The aim of this mod is to add in the old locations from ShoC and Clear Sky, and to provide an enhanced and extended gameplay experience while (mostly) sticking to the vanilla storyline. At this point, the mod (v0.45 alpha)contains 37 locations total, approx. 200 weapons, lots of new armors, items, artifacts and anomalies.

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Media RSS Feed Report media Testing Psi Hit Effects and Performance
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asvigny Feb 4 2012, 10:38pm says:


+1 vote     reply to comment
asvigny Feb 4 2012, 10:39pm replied:

Also quick question, will there be any change in visuals/performance for higher end machines?

+1 vote     reply to comment
smrtphoneusr Author
smrtphoneusr Feb 5 2012, 7:39am replied:

No, it will look equally good on all machines. My performance tweaks don't involve graphics changes, and despite Atmosfear 3, the mod basically runs on vanilla textures anyway.

+2 votes   reply to comment
Killer_fagot Jul 19 2012, 12:27pm replied:

LOL takes milion of bullets to stop a poletergeist?? just get me a RPG 7 and it be done faster then you can say cake

+1 vote     reply to comment
Nominee Feb 4 2012, 10:43pm says:

I think you might've made the poltergeist a bit too...durable.

+7 votes     reply to comment
GlassPirate Feb 5 2012, 1:29am replied:

Agreed. I'm not so much a fan of mutants made out of pure diamond.

+4 votes     reply to comment
CloneWarrior85 Feb 5 2012, 6:20am replied:

Gotta agree with this too, making them more deadly is far better that making them more durable.

+1 vote     reply to comment
smrtphoneusr Author
smrtphoneusr Feb 5 2012, 7:29am replied:

This video wasn't about the poltergeist, its damage resistance simply hasn't been tweaked yet.

+2 votes   reply to comment
SQ5000 Feb 5 2012, 12:26am says:

Psi schutz ist flicht super

+1 vote     reply to comment
GrimSheeper Feb 5 2012, 4:04am says:

So the hallucinations actually can hurt you now? Not sure if like, but definitely better than making them harmless.

+1 vote     reply to comment
Chezzlor Feb 5 2012, 4:06am says:

lol yeah I much prefer they have a weakness.

+1 vote     reply to comment
cooldude1313 Feb 5 2012, 6:15am says:

Just curious but why did your gun have a susat and a red dot?

+1 vote     reply to comment
smrtphoneusr Author
smrtphoneusr Feb 5 2012, 7:24am replied:

the Susat can be removed, so you have red dot for CQB and a scope for longer range aiming.

+5 votes   reply to comment
☢ll-StalkeR-ll☢ Feb 5 2012, 8:38am says:

Great there is no other word!

+2 votes     reply to comment
nashathedog Feb 5 2012, 11:06am says:

Is that an Enfield your using and giving a removable scope? An Enfield with a red dot sounds like a nice change.

+1 vote     reply to comment
Condor_green Feb 5 2012, 7:24pm says:

I think that the Hallucinations should disorient you heavily.
I think heavy disorientation would be more dangerous.

+1 vote     reply to comment
N3uR0m4nT3 Feb 5 2012, 9:18pm replied:

I agree. Instead of dealing damage (or as much damage) they should induce camera shake, double vision and so on.

+2 votes     reply to comment
smrtphoneusr Author
smrtphoneusr Feb 6 2012, 4:36pm replied:

The camera does shake quite a bit on hit, and the health loss is mandatory for this to work since actor_hit_callback is not enabled in the engine and can only be restored via dll hack, which I don't intend to use.

+2 votes   reply to comment
Erik313 Mar 7 2012, 8:17pm says:

I love that sound, the anomaly and the gun looks great.

+1 vote     reply to comment
AIKILLER1 Apr 17 2012, 9:20am says:

Man I LOVE that psi-sound. I believe it's not present in the normal CoP is it?

+1 vote     reply to comment
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Testing hit effects of hallucinations in the game, I also spend a lot of time optimizing the mods performance to make it run smoothly on relatively low end machines (like mine). I think the increase in framerate is quite notable (despite using fraps and it's 30fps cap).

Video Details
Feb 4th, 2012
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