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The simpsons hit and run map
The simpsons hit and run map





the simpsons hit and run map

  • gag_tele.p3d (Observatory Telescope since, y'know, it is daytime).
  • gag_sc_5.p3d (Willie Holding a Pig in the School).
  • gag_pig.p3d (Kamp Krusty Pig on a Stick).
  • gag_ismv.p3d (Itchy & Scratchy Movie Ticket).
  • gag_bomb.p3d (Bomb outside Herman's Military Antiques).
  • the simpsons hit and run map

  • Not all gags from each level are present, due to the game having a hard limit of 64.
  • Fixed some broken collision by the Krusty Burger in 元.
  • Also fixed a few gags that also weren't in the correct spots.
  • Fixed ambient NPCs in Level 1 not appearing in the correct spots.
  • Hopefully fixed the fake L2 Skybox from not unloading when leaving the highway (it could potentially still happen if your load times are obscenely long).
  • Fixed Locator Type 3s in Level 3 facing the wrong direction.
  • Fixed a phonebooth in 元Z3 that didn't work correctly.
  • Fixed a single tri using the wrong asphalt texture in 元R1.
  • Fixed a collision bug on the 元 - L1 connection.
  • Fixed another broken phonebooth in L2Z3.
  • Improved the vertex shading on the L1 - L2 connection.
  • Fixed another piece of missing collision at the 元 Krusty Burger.
  • Fixed some janky texture mapping/vertex shading by the entrance to the L1 - 元 connection.
  • Fixed a bug where the Casino area wouldn't be loaded when approaching from the Springfield Dam.
  • Reduced the vertex shading seams present on the grassy banks of the L2 - 元 connection, where the model boundaries split between zone models.
  • Fixed the gas pumps at the Gas Station in Level 3 still using orange vertex shading.
  • Made it so you can no longer see the road mesh through the bottom of the Springfield Stadium tunnel.
  • This should heavily reduce the amount of pop-in present in previous versions.
  • Increased the game's draw distance from 200 units to 800.
  • Fixed a piece of intersect collision in 元R5 that overlapped self.
  • Fixed a piece of intersect collision in L1Z2 that overlapped with collision in L2Z1.
  • Fixed the fence gate in L2Z1 using the wrong shader name.
  • It might not help too much though, I'm not sure.
  • Reduced the draw distance from 800 units to 500, which should (in theory) provide a much better balance of performance and pop-in.
  • Updated the Skybox model to be much less of a mess internally (this was mostly for my own sanity as it was incredibly hacky beforehand).
  • Fixed a missing piece of intersect collision in 元R5.
  • Halloween variant (maybe? don't count on it).
  • Sunset and Nighttime variants of the map.
  • A reworked version of the Vanilla Game campaign, designed to make use of all 3 levels.
  • A new daytime version of Level 3 (with other levels coming later).
  • New custom areas connecting each map together (mostly) seamlessly.
  • All three maps are fully combined together - with functional animations, gags, and interactive triggers.






  • The simpsons hit and run map