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Strike Force V3.01 Released!

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    Strike Force V3.01 Released!

    Strike Force 2004 V3.01 Released!

    Strike Force 2004 V3.01 brings a whole new level to online fast paced combat. This award winning UT2004 mod has been revamped from the bottom up for more action, excitement and online mayhem! Strike Force 2004 V3.01 is currently under development as "Strike Force Red Cell" for a full commercial release on the PC and possibly the Xbox platform in 2006.

    This current new V3.01 has one of our multiplayer game types “team dm” included. We also included 12 multiplayer maps, 8 characters and 13 weapon based classes. Our lead coder “Jovi” is currently working on two new game types and a new inventory system for an upcoming patch in the coming months. Strike Force uses the Unreal Technology to its full potential with breath taking AAA graphics! If you want to try a top ranked, award winning mod that’s going commercial then Strike Force is what you’ve been waiting for.

    To get more information and try out Strike Force yourself please visit our website at – www.strikeforce2004.com and to see our latest feature set on this awesome mod please check out our player guide - http://strikeforce2004.com/noob_guide.html


    Regards,
    Mike “Optimizer” Hamlett
    President, Vision Studios LLC
    www.visionstudiosusa.com

    #2
    Maps looks Amazing !!!

    DL now ... :heart:

    Comment


      #3
      Well i dont see a difference. I cant see any new player skins or weapons. The only difference that i can see is the title screen and some cool music to go with it. O yea and 2 newish maps and SFTDM-Operation-ShotDown from angelheart which has been out a while and thats it. Disappointing to say the least.:noob:

      Comment


        #4
        Originally posted by Richyb
        Well i dont see a difference. I cant see any new player skins or weapons. The only difference that i can see is the title screen and some cool music to go with it. O yea and 2 newish maps and SFTDM-Operation-ShotDown from angelheart which has been out a while and thats it. Disappointing to say the least.:noob:
        Here is the differences.... I noticed you could not find them

        Change Log History

        Version history:
        SF2004 V2.1 Beta6
        - Knife bugs fixed
        -Footstepping sounds synced with movements and sound volume has been decreased
        - Little more weapon bobbing added
        - MVP medals stays over level travel
        - Nade release has been made faster
        - New Weapon fire sounds
        - Shelldrop sounds added
        - Triggers fixed
        - And loads of smaller stuff I dont bother to mention or remember
        - Tracerbugs fixed???


        SF2004 v2.1 beta 1
        - All gamebug fixes from my mutator added to SF game code itself.
        - BehindView/Ghostcam/AdminViewAll options added to gamecode.
        - FootstepVolume rised (0.15->0.25).
        - UTSF like target player identification system.
        - New Scoreboard.
        - Baseswap.
        - Wobble for terr sniper.
        - More scopewobble when moving.
        - Falldamage level ajusted (750->680).
        - New nade throwing system.
        - Supports breakable objects now.
        - Bulletpenetration.
        - Environmental hiteffects.
        - Hitfeedback fixed.
        - Can jump once with 150+ pulse.
        - Karma ragdoll deaths fixed.
        - Weapon names changed for exact ones.
        - Game version info etc added to server browser's server detail window.


        SF2004 v2.1 beta 2
        - Server Admin mutator build-in gamecode.
        - M4 clipbug fixed.
        - MP5 Semirof fixed.
        - Bullet penetration decreased.
        - Smokenade does not explode before it has landed.
        - Decreased footstep volume a little (0.25->0.1).
        - Falldamage level adjusted (680->690).
        - Default IRC server changed to efnet.xs4all.nl, default channel set to #strikeforce.
        - Ladder climbers will fall when got hit.
        - Logon routines rewritten, remembers player class & team etc on mapchange/reconnect (if teambalancing is off).
        - Jump height decreased.
        - Sniperrifles recoil increased.
        - Sniperrifles are instakill weapons when hit to Head.
        - For all weapons: Headzone/Spine hit damages are now higher than "normal" hits.
        - Pistols make more damage.
        - Key configuration panel fixed, ut stuff removed.
        - Zoomed aim/unzoomed aim modes, "normal" aim is unzoomed, new key added for zoomed aim.
        - Target Playername texts fixed.
        - Smoke/Incendiary grenade explosion effects removed during round change.
        - Bullet tracers.
        - Whole code fixed to get rid of all compile warnings.
        - Surface related footstep sounds,
        - Player characters has more mass-> more realistic physics,
        - Teambalancing works now,
        - Player class selection shows now what is the situation of team sizes in next round (situation with current teamchange pendings).
        - HeartBeat slows down when walking fixed.
        - Heartbeat & Breahthing volume/repeat rate heartbeat related.


