Insurgency

Insurgency

The Co-Op Experience | TCE v4.2
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Update: 10 May, 2023 @ 10:16pm

- Fixed Slug Upgrade for Saiga-12 and Spas allowing chokes.
- Fixed Insurgent Urban No_Armor missing textures.

Update: 10 May, 2023 @ 5:03am

- Changed Saiga-12 ammo to be the same with the Spas, justifying the cost.
- Edited some Insurgent Loadouts to use TOZ.
- Fixed Micro-T1 scale for P90.
- Added Dry Canal in the Playlist.
- Fixed missing world model for RVG in Honeybadger.
- Removed the FAST Helmets, upon playtesting - that many helmets are barely used.
- Limited the functional helmets to three:
* FAST Helmet
* MICH Helmet
* ACHCC HeavyGunner

Update: 4 May, 2023 @ 6:52am

- Removed Survival Maps on TCE Playlist.
- Allowed AN/PVS for Rifleman.
- Reticle Size Tweaks
- Optics FOV Tweaks.
- Edited the Playlist to prevent possible localization bugs in Multiplayer.

Update: 3 May, 2023 @ 6:59am

- FOV Changes.
- Tweaked some armor values to prevent conflicts on helmets and rigs. (Thanks to Akaris)
- Made a separate model path for the KAC Vertical Grip to prevent possible conflicts if users are subbed to custom foregrips.
- Foregrip Scales adjustment.
- Added Default Theater Conquer support.
- Adjusted Salvo's World Model slightly.
- Adjusted 416D weight from 140 -> 190. To be closer to its real life weight.
- Adjusted Bipod cost for Sniper Class from 2 -> 1.
- Buffed the the shells Spas-12 is using.
- Changed Clasp Sling cost from 2 -> 1.
- Changed Light Bolt cost from 2 -> 1.
- Changed NVG cost from 1 -> 2.
- Changed AN/PVS cost from 5 -> 3. (Making it a viable choice instead of just using the NVG)
- Changed ASVAL cost from 2 -> 1. (For Balancing changes, goodluck killing the Juggernaut with a 9mm lmao.)
- Changed L1A1 cost from 1 -> 2. (Switched cost with ASVAL)
- Changed Specialist Preset starting weapon from L1A1 to ASVAL to append to the change.
- Changed HK P30L cost from 3 -> 2.
- Changed FN Five-Seven cost from 2 -> 3.
- Changed Scorpion Evo cost from 3 -> 4.
- Changed Desert Eagle cost from 3 -> 4.
- Changed Mossberg M500 cost from 3 -> 4.
- Changed Steyr Aug cost from 3 -> 4.
- Moved HK P30L to Specialist.
- Added HK USP45.
* A Tier 3 Secondary, with a cheaper magazine upgrade.
* Can fit a 24-rd extended magazine.
- Added SIG SG552.
* A Tier 4 Secondary for Recon Class.
- Edited 29 Weapons to support Muzzle Attachments:
- Specialist:
*MK18
*G36C
- Rifleman:
*MINI14
*G3A3
*M1A
*HK433
- Breacher:
*M870
*SPAS
*M1014
*416C
*SAIGA
- Marksman
*SA58
*M110
- Recon:
*MP5
*MP7
*KRISS
*P90
- Support:
*GALIL
*M60
*M249
*G36K
- Grenadier:
*M4A1
*L85A2
*AKM
*416D
- Sniper:
*M40A1
*M40A5
*DVL
*MSR
- Made a separate Stock Slot Slings that has the same stats with Misc Slot Slings to compensate for the new muzzle attachments.
- Added Tanker Muzzle Brake.
* Greatly Reduces Muzzle climb.
- Added Duckbill Choke.

Update: 27 Apr, 2023 @ 4:46pm

- Added the Burn Death Sounds by Order_Squamata
* This is a theater/sound edit, so the only way to make it compatible is to add it in my theater, Order_Squamata gave me the green light on it!
* For this to be even better, I added in my own Deathsound Overhaul that expands the pl_deathshout_distant by 57 new voices. This was originally in the mod but to cut file size, I had to make it an addon.
But making it an addon means it will conflict with Burning Death Sounds by Order, so to go around that, I'll add in both of them.
- Changes to Stamina Consumption stats.
- Replaced AUGA3 in loadout with HoneyBadger.
* Edited the World Model to have Picattiny Rails on the right and the bottom of the handguard.
* Has Custom Suppressor with world model.
- Edited the file path of the suppressors to prevent possible conflicts when users are subbed to a different suppressor.
- Originally, there's a gasmask for Security but it clips through the helmets. I'm moving it to Insurgents instead.
* Added Gasmask for Insurgents.
* Added KILLA Helmet for Insurgents.

Update: 26 Apr, 2023 @ 7:48pm

Hotfixes.

