Hostile Intent V1.4 Released!
CForrester
P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
in Off-Topic
<div class="IPBDescription">Hooray!</div> Check out <a href='http://www.hostileintent.org' target='_blank'>http://www.hostileintent.org</a> for the download link. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <b>Be sure to download the full install, the patch is bugged.</b>
Changelog:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->New and updated maps:
[NEW] hi_basque
[NEW] hi_downed
[NEW] hi_efreeti
[NEW] hi_khartoum
[UPDATED] hi_aurora
[UPDATED] hi_colombia
[UPDATED] hi_congo
[UPDATED] hi_croatia
[UPDATED] hi_deadbolt1
[UPDATED] hi_deadbolt2
[UPDATED] hi_depot
[UPDATED] hi_hotel
[UPDATED] hi_jungle
[UPDATED] hi_majesty
[UPDATED] hi_offshore
[UPDATED] hi_russia
[UPDATED] hi_twilight
New weapons:
[NEW] FAMAS
[NEW] Sig552
[NEW] USP .45 Tactical
[NEW] Colt 1911
[NEW] Makarov
[NEW] Cougar Suppressed
[NEW] Glock Suppressed
[NEW] Smoke grenades
New and updated weapon models:
[NEW] AK-47
[NEW] AKS74U
[NEW] m16a2
[NEW] m4a1
[NEW] PSG-1
[NEW] m76
[NEW] SPAS-12
[NEW] m67
[NEW] RGD5
[UPDATED] Remington
[UPDATED] Cougar (further)
[UPDATED] Glock (further)
[UPDATED] mp5 (closer)
[UPDATED] mp5sd (closer)
[UPDATED] Flashbang
Updated player animations:
[UPDATED] Pistol Stances
[UPDATED] Rifle Stances
[UPDATED] SMG Stances
[UPDATED] Sprint Animations
[UPDATED] Walk Animations
[UPDATED] Strafe Animations
[UPDATED] Jog Animations
[UPDATED] Crouch Animations
Bug fixes, adjustments, and other updates:
[NEW] We have a manual! (manual.html)
[NEW] Many new weapon firing and reload sounds
[NEW] Many new sprites (frag explosion, weapon HUD, muzzle smoke)
[NEW] Added cvar cl_lowendsmoke 1/0 to control smoke sprite quality
[UPDATED] Main menu splash screen
[UPDATED] Grenades now give off flashes of light
[UPDATED] Grenades are now only primed 1.3 seconds into the animation
[UPDATED] Decreased ladder movement sound and speed
[UPDATED] Minor damage, recoil, and reload time adjustments to the weapons
[UPDATED] If spec_teamonly is enabled, opposing team's data is not visible and death messages are disabled while spectating
[UPDATED] Weapon changes can now be made at the start of the round before firing within the timelimit set by mp_spawnperiod
[UPDATED] Updated various game files: decals.wad, materials.txt, settings.scr, user.scr hostile.fgd, default server and client config files
[UPDATED] Added a 1.25 second delay before player can raise sights after going prone
[UPDATED] Observers now have nightvision
[UPDATED] Bullet penetration distance depends on weapon power and the strength of the material being shot
[UPDATED] Player now joins a team immediately following the team VGUI menu, instead of after equipment selection
[UPDATED] Flashbangs can no longer be cooked (the 2 second fuse starts when the player throws)
[FIXED] Shotguns now fire the appropriate number of pellets
[FIXED] Suppressed weapons no longer have firstperson or thirdperson muzzleflashes
[FIXED] Advance button on team and equipment VGUI doesn't cause primary attack anymore
[FIXED] spec_mode 3 no longer gets around spec_forcefirstperson
[FIXED] Team switching no longer gets around kit restrictions
[FIXED] Players can no longer exploit to spawn in opposing team's spawn area
[FIXED] It is no longer possible to get a double-win in one round by completing objectives and killing the opposing team
[FIXED] Holster and deploy weapon animations should now be functional
[FIXED] Menu text now fits the VGUI
[FIXED] Removed player count from team selection menu and added ability to see the scoreboard over the VGUI
[FIXED] Weapons no longer click multiple times after the magazine is emptied (exceptions: Cougar, USP, Makarov)
[FIXED] "Objective X is not complete!" message is no longer shown to players on the defending team when using an objective that depends on another being completed<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Changelog:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->New and updated maps:
