Insurgency

Insurgency

The Co-Op Experience | TCE v4.5
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Opdatering: 26. apr. 2023 kl. 5:46

REWRITE: CHECK THE G-DOC LINK

Opdatering: 25. dec. 2022 kl. 4:50

- Foregrip Scaling fixes

Opdatering: 24. dec. 2022 kl. 22:59

-Changed UMP45 Act Table to Shortrifle.
* This changes the third person animation to not hold an invisible foregrip. If you have a different UMP, this will look off.
- Slightly adjusted No_Armor model to better fit the helmets.
- Removed some custom textures to optimize the mod.
* Sparks
* HD Bullet Holes
- Co-Op Changes:
- Added more Items.
* Headwear:
- Bandana
- FAST Ops Core Helmet with multiple variants.In Tan or Black.
* Headset
* Ear Protection
* Visor
* Face Shield
- ACHHC
* Heavy Gunner Helmet
- Galvion Caiman
* Caiman
* Caiman (Mandible Armor)
* Beard and Stache:
- Big Pipe
- Voodoo
- Removed the first and second tier of some rigs. Making it so it's not redundant to build around the rigs. Changes to stats as well.
- Mag Pouch Rigs ordnance bonuses are significantly nerfed. Making it so they are not the best choice over all. They carry the most magazines, the least ordnance.
* Magpouches01 Removed.
* Only 2 Tiers to Magpouches.
* Magpouches I: Primary Mags: + 6/3, Secondary Mags: + 3/3, Ordnance: + 1/1, Penetration Resistance: 25. (4 SP)
* Magpouches II: Primary Mags: + 9/4, Secondary Mags: + 5/5, Ordnance: + 1/1/1, Penetration Resistance: 45. (6 SP)
- Recon Rig 01 removed. Recon Rig 02 is now Recon Rig.
* Recon Rig: Primary Mags: +3, Secondary Mags: + 8/4, Secondary Slot: +1, Ordnance: + 2/1/1 (2 SP)
- Removed the 2 Tiers of Light Rig. Light Rig 03 is now just Light Rig. Making it more of a choice, and not a starting build.
* Light Rig: Primary Mags: + 2/3, Secondary Mags: + 8/4, Ordnance: + 1/1/3, Carry Limit: +35, Penetration Resistance: 25. (3 SP)
- Removed Standard Rig 01 and kept Tier 2 and 3.
* Standard Rig I: Primary Mags: +3, Secondary Mags: + 4/2, Ordnance: + 1/1
* Standard Rig II: Primary Mags: + 4/3, Secondary Mags: + 5/3, Ordnance: + 2/2/3
- Tweaked Rig Weights to balance out additional equipment.
- Tweaked Armor Stats:
* Light Armor: Limb Protection: 10%, Chest Protection: 60%
* Ghillie Suit: Limb Protection: 10% Chest Protection: 20%
* Heavy Armor: Limb Protection: 25%, Chest Protection: 90%, Penetration Power Loss: 90

Opdatering: 21. dec. 2022 kl. 23:36

- Fixed Missing VGUI in PVP modes.
- Fixed Missing Eotech/Magnifier optics for SIG MCX.
- Added World Models for the following Attachments:
* RVG Tan.
* RVG Black.
* Tango Down Foregrip.
* Bipod Grip.
* Laser Foregrip.
* PEQ-15
* Salvo-12
- Edited Heavy Armor model to use Standard Armor head, that way it can be compiled with the beards.
- Edited Ghillie Armor model to be compatible with the buyable helmets.
Co-Op Changes once again.
- Temporarily removed Tavor, don't like the world model holding the muzzle when firing.
- Increased SAI GRY Mag Capacity to 50 rounds.
- Added UMP45 to Specialist loadout.
- Changed the Juggernaut 2 Model. Using the MW2 models.
- Slightly Buffed the Juggernauts once again.
* Buffed the following Calibers:
- .50AE
- .357 Magnum
- 46x30mm (Used by MP7, FN57)
- Separated the Helmet from the models, making them buyable.
* Added Boonie Hat.
* Added FAST Helmet.
* Added MICH Helmet.
- Added Beards. (Cosmetic)
* Doomsday Stache
* Hombre
* Survivalist
Note: Initially had more beard in the compiled models but I can’t get them to look so fitting. I will edit them out and take a while on it so it’s seamless. I only rushed the update for some theater fixes.
- Tweaked Gear weights and Stamina stats for bots to use.
* This makes them have a shitton of stamina, I don't know if it's effectively infinite, but it's a lot. This is to prevent them from running in place when they are out of stamina. Bots are coded to run forever or something, so I had to counter that.
Had this in mind for a while now, but Akaris presented the idea to me of a workaround, so kudos to him once again.
- Slightly Buffed Light Armor and Heavy Armor to accommodate the changes to the armor setup.
- Changed Light Armor cost from 0 to 1 because of the buffs.
To be able to do this, this actually took quite a number of steps. Previously, the Rigs were compiled with the playermodels.
But as the mdlstudio used by valve limits the textures used to just 32 for a compile, it becomes an error and so I have to decompile the models and make the rigs a separate model themselves.
After that, I edited the model in the blender yadayadayada.

