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KevinL
KevinL @ Elite Force v5 Released!

Game froze on a custom map, Operation Apollo, when I encountered the first enemy; are they officially supported yet?

Is it possible to have the batch files that start up the game use the start command so you don't have a command prompt window lying around?

There still seem to be some empty speaker entries in the SoundEffects file but they don't seem to show up in-game so not sure if they're still a problem.

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KevinL
KevinL @ SWAT: Elite Force

Is it possible to allow plants to be shot through or would that require extensive editing?

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KevinL
KevinL @ Forgotten Hope Revisited

Ruby seems to be broken because random selection between MAS and Ruby is a "different" weapon, might cause problems with the shotgun and bayonet. If it doesn't work out you could perhaps try the BF1918 way and have the shotgun have bayonet on secondary since you don't snipe with it anyway.

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KevinL
KevinL @ Forgotten Hope Revisited

Pistol animation speed problem is also on P38, TT33, Ruby and Beretta 34.

Also US shotgun kit is missing bayonet even though one is on the shotgun.

Edit: Fix for pistols is to add lines
AnimationStateMachine.setActiveState Ub_FireNambu
AnimationStateMachine.addTransitionOne c_PIFire 0.5 1 Ub_FireNambu
in an animations .con file. Ruby seems to have one already but it was still broken.

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KevinL
KevinL @ SWAT: Elite Force

There's only one for both AIs and player unfortunately and the modifiers are for equipment, in SwatEquipment.ini ReactionDuration for CSGasGrenadeProjectile and PlayerGassedDuration for CSBallBase.

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KevinL
KevinL @ SWAT: Elite Force

Didn't realize it was changed in SEF to disable the effect for the Gas Mask altogether, which is good.

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KevinL
KevinL @ SWAT: Elite Force

Related to this, even when wearing a full gas mask you're still affected by pepperballs (though for a shorter time). It makes sense for the Riot Helmet but when they cut it out and made the Gas Mask the only pepper defence it doesn't fit.

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KevinL
KevinL @ Forgotten Hope Revisited

According to maker of Intensity mod, there is a bug in FH 0.7 where artillery whistling and ricochet sounds do not play ( Battlefieldsingleplayer.com ), is it possible to fix this in FHR or if it has already been fixed?

Also FH Nambu firing animation doesn't match actual rate of fire.

Will there be more bot improvements too?

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KevinL
KevinL @ SWAT: Elite Force

There are some lines that can be modified to fix an issue with chat not scrolling to the bottom for some widescreen resolutions, you could add this to be automatically done if you switch: Ets-clan.co.uk

Are there any plans to modify weapon accuracy / modifiers and the zoom time? SSF changed those though later versions of the mod were focused on PvP so they might not be realistic enough for your liking.

There was also a check doors feature added for players similar to the campaign where you would be able to try the door without opening it and it would make a sound if it was locked (none it if wasn't). Unfortunately the source code for SSF isn't available but it seems like it would just be a modified door opening function.

SSF might be useful as a reference for other features you haven't thought of yet, though the last version available on ModDB was made by a different team that added stuff like unlimited wedges. The final version that was made by the original modder was 3.1 and is available here: Vmtfr.com

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KevinL
KevinL @ Elite Force v4 Is Here

The 4 sounds with missing speakers were Deploy Grenade Launcher, Deploy Lightstick, Deploy Stingray, and one about arresting a suspect escaping with drugs, I PM'd you a link with a fixed version.

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KevinL
KevinL @ Elite Force v4 Is Here

Was the zip sound when tying criminals up removed? It might not have been that realistic but it was useful as an indicator that you were done.

There's a TSS bug where some of the commands don't have a speaker in SoundEffects.ini, like Deploy Grenade Launcher, that causes a warning to show up in chat.

Is it possible to disable the advanced console in order to use the shot command to take screenshots in places like the menu?

Lastly whenever you update the mod, could you comment out Suppress=WindowedMode in Swat4X.ini or add a new option for Windowed in the Video options?

