KiLL3r
7th February 2008, 11:30 AM
For those of you who dont like the multiple shots to kill enemys etc youll love this mod. It makes your bullets stronger. changes effects for the suit functions and makes stealth & speed modes last alot longer makingthem useful.
http://rapidshare.com/files/86616038/rebeta1002.zip.html
or
http://poppalopolis.teamwaffle.com/rebeta1002.zip
make sure to read the readme when installing
1.001 CHANGES:
Penetration hopefully fixed for real this time.
1.001 CHANGELIST (FEATURE LIST BELOW):
Penetration has been modified so as to hopefully be much less buggy. No more getting shot through *everything*.
Punching now does much less damage.
Several particle effects modified slightly.
Black-out effect has been toned down, especially when in armor mode.
The laser sight no longer lowers spread.
Various other small bug fixes.
BETA 1.0 FEATURES:
EFFECT CHANGES:
Heavily modified muzzleflash effects. The muzzleflash will now be less bright with slightly more smoke.
Heavily modified bullet hit effects. Almost every bullet hit particle effect in the game has been changed.
Headshots now produce an all new effect for every bullet type.
New blood hit effects for explosions and gauss rifle.
Underwater bleeding effect has been fixed: you should no longer see a dark square.
Brand new particle effects for shotgun pellet hits.
Modified grenade particle effects.
Grenade smoke trail removed (what the hell was that supposed to be anyway?).
You will now black out momentarily when shot, much like when close to a grenade detonation.
A new effect will play when being shot while in armor mode, or when switching from one nano mode to the other.
Cloaking has been given a visual effect so as to slightly disorient the player. It also looks pretty cool. wink
When bullets hit near you your screen will now shake and/or blur slightly.
AI flare smoke brightened/balanced.
Decals remain for much, much longer (depends on your config settings also!).
Small caliber weapons now have separate bullet hits for sand and soil.
7.62x51mm and above weapons now produce larger bullet hit effects.
WEAPON CHANGES:
Bullets now penetrate based on caliber type. This is an unfinished feature and therefore isn't perfect, but it's far better than no penetration at all.
Bullet drop has been implemented. Let me know what you think of it, as the math behind it is fairly random
(basically involves changing the gravity of a bullet via ONE setting).
Recoil increased on all weapons, depending on caliber.
Recoil/spread/sway is the same for weapons regardless of the sight used (more recoil/sway/spread while using a scope).
Sway has been raised slightly for all weapons.
Sway has now been reduced noticeably when crouching or in a prone position. Before, the prone and crouch positions both had the same sway multiplier.
Ditto goes for the recoil.
Several clip sizes changed. The SCAR carries 30 rounds, the SMG 40, and the pistol 12.
Ammo capacity lowered/raised depending on weapon type.
Zoom almost removed from iron/reflex sights.
Shotgun now has pump and semi-automatic modes, rather than wide and narrow spread modes, mimicking the real-life Benelli M3.
Weapons that require rechambering after firing now will rechamber while using scopes (ie, you didn't have to **** the shotgun if you were firing while zoomed in with a scope)
All weapon-related animations have been slowed reasonably. Especially noticeable when selecting and reloading a weapon.
Tracers removed from all weapons, excluding coaxial MGs. There's an annoying issue with tracers occurring on every round, even with the frequency set to 1 every 3 rounds,
so temporarily tracers have been removed from the normal MGs. Can be enabled via some minor code changes -- just ask.
Weapon effective range revamped to more real-life standards, especially concerning suppressors.
Grenade/claymore explosion radius increased slightly.
Frag grenade explosions no longer launch vehicles off the ground.
Ejected shells will remain longer.
Shell casings now have a shine.
The gun names have been changed to the closest real-life incarnation that could be found based on their appearance.
Ammo types have been given their technical real-life names (7.62x39mm, 5.56x45mm, etc)
Grenades fired from the grenade launcher no longer pierce objects and explode more than once (this could have been a bug caused by me but i don't remember that being the case tongue).
Machine guns won't overheat so fast.
The machine gun's rate of fire has been dropped to that of the M60 (which it most resembles).
The Asian and US machine guns now both use the US machine gun sound (the beefier of the two).
Tracer speed has been dropped slightly.
Lowered spread and recoil of the minigun. It may actually be useful now!
The sniper rifle has been made semi-automatic.
Minigun rate of fire raised to 3000 RPM (!)
Loop sounds have been removed from the MG, the SCAR, the AK, and the SMG. Now when you fire a gun, each shot will produce its own sound.
This also allows for rate of fire changes to be heard more distinctly. Thanks to fud of crymod.
