Insurgency

Insurgency

The Co-Op Experience | TCE v4.5
794 kommentarer
blxckdreadful  [ophavsmand] 30. aug. kl. 2:35 
@[SoTu] FreeZe

in the server.cfg which is ran by the host, lines that start with "cl" means client. So any command that starts with cl_ can only be ran client side. The thing about client commands tho, it only needs to be ran once and the client will remember it unless the game is reinstalled.

Which means, if they start a local server (even just by playing solo) they can automatically run the commands I included in the listenserver.cfg of the mod, which in turn will be remembered if they connect to your server.

This only stands for client commands like cl_ or r_

other than that, I'm not sure of any other cvars that are client side but I'm sure there's prolly a few more
[SoTu] FreeZe 29. aug. kl. 12:11 
Whats up dude? Awesome TCE. However, I am familiar with vpk files, however, I don't seem to have it installed correctly server side. Does the client has to add to their cfg file in order to see these changes? I added this file to my subscribe file on server side...do i need to unpack the vpk file for weapons to be added. I don't see the AA .50 Beowulf or DP-AEK... plus I moved the apk files for prime cuts to my custom folder on server side and made sure command line in server.cfg has cl_ragdoll_dismember_limb_limits set to 1 - but nada. Please send me to link on how to install correctly. Thanks bruh.
blxckdreadful  [ophavsmand] 21. aug. kl. 20:59 
updated again, animation fixes
blxckdreadful  [ophavsmand] 20. aug. kl. 3:07 
Updated, minor fixes
blxckdreadful  [ophavsmand] 13. aug. kl. 21:11 
Updated, changelogs so long it can't fit in the Steam Change Notes, details in gdocs
blxckdreadful  [ophavsmand] 13. aug. kl. 9:39 
just polishing stuff, close to releasing an update, if anyone has something in mind that they wanna see in the mod, lemme know
Akaris ® 9. aug. kl. 16:53 
*suspense noises*
blxckdreadful  [ophavsmand] 9. aug. kl. 9:41 
The update I'm working on is now currently sitting on 100 lines of changelogs.
blxckdreadful  [ophavsmand] 3. aug. kl. 1:01 
Working on an update - again
blxckdreadful  [ophavsmand] 31. juli kl. 3:40 
[UPDATED]
Details in change notes, fairly small but satisfying for me - now includes my faction voices and deathsounds, with all the new features of those mods as well.
blxckdreadful  [ophavsmand] 30. juli kl. 6:59 
There's already "Nokia Men" here, they work but are extremely limited compared to the sourcemod version. This also has native support for the sourcemod plugin.

If you see the insurgent dressed in black with IED on their chest, they can run up to you and switch to their nokias if they run out of ammo. But in the sourcemod version which is supported, they will sneak up and or explode when you hit their chest
Rand0mAcc3ss 30. juli kl. 6:56 
@blxckdreadful well since you asked... how about adding the "Nokia Men" from Insurgency Sandstorm? Maybe thats too much to ask haha
blxckdreadful  [ophavsmand] 30. juli kl. 6:48 
@Rand0mAcc3ss aside from the FOV changes, anything you wanna add? (like weapon, enemy type, etc)
Rand0mAcc3ss 30. juli kl. 6:17 
@blxckdreadful understood, I guess I'm just being impatient lol! Please take your time, this mod really breathes new life into the game.
blxckdreadful  [ophavsmand] 30. juli kl. 3:55 
@Rand0mAcc3ss it's editing 2 files, weapons and base weapons of the mod, cause some of them needs custom fov. The weapons theaters have some changes that will break on the older version cause I fixed and changed some animations, like the Tac50 for example will have fixed reload and can now support bipod in the upcoming update.

Putting it on older version will likely cause issues
Rand0mAcc3ss 30. juli kl. 3:43 
@blxckdreadful meanwhile could you please upload only the file with the fov changes somewhere so I can replace it on my pc?
blxckdreadful  [ophavsmand] 29. juli kl. 4:57 
@Rand0mAcc3ss I've changed it now on my end - next update will be quite big in file size cause I've merged this with my other mods (DSV, DSO, DAV) cause they all need to be in Custom Folder to work.

