This will patch your Linux or Macintosh version of Farg.Ops to 2.00 fixing many things listed below.
v2.0: Tides Of War
Added:
- Added "War" gametype
- Added Build/Deploy System
- Added HUD quickbar for building
- Added War_LevelInfo map actor for configuring key War map settings
- Added War_BuildZone map actor, can be attached to capturable objectives
- Added War_PlayerSpawn map actor, can also be attached to capturable
objectives
- Added buildables: Sandbag Wall (3 levels), Sniper Tower (2 levels)
- Added "Mongoose" 3 passenger ground vehicle
- Added "STRKV4" 6 passenger Armored carrier (with mounted .50ae cannon
and concussive grenade launcher)
- Added CXP system
- Added male voice set: American Marine
- Updated Team Select menu with new layout/faster code
- Added weapon: 8X Enforcer revolver
- Added weapon: Fists (uses same great mouse-tracking melee and clash
system, try altfire too!). Please note that you will not see blood
from a fist hit unless you strike the head.
- Added new 1st person weapon arm model, skins now change to match
team and uniform texture
- Added new version of the MBT LAW, now used as an anti-vehicular
weapon
- Added dead body agitation when grenades explode, and shooting dead
bodies now makes them react to gunfire. This works 100% in online
and network play.
- Added "Version" server detail when browsing game servers
- Added new fonts for all ingame messages
- Weapon pickups, grenades, and other movable objects will now splash
and disturb water, and sink more slowly
- Added ker-PLUNK splash sound when grenades and weapon pickups hit water.
The volume and pitch the sound plays at depends on the object's
velocity. Sounds very real.
- Added small water rings to bullet splashes
- Added tooltips to armor and grenades in buymenu
- Added base mutator class FOMutator. For future mutator additions, and
to ensure the mod isn't using UT2004 mutators. All authors of current
FO mutators will only need to make 1 tiny change (extend FOMutator
instead of Mutator) to their mutators and recompile.
- All new ultra-gory blood effects, tweaked for performance
- New directional hit animations, including one for headshots. These
anims are used on 3rd person player models when struck by a bullet
- Added random gunfire sound pitch effect, concept courtesy of Hoak
- Added togglable vehicle headlights, triggered with "Special Fire"
- Added vehicle HUD
- Added FO-style recoil and reloading to vehicle weapons
- Added locational vehicle grenade damage: the closer to the gas tank,
the more deadly the effect
- Added weapon light flash effect to vehicle weapon also
- Added new controls: Quickbar hotkeys
- Added new knife/machete attacks: AP Lunge, and AltFire Thrust
- Added new objective system created specifically for War. Highly intuitive,
and comes with an ObjectiveManager actor for mappers to have a one-stop
spot to modify and create all their objectives.
- Added locational vehicle hit effects; shooting headlights/taillights makes
a glass hit effect, chassis creates sparks, tires a burst of air, etc
- Added automatic scoreboard resizing
- Added Team Deathmatch mode to War, used by WAR-UrbanBay
- Added 5 new death cries
Changed:
- Blood pools now stop pooling if the body is moved, and start new pools
once settled until the player can no longer bleed.
- Completely reanimated entire weapon arsenal
- Disabled terrain bullet holes for now, too many graphical errors
- People who die with only fists out will now drop their best weapon
instead of nothing. Stops people switching to fists to avoid giving
up their weapon.
- Rewrote some code in the dying state, should offer a slight performance
boost
- Darkened unselected choices in main menu
- Removed decapitations for bayonets, knife, and machete. They're still
there for one special weapon, which can only be found and not bought.
- Improved performance and responsiveness on some hit effects, especially
when using shotguns
- The CT42 can now only hold 5 rounds as opposed to 10
- Increased default wait at map start to 25 seconds instead of 20
- Considerably improved network performance on 56k connections, moderately
improved network performance for high-speed connections
- New, punchier MP5 fire sound
- Improved DSR1 skin
- Improved DSR1 fire sound
- Improved Super90 fire sound
- Reduced Red Label double barrel shot by 4 pellets (should have been done
back in 1.35 when the rest of the pellets were scaled down)
- Now using Zephyr's improved dead body ragdoll, adds ankle and wrist joints
- Improved performance for the Dynamic, RealTime, UltraReal and Godlike
shadow settings
- The role of the UMP has changed: it will recoil slightly more, but deal
6 points more damage per shot. It will however lose a lot of damage
at distance and its bullets won't travel as far.
- The MP9 has been similarly changed, but not as drastically. It doesn't
lose as much range but doesn't gain as much damage either.
- The P90 received a slight range increase and has now been reduced to
$1250 for the mission gametype
- Improved Golden Eagle skin
- Darkened metal parts of UMP skin
- Improved performance in retrieval objectives
- Explosion emitters specified in destroyable objectives/dynobjects can
now be edited or custom classes used
- Briefing screens now use real wrapped text, much more scalable
- AK103 received range reduction but initial bullet power is higher
- New Scoreboard graphics/layout
- Improved performance when drawing HUD and Scoreboard
- Player models don't rotate in the team select menu anymore
- Reduced speed multiple of Light Armor
- Resynched and improved weapon folly sounds
- Improved body bullet hit sounds and grunts
- Both TMP and MP7 received range reductions
- Roundstats has been temporarily disabled while a completely new personal
and team stats system is created to replace it
Because of new animations, we made the following changes:
- the TRG42 and DSR1 now take 0.6 seconds to select instead of 0.3.
- TRG42 reload time reduced by 1/2 second
- the TRG42 now takes an extra 1/4 seconds between shots
- Grenades will throw faster after releasing the fire button.
- The combat knife is now swing-per-click like the machete and fists
Fixed:
- Fixed "Botmatch" title reading as "Instant Action"
- Fixed some extra spaces in descriptions
- Fixed blank line in mod community menu entry
- Fixed missing "play voices" text in audio settings menu control
- Fixed knife head hits counting as "headshots" in accuracy calculations
- Fixed 3rd person animations sometimes resetting to rifle position
online no matter which weapon the player held
- Fixed bayonet attacks causing muzzle flashes
- Fixed a memory leak in weapon tosses
- Fixed body flying in air after dying from a midround team change
- Fixed missing bolt animation from unscoped CT42 fire
- Fixed an objective update bug in Obj_InteractObjectives when TriggerTime
is 0
- May have fixed players setting their name to an empty string
- May have fixed underwater deaths leaving player camera fogged
- Fixed an Accessed None in CheckEndRound()
- Fixed "instant stab" bayonets, damage is now done when gun is fully
extended
Notes:
- Bot support is existent, but limited. There may be some visual
abnormalities in vehicles using custom weapons systems, but this
will be resolved shortly.
- Weapon selection binds have been disabled in War for a short time
while some issues are worked out, use the loadout menu.
- Female player models are removed because of model proportion issues and
time constraints.
- Playing on a listen server may produce undesirable side effects. Please
use only dedicated servers when playing Frag.Ops.
Maps:
Added new map: War-RelicsRemix (by Angelheart)
Added new map: War-UrbanBay (by sHoKaZuLu)
Added new map: War-ShadesOfBlue (by Vee)
Added new map: MIS-NightFall (by Digital Angel and Ektophase)
Added new map: MIS-Factory (by Tank-Bird)
MIS-Waterplant - fixed a few text errors, min/max player numbers, and
some odd looking shaders
MIS-ArcticShatter - fixed a small grammar issue in the briefing
MIS-MetroCity - improved mercenary AI pathing
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