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KevinL
KevinL @ SWAT: Elite Force

Also have all the ammo bugs been fixed?

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KevinL
KevinL @ SWAT: Elite Force

Also someone mentioned in the Discord that the Co-op damage modifier is still 2x and when I checked SwatGame.ini MPDamageModifier for PvP games is also 1.25x, and the current beta build contains an enbseries.ini with no dll.

For realism purposes you might want to standardize the damage for the different difficulties as well.

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KevinL
KevinL @ SWAT: Elite Force

Will you allow heavy armor guys to drop lightsticks? It was a weird exclusion in the original game.

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KevinL
KevinL @ SWAT: Elite Force

As a quick last minute addition, if it isn't already in could you alphabetically sort the map voting list?
Induktio.net

There was also a fix for Proper Map Names in the Mega Map Pack, that might be useful too:
Moddb.com

And I think there was a bug in V3 with the Disable Dispatches option that would open a window about a file not writing, has that been looked at?

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KevinL
KevinL @ SWAT: Elite Force

Are there any known (MP) bugs you've seen in the testing so far?

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KevinL
KevinL @ Introducing SWAT: Elite Force (v4)

Have you found the cause of / fixed suspects being able to see through walls if you lean? I think it's different from accidentally leaning through doors.

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KevinL
KevinL @ Introducing SWAT: Elite Force (v4)

It's useful to work around the "suspect will never surrender" bug if you haven't fixed it already.

Here's a list of top 10 SWAT bugs a clan came up with:
Ets-clan.co.uk

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KevinL
KevinL @ SWAT: Elite Force

Are there any AI changes in the mod so far? The older mods like SSF and Code 11 tried to improve it, and got rid of the cheap instant AI headshot. There's some disabled features in the AI.ini config too.

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KevinL
KevinL @ BATTLEFIELD 1942 COMPATIBILITY FIX

Thanks, I scanned with their online scanner here ( Scan.kaspersky.com ) and it didn't find anything but sent it to them to check in case, up to you if you want to use it or not.

Scanned with some more scanners and didn't find anything either:
Virustotal.com

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KevinL
KevinL @ BATTLEFIELD 1942 COMPATIBILITY FIX

What antivirus did you use? I'll try to send it to them to check.

18 scanners found no virus: Virusscan.jotti.org

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KevinL
KevinL @ Dawn of the Tiberium Age

Just checked, the Chinook in TI doesn't deploy troops unless you tell it to.

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KevinL
KevinL @ Post DTA 1.15 progress and a peek at a few things to come

Found another image with the Apache in similar positioning to the original Hind icon and rockets firing Nyerguds.arsaneus-design.com

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KevinL
KevinL @ Dawn of the Tiberium Age

Didn't TI have a workaround?

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KevinL
KevinL @ Post DTA 1.15 progress and a peek at a few things to come

Could the Longbow be given a new icon in a future update? Since it doesn't feel right with the RA1 Hind one. Maybe based off of Vignette1.wikia.nocookie.net

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KevinL
KevinL @ Tiberian Sun Client

Allies Allowed
Fog of War
Multiple Factory bonus
Aimable SAMs
Mumble Integration
Attack Neutral Units

Also what do you think about the Hunter-Seeker option? Also do other players detect options changes if you host with this client that are not in the current CnCNet client?

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KevinL
KevinL @ Xash3D Engine

In OpFor multiplayer, both teams have the Black Mesa flag instead of the OpFor team having the army flag.

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KevinL
KevinL @ Tiberian Sun Client

Update soon?

Is it possible to enable the Weed Eater with No Superweapons on to be able to remove veins? Or have an option to only disable the Hunter-Seeker?

Also additional units don't seem to spread out at game start unlike in regular TS.

Will multiplayer options in the CnCNet client currently missing in the current version be added?

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KevinL
KevinL @ Dawn of the Tiberium Age

Sandpit, GDI and Nod.

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KevinL
KevinL @ Dawn of the Tiberium Age

Crashed while spectating an AI game:
except.txt Pastebin.com
dta.log Pastebin.com

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