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  1. ******************************RadMod******************************
  2.  
  3. 2.6 - Task Force Dagger Update Changelog
  4.  
  5. BUG FIXES:
  6. >Fixed MP5K firing blanks.
  7. >Fixed player menu "Ok." button not registering input.
  8. >Fixed not being able to change ammo type from player menu.
  9. >Fixed USAS-12 saying it has a total of 140 rounds instead of 100.
  10. >Fixed USAS-12 having incorrect muzzle flash graphics. For some reason it was using a metal hit effect.
  11. >Fixed missing WA2000 and Javalin HUD text.
  12. >Fixed Flaregun and crossbow having AP,SP and FMJ rounds.
  13. >Fixed XM29 being unable to switch to grenade launcher upon spawning or medic revive.
  14. >Fixed XM29 spawning with no 20mm rounds.
  15. >Fixed PKM incorrectly stating it was chambered for 7.62x39.
  16. >Fixed missing reload animation for Spas-12.
  17. >Fixed missing tank commander crosshair.
  18. >Fixed bad aimpoint, upsidedown magazine and upsidedown laser sight on M4A1 and its M203 variant.
  19. >Fixed upsidedown magazine on M16A2.
  20. >Fixed inconsistency between 3rd and 1st person remington 870 model. Also slightly adjusted pump animation.
  21. >Fixed Walther P99SD slide not moving when fired or when reloading.
  22. >Fixed 1911 rear sight looking like absolute fucking trash.
  23. >Fixed some weapons using incorrect muzzleflash effects or completely missing them entirely.
  24. >Fixed issue where the 357 and flaregun would not reload after a dead man's click.
  25. >Fixed bad or missing front/rear sights on M249, M240, PKM and M60.
  26. >Fixed Mortar being set to incorrect key (Was set to 9 instead of 7, like all accessory weapons are).
  27. >Fixed certain emplaced weapons having useless sights and broken zoom. (It was badly coded. Thanks Novalogic.)
  28. >Fixed Apache and KA-52's weapon having incorrect names and sounds.
  29. >Fixed gunbird rockets not displaying correct name.
  30. >Fixed inconsistent SR-3M reload sound.
  31.  
  32. CHANGES:
  33. >Rebranded to RADMod.
  34. >Changed all references to "/v/mod" or "vmod" to "RADMod".
  35. >New Menu screen. Based on Commandos 2: Men Of Courage.
  36. >New intro video. Thanks to the anon that submitted it.
  37. >New loading and end screens (semi inspired by BHD's screens).
  38. >New better looking shortcut icon.
  39. >Changed Anti-Tank Mine name to "M19 Anti-Tank Mine".
  40. >Flamethrower overheats faster and cools down slower.
  41. >Rotor blade damage increased from 8 to 50.
  42. >00Buck now fires 15 pellets instead of 40.
  43. >Flaregun now deals slight damage on a direct hit.
  44. >Renamed SR-3 to SR-3M
  45. >Renamed M40A1 to M40A3
  46. >Sniper class has been restructured into Marksman class, allowing more weapon class variety and gameplay.
  47. >On the above note, the AR-10 has been made Marksman only.
  48. >Changed maxammo from 8 to 4 for all underbarrel GLs.
  49. >Increased Fuel Truck explosion kill radius from 30 to 50.
  50. >Better, higher quality minimap icons.
  51. >Switched Asia (China and Norks) along with PMC to rebel side for PvP reasons.
  52. >Tweaked hud using colors from/based on DFX2. Now it's not so bright and annoying.
  53. >All emplaced now have a limited ammo pool and some have very slightly increased recoil. To make up for the fact that most vehicle guns have limited ammo, they can now be reloaded at a FARP. (NOTE: not all novalogic made maps have a FARP, such as co-op. Make your shots count.)
  54. >Changed sounds for: Mission start, FAL, AR-10 and all suppressed weapons
  55.  
  56. IMPROVEMENTS:
  57. >Gave Knife machete animations. Now it doesn't look like you're spreading butter on toast.
  58. >Better MK23SD HUD and menu icons.
  59. >Updated SR-3M icons to reflect new model.
  60. >Updated M40A3 icons to reflect new model.
  61. >Updated Sig SG552 icons to reflect new model.
  62. >Updated G36E icons to reflect new model.
  63. >Updated MP5/10 icons to reflect new model.
  64. >Updated AK-103 icons to reflect uniqueness.
  65. >Changed AK-47 first person model to correct inconsistencies. Now uses the same model as the AK-47/GP-30 (minus grenade launcher of course.)