        SF2004 v2.1 beta 3
        - Negative roundscore was not recudicing total score. Fixed.
        - Scoreboard re-coded.
        - Awarding system known from UT99:SF implemented.
        - New serverside option; KickBackScale gives u damage if you cause any for teammate (Falldamage, FF).
        - Pistol penetration increased.
        - Some Precaching changes made.
        - Reduced bobbing.
        - Footstep sound radius reduced.
        - New HitEffects by Mr Evil implemented in SF code.
        - GoodKarma Physics Mod by DaJMasta added to SF packages. A bit limited/buggy code but cool.
        - Proper HitBone check.
        - No more differences on single player & online game damages.
        - An another try to fix nade bugs
        - Frag Grenade shellshock implemented, new nade flying Physics.
        - Whistling implemented. New key in keyconfig.
        - Halt animation used as Typing animation.
        - Different bullet penetration levels for different surfaces: Rock -20%, Metal -10%, Wood +10%, Dirt & Plant +20%


        SF2004 v2.1 Beta 4
        - Few Scoreboard fixes
        - Console Suiciding does not reduce score
        - Full power jumps allowed every second second
        - Fall damage reduced
        - Typing/Say animation fixed
        - Some hitmomentum changes
        - Weapon switching while reloading is not allowed anymore
        - Collision radius of player reduced
        - Surface related landed sounds after jump implemented
        - Some hiteffect fixes
        - Frag grenade explosion moves GoodKarma objects
        - Flying grenades gives 5hp damage for actors they touch (others than players)
        - Momentum impact of Karma death caused by frag grenade depends on caused damage
        - Bloodtrails fixed
        - Bullet decals fixed
        - Admin can always use Ghostcam & Behindview no matter what ever server settings are
        - Colored Player names supported (Server side option)
        - Some Login code changes, hopefully fixes problems with AntiTCC & some other mutators
        - Two grenade throwing modes (Fire/AltFire)
        - Unaimed firing mode has more recoil than aimed
        - Weapon ROFs reduced
        - AR Recoils increased
        - Some code fixes for knife


        SF2004 v2.1 Beta 5
        - SFStaticMeshActor class added in game, it has an optional bBulletproof boolean.
        - Sniper rifle kills with one shot to head, spine & shoulders
        - Sniper rifle's vertical recoil reduced and accuracy increased
        - 3x/6x/9x/12x Zoom modes for Sniper rifles, diffent ones for Unzoomed Aim & Zoomed Aim buttons + 2 Weapon modes (Weapon mode 1: 3x/6x Zooms, Weapon mode 2: 9x/12x Zooms)
        - Reload sounds of other players can be heard
        - Pistol's rate of fire increased
        - Pistol clip bug fixed
        - Incendiary Grenade's lifetime decreased
        - Radar implemented (Serverside option), 3 modes: Disabled/Team/Both Teams. In general it's made for one other gametype than I'm working on, but can be fun in TDM as well
        - Shells added
        - Game menu fixes
        - Animation fixes
        - Some effect code changes
        - HP shown in scoreboard at the end of round
        - New bullet tracers
        - New menu (SF2004): Possibility to change color & size of crosshair, full scale of UT crosshairs are now available
        - Name of Weapon is not shown anymore when switching weapon
        - Hiteffect distance & penetration level effect sliders added in SF2004 menu (for performance tweaking)
        - Nade behavior changed: Primary fire throws nade immediately. With aim button player can keep it armed in hand for 6secs (4secs hold time for full throwing power)


        New Server Admin commands:
        Info, BehindView, GhostCam, AdminViewAll, TeamBeacons, BaseSwap, TeamBalance, Endround, Rounds, FriendlyFire, KickBackScale, TimeLimit
        RestartMap, GamePassword, AllowColorTags, AnnounceHeadshot, Help, ChangeMap, MapList, ShowIDs, KickID, BanID, SessionBanID, AdminPassword, RadarMode


        Map Fixes

        Change Log History (continued)

        Textures
        1) Added detail textures to texture packs
        2) Added proper material type for each texture
        3) Added 3 new maps - BlackHawk, OverSea & KingPin

        OPERATION THUNDERCLAW
        1) Put water in level
        2) Fixed ladder by second story wall opening
        3) Fixed tunnel texture error where texture in mesh changed during firing
        4) Placed correct number of spawn points in the maps to support 32 players


        _______________________________________________


        OPERATION SPITFIRE
        1) Fixed fences in map where you could walk into them
        2) Fixed hole in map where you could fall under the map
        3) Placed correct number of spawn points in the maps to support 32 players


        _______________________________________________


        OPERATION OVERSEA
        1) Removed and replaced bot paths to keep bots from getting stuck
        2) Removed several bad ladder actors
        3) Removed some statics that caused areas to be to small for players passing
        4) Redid spawn points for both teams
        5) Placed correct number of spawn points in the maps to support 32 players


        _______________________________________________


        OPERATION KINGPIN
        1) Fixed area by fence where you could fall out of map
        2) Lowered rocks in map where you could fall under them
        3) Fixed terrain in certain areas where you could get stuck
        4) Added more bot paths in key locations
        5) Put collision blockers on fountains
        6) Secured the entire map from getting out with invisible collision
        7) Placed correct number of spawn points in the maps to support 32 players


        _______________________________________________


        OPERATION EAGLECLAW
        1) Placed correct number of spawn points in the maps to support 32 players


