Use this to upgrade an existing v7 installation to a v7.1 installation.
Installation
First, you need to install SWAT: Elite Force v7. Then install this patch by copying over the v7 installation. You will be prompted to overwrite some files.
Changes
- Added a new "Configuration" feature to the weapons. Instead of selecting a weapon and its attachments from the list of weapons, you can pick the attachments separately.
- All suppressed and Aimpoint version of weapons are now different selectable configurations.
- Remington 870 Breaching is now a selectable configuration of the Remington 870 instead of being a separate weapon.
- Improved meshes and/or textures on the following items, all of which were made by Beppe:
- Various doors throughout levels
- First person hands
- M4A1 (changed from Brettzie's)
- M870 Breacher (is now considered an attachment to the M870)
- Nova Pump
- Less Lethal Nova
- UMP45
- Glock 17
- P90 (now has proper ironsights)
- M4Super90
- SCAR-L
- MP5
- G36K
- Added the following weapon variations:
- Added Holographic Sight variants for M4A1, UMP, MP5, G36K and M4Super90. (Thanks to Beppe for these models)
- Added CQB M4A1 variants (Thanks to Beppe for these models)
- Removed player ports from admin broadcast messages (unnecessary noise, player port is always same as server port)
- Added 'ShowPlayerIPInJSON' option to SwatGame.SwatAdmin (default: OFF) to expose player IPs to JSON.
- Added a 'Report Bug' button to the main menu (thanks to wsevren for this)
- Restored the vanilla SWAT 4 main menu music
- When crosshairs are disabled, contextual icons such as door mirroring now appear. (thanks to wsevren for this fix)
- The scoring relating to suspects being neutralized has been changed:
- Suspects neutralized (max): 4 -> 10
- Suspects incapacitated (max): 13 -> 15
- Suspects arrested (max): No change; 20 -> 20
- Toolkit interactions have been made slower to encourage breaching:
- Lockpick (base): 4 seconds -> 10 seconds
- Bomb Defuse (base): 4 seconds -> 10 seconds
- Added a threat cooldown. If a suspect was just firing at you and the suspect surrenders/was stunned/flees (if not Insane), there is a small window of time that you are legally allowed to shoot.
- Rounds are chambered in between reloads. (If you have 19 rounds in a 20 round magazine and reload to a full magazine, it will display 20 + 1/20. This is intentional, not a bug. Thanks to beppe for the idea.)
- Lightsticks never fall through the floor any more. (thanks to Beppe for the fix)
- The toolkit and detonator no longer have weight/bulk, to eliminate discrepencies between the equipment screen and ingame weight.
- SWAT AI will spot suspects without visible weapons as "unarmed individuals" when mirroring.
- SWAI AI will announce that they've spotted an unarmed target when seeing a suspect without a weapon.
- SWAT AI will no longer open a door whose trap they are assigned to remove.
- Custom skins can now alter the first person hands texture.
- Enabled the following npcs so that they can be used in custom missions: Lian Niu, Evil Waiter (shows up as Male, Asian Chef), Allen Kruse, Simon Gowan, Jewel Thief from the Diamond Robbery Mission, and the hosptial terrorist from the hopstial mission. Thanks to Warzaid for this.
- FN FAL now has the correct kind of ammo for it. Thanks to beppe for this.
- Shotguns have a tighter choke, and are a more appealing option because of it. (Edit made by EFdee)
- Fixes for bugs caused by SEF:
- Many ironsights were misaligned.
- Game would crash if exposed to CS gas. Thanks to beppe for this.
- Sometimes penalties would trigger when they weren't supposed to.
- MP5SD6 wouldn't come back up after low-readying.
- P226 had no texturing in Low video settings. (thanks to TheSuggester for finding the bug, Beppe for finding the fix, and thanks to wsevren for performing the fix)
- Vote locking (for players or globally) would not work in WebAdmin.
- Icons wouldn't appear correctly on the Equipment panel for some weapons (M249 SAW, etc) in certain circumstances
- Night vision goggles were missing their third person mesh.
- XDM third person position was too far forward (thanks to Beppe for this)
- On certain maps, talking with localized messages enabled caused a crash.
- Server crash under certain circumstances
- Lightsticks are green on the belt and in third person hands, but are blue/red when thrown.
- Officers ask you to "break out the cuffs" if you are holding cuffs or someone else is securing the person in question.
- Suspects wouldn't shoot at doors when barricaded (thanks to sandman332 for the fix)
- You could juke suspects (especially low skill ones) by moving in zigzags etc. Now, they will always fire after a period of time, even if their target is not perfectly acquired.
- Suspects wouldn't pick up weapons, they would just flee. (thanks to EFdee for this)
- The M4Super90 and M1Super90 did not have breaching contexts on doors (thanks to EFdee for this)
- The Uzi did not have correct weapon sounds in third person (thanks to beppe for this)
- The optiwand would not transfer correctly in singleplayer (thanks to Severn for this)
- FPS issues in multiplayer with movement (thanks to beppe for this)
- Suspects can no longer proceed through doors that you have locked (they can however, go through doors that they have locked or are locked at the start of the game..)
- "Drop lightstick" now plays the correct animations in first person
- "Drop lightstick" was bugged in multiplayer
- Fixes to bugs that were present in TSS, but made more of a problem by SEF:
- Weapons clipped a lot in first person (thanks to Beppe for this)
- Fixes to bugs that were present in the original game (TSS):
- Unable to punch after pressing zoom key on handcuffs
- Players on the red team look like suspects with the default skin
- Contextual HUD reticles (lockpick, wedge, etc) would stretch massively in widescreen resolutions and look ugly.