  66. >All bullpup rifles have better animations, including a reload animation. NOTE: Don't expect a high quality bullpup reload anim, this is just a quick and dirty fix to that problem, but now atleast the gun doesn't completely vanish from view on reload.
  67. >The SIG SG552 has been rechambered to 5.6mm Swiss, and renamed to SG552-1. The 5.6mm preforms slightly better than a regular 5.56 round.
  68. >Further refined stealth. Silent/Suppressed weapons have a smaller alert radius.
  69. >Weapon origins have been adjusted and refined. Now it feels and looks like you're holding a gun instead of a toy.
  70. >Hellfire missiles for attack choppers have been adjusted. Are now much faster and have a better detection range, as well as proper text.
  71. >Added casing sound effects to emplaced weapons.
  72. >All LMGs now overheat after a certain period of sustained fire. Aside from "muh reelism", this removes the "spray and pray" aspect of gunners and promotes smarter teamplay (especially when it comes to providing cover fire and suppression) as well as ammo conservation. Overheated guns will produce a heat haze and smoke effect that limits vision.
  73. >AI now have custom ammunition, they share similar values to the players, but tweaked so that they aren't incredible deadly. This means that they won't be pinpoint accurate at distances over 1km or instakill you as soon as they see you.
  74. >Vehicle handling has been adjusted using IRL data. The majority of vehicles move faster, drift harder or turn faster (in the case of helicopters).
  75. >Helicopter flares have been improved, should be much more useful against stingers now.
  76. >Complete overhaul of weapon sights and scopes:
  77. -All iron sights are now 3D.
  78. -Reflex sights have been refined with improved graphics and adjusted/centered reticles.
  79. -Scopes have improved graphics and are now "open", allowing peripheral vision.
  80. -M4 is an aimpoint again, as it should've been.
  81. -AK-103 now has a kobra sight, adjustable with "O" key.
  82. -UMP-45 has an eotech sight, adjustable with "O" key.
  83. -M4, AK-103 and TAR21 now have fixed 2x zoom.
  84. >New ballistics, uses IRL information. It's not a perfect system but it gets the job done. The new ballistics rebalances damage, armor penetration (for players and for vehicles) and effective ranges. Weapons are never underpowered or overpowered, they all serve a particular function at particular moments.
  85. >With the new ballistics comes better vehicle armor levels and better anti armor weapons.
  86. >The following weapons have been completely remodeled and have adjusted animations:
  87. Spas-12
  88. MP5K
  89. FAMAS F1
  90. DEAGLE
  91. XM8
  92. HK416
  93. PSG-1
  94. SG552
  95. L85A2
  96. MP7
  97. VSS
  98. SR-3M
  99. FN-FAL
  100. Flaregun
  101. WA2000
  102. MAC11
  103. S&W Model 29
  104. M40
  105. TAR21
  106. AUG
  107. UMP-45
  108. ULTIMAX-100
  109. M9
  110. G36E
  111. MP5/10
  112.  
  113. REMOVALS:
  114. >Temporarily retired the MK48 and RPD-44 due to horrid models/textures, broken animations and/or lack of proper replacement models. They might return in a bigger and better way in the future.
  115. >Completely removed the following:
  116. -M4SOPMOD. The model was fucking terrible and it only added to the 5.56 bloat.
  117. -Crossbow. As cool as it was, it never really worked. True to life crossbow bolt ballistics doesn't apply very well in JO.
  118. -Thermite grenade. Another cool but useless concept, was hardly ever used by players. It was purely a flashy light show
  119. -Molotovs. Another victim of JO's limitations. It was a unique idea but VERY poorly executed. The model and animations weren't up to par and the effect it used was extremely taxing on lower end systems. This effect has been reworked and applied to the M202Flash, which is objectively a better, more impressive fire based weapon.
  120. -HK-416. A very nice weapon that almost barely fit in with our idea of "no weapons after the early 2000s". Ultimately a victim of circumstance, too many 5.56 weapons in JO, we had to cut back on them in some way and the 416 was one of the most redundant of the bunch.
  121. -Secondary modes for the mortar, fire and gas. They were just effect swaps (using molotov and old CS gas effects)but using the same mortar damage, they were completely redundant. Maybe if we ever manage to actually get fire or CS gas damage going we could try this again.
  122. >Removed Machete from JO team. To avoid clutter and make Rebels a bit more unique.
  123. >Removed kobra sight from AK-74 and it's GL variant. It's now exclusive to the AK-103.
  124. >Removed a couple of player models, to clean up the selection menu and to get rid of horrible models that were unused by players.
  125. >Removed Joel.
  126.  