AI\VEHICLE CHANGES:
Locational damage multipliers have been modified. Enemies will die much faster.
AI weapon accuracy lowered significantly to counter the player's much reduced health.
Hit impulse lowered. Enemies are now more likely to slump over rather than fly backwards when shot to death.
Enemy ragdolls can now be manipulated/shot after death. (thanks to james-ryan of crymod) May or may not be included depending on EA and individual fansites.
Bullet hole decals now appear on the body, but are somewhat buggy. These decals only work with object detail set to high and may or may not be included depending on EA and individual fansites.
Ragdolls tweaked for realism.
Cloaking is now much less effective to balance both the slower energy drain time as well as the increased damage to enemies. Enemies will spot you much more easily from a distance now.
The North Koreans no longer carry the LAM attachment. It looks ridiculous from a third person perspective.
Shooting the fuel can on the back of the jeep no longer causes the jeep to blow up. What nonsense!
Small caliber rounds do considerably less damage to vehicles.
Player/AI speeds modified.
All AI types will now have a small chance of falling and then getting back up when damaged. Before, only a few select AI types would do this (why, i do not know).
Helicopters and other vehicles won't see you as easily, nor will they shoot as accurately.
Vehicle damage multipliers have been edited for realism. This means less damage from collisions.
Tank rounds will now reload slower.
Suppressed weapons can now be heard by AI from farther away. This should hopefully eliminate some of the stupid behavior concerning silencers.
PLAYER CHANGES:
Player damage multipliers have been tweaked. Head/chest shots will damage you more.
Health has been reduced, while your energy has almost been doubled.
Health only regenerates while using armor mode.
Energy regeneration has been slowed.
Nanosuit armor mode is much more important. Without it the player can be killed in less than three hits.
Cloaking and speed mode require less energy. (to balance the slow regeneration)
Many other small changes not worth mentioning or long forgotten!
KNOWN BUGS:
Blood decals, which were in the end never intended to be used, will sometimes float in the air above bodies. This is usually not very noticeable (uncensored version only).
Bullet penetration, another seemingly incomplete feature, does not show an exit decal when you pierce an object. This is a minor pet-peeve of mine, and is really the only
real issue with penetration.
The pistol empty reload animation, which has been slowed significantly, was never properly finished by crytek, so it will look slightly off.
When loading a saved game that uses this mod you sometimes will have the blurred vision of the cloakmode even if you're not in cloak mode. Switching to another
nano mode fixes this immediately.
http://rapidshare.com/files/86616038/rebeta1002.zip.html
or
http://poppalopolis.teamwaffle.com/rebeta1002.zip
make sure to read the readme when installing
1.001 CHANGES:
Penetration hopefully fixed for real this time.
1.001 CHANGELIST (FEATURE LIST BELOW):
Penetration has been modified so as to hopefully be much less buggy. No more getting shot through *everything*.
Punching now does much less damage.
Several particle effects modified slightly.
Black-out effect has been toned down, especially when in armor mode.
The laser sight no longer lowers spread.
Various other small bug fixes.
BETA 1.0 FEATURES:
EFFECT CHANGES:
Heavily modified muzzleflash effects. The muzzleflash will now be less bright with slightly more smoke.
Heavily modified bullet hit effects. Almost every bullet hit particle effect in the game has been changed.
Headshots now produce an all new effect for every bullet type.
New blood hit effects for explosions and gauss rifle.
Underwater bleeding effect has been fixed: you should no longer see a dark square.
Brand new particle effects for shotgun pellet hits.
Modified grenade particle effects.
Grenade smoke trail removed (what the hell was that supposed to be anyway?).
You will now black out momentarily when shot, much like when close to a grenade detonation.
A new effect will play when being shot while in armor mode, or when switching from one nano mode to the other.
Cloaking has been given a visual effect so as to slightly disorient the player. It also looks pretty cool. wink
When bullets hit near you your screen will now shake and/or blur slightly.
AI flare smoke brightened/balanced.
Decals remain for much, much longer (depends on your config settings also!).
Small caliber weapons now have separate bullet hits for sand and soil.
7.62x51mm and above weapons now produce larger bullet hit effects.
WEAPON CHANGES:
Bullets now penetrate based on caliber type. This is an unfinished feature and therefore isn't perfect, but it's far better than no penetration at all.
Bullet drop has been implemented. Let me know what you think of it, as the math behind it is fairly random
(basically involves changing the gravity of a bullet via ONE setting).
Recoil increased on all weapons, depending on caliber.
Recoil/spread/sway is the same for weapons regardless of the sight used (more recoil/sway/spread while using a scope).
Sway has been raised slightly for all weapons.