This way, you only need to move this mod's vpk custom folder, thanks for the support!
Rand0mAcc3ss 29. juli kl. 4:09 
@blxckdreadful Thanks! I'll wait for the update.
blxckdreadful  [ophavsmand] 29. juli kl. 1:54 
@Rand0mAcc3ss the old fov was somewhat close to that, I changed it so you can see all the attachments of your weapon. I'll tweak it a bit
Rand0mAcc3ss 28. juli kl. 15:32 
Is it possible to lower the wepon viewmodel fov a little? Somewhat like this one:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=919134393
blxckdreadful  [ophavsmand] 22. juli kl. 20:37 
wat why would you delete as a whole, that means you're gonna delete ALL the mods completely
NeKash 22. juli kl. 16:55 
i deleted the entire 222880 folder because i couldn’t find the 2752265980 folder
blxckdreadful  [ophavsmand] 22. juli kl. 15:46 
@NeKash unsubscribe here, then delete or remove the mod in your custom folder.
NeKash 22. juli kl. 14:48 
so like... how do i remove the mod from my game? im trying to re-download mods that i use and remove mods that i dont use anymore
blxckdreadful  [ophavsmand] 4. juli kl. 18:28 
@NeKash if the crashes are related to dismemberment (kills using explosives or shooting ragdolls) then it means the files are not in your Custom folder. I recently updated so if you are subscribed to this mod, the new .vpks are in the 2752265980 workshop folder again
NeKash 4. juli kl. 6:11 
thanks boris
Boris 3. juli kl. 16:17 
lower your paged pool memory to low
NeKash 3. juli kl. 15:49 
alright, so i'm experiencing crashes, i feel like this mod is the one that's causing them, but i don't want to delete it. anything to do?
NeKash 2. juli kl. 10:07 
@blxckdreadful the mod is amazing, added a lot of great weapons, with double the attachments and add-ons. wish my PC was a whole lot better to really soak in this game and mod with max graphics.
blxckdreadful  [ophavsmand] 2. juli kl. 4:02 
@NeKash the modding scene is pretty active still, the releases have really toned down but the modders are still active - at least in terms of helping each other out.

Hopefully you enjoy this mod if you ever try it out and feel free to let me know what you think about it
NeKash 1. juli kl. 21:18 
im glad people are still playing and modding this game, considering im new to it
blxckdreadful  [ophavsmand] 1. juli kl. 1:35 
updated, cant do an extensive test yet but it's supposed to fix sounds getting cut off from sharing the same channels (weapon)
blxckdreadful  [ophavsmand] 9. juni kl. 0:13 
fixed a minor issue
blxckdreadful  [ophavsmand] 27. maj kl. 2:37 
Updated. details in changelogs
blxckdreadful  [ophavsmand] 10. maj kl. 1:05 
@Kaedescope thanks for pointing that out, I'll be fine-tuning more FOV values to prevent clipping. I'll move the camera closer during prone so that clipping won't be visible. It'll be in the upcoming update but idk when it'll be ready to be released cause there's a lot of new stuff coming. (Spoilers: RMR Sights on some Pistols. MP5k is now MP5a4 that can accept foregrip upgrades, and a new dmr!)
Kaedescope 9. maj kl. 22:38 
@blxckdreadful A little thing i noticed the POV you put on the guns is great but some of them have some issues with certain animations. The Typhoon F12 when crawling you can see the arm cuts off on the left during the animation xD.
blxckdreadful  [ophavsmand] 9. maj kl. 2:52 
@Kaedescope Hunt, and Conquer are both supported too - If it's under the "Default, Classic, Hardcore, Elite" theaters in the Solo Tab it will be TCE except Survival
Kaedescope 8. maj kl. 5:34 
Thats aight mang you already doin a lot of work with just the main areas of the mod anyways, keep it up brotha! Btw what modes are supported other than checkpoint?
blxckdreadful  [ophavsmand] 5. maj kl. 20:38 
Can't figure out how the Survival mode actually spawns in the Security side. Upon further checking in the theaters, there are class templates in the Survival theater that corresponds to what is actually spawning in the game.

But this isn't used at all in any theaters. It might be the map itself that uses those templates and not dictated by the theater.

Even with something in mind, I'll have to put aside the Survival Mode
blxckdreadful  [ophavsmand] 5. maj kl. 0:56 
Shotguns, depending on the range can really go ham on the jugg, but not really recommended cause he'll go light you up too. Slug has a pretty high multiplier, and the Spas/M1014 does the most damage out of all the shotguns. Incendiary Shells can't be resisted by the jugg too, so it will work with him pretty well, but on a really short distance. Since the shotgun dmg is calculated per pellet, I gave the incendiary shell really small dmg since it can't be resisted and will be taken as is.

On my runs, (Hunt only, never finished a Checkpoint in my mod lmaoo) The ones I can easily take the jugg down with when I'm using the Breacher is only Spas or M1014, barring the use of Incendiary.

