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

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 3 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 6 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...

Comments  (0 - 10 of 27)
Hellektronic
Hellektronic

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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Twitcherus
Twitcherus

Good shid. Thought enother developer will be a big differnce but this got good.
Walkthrough:

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ureverypie
ureverypie

the decals **** up when using gl_deferred 1

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ureverypie
ureverypie

Which version do i download D:

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Soares93
Soares93

Could you possibly fix the blur and allign the weapons' iron sights properly when aiming?

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Guest
Guest

how do i get every gun in the game?

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Elber Creator
Elber

Официальная страничка игры вот здесь:
Moddb.com

Reply Good karma+3 votes
Borisich
Borisich

Резюмируя: бодро, атмосферно, с интересной документацией в архиве (получил удовольствие, без грамматических ошибок и почти без очепяток), с неплохой в меру бредовой историей, с криповыми моментами, с отличным звуком в целом и мелочами в частности: отличные звуки стрельбы — всё звучит реалистично и как надо, кроме разве что гранат (нет хлопка узргм при отстреле скобы — как и самого отстрела скобы гранаты) и звуков перезарядки АК — ну не похоже. С олдовым антуражем: стреляющий от бедра спецназ (дичь, конечно, но красиво и доставляет), броники времен первой Чечни в 2008году (у нас во всю 6б12, 6б13 гоняли), советские солдаты в пиксельках от Мудашкина (зачотище! (нет) лучше бы оставили советские шинели мол, с 83года там мертвые ВВшники ходят-бродят — крипово. (З.ы. жуткие No_jaw zombies из дум 3 — я вас узнал, я вас помню — именно благодаря вам я в далёком 2004-м в свои полные 19 ходил курить включая свет в гостиной)))). С огрехами пользовательской модификации (глупо было бы), но очень бодро и с запоминающимися моментами. Крутая игруха, было бы здорово увидеть не римейк, а продолжение. Спасибо за отличную игру — целые два вечера удовольствия (и копания в папке scripts) — дорогого стоят. Душевно!

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the_sam
the_sam

Продолжение, к большому сожалению - врядли когда-либо будет. У них из команды ушел главный (хз, может и единственный) левел-дизайнер. Ну а повторить атмосферу так как он, я думаю, врядли кто-то сможет.

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crystallize
crystallize

Да причём тут. Разработчики 1 части наверное растят детей и клепают донаты и лутбоксы в опенворлде. Расработчики 2, я думаю, рассматривали игру только как пропуск в большой геймдев.

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Elber Creator
Elber

Да причем тут) Чтобы попасть в геймдев - нету и не было бы необходимости (или условием) клепать моддерам большой проект, как П2 в резюме. Он был сделан для комьюнити, любившее оригинальную Параною. А вот что получилось на выходе у нас - это немного другой вопрос. В любом случае - это был неоценимый опыт для нас самых. Реальная разработка длилась 3 года (2012-2015), занимая все личное время между походами на основную работу. Не все получилось реализовать, к сожалению, но и долгострой не было смысла делать.
Что касается продолжения - комментировать не буду. Все возможно ;)

Reply Good karma+4 votes
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