[NEW] hi_basque
[NEW] hi_downed
[NEW] hi_efreeti
[NEW] hi_khartoum
[UPDATED] hi_aurora
[UPDATED] hi_colombia
[UPDATED] hi_congo
[UPDATED] hi_croatia
[UPDATED] hi_deadbolt1
[UPDATED] hi_deadbolt2
[UPDATED] hi_depot
[UPDATED] hi_hotel
[UPDATED] hi_jungle
[UPDATED] hi_majesty
[UPDATED] hi_offshore
[UPDATED] hi_russia
[UPDATED] hi_twilight
New weapons:
[NEW] FAMAS
[NEW] Sig552
[NEW] USP .45 Tactical
[NEW] Colt 1911
[NEW] Makarov
[NEW] Cougar Suppressed
[NEW] Glock Suppressed
[NEW] Smoke grenades
New and updated weapon models:
[NEW] AK-47
[NEW] AKS74U
[NEW] m16a2
[NEW] m4a1
[NEW] PSG-1
[NEW] m76
[NEW] SPAS-12
[NEW] m67
[NEW] RGD5
[UPDATED] Remington
[UPDATED] Cougar (further)
[UPDATED] Glock (further)
[UPDATED] mp5 (closer)
[UPDATED] mp5sd (closer)
[UPDATED] Flashbang
Updated player animations:
[UPDATED] Pistol Stances
[UPDATED] Rifle Stances
[UPDATED] SMG Stances
[UPDATED] Sprint Animations
[UPDATED] Walk Animations
[UPDATED] Strafe Animations
[UPDATED] Jog Animations
[UPDATED] Crouch Animations
Bug fixes, adjustments, and other updates:
[NEW] We have a manual! (manual.html)
[NEW] Many new weapon firing and reload sounds
[NEW] Many new sprites (frag explosion, weapon HUD, muzzle smoke)
[NEW] Added cvar cl_lowendsmoke 1/0 to control smoke sprite quality
[UPDATED] Main menu splash screen
[UPDATED] Grenades now give off flashes of light
[UPDATED] Grenades are now only primed 1.3 seconds into the animation
[UPDATED] Decreased ladder movement sound and speed
[UPDATED] Minor damage, recoil, and reload time adjustments to the weapons
[UPDATED] If spec_teamonly is enabled, opposing team's data is not visible and death messages are disabled while spectating
[UPDATED] Weapon changes can now be made at the start of the round before firing within the timelimit set by mp_spawnperiod
[UPDATED] Updated various game files: decals.wad, materials.txt, settings.scr, user.scr hostile.fgd, default server and client config files
[UPDATED] Added a 1.25 second delay before player can raise sights after going prone
[UPDATED] Observers now have nightvision
[UPDATED] Bullet penetration distance depends on weapon power and the strength of the material being shot
[UPDATED] Player now joins a team immediately following the team VGUI menu, instead of after equipment selection
[UPDATED] Flashbangs can no longer be cooked (the 2 second fuse starts when the player throws)
[FIXED] Shotguns now fire the appropriate number of pellets
[FIXED] Suppressed weapons no longer have firstperson or thirdperson muzzleflashes
[FIXED] Advance button on team and equipment VGUI doesn't cause primary attack anymore
[FIXED] spec_mode 3 no longer gets around spec_forcefirstperson
[FIXED] Team switching no longer gets around kit restrictions
[FIXED] Players can no longer exploit to spawn in opposing team's spawn area
[FIXED] It is no longer possible to get a double-win in one round by completing objectives and killing the opposing team
[FIXED] Holster and deploy weapon animations should now be functional
[FIXED] Menu text now fits the VGUI
[FIXED] Removed player count from team selection menu and added ability to see the scoreboard over the VGUI
[FIXED] Weapons no longer click multiple times after the magazine is emptied (exceptions: Cougar, USP, Makarov)
[FIXED] "Objective X is not complete!" message is no longer shown to players on the defending team when using an objective that depends on another being completed<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Comments
*got to play with one of the devs, <b>ENVY ME!</b>*
*got to play with one of the devs, <b>ENVY ME!</b>* <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It was never that rare in HI... I played with nearly all of the devs at one point or another and I only was majorly into HI for about a month and a bit.