Nova is out of the question cause of how broken the Frag HE Shells.
blxckdreadful  [ophavsmand] 5. maj kl. 0:53 
@Kaedescope His weakest damage resistance is on the head. He has a bit of Blast Resistance too. What he doesn't have is Melee Resistance, Fire Resistance, and Gas Resistance. All pistol ammo except the larger calibers will do 0 damage if not on AP - I think SMGs if not AP does little to no damage too, iirc it's not even 1dmg, just 0.(n)

45acp can dent, but in terms of Pistols/SMGs, the 5.7 cartridge has innate AP abilities. Which means by default, it does less damage to unarmored limbs and 9mm will beat it on that area. That's just game design things but ofc irl it would just hurt as much lol.
Kaedescope 4. maj kl. 22:44 
Thats great to hear! Im a fan of the building your own weapon thing, seems more reasonable with the direction youre mod is plus the way you configured attachments will play a hand in your idea for survival. Glad my input could help a bit and i cant wait to see where it goes ;>

Also an off topic question but, how do you really deal with the juggernaut in general? Like i do know that Snipers/DMRs and LMGs with AP ammo will do the trick pretty staright forwardly but I never figured out how to consistently take them down with shotguns, rifles or smgs/pistols. Do they really have weakpoints and/or are weak to certain weapons/explosives?
blxckdreadful  [ophavsmand] 4. maj kl. 21:30 
So I tested out survival today, I'm not quite sure how they pulled off the progression but I can see the Security side changing weapons as the wave goes higher. However, upon checking the theater, all the security side points to "template_specialist_security" which means they're only using one loadout - theoretically it would be the same all throughout .

It seems like they're coded to switch their weapons depending on the wave number. I have to test how crazy it would go if I edit their loadouts heavily. or if it would even work as intended. if It's purely rng, then I think leaving them all with just a pistol makes it so they will automatically buy whatever weapon they wanna use after some time
blxckdreadful  [ophavsmand] 4. maj kl. 15:39 
I recently fixed a Juggernaut model that fits for security but idk where it came from so I can't just use it out right haha, will ask around for it. But yeah, I have something on my mind now on how to do a similar gameplay on the Insurgent side. I'm thinking of limiting the weapon per class to maybe 1 or 2, but the upgrade mechanics in TCE will be the one to substitute on the weapon progression. Like you'll get a really stripped down AK then build it on upgrades til it handles smoothly
Kaedescope 4. maj kl. 15:15 
Also regarding the juggernaut, you could either nerf it a bit for survival, or add more starting supply points so players could at least get AP ammo earlier depending on how you see fit to spawn juggernauts in.

In general the juggernauts you added for the other modes like checkpoint really add a sense of urgency and panic like facing a literal tank. You either need a coordinated attack, good aim, or just a high powered weapon. In relation to survival, might be a bit hard considering you haven't thought out the insurgent's weapon kits yet.
Kaedescope 4. maj kl. 15:11 
They could work but might just need a bit more balancing such as when to spawn them in regarding the fact you start the first wave with a mere pistol haha. If anything a security juggernaut might be something cool to witness, though if you want to keep immersion levels high a suicide bomber security enemy might not work lore-wise and gameplay-wise (the gamemode is already hectic with gunfights in all directions a bomber enemy might just make it impossible haha)..
blxckdreadful  [ophavsmand] 4. maj kl. 15:06 
@Kaedescope do you think special enemy types would work in Survival or would it be too hard?
Kaedescope 4. maj kl. 4:02 
That's aight this is probably the single best balanced mod pack for insurgency rn and me and my friends are loving it.

AS for endless survival: Its basically you spawn in at a random location on the map with next to nothing but only a pistol and you have to go to make your way to random but certain locations on the map to earn supply points to get better gear as to compliment the waves getting harder. During all this enemies will constantly spawn in and get progressively harder to fight. Im not much of a modder myself but thats basically how the mode goes down, its really fun and the points you gotta to get too are random making each game unique. If anything im just glad the mode still works with your mod installed so even if your mod doesnt affect survival mode i can still play it with the bois without having to tweak like with other mods.
blxckdreadful  [ophavsmand] 4. maj kl. 2:27 
@Kaedescope I haven't thought of a way yet, on how to balance the Insurgent side as a player so I can't make any promises. Since I don't really play Survival Mode, I honestly no idea how it flows and how I can make a TCE version of it
Kaedescope 3. maj kl. 22:54 
Any chance we could get some of these changes into survival mode?