Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- Mics. fixes to character manifest
- Fixed long standing issue with bottom two pouches on First Response security/bodyguard vests getting malformed during certain animations (vest itself still gets slightly malformed, its not possible to fix this entirely without completely remaking the whole thing)
- Fixed issue with bodyguard earpiece missing its lightwarp
- Fixed minor clipping issue with fireman neck
- Fixed minor issue of odd looking mesh on cleansuit scientists neck
- Fixed smoke and light particles not emiting from correct position at the end of guard cigarette
- Fixed minor UV mapping issue on First Response security tactical flashlight
- Fixed minor UV mapping error on security flashlight
- Fixed HEV guard holster clipping thru the leg
- Fixed clipping issue with HECU pilot helmet and body
- Fixed rigging issue with HECU pilot wrists
- Potentially fixed NPCs being gibbed by crashing elevator in UC map A being able to crash the game
- Potentially fixed NPC being gibbed by running in to a tripmine in WGH map A being able to crash the game
- Fixed scientist ties not using their intended normal maps (previously only office workers had them), by extension this change also restores their unused phong shading
- Fixed closed coat scientist normal map having shirt buttons in wrong places
- Fixed missing phong shading on non hurt firechief helmet
- Fixed minor UV map and optimization issues on First Response security and bodyguard vests
- Fixed various UV mapping and topology issues on jacket guard jackets
- Fixed major UV mapping issue on guard helmets. This wasnt huge deal on vanilla or BMCE models but was extremely noticable due to chrome top guard helmets now have
- Fixed more instances of incorrect hairline_puff usage
- Fixed minor rigging issue on paramedic body
- Fixed female office workers going completely unused albeit with a new, revised model
- Potentially fixed an issue with female guards not being able to pull out their gun correctly
- Fixed minor optimization issue on male office workers
- Fixed the goggles scientist entries not always spawning with goggles (I hope someone got fired for that blunder)
- Fixed minor shading issue caused by odd use of sharps on all guard helmets
- Fixed female guards using female scientist gibs and not guard gibs
- Fixed administration personnel not being able to give player drugs (restored syringes for admins)
- HECU should no longer spawn randomly with flipped down NVG (this is to prevent them from burning their eyes by using NVGs outdoors or otherwise well lit areas).
- Fixed Neil face going unused due to a typo
- Fixed UV and sharp issues with the guard helmet junk prop to make it more consistent with the one used by human models + added jiggleboned chinstrap to it
- Fixed guard helmet and vest junk prop materials being inconsistent with the ones used by human models
- Fixed minor rigging issue with Black Ops Assassin vest
- Fixed hurt 02 admin going unused
- Fixed handfull of boneweight and rigging issues on admins
- Fixed severe clipping issues with casual senior scientist male sweater vest
- Fixed HECU pilot using incorrect eye materials
- Fixed female guard not being able to spawn randomly and added unique voicelines for them (credits to F5Man)
- Fixed custodian zombie having tools-on-belt despite its human counterpart not having it
- Fixed missing phong shading on cleansuit scientist zombie
- Fixed missing alpha channels on casual scientist and office worker zombie sleeves leading to them looking cleanly cut
- Fixed long standing clipping issue with open coat female scientist cuffs during certain animations
- Fixed cafeteria male tie being slightly malformed on the guard vest bodygroups
- Bodyguard PCV and high vis vest are now usable only alongside the closed coat bodygroup to fix very noticable clipping issues
- Fixed First Response security ID badge materials being inconsistent with those of other models
- Fixed female guard ponytails lacking jigglebones
- Fixed long standing issue with scientist zombie labcoat clipping with not only itself but also the legs. We are very much aware that BMBS added custom scientist zombie model with jiggleboned labcoat that sort of also fixes this problem, but we deemed that model to be way too janky for our taste so we decides to just fix this on the original model instead.
- Fixed boneweight issue with cleansuit scientist zombie fingers
- Improved UV mapping on high vis vests
Removals:
- Removed hydration pack on First Response security vest
- Removed 2nd body bodygroup from logistic workers as this had very noticable and unfixable clipping issues with the new worker gloves
- Smithers no longer wears HEV suit, meaning all the scripted HEV NPCs now appear in LC
- High vis vest is no longer usable alongside freely swinging ties on office workers
- Removed 03 HEV scientist as unnecessary
- Removed pen behind ear bodygroup from all models as unnecessary to free up some extra material space
- Removed the original mask design of Black Ops Assassins seeing as its no longer useful with the new NVG design hiding the eyes even when using the partially-exposed-face mask anyway
- Removed Gordon face from all 04 models
- Removed osha_inspector_hurt model as unnecessary
- Removed a rather childish and nasty easter egg left by one of the BMCE developers who I will not name here simple due to the fact that calling them out by name would make me fall to their level, but I have very good idea of who it was
Additional notes:
- Map replacements/additional zombie variants are still planned, they were just not the priority for this update
- We are still not interested in making BMCER consistent with BMBS or any other campaign mod. Use F5Man's BM: Blue Shift Styled Wear mod instead
- We are still not interested in reverting any of the models to their pre-2022 update versions
- We have no plants to revert any of the visual changes done in this update
I found out the main reason the assassin's missing its textures is due to a error in the pathing and lack of textures. i managed to restore their Textures through the Submaterial tool. i have a picture to show how i fixed it.
i came by to tell this in order to see if you could possibly use this as a blueprint for a fix
yeah i think i have it. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3386341045