Patch: Incognito Episode 1.9
Greetings! We have been working hard on this next patch and we are please to announce that it’s finally finished! This will probably be the last patch for Incognito: Episode 1 as we begin work on Episode 2 which will carry us into the new year.
I’m going to say it now the auto-patching system was a bane in this series of patches for those of you who have been using them. What can you do though? We learned from our mistakes and made more and then fixed those too! The patch will have to be downloaded via link below or from the link provided in the Configurator Updater to work correctly, if you use the auto-patching system it will not download the complete file (for this I am sorry).
With Episode 2 and onward this system has already been completely re-written to support files up to 4GB but if we manage to actually release a patch that big please kill me! Heh…
Anyway, down to actual business, this patch centers around users in x64 land whom are using Windows XP x64 or Windows Vista 64 flavors of the operating system and were unable to play until this version which shouldn’t have any problems at all.
Thanks to all of you whom played Episode 1 and we will continue to post more updates about the next version as they become avaliable. Use the link below to download the patch to Incognito Episode 1 BIN directory, by default directory on the following operating systems is as follows:
Windows XP: C:\Program Files\Magrathean Technologies\Incognito Episode 1\Game\Bin
Windows Vista: C:\Users\Public\Magrathean Technologies\Incognito Episode 1\Game\Bin
You must run the patch from the same directory as Incognito.exe or the patch will report not being able to locate the game since we intend the auto-updater to be used in conjunction with the patches. Sorry for the inconvenience!
Download Link:
MD5 Checksum: 05cc8f3b9dc782729ac7e88a7fec38f5
Size on Disk: 128 MB (135,176,192 bytes)
Changelog:
Incognito: Episode 1.9 updated from 1.8
NeoAxis Engine Internals Updated to 0.81 from 0.80
*. Updates include minor timeline bugfixes and preperation for Episode2 (mod support added).
*. MapObjectAttachedParticle: UpdateWhenItNotInView has been property. Not visibled on screen particle system will be suspended. This property intended for better performance.
*. ParticleSystem: Option for automatic quota calculation. AutomaticQuota property. To update existing .particle files you need to open and just resave file in the Resource Editor.
*. ParticleSystem: Particle system management has been optimized.
*. Game animation: Animation source code has been refactored. All animation code removed from MapObjectAttachedMesh and moved to MeshObjectAnimationController.cs (GameCommon.dll). Dynamic entity class highly simplified.
*. HeightmapTerrain: Fixed pipeline support (only the first layer).
*. Resource Editor: Tool for converting textures into different formats (PNG, TGA, JPG and compressed DDS).
*. Mesh: SkeletonName property has been added.
*. Resource Editor: Mesh Editor: SkeletonName property can be changed.
*. Map Editor: Now you can not create entity if the selected layer is locked.
*. MapObjectAttachedMesh: LinkBonesToBodies functionality has been expanded: It is possible manually customize bone linkage. MapObject.OnAttachedMeshLinkBoneToBody() method.
StaticLightingManager: Lightmaps property has been added. Now you can disable lightmaps, but use irrandiance volume.
*. PhysicsSystem: Ability to add custom shapes and joints.
*. PhysicsSystem: Now physics world is created only once during initialization engine instead of creating every time during map loading.
*. PhysicsSystem: enum ContactGroup is moved to PhysicsSystem.dll.
*. OGRE sources: Now source codes of OgreNativeWrapper.dll are shared.
*. StaticLigtingCalculationTool: Now NVIDIA Texture Tools are used for dds generation providing better quality for mipmap generation.
*. Resource Editor: Entity type creation: You cannot create default entity types which already exists like StaticMesh.type, HeightmapTerrain.type, etc.
*. MapObjectAttachedMesh: ForceSubMeshMaterials property has been removed. Be attentive!
*. Map: GetStaticMeshItemByBody() method has been renamed to GetStaticMeshByBody().
MeshObject: SetCustomBoundsAndRadius() method has been added.
*. FMODSoundSystem: “A call to a standard soundcard driver failed” warnings are ignored now.
*. Bug fix: Map Editor: Crash if entity type are not exists during map loading.
*. Bug fix: Server crashed when a client is trying to connect during loading a map.
*. Bug fix: Particle System: “CommonDirection” property cannot be saved.
*. Bug fix: GridPathFindSystem: Not initialized motion map after loading in the Map Editor.
*. Bug fix: Resource Editor: Mesh Editor: Doesn’t crash anymore if mesh cannot be loaded.
*. Bug fix: Added support for XP64 and Vista64, was causing crashes at load time.

