2025-03-02 22:20:00|Myriagame |source:minecraft skins
Nightdive Studios has announced that it has launched the PS 5 and Xbox Series versions of the Dinosaur Hunter remake, which was originally released in 2015.
In addition, the remake has been updated on all platforms, adding new features, menu options, fixing bugs, and optimizing.
See the complete patch instructions as follows:
New Features
- Optimized renderers for Vulkan and Nintendo Switch.
- Supports high refresh rate.
- Ported to Xbox Series X and PlayStation 5 platforms.
- Improved handle function and vibration support.
- Localization of achievements/trophies was achieved.
- Brachiosaurus found and recovered from a beta ROM for Dinosaur Hunter.You'll see these dinosaurs walking around in the "Treetop" level.
- Now you can switch the ammunition type of tech bow and shotgun at any time, just like in Dinosaur Hunter 2.
- Added the "Run/Walk" toggle button from the original game.While moving at walking speeds on the ground, you can approach enemies from behind before they notice you.
- Now you can bind multiple weapons to the same button to switch between them.
- Restored the High Priest's tracking blue magic attack, as well as the Plin unused jump-hit melee attack.
- Restored the "Gallery" cheat code and added the ability to view the boss and the protagonists of Dinosaur Hunter.You can also preview each enemy animation.
New menu options
- You can reset the menu option to default settings using the "Reset to Default" menu option.
- The input binding menu now displays icons instead of text.
- Added binding options for changing ammo type and walking toggle in the Action Binding menu.
- Controller options: Button prompt (PC), Smoothing viewing angle, Left-hand mode (switching joystick), Enable vibration and vibration intensity, dead zone.
- Gameplay options: Radial Fog Effect, Player Shadow, Enable Walking Switching, Enable Ammo Change.
- Head Shake Options: Added swaying options when moving sideways and jumping, and now you can adjust the degree of screen tilt for each shake option.
- Head-up display (HUD) options: Automatic map displays player location, automatic map displays compass, displays all health statistics (health when you have armor), displays backup ammunition, flash intensity, vibration intensity, and horizontal position of HUD.
- Graphics options: Always show lens flare, anti-aliasing: SMAA, FXAA, Fast FXAA, Close.
- Audio options: main volume, audio output, low pass filtering, underwater music enabled, ambient sound effects.
- Video Options: Switch between Vulkan and Direct3D (PC).
- The level name of the saved file is now localized.Recently saved files will be marked in green.The displayed date is now in the format yyyy/mm/dd hh::mm::ss.
Fixes and improvements
- Improved fonts.
- Fixed an issue where animation textures skipped the first frame.
- Enemies that were blown into the air can now fall from the cliff and can float or sink in the water.
- Fixed an issue where red and orange attack robots had too much melee attack range and removed their random explosion effects in some animations.
- Reduces the frequency of enemies' teleportation and updates the animation when they teleport so you don't see them suddenly appearing a frame at the beginning of the animation.
- Enemies waiting to be triggered can no longer be damaged or killed.
- Fixed an enemy's head tracking issue.
- Fog effect is considered when drawing simple shadows.Fixed an issue where shadows briefly appeared when enemies dropped from the air.Fixed an issue where shadows were drawn on top of other shadows.
- The Pulin melee attacks no longer play bird calls in the environment.
- Enemies no longer stuck in place when initial animation and conversion to root motion animation.
- If enemies can be respawned, enemies no longer disappear from the map when the player is away from them.
- Enemy grenades can now hit more types of surfaces instead of disappearing on impact.
- The BOSS is now affected by the difficulty setting and has a damage correction value like ordinary enemies to match the original game.
- Hummer is no longer knocked back when it is damaged and will correctly restore its death status when respawn in the arena.Hummer can be attacked with a knife again, so as to achieve (without bugs) just using a knife to pass the level.The wheels no longer rotate continuously after being destroyed, and single quotes in some sound file paths have been corrected by underscores.
- Fixed an issue where Long Hunter was damaged in non-combat state.
- Restored the original behavior of the "Punisher" including which weapons can harm it and which weapons will be taken away from the player.Also, you will now see your weapon taken away and destroyed.
- Now when crawling, the arrow will shoot from the player's correct height.