Sway has now been reduced noticeably when crouching or in a prone position. Before, the prone and crouch positions both had the same sway multiplier.
Ditto goes for the recoil.
Several clip sizes changed. The SCAR carries 30 rounds, the SMG 40, and the pistol 12.
Ammo capacity lowered/raised depending on weapon type.
Zoom almost removed from iron/reflex sights.
Shotgun now has pump and semi-automatic modes, rather than wide and narrow spread modes, mimicking the real-life Benelli M3.
Weapons that require rechambering after firing now will rechamber while using scopes (ie, you didn't have to **** the shotgun if you were firing while zoomed in with a scope)
All weapon-related animations have been slowed reasonably. Especially noticeable when selecting and reloading a weapon.
Tracers removed from all weapons, excluding coaxial MGs. There's an annoying issue with tracers occurring on every round, even with the frequency set to 1 every 3 rounds,
so temporarily tracers have been removed from the normal MGs. Can be enabled via some minor code changes -- just ask.
Weapon effective range revamped to more real-life standards, especially concerning suppressors.
Grenade/claymore explosion radius increased slightly.
Frag grenade explosions no longer launch vehicles off the ground.
Ejected shells will remain longer.
Shell casings now have a shine.
The gun names have been changed to the closest real-life incarnation that could be found based on their appearance.
Ammo types have been given their technical real-life names (7.62x39mm, 5.56x45mm, etc)
Grenades fired from the grenade launcher no longer pierce objects and explode more than once (this could have been a bug caused by me but i don't remember that being the case tongue).
Machine guns won't overheat so fast.
The machine gun's rate of fire has been dropped to that of the M60 (which it most resembles).
The Asian and US machine guns now both use the US machine gun sound (the beefier of the two).
Tracer speed has been dropped slightly.
Lowered spread and recoil of the minigun. It may actually be useful now!
The sniper rifle has been made semi-automatic.
Minigun rate of fire raised to 3000 RPM (!)
Loop sounds have been removed from the MG, the SCAR, the AK, and the SMG. Now when you fire a gun, each shot will produce its own sound.
This also allows for rate of fire changes to be heard more distinctly. Thanks to fud of crymod.
AI\VEHICLE CHANGES:
Locational damage multipliers have been modified. Enemies will die much faster.
AI weapon accuracy lowered significantly to counter the player's much reduced health.
Hit impulse lowered. Enemies are now more likely to slump over rather than fly backwards when shot to death.
Enemy ragdolls can now be manipulated/shot after death. (thanks to james-ryan of crymod) May or may not be included depending on EA and individual fansites.
Bullet hole decals now appear on the body, but are somewhat buggy. These decals only work with object detail set to high and may or may not be included depending on EA and individual fansites.
Ragdolls tweaked for realism.
Cloaking is now much less effective to balance both the slower energy drain time as well as the increased damage to enemies. Enemies will spot you much more easily from a distance now.
The North Koreans no longer carry the LAM attachment. It looks ridiculous from a third person perspective.
Shooting the fuel can on the back of the jeep no longer causes the jeep to blow up. What nonsense!
Small caliber rounds do considerably less damage to vehicles.
Player/AI speeds modified.
All AI types will now have a small chance of falling and then getting back up when damaged. Before, only a few select AI types would do this (why, i do not know).
Helicopters and other vehicles won't see you as easily, nor will they shoot as accurately.
Vehicle damage multipliers have been edited for realism. This means less damage from collisions.
Tank rounds will now reload slower.
Suppressed weapons can now be heard by AI from farther away. This should hopefully eliminate some of the stupid behavior concerning silencers.
PLAYER CHANGES:
Player damage multipliers have been tweaked. Head/chest shots will damage you more.
Health has been reduced, while your energy has almost been doubled.
Health only regenerates while using armor mode.
Energy regeneration has been slowed.
Nanosuit armor mode is much more important. Without it the player can be killed in less than three hits.
Cloaking and speed mode require less energy. (to balance the slow regeneration)
Many other small changes not worth mentioning or long forgotten!
KNOWN BUGS:
Blood decals, which were in the end never intended to be used, will sometimes float in the air above bodies. This is usually not very noticeable (uncensored version only).
Bullet penetration, another seemingly incomplete feature, does not show an exit decal when you pierce an object. This is a minor pet-peeve of mine, and is really the only
real issue with penetration.
The pistol empty reload animation, which has been slowed significantly, was never properly finished by crytek, so it will look slightly off.
When loading a saved game that uses this mod you sometimes will have the blurred vision of the cloakmode even if you're not in cloak mode. Switching to another
nano mode fixes this immediately.