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New Beta of Infiltration 2.75 Extended edition

Discussion in 'Infiltration Development' started by Silver_Ibex, Jun 9, 2008.

  1. Silver_Ibex

    Silver_Ibex Member

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    New Infiltration 2.75 Extended edition

    This is a fan made extended edition of the classic Infiltration 2.75 weapon mod, with lots of new enhancements to improve the look and feel of the game play.

    Download it here

    New enhancements for this edition include
    · Improved rifle ghost sight textures
    · Animated pistol ghost sight
    · Fixed AT4 reload and sight
    · Added new weapon AK47 rifle and ammo (see attached pic, lacks an animated first person view mesh).
    · Guns can now be braced to steady the aim against most walls, stand looking past the surface while aiming, and a “Steady” indicator message appears in the HUD, when you are close enough to the surface to rest against it (see attached pic).
    · If player weapon hand is set to none, the HUD will use a crosshair to indicate when your weapon is at the ready.


    Some other enhancements also included
    · Simulated "Virtual free aim" system, (its not "Free aim" but a close alternative.)
    · Character movement and stance influence how steady the gun aim point is
    · New bullet Impact hit FX and Impact sounds
    · Weapons now have Distance Sounds
    · M9 pistol now has proper full Slide operation
    · Guns now use the "chamber first round" animation when clearing the action (a cool bit of detail that got overlooked in the UT version)
    · Removed muzzle flash and bright light from suppressed MP5
    · Gave weapons proper empty shell casing ejection locations and speed (they used to just fall from the guns)
    · Removed “Immortal” dropped weapons, that stayed in a level till picked up, this was especially a problem with Grenades.
    · Bots now are able to use grenades.
    · Hand Grenades with their pins pulled can now be tossed by hitting the toss weapon key.
    · Hand Grenades now have smoke FX.
    · The Hand grenades toss power is now also selectable by the weapon mode key
    · The M9, M16, MP5, and AK Rifle have a menu configurable Jamming feature, you can set the chance weapons will jam or turn it off completely.
    · AT4 now penetrates cover with more realistic FX
    · New keys (such as “Grab/Use”) in the player setup menu.
    · 40mm grenades now bounce if they hit before arming.

    Be sure to place “CommandoSkins_I.utx” texture pack in the UT texture folder
    The rest of the files all should go in the UT System folder

    let me know how it runs :)
     
    Last edited: Jun 11, 2008
  2. Corporal_Lib [BR]

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

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    Oh S Ibex... I was a lil disapointed because I didn´t throughly read this post, so I was posting bout the missing 1st person AK (which you´ve already warned about)... but in fact, I was so excited after seing those high quality 3rd person models, that I though you had upgraded all 1st person models... =(

    Have you any plans on doing that (they´re so pretty... I keep tossing the guns just to admire they shape in 3rd person! ;D
     
  3. Lethal Dosage

    Lethal Dosage Serial Rapis...uh, Thread Killer

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    Hell yeah!
     
  4. Snakeye

    Snakeye Mk82HD

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    Sounds like it could be fun - I loved 2.75 back then. Out of pure curiosity: is it compatible with 2.9, i.e. can I have both on the same UT installation or do I need a separate UT install to avoid interferences.

    Also why did you take 2.75 and not 2.86s Inf Lite as basic? Inf Lite (for those who don't know) was a UT weapon mutator containing all 2.86 weapons. Sadly it has been discontinued.
     
    Last edited: Jun 11, 2008
  5. Silver_Ibex

    Silver_Ibex Member

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    If you can find a good animator to rig the weapon meshes up with some hands (preferably in a Milkshape compatible format), the gun meshes are adequate for use in 1st person view; I would handle the code part to get them working in game.

    And with UT99 now having vehicles, large terrain, and also getting an update to its GFX,
    http://forums.beyondunreal.com/showthread.php?t=174705
    http://forums.beyondunreal.com/showthread.php?t=174064
    working on the old engine is no longer pointless; there is still plenty of life in UT99.

    Needed animations for the M16 and AK rifle
    Code:
    #exec MESH SEQUENCE MESH=m16first SEQ=All       STARTFRAME=0 NUMFRAMES=128
    #exec MESH SEQUENCE MESH=m16first SEQ=BRINGDOWN STARTFRAME=0 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=m16first SEQ=BRINGUP   STARTFRAME=10 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=m16first SEQ=FIRE      STARTFRAME=20 NUMFRAMES=4
    #exec MESH SEQUENCE MESH=m16first SEQ=IDLE      STARTFRAME=24 NUMFRAMES=13
    #exec MESH SEQUENCE MESH=m16first SEQ=RELOAD1_A STARTFRAME=37 NUMFRAMES=21
    #exec MESH SEQUENCE MESH=m16first SEQ=RELOAD1_B STARTFRAME=58 NUMFRAMES=6
    #exec MESH SEQUENCE MESH=m16first SEQ=RELOAD1_C STARTFRAME=64 NUMFRAMES=8
    #exec MESH SEQUENCE MESH=m16first SEQ=RELOAD2_A STARTFRAME=72 NUMFRAMES=26
    #exec MESH SEQUENCE MESH=m16first SEQ=RELOAD2_B STARTFRAME=94 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=m16first SEQ=RELOAD2_C STARTFRAME=108 NUMFRAMES=13
    #exec MESH SEQUENCE MESH=m16first SEQ=RELOAD2_D STARTFRAME=121 NUMFRAMES=5
    #exec MESH SEQUENCE MESH=m16first SEQ=STILL     STARTFRAME=127 NUMFRAMES=1
    #exec MESH SEQUENCE MESH=m16first SEQ=STILLAIM  STARTFRAME=128 NUMFRAMES=1
    
