zom Author
C-zom - - 599 comments

Sorry it didn't come sooner. I dug up the code needed for it in the Cryengine2 base when developing my next mod, Triptych. If I had known about it sooner it would have been there on release.

Its complicated to balance the save checkpoint system since flowgraph is notoriously unreliable, but my tests have been fruitful thus far.

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Architect3D
Architect3D - - 49 comments

looking forward to it, just tried out the new 2.0 version of the game. excellent, allot of minor improvements all add to the polish. But I encountered a few new problems, the temple level has been changed to a more forested look if i remember correctly. Well the Sun in this level was flickering off and on, ruining the experience. thought you might want to fix that with this upcoming hotfix. oh and one other issue, the level with 4 houses where the executives lived? well the first couple houses are way to dark inside, especially considering the lighting outside, there should be some minimal ambient light inside for proper look, or just to navigate properly, unless there is a light the player can use. I like how to let the player move while listening/reading the story as opposed to being locked, but sadly this wasn't fix for all locations, at least slow down the players movement if it may conflict with dialouge or triggers ahead, but nothing is worse then being locked in place while listening to the story the second time around. I wait to finish version 2 with this hotfix, so you figured out how to implement the saving system, sounds great.

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C-zom Author
C-zom - - 599 comments

You're awesome. Just the kind of feedback I love to hear. Every one of those issues will be looked into. Yes! Enhanced Edition has lighting problems that are engine related, but I've since learned workarounds and they will be rolling out in the hotfixes like the flickering big sun and the houses being pitch black.

I'll see what I can do about the moving system but honestly, the area triggers are so densely packed that things misfire and go out of sync if you can just wander around with the books. I'll see what I can come up with.

Part 2 will have added polish to the lighting, sound, book reading and will have a save system. My promise.

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C-zom Author
C-zom - - 599 comments

Part 1 and Part 2 finally run off the same code. It's only one file to install now, and you can play from start to end with only one loading screen.

Saving and loading is enabled
The blinking sun issue is HOPEFULLY fixed. If not, I'm deleting the ******* sun. Let me know if its gone.
Performance issues completely eradicated in Part 2 EE
Crashes are all gone in Newport Colony

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