
Classic Nintendo 64 Game Tuko: Dinosaur Hunter, who was brought to Nintendo Switch kindness with a talented team in Nightdive Studios, got a big and significant new update. There are too many quality of life and overall improvements for the aforementioned, so be sure to look at the whole notes of patch down.
New features
- Optimized volcano render and Nintendo Switch.
- Support for high refresh rates.
- Carried in Series X and PS5.
- Improved gamepad functionality and vibration support.
- Localized achievements/trophies.
- A brachiosaurus from Beta Roma was found and recovered and recovered. You will find these dinoses that are thrown at the canopy level.
- Now you can replace the types of ammunition for just a bow and a shotgun whenever you want, just like Tuko 2.
- From the original game, the Run/Walk Togogle button was added. Moving around walking around the ground, you can get closer to the enemies from behind before you notice you.
- You can now bind more weapons to the same button for the ride between them.
- They renewed high priestesses who are horting Blue Magic Attack and Purlins Unused Melee attack.
- He renewed the Gallery cheating code by adding the watching of bosses and tourists. You can also review the animations on each of the enemies.
New menu options
- The menu options can be reset to the default setting with the “re -set -set” menu.
- The entrance binding menus now show icons instead of text.
- The added is tied to the Action Bindings menu to change the type of ammunition and switch walking.
- Controller Options: Gumba inquiries (PC), look smoothing, Southpaw (Swap sticks), enable vibration and intensity, deadzones.
- Playing options: radial fog, player shadow, allow walking to move, allow for ammunition
- Floor Options Head: Added Bobring and jump options and you can now adjust the scale of how much the screen is tilted for each Bobbing option.
- HUD Options: Automap Show Player, Automap Show Compass, Show All Health Statistics (shows health when you have armor), show Alt ammunition, flash intensity, shake intensity, horizontal positioning HUD.
- Graphic Options: Always show lenses, anti -piasy: SMAA, FXAA, FXAA FAST, OFF
- Sound Options: Main volume, audio output, low passage filtering, enables underwater music, environmental sounds
- Video options: Switching between volcanoes and Direct3d (PC)
- Save the file level names are now localized. The latest storage file is marked green. The date is now shown in yyyy/mm/dd hh :: mm :: ss.
Repair and improvement
- Font improvement.
- Fixed animated textures skip the first frame.
- Enemies filled in the air can now fall with cliffs and float/sink in water.
- Red and orange attack robots with a huge radius of impact were improved and they removed their accidental explosion effect that was carried out during certain animations.
- Reduced frequency enemies will teleport and their animation is immediately updated while teleports, so you will not see them appear within the frame at the beginning of their animation.
- Enemies waiting to be launched no longer to be damaged or killed.
- Repairs hostile setting.
- Simple shadows take into account the fog when they are drawn. Fixed shadows appear briefly at the beginning of the enemies descending from the sky. Fixed shadows draw on top of other shadows.
- Purlins melee attacks no longer play ambient bird sounds.
- The enemies no longer stutter in the place when they are in their initial animation and crossing the animation of the root movement.
- The enemies are no longer removed from the map if they can reappear when the player moves away from them.
- Enemy grenades can affect multiple surface types, instead of just disappearing on the blow.
- The bosses are now affected by installing difficulties and have a damage to the damage they receive similar to regular enemies, to match the original version.
- Humvee can no longer be demolished when it is damaged and will properly renew its death animation when returning to the Arena. Humvee can be allowed to again (without a ridge) knife with a knife. The wheels are no longer spinning forever when they are destroyed, and certain sounds of sound files are fixed by undergoing a single quotation.
- Fixed Longhunter from damage during its uneven states.
- Renewed campaigns original behavior with weapons that can damage it and which weapons are removed from the player. With that you will now see how your weapon is taken from you and destroyed.
- The arrows will now shoot from the correct height of the player when crawling.
- A renewed chance for Super Arrow for enemies to give up death wounds. Also, only enemies who had a “Teleport flag flag avoid cliffs” could be affected by a super arrow. It was corrected when the flag “mortal impact on wounds” was set.
- Renewed original ammunition with a quadrangle-ranked 4 and maximum ammunition on 24. (48 with a backpack)
- The accelerator of the particle/shockwave weapon can now freeze dead enemies just like the original, and also acts on bugs, robots and turrets.
- Dealing with direct hits dead enemies from just bowing explosive shells of a shotgun will now blow enemies.
- Exiting the water to the side will now re -equip your previous weapon.
- Fixed hostile explosive damage only inflicted a quarter of the player.
- The height of the fixed players do not restore when entering and quickly exits the crawl sector. As well as after playing certain animations.
- The eye height toy is now used instead of the height of the actor to determine if the player is in the water.
- The player is now held at the correct height of the water surface when swimming to the top of the water, and the friction of water is now properly applied to the player Z speed.
- Explosive damage no longer does very little damage to enemies under certain conditions.
- When entering the Spirit World, your accurate position will be used when you return through the portal.
- The fish will always try to return to your initial position in the event that you have lured them with a ramp.
- The fall of the rocks are now hidden until they are activated.
- Smaller repairs to several models.
- Models of small and large cellular ammunition have been replaced and fixed.
- Extended weapon models for ultrawide resolution.
- The color of the underwater screen now blends in with the color of water and is now shown even when the “Show Hud” option is off.
- Water surfaces are now shown at the correct height and no longer mistakenly compensated for 8 units.
- Moving wheels with fixed weapons.
- Fixed problems caused by the interruption of a map of cinema.
- Improved NOCLIP sector positioning.
- Smaller repairs to almost all cards.
- A time trial is corrected so that no longer displays help messages and playback sounds.
- In the ancient city, the time it takes to raise the door after pressure on a short -timed button.
- At the level of roof songs there were 2 enemies and two life forces that were placed far below the floor (in the original). They are now properly placed on the upper platform.
- When spawning at the Mantis Save point, it will no longer ask you if you want to save the game.
- In the catacombs of the Mantis columns and straps around the key level, and the piece of chronoscepter is now properly animated.
- Water in the outer area at the catacombs' level is now expanding properly and will no longer be exhausted when re -entering the level and stepping on the button.
- Fixed audio reverb. Spiritual invincibility no longer has reverb effects. Added reverba effects to the level of the world of spirit.
- Sprite bleeding for spraying bullets, fires and waterfall steam is fixed.
- Fixed artifacts around Sprite FX005 frame
- The textures of the boss and the air strip now looks more like original, colors.
- Platforms moving up or down will no longer force the tour at high speeds, which prevented the player from jumping during that time.
- Fixed problems with actors z position while on the platform sectors.
- Lifeforce picks no longer crack on the floor when they start in the water. Improves life forces in the area of water pillar level 4.
- The accurate projectile collision option is now working properly.
- The collision of a missile according to sectors that were connected to another sector and had a bridge sectors.
- The missiles colliding with the ceilings will now use an impact on the sector wall instead of influencing the floor.
- The particle emoters will continue to be shown even when the screen is only partially off.
- Particular trails will now create a final segment when they affect the object or expire.
- A FX like pulse rifle shooting has not been repaired does not affect the speed of the game.
- Billboard FX is now set not to use rejection.
- FX particles with flag Btickokonarget is now working properly. (Kronoscepter and Shockwave Weapon will hit the actors Origin Point + Half Height)
- The FX particle limits the flag is now working with the projectile flag, and the goal must be within the 90 degree field. This allows you to avoid certain attacks, such as ancient warriors, blow darts if you are fast enough to get behind them.
- Many additional features of scripting for moddera. (PC)
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