Oh, wait..
Oh, wait.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Not fair. HI is about as similar to CS as DoD is to TFC.
Quoted The Facts.
Oh, wait.. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not fair. HI is about as similar to CS as DoD is to TFC. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Oh yeah, because that isn't similar at *all* ¬_¬
The dev team seem to be full of themselves too...
BUT TO BE FAIR I'll download it and play it. THEN I'll come back and say it was like CS.
Oh, wait.. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not fair. HI is about as similar to CS as DoD is to TFC. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Oh yeah, because that isn't similar at *all* ¬_¬
The dev team seem to be full of themselves too...
BUT TO BE FAIR I'll download it and play it. THEN I'll come back and say it was like CS. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
CS is a crappy wanna be realistic combat mod that in the end comes off quite arcade. HI feels like a sim alot of the time. The two games have exactly the same premise and most of the same weapons, but acctually hit totally different genres.
Oh, wait.. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not fair. HI is about as similar to CS as DoD is to TFC. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Oh yeah, because that isn't similar at *all* ¬_¬
The dev team seem to be full of themselves too...
BUT TO BE FAIR I'll download it and play it. THEN I'll come back and say it was like CS. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's totally different. 100% different apart from the fact guns are involved. And if you say it's like cs i'm going to set george on you. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
One of the main things that annoyed me about HI is the restrictive movement, which means that a good strategist will win every time. You don't even have to have above average aiming skill. This aspect would be OK if the mappers had truly taken it into account.
The levels definitely need some work on them because there are many spots that, when camped, are unassailable (I'm thinking Hotel, Depot, Majesty, Twilight, Congo, and others).
Initially I loved the 'realism' of it, but after about 2-3 weeks I realised that the maps were letting it down. Hotel, for example (perhaps one of the most aesthetically acclaimed in terms of its scenario) has some horribly positioned spawn points. I can only guess that this is intended to promote early confrontation and an intense atmosphere, but seeing as it just descends into rushing this becomes a horribly unrealistic scenario:
<span style='color:red'>Tango1:</span> <span style='color:orange'>Hey the Special Forces just pulled up outside! We'd better secure the hostages if we wanna show them we mean business!</span>
<span style='color:red'>Tango2:</span><span style='color:orange'> Yeah, I'm looking forward to my cut of the ransom money. We've planned everything on this job to perfection. Infiltration was brilliant, we captured our targeted suits with ease and we have a flawless escape route...</span>
<span style='color:red'>Tango3:</span><span style='color:orange'> Don't be so booring guys, live a little whydoncha? I was thinking that instead of all these well thought out plans, we could just. rush.</span>
<span style='color:red'>Tango (All):</span><span style='color:orange'> Weell... yeah, OK that works for me too!!!</span>
Gonna try this MOD now.
Before it never felt right, and was what I call "Ultra-Real"- aka, beyond realism, just punishing. I've even asked actual people that do the jobs they have in this game- they say every time, 'Yeah. Thats...um...way off. Wow. I would never take a job that bad.'
The news about the dev team also turned me away from it. The fact that they photoshopped some things into some screenshots so close to release date is unacceptable, as well as the fact of starting over three times.
The mod just tried at realism too hard. Some maps were cool, some things were unique, but it was way too strict. Like I said, I dont like being forced to aim down the ironsights, and hell, there is no god damn run key. Its a somewhat fast walk, hardly making a difference, so everyone goes around with their ironsights up <i>anyways.</i> Its so counter-intuitive, its fustrating.