- Local spawners (such as the DOA spawners on St. Micheal's Medical Center) would not work in QMM.
- Gamma would be wrong in SwatEd. Thanks to Masterscape for this.
Credits
Thanks to the fine people who have submitted pull requests, content and bug fixes that made v7.1 happen:
- Beppe_goodoldrebel
- EFdee
- Severn
- Warzaid
- TheSuggester
- sandman332
- Masterscape
- MaxWiese
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Cool update !
Great update!
Amazing update, but I just had a few problems I noticed: the textures on the less lethal Nova are a little messed up and the sights are misaligned, and the new NPCs don't appear in the quick mission maker
yes it seems more buggy than the older version v7
The new UMP looks great, but it seems to use the vanilla MP5's fire rate and firing sounds. It's also missing reload sounds as well.
Nice! Thanks for the patch!
Anyone else getting crashes when doing the Qwik Fuel mission in campaign
There was a server hosting advertisements and analyzing players viewing them. The server domain was bought by someone else and therefore game keeps crashing when it's trying to access the data in certain levels. Here's the fix:
Reddit.com
Kudos to BaDTimE#2058 & KrazyFire#1337 of the World Mafia Clan Discord.
That worked perfectly. Thank you very much!
Make sure to put the fix in the ContentExpansion/System folder too, FYI, not just Content/System
Hello creator) great patch, I enjoy your SEF mod. But please, look at the SEF First Responders v0.65, there are a lot of new cool innovations that need to be added into next SEF update. Some of them:
-Mouse wheel up/down move stance from Low Ready/Ready/Aim, player speed is 1/3 more when low ready. I need it right now! :)
- pull the door instead of pushing it
- new cool designed helmets of operatives, new skins of weapons
and many others, pay attention to this!
You can find this mod on the Moddb
is there new maps
Please make an update to fill coop with bots like up to 6 (3 for each player) or is it hard to do this?
Your work is absolutely incredible. Bought Swat 4 and have been playing on a daily basis because of you guys. Thank you for putting this all together.
When to update V8
Is just me or the M4 dont have reload sound?
Well you're aren't alone. I aslo found that the SR25 and the UMP don't have reload sound and the UMP model is bugged too
Anyone know what's causing the following issue? SWAT 4 works when I open it using the normal launcher, but the launcher.bat file for SEF doesn't work
***\SWAT 4\ContentExpansion\System\
SWAT Build Number: 7.1
Access Violation caused General protection fault!
History: UGUITextComponent::Draw <- GUIMultiComponent::Draw <- GUIController::NativePostRender <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop->GenerateExtraCrashInfo [(GLevel: 'myLevel' PendingLevel: '(NULL)' NetMode: 'NM_Standalone'] <- MainLoop
I have the same issue
Hi!
Has anyone found a solution?
version v8 ?
(I don't have github account to report there)
v7.1 seems to be very unstable. I keep getting "Access Violation caused General protection fault!" crashes every 20-30 minutes, usually during loading mission on "Restart mission" or after loading list of missions after debrief.
For now wait for update and use v7 meanwhile, it is much more stable, got no crashes there.
Few examples (long text!):
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No Label
Crash Time: 06/11/22 20:05:24
OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 2894 MHz with 4095MB RAM
Video: NVIDIA GeForce GTX 680 (110)
UserName: Maiq
ComputerName: PROEKT
Application location: C:\!v\Sierra\SWAT 4 Gold\ContentExpansion\System\
SWAT Build Number: 7.1
Access Violation caused General protection fault!
History: FMallocWindows::Free <- FMallocWindows::Realloc [00000001 0 FArray] <- FArray::Realloc [0*2] <- FMallocWindows::Free <- UObject::StaticAllocateObject [(Arms_Standard_Door Arms_Standard_Door11)] <- UObject::StaticConstructObject <- ULinkerLoad::CreateExport [(Arms_Standard_Door11 459077)] <- IndexToObject <- ULinkerLoad<<UObject [(LinkerLoad Transient.LinkerLoad285 459077))] <- ULevelBase::Serialize <- ULevel::Serialize <- LoadObject [(Level SP-ArmsDeal.myLevel 459077==459077/12255869 459045 5895)] <- ULinkerLoad::Preload [(Level SP-ArmsDeal.myLevel)] <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject [(Engine.Level None.MyLevel SP-ArmsDeal)] <- LoadLevel <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
__________________
No Label
Crash Time: 06/11/22 20:22:30
OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 2894 MHz with 4095MB RAM
Video: NVIDIA GeForce GTX 680 (110)
UserName: Maiq
ComputerName: PROEKT
Application location: C:\!v\Sierra\SWAT 4 Gold\ContentExpansion\System\
SWAT Build Number: 7.1
Access Violation caused General protection fault!
History: FMallocWindows::Free <- FMallocWindows::Realloc [00000001 0 FArray] <- FArray::Realloc [0*2] <- FMallocWindows::Free <- DeleteObject [(80145)] <- DeleteGarbage [(Arms_Standard_Door13)] <- UObject::PurgeGarbage <- UObject::CollectGarbage <- Cleanup <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop->GenerateExtraCrashInfo [(GLevel: 'myLevel' PendingLevel: '(NULL)' NetMode: 'NM_Standalone'] <- MainLoop
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Bug: If you attach the suppressor to the MP5K A4 PDW, change to another tab, and then back to the primary weapon tab, the weapon changes to FAL.
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