Opdatering: 18. dec. 2022 kl. 21:54

- Theater Fix

Opdatering: 18. dec. 2022 kl. 2:49

BIG CO-OP UPDATE
- Included a Co-Op playlist. This is so the Bot Behaviors doesn't have to be activated with a cheat.
* Uses Elite Theater by default, maxes out bot difficulty.
* Uses the Vanilla Co-Op Mapcycle.
* You can start maps by first typing into the console:
- sv_playlist hrso/coop
* You can also start in the Main Menu Solo Tab.
- Partial re-write. I already started re-writing the whole mod but in the process of doing so, I saw just how time-consuming it is and it will only work for Co-Op.
Which means every Sustained Combat gamemodes will not be supported, so I decided to do a partial re-write instead. Co-Op gets the love, while you can still solo Sustained Combat modes without changes to the previous balancing. (Not sure yet how or when or even IF I can implement it in PVP, hard to balance when I'm the only one making this mod, lol)
- I changed how the Co-Op modes call theaters, instead of having different loadouts per theater - I made a player.loadout.theater instead which covers all the Co-Op Game Modes, this means the Tactical Rig aspect, Backpacks, and all the upcoming Co-Op changes now applies to all Co-Op Modes including Hunt. Sadly, this means the
Green Beret models have to go.
* Removed Green Beret Models.
- Major Attachment Balance Changes:
* Too many to list, most of the Attachment Stats have been overhauled. Bulky Scopes slow down your Ads speed, at the same time can reduce muzzle climb.
Lighter optics (1x, etc) whatever that is visibly smaller have Ads-speed bonuses, while increasing recoil. Some have an effect to your draw speed and holster
speed as well.
Detailed Stats are in the UI.
* Buffed Slings in Co-Op to compensate for the attachment stats changes.
* Tweaked Suppressor Lengths.
* Most attachments now have weight.
- Co-Op Loadout Changes:
* Re-worked the Rigs. They give the extra ammo bonuses for the Ordnance, but not the slots. The Slots are unlocked by the backpacks. This is because I recently found out that backpack slots can't give extra ammo bonuses but can in fact, unlock weapon slots.
- This means even if you have the max ammo bonuses from the rigs, you won't have access to the slots unless you buy a backpack upgrade. The extra secondary slots can be unlocked that way too. The only exception to the Secondary Unlock is the Recon Rig.
* Mag Pouches: The only rig which has access to max Primary Magazines. Provides moderate chest penetration resistance. Most expensive non-specific rig.
* Standard Rig: Similar to the Magpouches, but does not provide the max possible primary magazines. Stats are close to the vanilla rigs. Budget non-specific rig.
* Light Rig: Provides Carry Limit bonuses. Has access to max Secondary Magazines. Provides slight chest penetration resistance. Cheapest non-specific rig.
* Recon Rig: Early Access to extra secondary weapon slot. Has access to max Secondary Magazines. Only available to Sniper Class.
* Heavy Rig: Provides great penetration resistance. Only available to the Support Class.
* Grenadier's Pouch: Provides the most ordnance bonus. Only available to the Rifleman Class.
* Buffed Juggernauts once again, by giving them a Penetration Power Requirement. Any penetration value below 120 will deal no damage. Basically all the small arms caliber, unless AP. Range affects penetration value too.
* Reverted the Ordnance to have their original starting carry.
* Buffed Light Rig to slightly have more Carry Limit Increases on all Tiers.
* Slightly buffed Heavy Rig on Tier 2 and 3 to have Penetration Requirement of 110 and 120 respectively.
- Both from 100, Penetration Requirement means any bullet that has a penetration power less than 110 or 120 will not do damage (small arms).
* Added 2 New Backpacks:
- Grenadier Camelbak: Only available for the Rifleman. The Rifleman class is now merged with the Grenadier, and as there are two Rifleman in the squad, there can be two M203s.
- Specialist Backpack: Allows the Specialist to Carry another Primary Weapon. The ability to do so is now locked to the Specialist.
* Added the ability for USP45 to use extended magazines. (Uses vanilla extended magazine, not visible in viewmodel but visible in worldmodel)
* Changed Upgrade Slots for Quick and Tactical Reload from Stock to Misc. on some Pistols, while some on the Magazines. This is to allow Quick and Tactical with the Sling.
* Removed Trigger Assembly upgrades. It is buggy, could ruin the immersion.
- Added Basic Laser Sight.
* Just a cheaper option if you don't want a flashlight, or a PEQ.
- Added Warrior Suppressor.
* Model of SethSamson.
* Draw Speed: -8%, Holster Speed: -8%, Vertical Recoil: -10%, Lateral Recoil: +10%, Spread: -30%.
- Added Light Loading Port.
* Misc. Upgrade Slot.
* Increases Shell Loading Speed by 8%.
- New Weapons:
* Magnum Research Desert Eagle. (GGX Version by TIM)
* A pistol option to deal with juggies.
* Chambered in .50AE (New Ammo Type)
* Accessible to Classes that can be lacking the firepower to deal with juggies (Rifleman, Designated Marksman)
* HK416C (Ghost_Lead_SixOne's Model)
* Secondary Weapon for Support.
* A new set of weapons for the specialist:
- SAI GRY (Tim's Model)
* EFT M4A1 Sounds (Izzi Laef)
- FN Five SeveN (Rymd's Model)
* Chambered in the same caliber the MP7 uses. I'm too lazy to create a new caliber again lmao. But the purpose for that is the shell model: it's actually custom. Which is close to what 5.7x28mm looks like.
- SIG P320 (Katka's Model)
* Can switch barrels to change caliber.
* Sounds by A.Carter G4Y

