NOTE (mainly for Red Barrels): In addition to the files from this repository, you should still have the original source files and a licensed copy of the game (for content files, etc.). The files from this repository are provided only for modding convenience
If you happen to have the original Outlast source files, you can add/replace them with these
The resulting OLGame.exe, along with Core.upk, Engine.upk, OLGame.upk, or any other (post-cook) .upk files to which you add UnrealScript, can be used to replace the original files in your licensed Steam version of the game.
- Load original content/maps/shaders (including DLC)
- Load custom maps via a separate tab in the main menu (maps displayed in this tab must be placed in the
CookedPCConsole/Mods/Persistentfolder) - Cook
.upkfiles, saving textures and lighting in separate.tfcfiles (which are read from any subfolder ofCookedPCConsole) - Cook
.upkfiles, savingTextures,CharTexturesandLightingwithin each .upk (without.tfcfiles). This is useful when you don’t want to drag three separate.tfcfiles just for one.upk - Adding a custom suffix to
RefShaderCachewhen cooking.upkfiles - Asset redirection for only-script packages (
.u). For example, updated scripts fromOLGame.unow take priority over originalOLGame.upk, and loading order is:.uscript -> group-referenced.upk(e.g.menuassets.upk) -> originalOLGame.upk
- Connect to OpenOL relays and play in multiplayer mode
- Influence other clients worlds (Doors/Triggers/Enemies/Cutscenes)
Reloadreload current checkpointSpawnEnemy <Enemy> <Weapon> <ShouldAttack>spawns enemy with specified weapon and attack controlToggleSmoothCameratoggles smooth camera settingToggleUnlockDoorstoggles whether player ignores locked/blocked doorsToggleAllowGhostDoorstoggles ability to do “ghost door” glitch (e.g. for speedruns)MaxFPS <Number>alias forSet Engine MaxSmoothedFramerate <Number>commandUnlit/Lit/ToggleUnlitsets/toggles viewmode to Unlit or Lit
- Player mesh matches checkpoints and game type
- Player footstep sounds are traced to the first texture, not to a collision + trace from each foot, not from center of the mesh