I suggest the following elements to be implemented, in the next patch.
<ul><li>Dehydration - You as a player must drink water in order to survive in a desert city</li><li>Mental health - Your character will suffer from mental scars and trauma after a few rounds.</li><li>Climping stairs - There is a 5% chance that your character will slip on a step and break his neck.</li><li>Unapropriate handle of wounded - If you are hurt, the enemy will be able to press E to 'use' your wounded body in ways not to be descriped in a public forum.</li></ul>
The news about the dev team also turned me away from it. The fact that they photoshopped some things into some screenshots so close to release date is unacceptable, as well as the fact of starting over three times.
The mod just tried at realism too hard. Some maps were cool, some things were unique, but it was way too strict. Like I said, I dont like being forced to aim down the ironsights, and hell, there is no god damn run key. Its a somewhat fast walk, hardly making a difference, so everyone goes around with their ironsights up <i>anyways.</i> Its so counter-intuitive, its fustrating. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I remember saying the same thing when I got Swat 3 Gold, but then I realised what I was playing wasn't your average "Go here, and shoot this" game.
The new run animations are truly hilarious though. It looks like everyone has crapped their pants.
It's not your cup of tea? So don't go around flaming it.
HI is a good quality mod, I like that jungle level alot <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
left in the <span style='color:red'><b>magazine</b></span>)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Fixed.
The mod just tried at realism too hard. Some maps were cool, some things were unique, but it was way too strict. Like I said, I dont like being forced to aim down the ironsights, a
I remember saying the same thing when I got Swat 3 Gold, but then I realised what I was playing wasn't your average "Go here, and shoot this" game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Just to add however in tactical shooting and CQB you always want to be looking down your sites, if you move your head or field of vision you move so your weapon stays lined up with you.
If you look left, you bring your weapon with you so you are still looking down the sites of your weapon.
This also goes for when you are moving quickly, (hense the fast walk thing you speak off) You should always be moving and looking down the sites.
Timing is everything. That split second between already having your weapon lined up to fire accuratly vs having to raise it up to aim, aquire your target and then fire can mean the difference between life and death.
Aiming at the hip only gets you killed. If someguy pops out around the corner and you are already properly aiming down your sites all you have to do is basically point and shoot with controled fire (semi auto or burst) not go full auto and hope you hit the guy first.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
its sad... so sad.
comeon lets get a server flyin'! just got my DL speed raised.
@N1Rampage - Why must you make me cry? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
whats about that?
I suggest the following elements to be implemented, in the next patch.
<ul>
</li><li>Dehydration - You as a player must drink water in order to survive in a desert city
</li><li>Mental health - Your character will suffer from mental scars and trauma after a few rounds.
</li><li>Climping stairs - There is a 5% chance that your character will slip on a step and break his neck.
</li><li>Unapropriate handle of wounded - If you are hurt, the enemy will be able to press E to 'use' your wounded body in ways not to be descriped in a public forum.
</li></ul><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
In the spirit of these changes I also would like to file a complaint that the game is unfair in that you cannot play as a diabetic elderly man. What about all those elderly men with diabetes who wish to have to check their bloodsugar levels ingame and dose themselves with insulin as necessary?
I suggest the following elements to be implemented, in the next patch.
<ul>
</li><li>Dehydration - You as a player must drink water in order to survive in a desert city
</li><li>Mental health - Your character will suffer from mental scars and trauma after a few rounds.
</li><li>Climping stairs - There is a 5% chance that your character will slip on a step and break his neck.
</li><li>Unapropriate handle of wounded - If you are hurt, the enemy will be able to press E to 'use' your wounded body in ways not to be descriped in a public forum.
</li></ul><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
In the spirit of these changes I also would like to file a complaint that the game is unfair in that you cannot play as a diabetic elderly man. What about all those elderly men with diabetes who wish to have to check their bloodsugar levels ingame and dose themselves with insulin as necessary? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
what about civilians? and your sergents complaints when one of your offgoing rounds blow their brains out?