Sniper Ghost Warrior 3 is a fun game with some design problems and technical issues. This mod aims to improve the game as much as possible.
This month's update isn't huge, but version 0.51.3 has some important fixes that I will explain in detail.
This one was a basic oversight. Testing every single fast travel point in the game is time consuming. If anyone notices other fast travel points in the game where the player doesn't respawn close enough to trigger the day night randomized and/or inventory refresh, please inform me.
The prior version of the fix only worked when the player wasn't on a mission. If they were on a mission, after loading the last checkpoint, the previously equipped gadget would be displayed on the HUD but not actually usable. To fix this, I commented out the call to reset the player's inventory on reset. This is a not-exactly-great solution but I don't think it'll cause any issues. My theory is that when the player dies, reset is being called immediately upon death but the player is in the middle of a scripted dying animation. If you try resetting the player's inventory during a "use the workbench" animation, for example, you get a similar symptom. Also, unless I'm badly misunderstanding how Lua works, I think that SGW3's LUA-side reset code is really, really wrong. It's doing stuff like calling Reset(self, bFromInit, bIsReload), yet the method is calling only has the parameters Reset(bFromInit, bIsReload), which means that bFromInit is probably going to return true invariably. I tried fixing this but it broke the game even more. My theory is that the game makes calls to these methods from outside the LUA scripting system, and without looking at that code I have no idea what it expects. Regardless, the spawn/respawn code is borked. My solution was to stop the game trying to reset your inventory on death.
Wait, you ask. But wouldn't that mean I'd have no inventory? No. If you start the game, and you spawn in the safe-house, the safe-house will trigger the inventory refresh. If you start the game and you're not in the safe house, there's only two real scenarios:
There might be some edge cases where the hack falls apart, but at the very worst you'll end up with no weapons equipped and you can just get them back from the weapon cache.
The Lydia DLC always screamed "rushed", and the quality of the subtitles was testament to that. I did my best to fix typos and weird spacing and punctuation.
This was an oversight. I neglected to update the Progression scripts for The Sabotage DLC.
Fairly self explanatory. CryEngine AI has generally sucked at using single shot weapons since Far Cry. The original Crysis had enemies that would impotently try to shoot you to death with a pistol. I made the mistake of thinking giving some soldiers the KT-R would be neat. But they suck at using it. So instead I've given them Archers. (The made up gun name for the MSBS). This is the weapon Jon starts the main campaign with, but AFAIK the AI never normally uses it.
The installer had some oversights where certain features weren't being in the correct option.
Another oversight. If the AI uses a vehicle, they trigger that vehicle's "play the radio automatically" hack. I probably need to check that the car Lydia and Racquel escape in doesn't cause a similar issue.
This was reported to me by a user named Condros. IN the mission Get the Red, there is a 23 Society Ambush that was, they reported, failing to trigger. My theory is that making the Police Truck driveable was causing it. I don't have as save file for that mission, so I've taken the stopgap measure of resetting that vehicle back to how it was.
This should fix the issue in the prologue where Robert asks you to tag enemies using the CCTV but the objective skips and then it's unclear how to proceed. This could confuse and frustrate players, and also I don't think being able to tag enemies and see their tags through walls is TOO bad to have in the Normal difficulty. I want the Improvement Project to be tough and immersive, not difficult for the sake of being difficult. It is still completely disabled on Hard and Challenge, of course.
The Sabotage DLC has some issues with resources disappearing during the first mission, and also the DLC isn't as resource rich as the main campaign. I'm looking into more elegant solutions for this, but in the meantime I've reverted the economy stuff in The Sabotage back to vanilla. So you can buy bullets and equipment in this DLC.
The trailer for the next entry in the series will be posted on the 6th of June, and I believe there will be Gameplay shown at E3. In the meantime, CI Games have posted a teaser.
It has been approximately two years since the game released, and four months since the mod's last update. With the release of 0.51.0, I decided to look...
A number of reviewers criticized Sniper: Ghost Warrior 3 for having a crafting system that was completely redundant. With the 0.49 release, I have attempted...
Finally crushed an irritating bug that made SGW3's laser sights render inconsistently.
There are lots of changes this month, including a superior fix for the time of day problem, bug fixes, and wheels. Lots of wheels.
[Latest Release] Fixed an oversight in previous update that broke inventory in the UP version.
Phantom gadget icon fix is now an install option, due to reports of players losing money/equipment/resources.
Fixed drone rebind regression. Reverted an inventory hack that had possible side effects. Other misc fixes.
Bug fixes, regression fixes, and general improvements.
Corrected some Unofficial Patch+ oversights and added safety check to prevent fast travel points resetting inventory twice in a row, which could be unsafe...
When leaving the safe house in 0.51.0, the weapon cache reset condition check was never returning true. This is now fixed.
Hi guys,
Love this mod.
Can you also make disappear the `Camp Cleared` prompt? (it takes away the tension knowing there are no enemies anymore).
First time playing, how do you remove the improvement project, as I didn't know it removes the enemy alert indicator, which I prefer personally. I've tried uninstalling via the bat. file, validating files, uninstalling the game, nothing works, the mod is still affecting the game, any help would be appreciated.
I'll try to see if I can find out what's going on.
is there any hope for you to back to this mode and try fixing the game more? I love your mode, it made the game a lot better, hopefuly you will find time and motivation to improve it
Playing this game since two days ago and using first option from the mod.
Still you can´t cancel when you are going to throw a rock (I can´t with a controller and I can´t with kb/ms)
So now I can play in normal without minimap and that´s great!
I would love an option for minimal hud in normal, I mean, no minimap and no health-weapon-istamina...and all that
I miss more ammo in the weapons and if I use some cheat engine table is "too much ammo"
I miss in the first option from the mod an options for other vehicles drivebles.
I´ve tried second and third option from the mod but I find them very hard for me.
I want to say thank you very much.
is the mod dead?
I haven't really had any time to revisit it and polish stuff.
Is it in any way possible to stop enemies respawning at checkpoints? It's really frustrating to clear an outpost then any reloading or time passing fills them up again...and makes it feel like game world is not progressing at all
it can't disapear because in the game didn't have good soldiers in the campaing and... to replace the terrorists... like in far cry series...
Please turn off the drone triangle tagging of enemies. I have not been using the drone for all this time because of this. The gameplay would improve so much without drone tagging - worst of all, it happens to be automatic!!! I would love to be able to actually scout out the enemies, taking extra care for them not to spot the drone. Hovering far away and in the distance I see only bushes...wait, no, there are three enemy triangles there! Can't see 'em, but now I know where the marafakirs are hiding. Even inside buildings, yes this drone even spots them through walls some times! Can't lose with these overpowered toys, can you? Plus, like I said before, my drone just replenishes no matter how many times it gets wrecked. Still love this game though, I remember playing for about 9 hours before I even knew I had a drone!
Dude. At some point, just go play arma.
I will have to second that - myself. Arma is so good even with the huge fan community and praise I still call it underrated!
Good point, totally agree. But I also understand the developers, they did that for casual players. Tagging itself and with a drone in particular is a big part of the game mechanics. I also would like to have an option to turn it off completely.
The same for drone damage. It should be repaired/created/bought in the Safehouse after that. Also I would limit its usage time on a mission (with recharging in the Safehouse).