Hi All, Thanks for giving it a go (and being the quality control

)
1. I'll try swapping out the M68 CCO with the micro. Personally I never had much problem with the M68 since I only 'aimed' the weapon when I was already closely lined up on the target. If I move the M68 forward on the weapon a "few inches" to be over the handguard then the tunneling effect would be reduced as well. Whats a collimeter?
2. Corrupted file -> nuts, I'll fix in the next release. The only model used from that file right now is the dog.
3. I don't think I will be modifying the Mk8 SMG to add another fire mode as it is primarily supposed to fill the role of a close range spray & pray weapon in the SP portion of the mod (if I ever get around to it) and I am trying to limit the number of buttons I use (I suppose I could create special command just for weapon attachments though...).
4. @TurdDrive: will the mod still not work for you? If so I will try an expedite the fixed release.
5. Ini settings: I left out the .ini files this time (I think) so that they would not override the settings already used by you guys. I will probably also be moving some of the pawn and playercontroller related settings to the default UT2k4.ini file instead (that way if I do include the .ini files, they will not affect the crosshair and freeaim settings).
6. Katana: yeah I changed some melee knife weapon settings at the last minute to better support the offhand knife attacks for the Mk9 Magnum pistol, that may have partially broken the animations for the katana, I'll verify and fix.
7. Compound Bow: This is very much a work in progress right now and I am open to any suggestions. The only indication of how much "strength" is behind the pull is the charge bar indicator (which I imagine you both have turned off). My intent with this weapon was to make it behave as closely as possible to the Turok (both dinosaur hunter and newer Turok from 2008) bow and arrow. To that end I will probably add a screen drawn crosshair that may also indicate status about whether its aimed at a pawn or not. I've made a few long distance shots against bots, but it has only ever been when they're moving in a straight line and I could lead them for a little while. In real life though, this weapon really would only be good against stationary targets right... (I need to add the explosive arrows option)
8. I'll try the altered footstep sounds as the default ones are getting a bit old.
9. Glad you guys like the dry/land hit effects. The water one may not look too different (use the "loaded" cheat command to compare the the UT Assault rifle to the YARM weapons), but on my older machine the performance is way better since there are less particles (and the vertical stream ones I made better match the real effect). What suggestions do you ave for the snow and ice hit effects? (I will add a "cracked" decal for the ice one).
10. Misc - I'll see about modding the SMG (suppressed and unsuppressed) muzzle flashes to be more transparent. For the SP enemies, I did include a few Unreal enemies, but using my own AI code, as tests. I will get around to modifying the "run towards grenade juts thrown" SP enemy behavior, but for the near future it will probably be just a simple "don't do damage to the thrower of the grenade" code kludge. Will also fix the visible guard point icon (used primarily for debugging at the moment) and the too long spawn protection time.
There are not actually three missing FP models, but I did want to give the Mk4 AMR, and Scorpion RL their own unique models, and I need to make the skin for the Mk9 magnum (as it just uses the Combat pistol's right now).