Update: 26 Apr, 2023 @ 5:46am

REWRITE: CHECK THE G-DOC LINK

Update: 25 Dec, 2022 @ 4:50am

- Foregrip Scaling fixes

Update: 24 Dec, 2022 @ 10:59pm

-Changed UMP45 Act Table to Shortrifle.
* This changes the third person animation to not hold an invisible foregrip. If you have a different UMP, this will look off.
- Slightly adjusted No_Armor model to better fit the helmets.
- Removed some custom textures to optimize the mod.
* Sparks
* HD Bullet Holes
- Co-Op Changes:
- Added more Items.
* Headwear:
- Bandana
- FAST Ops Core Helmet with multiple variants.In Tan or Black.
* Headset
* Ear Protection
* Visor
* Face Shield
- ACHHC
* Heavy Gunner Helmet
- Galvion Caiman
* Caiman
* Caiman (Mandible Armor)
* Beard and Stache:
- Big Pipe
- Voodoo
- Removed the first and second tier of some rigs. Making it so it's not redundant to build around the rigs. Changes to stats as well.
- Mag Pouch Rigs ordnance bonuses are significantly nerfed. Making it so they are not the best choice over all. They carry the most magazines, the least ordnance.
* Magpouches01 Removed.
* Only 2 Tiers to Magpouches.
* Magpouches I: Primary Mags: + 6/3, Secondary Mags: + 3/3, Ordnance: + 1/1, Penetration Resistance: 25. (4 SP)
* Magpouches II: Primary Mags: + 9/4, Secondary Mags: + 5/5, Ordnance: + 1/1/1, Penetration Resistance: 45. (6 SP)
- Recon Rig 01 removed. Recon Rig 02 is now Recon Rig.
* Recon Rig: Primary Mags: +3, Secondary Mags: + 8/4, Secondary Slot: +1, Ordnance: + 2/1/1 (2 SP)
- Removed the 2 Tiers of Light Rig. Light Rig 03 is now just Light Rig. Making it more of a choice, and not a starting build.
* Light Rig: Primary Mags: + 2/3, Secondary Mags: + 8/4, Ordnance: + 1/1/3, Carry Limit: +35, Penetration Resistance: 25. (3 SP)
- Removed Standard Rig 01 and kept Tier 2 and 3.
* Standard Rig I: Primary Mags: +3, Secondary Mags: + 4/2, Ordnance: + 1/1
* Standard Rig II: Primary Mags: + 4/3, Secondary Mags: + 5/3, Ordnance: + 2/2/3
- Tweaked Rig Weights to balance out additional equipment.
- Tweaked Armor Stats:
* Light Armor: Limb Protection: 10%, Chest Protection: 60%
* Ghillie Suit: Limb Protection: 10% Chest Protection: 20%
* Heavy Armor: Limb Protection: 25%, Chest Protection: 90%, Penetration Power Loss: 90

Update: 21 Dec, 2022 @ 11:36pm

- Fixed Missing VGUI in PVP modes.
- Fixed Missing Eotech/Magnifier optics for SIG MCX.
- Added World Models for the following Attachments:
* RVG Tan.
* RVG Black.
* Tango Down Foregrip.
* Bipod Grip.
* Laser Foregrip.
* PEQ-15
* Salvo-12
- Edited Heavy Armor model to use Standard Armor head, that way it can be compiled with the beards.
- Edited Ghillie Armor model to be compatible with the buyable helmets.
Co-Op Changes once again.
- Temporarily removed Tavor, don't like the world model holding the muzzle when firing.
- Increased SAI GRY Mag Capacity to 50 rounds.
- Added UMP45 to Specialist loadout.
- Changed the Juggernaut 2 Model. Using the MW2 models.
- Slightly Buffed the Juggernauts once again.
* Buffed the following Calibers:
- .50AE
- .357 Magnum
- 46x30mm (Used by MP7, FN57)
- Separated the Helmet from the models, making them buyable.
* Added Boonie Hat.
* Added FAST Helmet.
* Added MICH Helmet.
- Added Beards. (Cosmetic)
* Doomsday Stache
* Hombre
* Survivalist
Note: Initially had more beard in the compiled models but I can’t get them to look so fitting. I will edit them out and take a while on it so it’s seamless. I only rushed the update for some theater fixes.
- Tweaked Gear weights and Stamina stats for bots to use.
* This makes them have a shitton of stamina, I don't know if it's effectively infinite, but it's a lot. This is to prevent them from running in place when they are out of stamina. Bots are coded to run forever or something, so I had to counter that.
Had this in mind for a while now, but Akaris presented the idea to me of a workaround, so kudos to him once again.
- Slightly Buffed Light Armor and Heavy Armor to accommodate the changes to the armor setup.
- Changed Light Armor cost from 0 to 1 because of the buffs.
To be able to do this, this actually took quite a number of steps. Previously, the Rigs were compiled with the playermodels.
But as the mdlstudio used by valve limits the textures used to just 32 for a compile, it becomes an error and so I have to decompile the models and make the rigs a separate model themselves.
After that, I edited the model in the blender yadayadayada.