Fixes compatibility issues with the base game, tweaks a few maps, fix the rushed ending. See change log for more info. !! This patch breaks saved games !!
Level changes:
- Unholy Lair: removed a door on the 2nd floor near the piano (the AI would get stuck, the player would get stuck, and it was not possible to make it swing both ways without it being in the path).
- Unholy Lair: swapped the content of two crates on the 1st floor so you're not forced to pick up their content after clearing the path.
- Buried Alive: fixed most lighting issues.
- Buried Alive & Valley Of No Return: added a beeping sound to tripwires, gas containers are now properly tagged as "metal".
- Sawmill: added some invisible walls to prevent the player from breaking out of bounds if they try really really hard.
Ending cutscene:
- Added audio (music & truck passing by - it's much better).
- Replaced black screen with proper ending picture so you don't stare at the screen wondering if something's going to load at some point.
Compatibility fixes:
- Restored the ability for AI to open all doors in the original units; several doors in Shipyard use "DOOR_NOMONSTER", which was initially disabled in the code. Enabling that feature made sidekicks's life a lot harder.
- Skytram ticket was not removed from the inventory after usage in RadioCity.
Other changes:
- Optimized bullet casing models (applies to pistol, tommygun, shotgun, acid shells and heavy machine-gun) so triangle strips are longer, producing smaller files and requiring fewer GL commands to draw. This could potentially slightly benefit antique hardware during combat-heavy scenes if I'm being hopelessly optimistic. Don't ask.
- Optimized acid shell pickup model a tiny little bit.