Development of the update has come a long way. Please note that this update applies to literally all the aspects:

New custom level compilers were developed
improved performance, vertex lighting support and ability to compile Quake 3 maps (Bezier curves)

Major update for Model format

  • Limits raised
  • Weight distribution support
  • Jigglebones
  • Blendspace
  • Inverse Kinematics
  • Near complete set of Source Engine features

Renderer was rewritten

  • Landscape support
  • Possibility to build model-only levels, without brushes (brushes are still supported)
  • Correct sorting of translucent surfaces
  • Alternative renderpaths. 1st: dynamic sunlight, 2nd: deferred lighting with raytraced shadows (still experimental)
  • A lot of work was done to accelerate map loading; general optimization of rendering was done
  • Also, work was performed to improve compatibility with old graphics cards (Radeon X1600 etc.)
  • New shader system provide significant opportunities for shader editing even for ones who doesn't want to deal with renderer source code
  • Well and also recursive mirrors have been added :)

Levels were recompiled with new compilers supporting vertex lighting of models

  • Lost resources added back in
  • Fixed too long model paths so they could be stored in PAK (there were several models whose paths were 64 characters long exactly)
  • Game videos were converted to Cinepak format so they would play on any machine

The archive contains complete game, no additional resources required.
Do not forget to apply this crucial patch

The default settings are strange. These are the same settings that Elber did for the old version 1.0. Even the mouse look is disabled for some reason. Don't worry, you can take the config from already configured Paranoia 2.
scripts.pak contains rendercvars.txt. Not a config, just a list of console variables that one can change to tweak main graphics settings. Honestly, these ones had to be added to graphical preset configs, but I haven't had time to do this.
Shaders are in core.pak.

Shadow settings:
gl_deferred 1 - deferred lighting with raytraced shadows (2nd renderer, some effects not implemented)
gl_deferred_fullres_shadows - high quality shadows for GTX750 and up
gl_deferred_tracebmodels - brushmodel shadows
© Uncle Mike

protip: start typing console command and then hit Tab to display available commands matching your input. Run game as paranoia2.exe -help to create help.txt with all available options. This is a feature of Xash3D.

do not forget to apply a patch

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Paranoia 2: Savior 1.2

Paranoia 2: Savior 1.2

Full Version 4 comments

Paranoia 2: Savior Version 1.2.7, the last official version of Paranoia 2.

Paranoia 2 Savior 1.0 Fixed V2

Paranoia 2 Savior 1.0 Fixed V2

Full Version 4 comments

This is paranoia 2 savior fixed by Tadas_LTu , in this version he fixed missing textures in certain areas, added missing onjects, added new objects in...

Paranoia 2 Savior 1.0 Beta Restored Old Content

Paranoia 2 Savior 1.0 Beta Restored Old Content

Full Version 1 comment

This is a recreated version of paranoia 2 by Tadas_LTu, he is the author of this patch but you need paranoia 2 savior, the full game for it to work, credits...

Paranoia 2 Savior Beta 2010

Paranoia 2 Savior Beta 2010

Full Version 8 comments

This is the 2010 beta version of Paranoia 2 Savior, it has the art style of paranoia 1 and is a lot different but similar to the latest version, place...

Paranoia 2 Pre Alpha 2014

Paranoia 2 Pre Alpha 2014

Full Version 10 comments

This is the actual beta or pre alpha version of paranoia 2, it has alot of different maps compared to the latest and new models as well as old models...

Paranoia 2 Font Converter

Paranoia 2 Font Converter

Full Version

This tool is used to change the text in your hl1 maps if you have a script text entity and you can change the font of that text depending on what fonts...

Post comment Comments  (0 - 10 of 36)
Mort_Brain
Mort_Brain - - 573 comments

Can I use Paranoia 2 assets in my source engine mod?

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Guest
Guest - - 688,627 comments

hello: i am finally trying this mod (although it's more like a true different game on the HL1 engine than a simple "modification") and i've got an annoying issue: i can't see my mouse cursor anymore when i enter into the game! how to make it visible? i play on the newest Windows

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ale92furx
ale92furx - - 5 comments

Can anyone explain me which version should I download and why for every version I install I always get missing textures on the walls even from the main menu rendering the game unplayable?
How do I fix this visual glitch?

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Guest
Guest - - 688,627 comments

Can anyone explain me how to fix all the textures not loading?

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/TheWolf
/TheWolf - - 831 comments

How do I enable the console in this?

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HashVolting
HashVolting - - 6 comments

Windows 11 has a bug where the game will not load effects and shaders.

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xjoxas
xjoxas - - 40 comments

i had no problems with it and i got windows 11.

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Guest
Guest - - 688,627 comments

Can anyone please explain to me how to get best graphic version of the game?

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Guest
Guest - - 688,627 comments

Hi, all the textures are black. Help please...

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Hellektronic
Hellektronic - - 141 comments

Here are some bugs I found between version 1.2.7 and the 1.5.1 beta (patched), I updated the post with new info:

-There are issues with NPC footstep audio in various chapters, most noticeable in the third chapter of the game where you deploy into KROT 1 with Spetsnaz allies, and continues for quite awhile. Their footsteps are totally silent. This occurs several times later, including when you first meet the living hazmat scientist in KROT 2, his footsteps are spotty and usually silent. This occurs again in KROT 3 while you're escaping with Paulina, before the clones appear, the zombies in this chapter have silent footsteps.

-There are serious issues with the water in 1.5.1 beta, particularly I noticed it in P_Savior10 after you meet the Hazmat scientist in KROT 2, and he opens the path to the archives for you. The water here has black horizontal lines going through it, and the water splash audio for footsteps is also broken. It's like you're walking on regular ground.

-The Hazmat scientist, when you find him zombified, has flawed animations.

-Paulina has very broken idle animations and during several speeches, very similar to the Hazmat scientist zombie animation.

-The AKS-74 has accuracy issues where a random bullet fired at full accuracy aimed will wildly veer off course. The sniper rifle also has issues where shots wont hit where aimed.

-The depth of field effect while aiming is still a huge unfixed issue, but it can be disabled to rectify this problem. The sights are also misaligned and shots will hit just over where the sights are. The HUD crosshairs also jump buggily while moving, particularly with weapons like AKS-74. Very noticeable in chapter after hospital intro.

-There still isn't an entry for "+sprint" in the key config menus.

-A big one: the player does not have the ability to harm NPC teammates, but NPC teammates have the ability to harm the player. I recommend disabling both.

-Starting in P_Savior15, the same scientist body is severely overused, almost like it was meant to be a placeholder that never got replaced.

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