- Restored the probability of dropping "fatal wound" props when Super Arrow shoots enemies.In addition, only enemies with the "Avoid Cliffs when Teleporting" generation logo can be shot by the super arrow.Fixed to be shot only when the "Fatal Injury" flag is set.- The original ammunition usage of the four-tube rocket launcher was restored to 4 rounds and the maximum ammunition was 24 rounds (48 rounds when carrying a backpack).
- Particle accelerator/shockwave weapons can now freeze dead enemies like the original and also work against beetles, robots and turrets.
- Hit the dead enemy directly with the tech bow and shotgun explosion ammunition, and will now blow the enemy away.
- When you leave the water from the side, you will now reequip your previous weapon.
- Fixed an issue where the enemy's explosion damage dealt only one quarter of the damage to the player.
- Fixed an issue where players quickly entered and exited the crawling area and their height could not be restored after certain animations were played.
- Now use the player's eye height instead of the character's height to determine whether the player is in the water.
- Players are now kept at the correct water height when swimming on the water, and the friction of the water is now correctly applied to the player's z-axis speed.
- Explosion damage no longer causes extremely low damage to the enemy under certain conditions.
- When entering the spiritual portal, you will use the exact location you entered when you return.
- If you lead the fish up the slope, now the fish will always try to return to their original height position.
- The falling rocks are now hidden before being activated.
- A few models were minor repairs.
- Fixed the issue of interchange of small and large cell ammunition pickup models.
- Extended weapon model for ultra-wide resolution.
- The underwater screen color now blends with the color of the water and will appear even if the "Show HUD" option is off.
- The water surface will now be displayed at the correct height and no longer mistakenly shifts downward by 8 units.
- Fixed a move issue with weapon wheel.
- Fixed an issue caused by interrupting map switching cutscenes.
- Improved positioning of collision-free areas.
- Small fixes were made to almost all maps.
- Fixed an issue where the time trial map no longer displays help information and playback sounds.
- In the "Ancient City" level, the time it takes for the gate to rise has increased after pressing the limited time short button.
- There are 2 enemies and 2 life energy props placed far below the floor in the "Treetop" level (as did the original version).Now they are correctly placed on the platform above.
- You will no longer be asked immediately if you want to save the game when you rebirth the Mantis save point.
- In the Catacomb level, the mantis pillars and railings surrounding the level key and scepter fragments are now animate correctly.
- Water in the outer area of the Catacomb level will now drain correctly and will not drain again when re-entering the level and pressing the button.
- Fixed audio reverb issue.The "spiritual invincibility" state no longer has a reverberation effect.Added a reverb effect to the spiritual level.
- Fixed image seepage issues with bullet splash, flames and waterfall steam elves.
- Fixed the screen defects around the sprite special effect fx005.
- The texture of the boss and air strips now looks more original and has colors.
- Platforms that move up or down will no longer press Dinosaur Hunter’s protagonist to the floor at high speed, avoiding the problem that players cannot jump during that time.
- Fixed z-axis position issue when the character is in the platform area.
- Life Energy Pickup Props no longer cling to the floor when they start in the water.Fixed the problem of life energy props in the water column area of the 4th level.
- Accurate projectile collision options now work properly.
- Fixed projectile collisions that were connected to another area with bridge areas.
- Projectiles that collide with the ceiling will now use the wall collision effect of the area instead of the floor collision effect.
- Even if the particle emitter part is not in the screen, it will continue to display.
- Particle Trajectory now creates a final fragment when it hits an object or disappears.
- Fixed some effects such as pulse rifle shooting not affected by game speed.
- Billboard effect is now set to not culling.
- Particle effect with the "bStickOnTarget" logo now works fine.(Space-time scepter and shock wave weapon will hit the character's origin + half-height position)
- The “RestrictAim” logo for particle effects now works with the “Projectile” logo and the target must be within a 90-degree field of view.This allows you to avoid their blow-blowing attacks if you hide quickly enough behind certain enemies (such as ancient warriors).
- Many additional scripting features are provided for MOD makers.(PC)
Dinosaur Hunter is now available on PS5, Xbox Series, PS4, Xbox One, NS and on PC platforms via Steam, GOG and Humble Store.
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