POSTAL 4: No Regerts

POSTAL 4: No Regerts 0.1.4

Version
0.1.4
Version Date
June 9, 2020
Links

Patch Notes

POSTAL 4: No Regerts - "Smack My Hitch Up!" Update [0.1.4.1.2]



You wanted performance improvements? You have them! As promised, we put pretty much the entire team onto the task of optimization for a few weeks. This process is still ongoing, and future updates will improve things further, but for now, you should have a much more enjoyable experience with this update in the way of higher framerates and far less hitching.

Many new features and improvements, too!

Note: Older saves will not work with this new update. They will be marked as red and should be deleted. Future updates should not break older saves - this is a one off thing.


Bystander Deathcrawling: There are currently two ways they can get to it: by being lit on fire and left to burn out or by begging for their life and still being attacked

Deathcrawl-after-ragdoll: if a pawn is 20% health or less, or they were kicked with Vitamin X, they'll go into deathcrawl when they recover from being ragdolled

Stumble animation, when a pawn runs for a certain distance they will stumble and stop to catch their breath

Machete charging sound

New faces on more Male pawns

Third-person animations for GasCan, Urethra, Pigeon Mine, Grenade and Beggar Sign (also TP fixes - see fixed section for more details)

Proper controller support: Map screen navigation with gamepad analog, navigation for inventory tab of phone, tab switching on map screen and more!

New loading screen transition after Dude gets arrested

Load zones! Due to absolutely no demand, a feature form POSTAL 2 has made a return! They are far quicker with fewer of them compared to P2 though, so they probably need a rebranding… lets call them ‘ZAP ZONES’*

*ZAP ZONES are hopefully only a temporary solution to the level hitching issues in POSTAL 4 and we aim to reintroduce full level steaming in the future when we’re doing our final optimizations. We’re pretty sure you’ll agree the trade off is worth the results in the here and now.



Optimization improvements. We still have some way to go but you should see some notable improvements to the frame rate in some of the worst areas, and the hitching/stuttering that randomly happened has been mostly eliminated

Scooter’s hill climbing capabilities and handling

Improved sidewalk transition near the Job Agency

Audio quality of radio songs

Increased the top speed of the Scooter slightly

Made improvements to the IK system - NPCs will now walk up stairs/hills/steep sidewalks more naturally

Gap between neck spout particle and NPC’s neck

Replaced more placeholder textures

Text/Event messages for things like pickups will now be combined, not duplicated, when multiple items are collected at once

Weapon wheel can now switch weapons and ammo types simultaneously

Replaced certain foliage meshes with better looking/optimized versions

Reduced the self hit pitch for all of our fluid weapons, meaning it’s never been easier to piss yourself out when on fire!

Adjusted window opacity settings



Broken 'Controls Binding' menu

Broken 'Post Process' and 'AA' method scrollboxes

Broken motion blur setting

Cat petting state transition not factoring the slowdown from Catnip

Weapon flicker when changing weapons while under Catnip

NPCs not reacting correctly to Dude carrying dismembered body parts

Certain sound effects not respecting Audio slider settings

Various assets that didn’t have a texture assigned

Not being able to explode Civvie’s noggin or dismember him

Flamethrower sound effect not looping correctly

Third-person camera going through walls

Third-person melee animations playing on the whole body as opposed to just the upper body

Erroneous “Save Exists” prompt when saving

Issue with the Save Menu where you couldn’t save over old slots

Customers not looking at the cashier

Generic paintings appearing behind Shady Art Dealer paintings

Couple terrain dips for better NPC navigation

Word wrapping/formatting issues with Firefighter side-errand

Controller issues in the various game menus

Ton of mapping bugs that were reported on our Janky community forums (p4isjanky.com)

Long pause that was that was happening in the Main Menu when you opened the game

NPCs sometimes being able to fire weapons without limbs

Having to mash 'Spacebar' multiple times to skip cinematics

NPCs getting stuck in continuous loop after being hit with SnS9000 Urine

Dude’s ERC Tower remark replaying after going back to starting area

Dude switching to last weapon used after holstering Urethra weapon

NPCs belonging to the same faction turning on each other when receiving damage (Police)

Art Dealer head/eyes not tracking player correctly

Pickup sounds for Dogs and Cats

Dude icon not showing on Map Screen

Cell Door sound playing when Police Station level loads