    Needed animations for the MP5
    Code:
    #exec MESH SEQUENCE MESH=mp5first SEQ=All       STARTFRAME=0 NUMFRAMES=147
    #exec MESH SEQUENCE MESH=mp5first SEQ=BRINGDOWN STARTFRAME=0 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=mp5first SEQ=BRINGUP1  STARTFRAME=10 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=mp5first SEQ=BRINGUP2  STARTFRAME=20 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD1_a STARTFRAME=30 NUMFRAMES=19
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD1_b STARTFRAME=49 NUMFRAMES=9
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD1_c STARTFRAME=58 NUMFRAMES=12
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD1_d STARTFRAME=70 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD2_a STARTFRAME=80 NUMFRAMES=19
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD2_b STARTFRAME=99 NUMFRAMES=19
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD3   STARTFRAME=118 NUMFRAMES=27
    #exec MESH SEQUENCE MESH=mp5first SEQ=STILL1    STARTFRAME=145 NUMFRAMES=1
    #exec MESH SEQUENCE MESH=mp5first SEQ=STILL2    STARTFRAME=146 NUMFRAMES=1
    #exec MESH SEQUENCE MESH=mp5first SEQ=STILLAIM1 STARTFRAME=147 NUMFRAMES=1
    #exec MESH SEQUENCE MESH=mp5first SEQ=STILLAIM2 STARTFRAME=148 NUMFRAMES=1
    
    Needed animations for the M9
    Code:
    #exec MESH SEQUENCE MESH=m9first SEQ=All       STARTFRAME=0 NUMFRAMES=149
    #exec MESH SEQUENCE MESH=m9first SEQ=BRINGDOWN STARTFRAME=0 NUMFRAMES=5
    #exec MESH SEQUENCE MESH=m9first SEQ=BRINGUP   STARTFRAME=5 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=m9first SEQ=FIRE      STARTFRAME=15 NUMFRAMES=5
    #exec MESH SEQUENCE MESH=m9first SEQ=FIRE2     STARTFRAME=20 NUMFRAMES=5
    #exec MESH SEQUENCE MESH=m9first SEQ=RELOAD1_A STARTFRAME=25 NUMFRAMES=16
    #exec MESH SEQUENCE MESH=m9first SEQ=RELOAD1_B STARTFRAME=41 NUMFRAMES=13
    #exec MESH SEQUENCE MESH=m9first SEQ=RELOAD1_C STARTFRAME=54 NUMFRAMES=7
    #exec MESH SEQUENCE MESH=m9first SEQ=RELOAD2_A STARTFRAME=61 NUMFRAMES=16
    #exec MESH SEQUENCE MESH=m9first SEQ=RELOAD2_B STARTFRAME=77 NUMFRAMES=20
    #exec MESH SEQUENCE MESH=m9first SEQ=RELOAD3_A STARTFRAME=97 NUMFRAMES=16
    #exec MESH SEQUENCE MESH=m9first SEQ=RELOAD3_B STARTFRAME=113 NUMFRAMES=22
    #exec MESH SEQUENCE MESH=m9first SEQ=RELOAD3_C STARTFRAME=135 NUMFRAMES=17
    #exec MESH SEQUENCE MESH=m9first SEQ=STILL1    STARTFRAME=152 NUMFRAMES=1
    #exec MESH SEQUENCE MESH=m9first SEQ=STILL2    STARTFRAME=153 NUMFRAMES=1
    #exec MESH SEQUENCE MESH=m9first SEQ=STILLAIM1 STARTFRAME=154 NUMFRAMES=1
    #exec MESH SEQUENCE MESH=m9first SEQ=STILLAIM2 STARTFRAME=155 NUMFRAMES=1
    
    I went with 2.75 since it is a small download, and I knew it had good Bot support :)

    It is compatible with 2.9, I have not run into any noticeable problems on the same UT installation.
     
    Last edited: Jun 11, 2008
  6. Corporal_Lib [BR]

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

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    Oh God, where all INF animators have gone?

