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The game fetches this one itself: [U] on the title screen. Or download polf3d.zip below, unpack it and start
Play.cmd (Windows, PowerShell 7.2 or newer – nothing else).
Changed:
- The weapons are drawn in perspective. Each one is a small model of boxes in metres from the eye, projected with
the game's own lens: the barrel runs towards the crosshair, the top shows as a narrow lit strip, round parts are
shaded, and the recoil is the model moving back. No more weapons aimed at the ceiling that hide half the view. - The game runs without a console window.
Play.cmdstarts it under a headless console host and is gone at once;
should the game not start, the reason comes up in a dialog.-Terminalkeeps its console, it plays there. - The window comes first and shows the start-up: every step with a percentage of its own and a bar with the total.
Only the modules the window needs load before it, so it is up after half a second instead of two. - A crossed-out speaker under the noise bars and on the title screen says when the music (F4) or the sound is off.
A track that fails to start says why in the game and is tried again, instead of silencing the music for good. - The noise bars moved to the top left, under the policy label, out of the weapon's way.
Fixed:
- A rocket that hit a wall lost half its explosion to the wall behind it; explosions and sparks stay whole now, and
the flamethrower no longer burns behind a wall it is pointed at. - A locked door is locked for the enemies too: nobody opens the silver door from the far side any more. A thrown
knife goes through the bars of a window, as a bullet does. - After an update the old builds of the C# helpers and the music of an older composer stayed in
bin/; every start
sweeps them once the current ones are loaded, and the restart waits for the old game to close first.
SHA256 of polf3d.zip: a725d852527d50f3e49a8dc6dcfa749e0b2a8e2474416d6d18d52a06a00747d2