Post news Report RSS Elite Force v6.4 Released

Elite Force v6.4 has been released, just in time for the Mod of the Year competition!

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It's that time of year again!

Update time, of course. And the holidays. And perhaps most importantly: Mod of the Year. 2017 has been a huge year for SWAT 4, arguably the largest since it was released back in 2005. We saw GOG.com release SWAT 4 on its online storefront, and we've seen a new resurgence of players interested in the game. We couldn't have done this without you.

Now I need your help once again. Mod of the Year is underway now. We've had the privilege of appearing on Moddb's Year in Review, being showcased by GOG.com, and being reviewed by GamingPastime. Help carry us through to the Top 100, or perhaps even the top mod slot. Vote for us now by clicking on the giant "VOTE FOR THIS MOD" in white!

Patch Released

Another Elite Force version is ready to download. In addition to team colored lightsticks, it features a significant overhaul of WebAdmin, minor tweaks, and plenty of bugfixes. In Multiplayer, server admins can disable certain pieces of equipment or types of voting, and there's a new type of voting to begin the map. There's also the option to force players to spectate or go less lethal. This version is notable for having the longest changelog (which is now split from the README.md file) of any patch.

Looking to 2018

2018 is going to be another big year for Elite Force. We've started work already on v7 and will be providing screenshots over the next few weeks. With v7, we're going to finish the last remaining administrator features and return the core focus back to both singleplayer and multiplayer. These last few updates were a little lopsided in favor of multiplayer features, but thankfully it's been pretty easy to finish all of them.

So what can we look forward to in v7? Well...

  • A plethora of new equipment. There will also be the option to go without a weapon, but plenty of new weapons and gear as well. There will even be some remasters...
  • New ways to play. The Quick Mission Maker will become incredibly robust. There will be at least one new gamemode for singleplayer, and possibly more.
  • New Missions. We couldn't finish one of the missions in time for v6. That will will definitely be included, but I'm hoping to get a second one done as well.
  • Some new multiplayer stuff, too. Policing servers will have never been easier, with automatic tools to administrate poor behavior.

Some of this stuff is pretty vague, but that's because v7 is still partially in the ideas and exploration phase.

Stay tuned for more information!

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gino-gabriel
gino-gabriel - - 1 comments

My game is in Spanish, can it be installed the same?

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eezstreet Author
eezstreet - - 783 comments

Yes.

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cjdjking78
cjdjking78 - - 1 comments

How do I download it?

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ennuioldcss
ennuioldcss - - 1 comments

Hello there. I've been trying to complete all the missions with a score of 100 with your awesome mode for a long time, but it's really hard to do with only a non-lethal shotguns and nades. Why does the game keep reducing the score because of the lawful use of guns? I mean me and my buddys shoot 'em only when they aim there weapons on us. So why can't I get the 100 total score by killing a bad guy with a gun during the mission? And my general thoughts:
I notised that dropped lightsticks in dorways after clearing the room often disappear. Need to be fixed. (btw this is a really nice feature imo)
Buddys keep deploying tasers in the walls and other stuff
The S10 helmet has a weird black texture with a completly blacked eyes
The standart respirator has a grenish protective glass which is not desplayed when you equip it (I mean my screen looks identically to lets say a Tactical Helmet with a transparent glass.
Suppressed guns (a couple of SMGs and assaul rifles) must have their own image with an actual silencer
Again: I'm not complaining. Just trying to help.
Will you imrove the graphics somehow in the future (changing textures, lightning etc.)?
Will theare be a diferent skins for members?
Will there be a gun kits wich you'll be able to apply for weapons during the breifing (f.e. UMP with a holographic scope, custom stock etc.)?
Thats it. Thank you very much for you hard work. looking forward to a v7. Sorry for grammar mistakes. I'm not a native speaker. With much love from Russia. <3

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Loquei
Loquei - - 1 comments

I'm having crashes with the Red Library Offices in my created career. The mission doesn't even starts.

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Crash Time: 01/23/18 13:08:30

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 2500 MHz with 2047MB RAM
Video: NVIDIA GeForce 9400 GT (4201)

UserName: ASD
ComputerName: ASD
Application location: C:\Users\ASD\Desktop\SWAT 4 Gold Edition\ContentExpansion\System\

SWAT Build Number: 6.4

Access Violation caused General protection fault!

History: ASwatPawn::execInitNativeAnimationSystemForPawn <- UObject::CallFunction [SCRIPT='SwatGame.SwatPawn.InitNativeAnimationSystemForPawn' OBJ='SwatHostage12'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatPawn.InitAnimationForCurrentMesh' OBJ='SwatHostage12'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatPawn.OnMeshChanged' OBJ='SwatHostage12'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatRagdollPawn.OnMeshChanged' OBJ='SwatHostage12'] <- UObject::CallFunction [SCRIPT='Engine.Pawn.SwitchToMesh' OBJ='SwatHostage12'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatAICharacter.InitializeFromArchetypeInstance' OBJ='SwatHostage12'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatAI.Internal_InitializeFromArchetypeInstance' OBJ='SwatHostage12'] <- UObject::CallFunction [SCRIPT='SwatGame.Archetype.InitializeSpawned' OBJ='RedLibrary_Wilkins'] <- UObject::CallFunction [SCRIPT='SwatGame.Spawner.SpawnArchetype' OBJ='HostageSpawner17'] <- UObject::CallFunction [SCRIPT='SwatGame.SpawningManager.DoSpawning' OBJ='SpawningManager0'] <- UObject::ProcessEvent [Function SwatGame.SwatGameInfo.PostBeginPlay() on SwatGameInfo SP-RedLibrary.SwatGameInfo0] <- BeginPlay <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop->GenerateExtraCrashInfo [(GLevel: 'myLevel' PendingLevel: '(NULL)' NetMode: 'NM_Standalone'] <- MainLoop

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