Aperture Reconstructed v.0.3.96 is out!
Changelog:
Gameplay fixes/additions:
- Total overhaul of all levels to ensure playability, with fixes including texturing, collisions, level transitioning, portal placement systems ââ'¬â€œ this is actually where the bulk of the work has gone and every single level was played and fixed until it was thoroughly tested
- Portal transitioning revised to make things easier and less prone to faults
- Subtitles added supporting all languages from the original game. Have tried to get as many languages as possible translated for the new ending
- Ending cinematic and opening cinematic added
- Overhauled drones, added a stack of LODs for performance, new shaders for the drone and laser effect, support for all dialogue lines present in game data also
- Footstep sounds, and recorded new sounds for crouched movement
- Trophies added for basic tasks
- Radios added with original transmission target areas and messages
- Controller mapping to allow user to customize controls
- Optional D-Pad movement
- Optional gyro fine aiming
- Significant number of memory-handling cases and crash preventions
- Security cameras added with proper responses from GlaDOS
- Soft-lock detection and proper handling as per original game
- Repositioning handler if player does manage to punch themselves outside of the map
- Doors are now physics based, and can be jammed open like in original game
- Added sounds in where expected for the likes of lifts etc. And even added/created new ambient soundscapes
- Overhauled large parts of Chamber 18 due to irrevocable bugs/issues. Minor changes to Chamber 13 for similar reasons
- Fixed glitches with lifts and moving platforms
- Overhauled carry logic until it was seemingly without fault
- Fixed portal gun refusing to function after player death
Visual fixes/additions:
- Vertex Animated Texture (VAT) player character for optimal performance, capable of blending animations as expected, as well as looking up and down ââ'¬â€œ something thatââ'¬â"¢s almost unheard of with vertex animated systems
- Overhauled and optimised almost all shaders in game
- Overhauled portals visually
- Overhauled surfaces in games to include reflectivity and faux normal mapping for majority of surfaces
- Custom fog in all levels to give feeling of atmosphere
- Revised portal gun model, increased texture density and added complex surfacing, as well as overhauling and adding animations, and also movement with character actions like the original game
- Effects such as bullet impacts, splashes, portal effects added
- Blob shadows added to core objects
- Overhauled standard cube and companion cube
- Greebles added to levels where necessary
- Sideshow presentation added
- Fast mobile boom added and optimized further, with three options of style and intensity of users to choose from
- Pellet launcher/catcher/pellet overhauled with new effects and scorch marks on surfaces
- Various level props such as bed, table, countdown clock, pipes etc.
- Volumetric lighting effects
- Dust particles to add sense of movement for player, as well as highlighted in lighting effects
- Camera shake effects
- Handler for blending lightspill across portals so that there wonââ'¬â"¢t be sharp shading edges when moving an interactable or the player across portal boundary
- Correctly functioning main elevator