Crossfire ~ v0.81 (5/1/2019)

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Re: Crossfire ~ [v0.80 - 4/29/2019]

Postby wildweasel » Tue Apr 30, 2019 1:52 pm

Oh man, I'm glad you're back! Hopefully this update brings the mod some more attention, as this has been one of the nicer pseudo realism experiences I've had since Immoral Conduct.
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Re: Crossfire ~ [v0.80 - 4/29/2019]

Postby Valherran » Tue Apr 30, 2019 5:08 pm

Nice to see an update on this, thanks for this!

One small problem that still persists:

The easiest difficulty is using HMP spawns as opposed to UV like the description says.
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Re: Crossfire ~ [v0.80 - 4/29/2019]

Postby Samarai1000 » Tue Apr 30, 2019 5:33 pm

This seems like a very cool mod, but is there a way to disable the debug message spam for an unsupported resolution, or do I have to not play in widescreen?
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Re: Crossfire ~ [v0.80 - 4/29/2019]

Postby Se7eNytes » Wed May 01, 2019 12:25 am

Valherran wrote:The easiest difficulty is using HMP spawns as opposed to UV like the description says.

Fixed.

Samarai1000 wrote:This seems like a very cool mod, but is there a way to disable the debug message spam for an unsupported resolution, or do I have to not play in widescreen?

Unfortunately, the script that makes the screen effects widescreen friendly only supports resolutions are exactly 4:3, 16:9, 16:10, or 17:10, so any resolution that doesn't produce one of those aspect ratios (be it through arbitrary window sizes, scale factor, or otherwise any resolution that isn't one of those ratios) throw that message up. I'll probably add some sort of toggle or just prevent their drawing when using an unsupported resolution as a stopgap.
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Re: Crossfire ~ [v0.80 - 4/29/2019]

Postby Samarai1000 » Wed May 01, 2019 12:41 am

Se7eNytes wrote:*snip*


That's a bit peculiar! My monitor resolution is 1360x768, with a 16:9 aspect ratio. I don't know why it wouldn't be working in that case. Thanks for responding, anyways!
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Re: Crossfire ~ v0.80 (4/29/2019)

Postby -Ghost- » Wed May 01, 2019 3:30 pm

Wow, an update! I still play this every once in awhile, good to see you still working on it.
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Re: Crossfire ~ v0.80 (4/29/2019)

Postby Samarai1000 » Wed May 01, 2019 4:19 pm

Well, I found a... sort of compromise. Using the resolution 1366x768 stops the errors from appearing and has the graphics scale to my screen properly. Unfortunately, this isn't my monitor's native resolution, so everything looks odd, discolored, stretched, etc. Compromises kinda suck sometimes.

Anyways, this mod is ridiculously cool! I love how the dynamic accuracy and fast but limited sprinting encourages a sort of 'stop and pop' style of gameplay. Like the thing you'd see in a cover shooter, but actually fun! The weapons are really punchy and satisfying to use, and the visual effects are really neat. The blood effects especially are really eye-catching without being overbearing.
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Re: Crossfire ~ v0.81 (5/1/2019)

Postby Se7eNytes » Wed May 01, 2019 7:34 pm

Updated with a few more fixes, most notably that the HUDMessages should now work with almost any (5:4 being a huge exception) resolution/scale factor/window size (for the most part - some resolutions cause the graphics to get cut off but still manage to fill the screen).

Download v0.81 here!

Changes:
Code: Select allExpand view
- Change: Auto shotgun now fires in 2 shot bursts when the trigger is held
- Change: Bullets converted to ZScript
- Change: Recently killed enemies no longer block bullets
- Fixed: Bullets always spawn blood when possible
- Fixed: Difficulty 1's description corrected
- Fixed: Explosive barrels spawn sparks when hit
- Fixed: HUDMessages now support almost any resolution
- Removed: "Yes" and "No" language lump replacements
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Re: Crossfire ~ v0.81 (5/1/2019)

Postby Bodhisattva » Mon Oct 07, 2019 3:44 pm

I'm really loving this mod! Looking forward to possible future updates.
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Re: Crossfire ~ v0.81 (5/1/2019)

Postby ValeriePalerie » Wed Oct 09, 2019 6:04 pm

Enjoying this immensely! Playing through Evilution and having a blast planning out encounters, there isn't really any other mod I can think of that works the way this one does in combat.

Couple of feedback points:

Slow monsters seem to have a habit of darting around so much it's hard to hit with certain weapons, to the point I find playing on the aggressive settings easier, simply because it's easier to predict enemy movement.

Would really enjoy more discreet difficulty options, such as toggling the effects of the free refills between levels or tactical reload penalties etc.
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