        _______________________________________________


        OPERATION DUSTSTORM
        1) Fixed areas in map where you could get stuck or fall out of map
        2) Place invisible collision into certain areas of map
        3) Fixed area where you could walk on air.
        4) Placed correct number of spawn points in the maps to support 32 players


        _______________________________________________


        OPERATION DEEPCOVER
        1) Replaced trees in level to lower frame rates
        2) Made a new area to get on roofs from inside of barn
        3) Adjusted bot paths for better movement of AI
        4) Blocked off certain areas of map where players could get onto roof
        5) Placed correct number of spawn points in the maps to support 32 players


        _______________________________________________


        OPERATION CHINAMOON
        1) Placed water in level and redid waterfall
        2) Fixed bot pathing where bots were getting stuck
        3) Fixed areas on map where players would get stuck and could not move
        4) Placed correct number of spawn points in the maps to support 32 players


        _______________________________________________


        OPERATION BLASTFURNACE
        1) Placed correct number of spawn points in the maps to support 32 players
        2) Fixed ladders in map


        _______________________________________________


        OPERATION SHOTDOWN
        1) Blocked off part of map to make it smaller
        2) Removed and replaced spawn actors for both teams
        3) Reworked bot pathing where bots got stuck
        4) Place invisible collision where players could get out of map
        5) Made access available where players could get on the roof of various areas
        6) Placed correct number of spawn points in the maps to support 32 players


        _______________________________________________


        OPERATION SWIFTFOOT
        1) Lowered sunlight to create a dusk effect to the map
        2) Turned off zone lighting because of wash out look on terrain
        2) Fixed ladders that were not working in several buildings
        3) Put new ladders up to allow access to two other buildings
        4) Placed correct number of spawn points in the maps to support 32 players


        _______________________________________________


        OPERATION BLACKDAWN
        1) Removed badly built tree statics and replaced with new trees
        2) Placed correct number of spawn points in the maps to support 32 players

        Comment


          #5
          Nice to see you on this site Optimizer plz dont take my post to be Offensive, as this is only my Opinion.

          Comment


            #6
            All ways loved this mod, it just looks and feels great to play. There was just one things that really ****** me of, maps. There the same as the last mod update, yes there's three new maps but i was kind of hoping for a few more, 6/9 would would have been about right...


            "STILL THE BEST FPS MOD OUT THERE"

            Comment


              #7







              0wnage Mod!

              Comment


                #8
                eviL<3 nice shot again

                :up:
                also I try to take screenshot by
                "Aliases[36]=(Command="togglescreenshotmode |OnRelease shot | OnRelease togglescreenshotmode",Alias="ScreenY")"
                in this mod's user ini but didnt working I cant take without HUD screenshot :cry:
                and could you convert all player model in UT2004 too ?
                they are so nice models too :heart: :heart:
                thank you :up:

                Comment


                  #9

                  Comment


                    #10
                    OPERATION THUNDERCLAW
                    3) Fixed tunnel texture error where texture in mesh changed during firing

                    Nope, that's still there, sorry. Fun mod though, I love the aiming system. I just wish the bots would actually follow the orders I give. Nice stuff, hope to see more from you in the future!

                    Comment


                      #11
                      Yea i got some more advise for you.

                      1 A lot more new maps would be great.
                      There is nothing worse then downloading a mod and finding all the old maps there and only 2 or 3 new ones. Ill bet with in a few weeks you will see players disappearing of servers because there is not enough content to keep them happy.
                      2 Maps are unbalanced
                      Some maps in the new release are way off balance ok base swapping but that’s not a remedy you still have vastly unreliable game results. Bluenoon was designed to make for fair games. In the terrorist camp you have a bridge so you think the foe has the advantage wrong the good guys can sneak up behind them and take them out. I don’t care if you think bluenoon is garbage but its a perfect example of how the layout of a map should work.
                      3 Annoying sounds that repeat every few seconds.
                      Very important there is nothing worse then playing a map and hearing the same sounds over and over again. Maps DustStorm ChinaMoon shotdown and there all by one author. These maps need to have there sound affect removed or remove the maps after all there old maps.
                      3 A rang of new weapons for both teams
                      This is some thing I was hoping for in this release but I and we did not get that. A shotgun a Uzi would go down well but there are hundreds you could do so I want say them all.
                      4 Player skins
                      This field is quite important not as but will give more to the hole package of SF. Look at ut2004 could you imagine 4 player skins for that game I cant.
                      5 More music tracks
                      Music adds to experience of the map again could you imagine ut2004 with three music tracks. In order to stand up against the best you need way more music tracks say 8
                      6 Game types
                      I would like to see two new ones and tdm being the third. I am going to say it again could you imagine ut2004 with one game type I cant. If you had at least three then players would have more to play and will stay a lot longer.
                      7 mappers
                      Optimizer keeping mappers happy and replying to them is the best way to keep a healthy workflow between mapper and yourself. If this connection between them is lost for some time then you will lose the level designer, meaning a couple of maps that would be on the mod will not be.

                      Comment

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