1.2 - Hotfix #2
Apr 29, 2012 Patch 1 commentChangelog: *FINALLY fixed issue with some characters appearing flat (I'm an idiot for not figuring it out sooner) *Fixed OGG commenting on revolver shot...
WIP mod that aims to make COP a more immersive game experience, with a main focus on a new radiation system. New weapons, new graphical changes, new AI by Alundaio, graphical consistency in all aspects, new NPC's, new stuff :P This is a placeholder basically. I'll update this with better info later.
3 comments by jketiynu on May 23rd, 2012
It's been a while since a news update that I haven't just edited the crap out of.
v1.3 is nearing completion with only some minor things left to do such as aligning icons, merging Absolute Nature 3 upon release, finishing some new upgrades, etc.
Meanwhile here are some new features I've added since the last update:
I plan on hopefully having a beta ready for testing this Saturday or Sunday. I'm looking for about 5 more beta testers than I currently have, so PM me if interested in testing.
Don't sign up for beta testing just because you want to play early. Sign up if you're willing to take the time to look for bugs.
Changelog: *FINALLY fixed issue with some characters appearing flat (I'm an idiot for not figuring it out sooner) *Fixed OGG commenting on revolver shot...
Changelog: *Fixed the VSK-94 sights (they're still slightly off, but better than before). *Fixed a crash when approaching Strelok's stash. *Fixed 'Mincer...
This is the full version of Swartz mod v1.2, I hope people enjoy it :)
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Smurth's hud bugs like the breathe sound stops playing? I like what i see concerning new features, some of which i do myself when playing mods like making npcs harder to spot me/get alerted so i can actually sneak in the merc's base and steal the laptop without having to kill them as Owl says "it's easy sneak and steal the documents" ... yea riiight. I also like how the npc's have their vision dimmed by the fog, in Redux 1.05 they ignored the fog. Wish i could help test but it's the exam period for me june-july :(
Excellent! Looking forward to 1.3.
Any idea why the evacuation mission is all messed up? Half the squad doesn't use a weapon! Strelok runs around with no gun, the Kovalsky pulls out his PMM against the snorks and monolith...
I still finished it (killed everything myself) but I thought that was just weird. I tried dropping high end guns (SAW's PKMs) but no body would take it :(
That's bizzare and that's the second time it's been reported. Don't worry I'll have it fixed in the upcoming release.
Please script it so that the actor could go ahead alone and then have NPCs follow him on command.
I'm afraid I won't be doing that as I'm not even sure how to go about implementing that. Sorry.
I could create new descriptions for artifacts and armours if you like. Also, when is Nature 3 coming out?
It's hopefully coming out soon.
That would be awesome if you'd like to do the artifact descriptions.
They're the same in 1.3 as in 1.2.
The file you'd want to modify is gamedata/configs/text/eng/st_items_artefacts.xml
Just open it with Notepad or whatever, it's pretty self explanatory.
As for armors I haven't added any new ones yet as I noticed too many problems with meshes from The Armory. That said I'm looking into new outfits based on meshes from 'Genosis' which is an SGM mod.
I think you really only need one anti-material type rifle, whether it be chambered for 12.7x99mm (.50 BMG) or 12.7x108mm. If it's too much of a hassle to bring in an additional anti-mat rifle like the m82a1, I say leave it out. Plus, it would be weird to see both rifles chambered for the same ammunition.
Too bad there aren't any light armor vehicles in the game that we can shoot monolith/bandits through.
I'd say to go for it. It's not a weapon I would use but a little variety is nice.