- Fixes:
* Fixed AA-12 end of reload animation playing the universal holster sounds. Somehow, Cele put it in the compile.
* IED Detonation radius reduced.
* C4 Detonation radius reduced.

Opdatering: 11. dec. 2022 kl. 9:55

- Fixed T-Scope Description.
- Nerfed Juggernaut's Armor Penetration Resistance.
- Fixed SCAR not having HP Ammo upgrade.
- Fixed Scar Handling sounds.
- Added M14 EBR.

Last Update for now. Will re-write this mod. :)

Opdatering: 10. dec. 2022 kl. 18:01

- Fixed bots not spawning in Solo

Opdatering: 10. dec. 2022 kl. 7:33

- Added more Stat Details on descriptions.
- Fixed M82A1 Spread not hitting targets.

Opdatering: 10. dec. 2022 kl. 5:21

Co-Op Changes:
- Fixed Insurgent LMG Rig scarf not having burnt textures.
- Changed L1A1 to DS Arms SA58 by Phale.
- Switched SIG MPX Model to Katka's MPX, this was the old model but became broken on my recompile. I learned that the issue was in decompiling, better if I use hex-editing instead.
- Added Ak-104 (Rifleman, Grenadier/Demolitions)
- Added Ak-105 (Rifleman)
- Added Ak-12 (Support)
- Added AA-12 (Support)
* Has fewer reserved magazines. But has an access to 20-rd/32-rd Magazine Upgrade.
* Another viable option to deal with the Juggies as a Support.
* This model is by Cele, which has a bug that plays out the pickup/switch weapon sound after reloading. I don't know how to fix that.
- Added CheyTac M200 (Sniper)
* Model by Cele
* This is a bolt-action counterpart of the Barrett M82A1. I know this is chambered in a different ammo, but I'm using the 50BMG stats anyways as they are ought
to deliver the same amount of performance, gameplay wise.
* Can't use Bipods.
- Locked Weapons to First Slot:
* Barrett M82A1
* Colt M45A1
* FN M16
* FN M4A1
* KAC Stoner LMG
* Kalashnikov AK-12
* Kalashnikov Saiga-12
* MK.18
* Manuhrin MR73
* Remington MSR
* CheyTac M200
Note: The Modern Versions of the AK Platforms are just a replacement of the vanilla AK Series available on the Security Side. No Stat Changes.
But that also means it'd be using 7.62x39 which deals more damage than the 5.56x45 of the M4 Platforms. It is a slightly better way of dealing
with Juggies.
- Added Trigger Assembly - Single
* M249
* Stoner
Note: This is a little clunky, same way with the pistol trigger assemblies as they are not intended to have a full/semi modes. (Don't switch during a firefight.)
- Buffed 50BMG Stats again. Can now Easily kill Juggies as intended.(M82A1 is capable of killing a Juggernaut in 2 shots at long distances.)
- Buffed 12gSlugs/Buck DMG so it can be potent at killing Juggies.
- Loads of Scope FOV Changes.
- Slightly adjusted Leaning Distance (Left and Right)
- Barrel Length Adjustments (This doesn't affect range, only the limit where your character puts his muzzle up when obstructed.)
- Ballistic Spread Tweaks on some weapons.
- Theater Cleanups
- Added Tactical Rigs to Classic Theater.