  127. ADDITIONS:
  128. -MAP ASSETS:
  129. (Some of the following come with new effects.)
  130. BUILDINGS:
  131. >Small and large shack
  132. >Small and large white house
  133. >3 story building
  134. >4 story building
  135. >2 story barracks
  136. >Small and Large bunker
  137. >Small command building
  138. >Small wooden guard tower
  139. >Large concrete guard tower
  140. >Helipad with supplies
  141. >Helipad with garage
  142. >Offshore Oil Platform (Multiple pieces)
  143. >Oil Field wellhead
  144. >Oil field pipe junction
  145. >Mogadishu buildings(blocks, slums, houses, etc.)
  146. >Olympic Hotel
  147. >Operation IRENE target buildings
  148. >Large Garage
  149. >Radio buildings
  150. >Russian Embassy
  151. >UN Command Building
  152. >Abandoned hotel complex
  153. >Stadium
  154. >Drug Lord villa (comes with day and night versions)
  155. >Boathouse
  156. >Underground Tunnels
  157. >Command bunker
  158. >Command outpost
  159. >M.A.S.H. Tent
  160. >A special surprise building.
  161.  
  162. OBJECTS/DECORATIONS:
  163. Some of these can be used for Search and destroy missions.
  164. >LPD-17
  165. >Red Cargo Ship
  166. >Oil Tanker
  167. >Takeables: A laptop, notebook and a case full of cash. They have a custom hud Icon to know when they've been picked up.
  168. >AK Ammo Crate
  169. >Air Conditioner, window unit
  170. >Radioactive crate (explosion can kill)
  171. >Drug crate (opened and closed)
  172. >Single span metal bridge
  173. >Metal desk with prop document
  174. >Trash roadblocks, large and small
  175. >Blocking furniture
  176. >2 couches with broken table and lamp
  177. >desk, with fan, chair and turned over file cabinet
  178. >damage filed cabinets and scattered papers
  179. >Large fountain, no water, normal and broken
  180. >UN supplies, single and group canister
  181. >UN Supplies, single and group bundles
  182. >Smoking vehicle wreckage (for war-torn scenes)
  183. >Special technical wreckage with working 50cal
  184. >Barbed wire that damages players
  185. >X-mas gift, takeable
  186. >X-mas tree with colored lights.
  187.  
  188. -VEHICLES:
  189. >Technicals
  190. A makeshift attack vehicle with little armor, but lots of fire power. Comes in white or blue, each with or without their respective mounted weapon. The white one uses a 50cal while the blue one uses an M40 Recoiless rifle.
  191. >Minivan
  192. A van of peace. No armor but goes fast enough to ram into large groups of people.
  193. >Dump Truck
  194. A large and sturdy but slow moving truck.
  195. >U.N Cargo Truck
  196. A transport truck with "U.N." painted on and cargo on the back. Mapmakers can use it as an S&D target.
  197. >MIL MI-24 HIND-D
  198. A HIND-D?! What's a Russian gunship doing in radmod? (may or may not be allied)
  199. >UH-1 Iroquois "Huey"
  200. [Muffled It ain't me in the distance] Comes with plenty of transport room and with 2 M60s mounted on each side.
  201. >Snowmobile
  202. Useful for radical santa saving ops.
  203.  
  204. -EMPLACEMENTS:
  205. >M40 Recoiless Rifle
  206. A powerful but slow firing emplacement that usually has a technical slapped on.
  207. >Unlimited 50cal and mk19 (includes sandbag wall)
  208. Mostly for mapmakers if they wish to make a base defense map and not have to worry about emplacements with limited ammo. However these special emplacements have health and are destroyable.
  209.  
  210. -WEAPONS:
  211. >M14:
  212. A 7.62x51 battle rifle with sexy wood furniture, capable of semi and full auto fire. WARNING: Full auto chews through ammo and is hard to control. For Engie and Demo.
  213. >HK G11
  214. KRAUT SPACE MAGIC. Fires magical 4.73x33mm caseless ammunition from a magical 50 round magazine. For medic, engie and demo.
  215. >M202A1 FLASH
  216. A 4 barreled incendiary rocket launcher, for those days when a flamethrower just isnt enough. Extremely effective against infantry but not so much against armored targets. For engineer and demo.
  217. >M79
  218. A single-shot shoulder fired grenade launcher with many names, with many years of experience and many victims. For Demolition.
  219. >SKS
  220. A perfect companion rifle to go innawoods with. Holds 20 rounds of sweet 7.62x39 and is for engie and medic. (And before you ask or wonder, no unfortunately the bayonet does NOT unfold. Perhaps some future update will allow this.)
  221. ******************************************************************
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