Preface
Subway Runner was made by a simple yet effective Prefab Cell logic.
The original mod used prebuild Tunnels, Stations and Turns, all with pregenarated Navmesh. Then any of those cells was polished to fit the environment and overall game logic.
Subway Runner Revised (SRR) is a remake which focuses on building unique cells, tunnels, stations based on the real world station design. Tunnel length is the exact LOD map distance. The distance player char travels on the "upper world" ensembles the distance of the "lower world", the tunnels. Any connection to other cells is made upon this logic. This, btw. is a very tricky and extensive, yet time consuming way but i feel its the only way to make the game much more interesting. It also casts a different view to every vanilla cell, many vanilla cells follow this kind of logic, intended or not.
Fixes
- PreCombine issues, a few dozen records, especially in exterior cells used PreCombined object references and thus broke the cell and the surrounding cells (based on uGrid setting) forcing the game to render in real time, noticable for PC but more for Console users.
- DLC cell references, by the time Subway Runner was created, DLCs were almost future sound thus many cell entries did not match the DLC cell entries, this has been fixed.
- Navmesh exterior, the subway runner specific exterior entrances are not tied to the vanilla navmesh yet, i disabled all of them to enhance mod compatibility and since the subway entrances will be swapped frquently cause of testing the IRL to IG behaviour. Once done all the added doors will be linked properly. Watch out if your followers transit to interior/exterior properly if not mark my words, its because of the missing NavMesh in exterior cells.
- Navmesh Interior, all cells are fully navmeshed and followers/actors should navigate in interior to interiors perfectly fine, notice the exterior to interior transition which might not work fully
- z-fighting was present in original Subway Runner tunnels and stations, any station was re-aligned from scratch to fix any issue present
- Collapsed University Point was fixed, the entire cell had issues with objects floating and placed in the air due to some objects exceeding the interior cell bound engine limitations of 32k³
- Lexington Station was moved next to Super Duper Mart
- Boston Airport Station was moved
In general most and later all interiors will be different, are overhauled, and create an unique and mostly dark atmosphere.
Cut
- Concord Station was removed
- Diamond Station was removed
NOTE: Concord station will be replaced by a Sewer network connected to different world space. Diamond Station also known as Symphony Station will be rebuild and connects to more tunnels once done.
Addition
- New map layout will be implemented over time, thus more stations, real distance (based on LOD map) for tunnel connections, etc.
- Interior layout for the base mod is mostly 1 to 2 stations and one big and long tunnel inbetween this might be repetitive over time, with more progress in this mod many more tunnels and stations will be unique
- Disabled PreVis and PreCombine reference for interior cells
⠀- NOTE: This works perfectly fine since alot of objects in vanilla cells have been removed, Subway Runner also uses this logic already
- Extended Portal and Room Bounds to have maximum performance with Pre Vis and Combination turned off
- Loot in Subway Runner is mostly overhauled and will be altered more in future versions
- Loot will not respawn, most misc items and containers will be forever empty once looted
- Lighting was altered some tunnels are pitch black some are lit by the actors around
- Radiation caused by glowing one feral ghouls is covering the entire interior world space and affects all NPC types, by default its 9 damage per second. It is cumulative and thus can scale higher
- Some doors might open but there is no transition to another cell, these doors are mostly kept for later
Gameplay
- More new NPCs which use vanilla templates for maximum mod compatibility
- Unprepared exploration will cause overkill scenarios to player char
NOTE: Preparation is king, by entering a new tunnel player char must conceal himself otherwise chances are high that the entire cell will be aware.
Epilogue
Most interior cells are rebuild from scratch and have new design this will also cover the vanilla interior cells where PreVis and PreCombines have been disabled/removed. Now this will directly conflict with Previsibines Repair Pack by BenRierimanu. I made a bunch of patches for OG and NG since PRP does not split exterior and interior fixes via two plugins.
Since interior cells hold much less objects to render a modder can disable the entire PreVis/PreCombine logic and thus vanilla cells can be totally revamped. The only downside is other mods not loaded properly. Make sure to load mods before.
Also make sure any other mod which adds new objects will clash with the revision. E.g. Enhanced Lights And FX by anamorfus adds new lights and lighting objects will directly conflict. There is patch ready in the optional files of this mod.
Alteration To Subway Runner
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