    Speaking bout high res textures, does Psychomorph really wants to release his INF stock weapons retextured pack???? ;)
     
  7. Logan6

    Logan6 TC Vet

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    Gone to Crysis, every one. :)
     
  8. Blade_hunter

    Blade_hunter Unreal tournament mod dude

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    I don't know if I can say something about this mod it adds some improvements but somethings seems to be "lost"
    The AT4 was overpowered and now it's under, the reload fix is cool
    but the gun need more power 800 DMG or be a bit like the marathon rampancy Rocket launcher
    I think an AT4 is a disposable weapon When it's fired we use an other launcher if I got 6 AT4 ammo I got 6 launchers And After fire my AT4 I drop the used launcher And take an other from my inventory
    http://fr.youtube.com/watch?v=Q3xsMqHu56g
    We can keep the old sighting of the AT4 it sounds to be good

    If we want a true reloadable Rocket launcher I think the models I wold suggest are suited and used

    1 / the SMAW
    an cool modern american launcher
    http://world.guns.ru/grenade/gl26-e.htm
    2 / the RPG 7
    the famous russian launcher used by many games
    http://world.guns.ru/grenade/gl02-e.htm
    3 / the M202 a1 Flash
    My favorite
    http://world.guns.ru/grenade/gl50-e.htm
    4 / The Carl Gustaf
    A recoiless rifle
    http://world.guns.ru/grenade/gl10-e.htm

    The suggestion is more if we want more realism but it depends whant we want to do
    this thread has started a lot of time ago :(
     
  9. Silver_Ibex

    Silver_Ibex Member

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    @ Blade_hunter: Well the reason the AT4 was not really focused on, is I never really use it in a match :D so for me, tweaking it was always a low priority.

    For me, the 40mm grenade launcher fills the role of long-range blast damage weapon.

    Yep the AT4 is a disposable tube, the reload was an easy quick fix, players had requested to be able to fire it more than once (carry several at a time), consider the “reload” as switching to another tube.

    The warhead on the AT4 is a shaped charge, so the majority of the blast energy is directed forward into the hit surface, in game I attempted to model this FX by having the impact create a penetrating cloud of projectiles each as lethal as a 50 cal round. Aim at a surface in front of the target at a low angle to catch the target in the blast debris cloud.

    The YARM mutators by Meowcat has an RPG 7, I would recommend checking them out :) see this thread
    http://forums.beyondunreal.com/showthread.php?t=131968
     
  10. Blade_hunter

    Blade_hunter Unreal tournament mod dude

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    Ok I consider ^^

    I got the YARM mutator but it's for UT 2k4 ^^
    it's fun anyway
    The fix is cool and the backblast (I think it wasn't before) adds some fun by using this weapon and low up any menace that come by the rear and it's dangerous like a true Rocket launcher :) using this in a corridor is not recommended
     
  11. carmen.cru

    carmen.cru New Member

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    Hi Silver_Ibex

    First, sorry for my english !

    Ive reinstalled this good old UT99 and the inf 2.75 mutator. I was looking for some others mut or mods and maps when I found your Extended 1.5 ! I have registered to contact you because of the ineffective link to download it. Please, could you indicate me another link ?

    Thank you and best regards,

    Carmen
     
  12. Silver_Ibex

    Silver_Ibex Member

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    @Carmen.cru: the web host says they had a “system corruption”, and are working on getting the stuff back up.
     
  13. carmen.cru

    carmen.cru New Member

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    Thx for your reply, looking forward to getting it…
     
  14. soultaker007

    soultaker007 Member

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  15. carmen.cru

    carmen.cru New Member

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    Thank you, let's try it.
     
  16. Vidumec

    Vidumec New Member

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    Can someone give a new link? Those are already dead.
     
  17. dr.flay

    dr.flay Dr.Flay™

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    Thankfully many of the files are being archived at ModDB
    http://www.moddb.com/mods/infiltration

    BTW. the mutator int is incomplete, I had to edit it so the mutator actually showed in the list.

    I know it is late in the day, but thanks for this rework. I love the shadowing when you look down the guns. Much better idea.

    *EDIT*
    My InfMutator.int
    Code:
    [public]
    Object=(Name=InfMutator.NewINF_WeaponsMutMenuItem,Class=Class,MetaClass=UMenu.UMenuModMenuItem,Description="Infiltration Mutator, Configure Infiltration weapons")
    Object=(Name=InfUTRedux.NewINF_WeaponsMut,Class=Class,MetaClass=Engine.Mutator,Description="Infiltration Redux, Combat with real weapons - Infiltration 275")
    
    Preferences=(Caption="Mutators",Parent="Advanced Options")
    Preferences=(Caption="InfUTRedux",Parent="Mutators",Class=InfUTRedux.NewINF_WeaponsMut,Immediate=True)
     
    Last edited: Feb 24, 2014

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