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INFMOD Weapon Pack 1.5.1 Released!

Discussion in 'Infiltration Development' started by geogob, May 14, 2006.

  1. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    Great!!! The VSS got reskinned and the PSO-1 optics got a smoothered look (less blocky);-)
    And the OICW manual zeroing increase/decrease works, nice work! (and I didn´t expected the Flares this sudden... sweet)XD

    I know its kinda eye-candy only fix, but if the binocs get (in a near future) a blurried edge of FOV (like in the NVGs) it would be neat...

    Keep up the good work, guys!
     
  2. -Freshmeat

    -Freshmeat Eternally noob

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    I played Sicily night last evening. It was almost movielike:

    Picture a squad advancing through the darkness, fairly tight formation, checking along the houses of the village. Suddenly, flares light up the position, and enemy fire cuts the scenery, seperating the squad on two sides a fairly wide road. Chaos ensues as some members of the squad return fire while others run for cover, exposing themselves in the glaring white light and getting hit by sniper fire. Slowly, the light of the flare dies out, leaving two dead and several wounded soldiers trying to regroup.

    We got hammered, but I rarely enjoyed it so much.

    In think that the flares have really changed the way that night combat is fought in Infiltration. The ability to light up an area is of course a tremendous advantage in a firefight, but the psychological effect is even greater. When you are suddenly illuminated from an unknown source, your first reaction is to take cover and get out of the light. Thus, well-placed flares can serve to hinder enemy advance by themselves by disrupting an slowing down.

    In short, this is a very welcome addition to the world of Infiltration, and I greatly appreciate the work of the IMT.

    -Freshmeat
     
  3. mat69

    mat69 just fooling around

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    NV is not working on FOOL anymore. It is greened out (the nv part is completly green).
     
  4. geogob

    geogob Koohii o nomimasu ka?

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    mmm let me try it

    Just checked it out. In my log I got warning that more then one Spawn Notify class for the NV is spawned client-side. Possibly more then one HUD too then. Not sure how this could happen normally.

    Could it be that all mutators are running more then once? For example if someone restarted the server with multimut and forgot to remove the other mutators?
     
    Last edited: May 17, 2006
  5. geogob

    geogob Koohii o nomimasu ka?

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    Any new info on the fool server condition? Maybe a FOOL server admin could contact me by IM. Just like in my profile for contacts. Whos administring the server anyway? N1? If so, I'll catch neabit on ICQ.
     
  6. mat69

    mat69 just fooling around

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    It's still the same, but Dirty did not respond so far.
    Dirtfinger is the admin of FOOL[Server]. :)
     
  7. geogob

    geogob Koohii o nomimasu ka?

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    ok good. I got to remember that. Always good to know who the server admins are :)

    I think I will try the experiment on the GD server, restart the server with all mutators running twice, to see if this causes the problem.
     
  8. Logan6

    Logan6 TC Vet

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    Flares! Finally! Thanks, Geo !!

    After all the updates, SS should just rename this mod ALL OUT F***ing WAR!
     
  9. jayhova

    jayhova Don't hate me because I'm pretty

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    How hard would it be to make the next version of the weapon pack compatable with the Olethros magcheck mutator? I really like this Mutator that's been described as reality candy and would like to be able to use it with the new weapons.
     
  10. UN17

    UN17 Taijutsu Specialist

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    It would be impossible. Magcheck writes a new function into weapons. So each weapon with Magcheck has to be written with Magcheck code inside before compiling. Unless Olethros rewrites Magcheck to work without replacing weapons, the only other solution would be to steal his magcheck code and insert it into all IMT weapons.
     
  11. delta33

    delta33 New Member

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    Thanks a bunch Geo! Keep up the great work. I can't wait to see the SA80.

    I'm having some problems with the nightvision, I have the mutator active and everything is in the proper folder, but when I try to use the nighvision it isn't in my equipment or anything. :(
     
  12. mat69

    mat69 just fooling around

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    You have to activate the mutator and then you can add nightvisions to your loadout, for that you have to edit your loadouts. And then simply activate the nighvtision with the command "nvision", or bind a key "set input <keyname> nvision" but I guess this all is stated in the Readme. ;)
     
  13. geogob

    geogob Koohii o nomimasu ka?

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    Did you add it to you loadout? Did you activate it with the "nvision" command?
     
  14. Black.cat

    Black.cat New Member

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    I keep hearing alot about this SA-80, what is it? a rifle I'm guessing, but could you post a few details about it, it just may be my new weapon of choice.
     
  15. Black.cat

    Black.cat New Member

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    I'm not sure where to post this but since were talking about weapons I'll just ask here. How hard would it be to re-skin the old INF weapons, ie...SIG, M-16A2, AKMSU, etc? ... Cause the weapons in the recent WP 1.5.1 look so much better than the old ones that it would be nice to have the same level of quality for all weapons. I'm sure I'm not the only one who's notice that the old weapons textures look a bit burrly compared to the new weapons. If isnt too hard I probably could do this myself. ;)
     
  16. Crowze

    Crowze Bird Brain

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  17. Lethal Dosage

    Lethal Dosage Serial Rapis...uh, Thread Killer

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    Hence, refer to my post in the old WP1.5 thread. Or was it the ChechMag thread?
     
  18. jayhova

    jayhova Don't hate me because I'm pretty

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    I would like to direct your attention to this post where Olethros mentions "generic mag check feature and support for "plug-in" mutators" This was several version numbers ago so I don't know what the current progress of the mutator is. You may wish to check to find out just how much work would be involved to make this funcional. I hate hate to see Olethros discouraged by a lack of interest in this mutator

    BTW I LOVE the new M16A4. It is a beautiful work of art. Unfortunatly, it makes the older INF weapons look like crap. Keep INF as real as it gets.
     
  19. Lethal Dosage

    Lethal Dosage Serial Rapis...uh, Thread Killer

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    Well the "generic" mag check feature was just that it would display how much ammo you had left, without actually removing the magazine. I loved using magcheck, especially after a firefight, to see if it was worth reloading, or if I could still get some more out of the mag.

    Geo: I've found some bugs with the flares, unfortunately.
    1) Maps with low skyboxes, you shoot the flare upwards to illuminate more of the map, and it hits the skybox and just drops downwards again without igniting. Maybe an extra bit of code where the flare recognises the top of the map/skybox, and ignites immediately.
    2) The other thing I’ve noticed, however just eye candy, is that it does not cast shadows from building and other objects. I noticed this when a flare drifted behind a row of buildings, yet the area in front continued to be illuminated. I know with the limitations of the engine, moving shadows as the flare drifts is impossible, but maybe when it drifts behind a building, light on the other side could be cut off at the top edge of the building.
     
  20. geogob

    geogob Koohii o nomimasu ka?

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    1) That's with all 40 mm. And I'm not sure I can detect the edge of the map in HitWall
    2) 1999
     

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