[quote=“Slax, post:390, topic:528”]It does feel like LazyCat’s making a mod for himself more than for anyone else. Buuut I don’t really mind that much. You can always go back to DDA if MGS pisses you off.
Sad thing is, it will piss you off eventually.[/quote]
What? What will piss you off?
There have only been three complaints all together.
1.) custom character creation - people failing to read instructions
2.) military time display - childish whining
3.) show only current map - solution to remove constant glitching near map borders
That’s all. Now, you are telling me those three insignificant and completely gameplay irrelevant things makes you not appreciate any of this:
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NEW FEATURES:
- music and sound effects
- rounded lights for carrying light sources and on the ground
- automatically shifts view forward to see more road when driving
- automatically shifts view to keep target and character on the screen
BUG FIXES:
- working animations on Windows, sleeping &waiting “fast forward”, as on Linux
- optimised rendering, significant speed increase and much smoother game-play
- flashlight to draw “gradual fade off” properly instead of only on one side
- fixed disappearing headlights when car gets out of the view
- included torch to give off light when dropped on the ground
- show “Smash where?” and “Compare where?” messages
CHANGES:
- vehiecle headlights have increased range
- instead of grey “#” character darkness is completely black
- cruise speed does not turn off upon impact, just sets to zero
- road yellow lines visible with night vision and under low light
- night vision with two shades of green, for lit and non-lit areas
- (Windows) some brighter colors and more similar to Linux version
Cataclysm-MGS_rev19
- Metal Gear ZK-Mk.3
- enable/disable turrets individually
- show available ammo for mounted turrets
- show fuel tanks charges in constr. menu
- range based mounted turrets targeting
- prevent burst turrets shoot player
- new flame bursts and trail effects
- new explosion animations
- mountable M72 LAW rocket launcher
- animation for rockets smoke trails
- beer also in cans not just in kegs
- added moon phase indicator
- extended monsters reaction to noise
- read with wielded torch and candle light
- added range info when looking around
- some bugfixes from DDA v0.4 main branch
- some additions from DDA v0.4 main branch
- water sound effects: splash, swim, dive
- game over will not delete save-file
- combined looking around and shift-view
- fixed remaining targeting bugs
MGSmod rev.23b-34b
- NPC HINTS enabled
- new buildings from Cataclysm: DDA 0.5
- churches with lit candles/torches in braziers
- NEW FEATURE: “moving targerts” and sniping
- fixed glitching near overmpa borders
- fix NPC spawning on z-levels change
- indoor flags for elevator and other tiles
- vehicle jumpstart, requires mech. & elec. skills
- car ignition and start enginge sound effects
- monsters properly use the stairs
- basement bugfix and new orientations
- proper display of lab notes
- smooth sleeping/waiting fast forward
- stem cell treatment consoles in lab finale
- inventory properly show all gumods
- SMGs can be used with only one hand
- balanced hit rate and wapons skills
- show overmap coordinates and distance
- road map: hospitals, malls, shelters, silos
- NEW ACTION: jumping
- above ground z-levels
- NPC commands: “wait here” and “follow me”
- zombies in labs and silo launch room
- glass walls and more excitement in labs
- sound/noise when shooting stuff
- firearms are more effective
- proper monsters reaction to noise
- fixed missile silo crash bug
- remove missile and open hatch after launch
- missile launch gas and fire animations
- missile launch sound effects and messages
- pavement ring around missile hatch
- only one missile in a nuclear silo
- spawn items if missile disarmed
- underground/overground level indicator
- indoor daylight shift-view lighting fix
- fixed outdoor dawn/sunset lighting
- fixed ofset for moonlight phases brightness
- fixe flashlight click turns off rain loop
- fixed glitching overmap near border
- improved, simplified NPC training dialog
- crashing bugs fixed: NPC dialog & stairs up
MGSmod rev.40b
- pry windows with crowbar w/ chance of breaking, from DDA.5
- random vehicles on the road, less common than in DDA.5
- no need any more to acknowledge alert mode by pressing ‘!’
- further improved monsters reaction to noise, silencers balanced
- polished lighting effects, enabled DIM SKY EVENT (some artifacts)
- corrected dawn/sunset indoor/outdoor lighting/shadows
- balanced targeting timing and active items processing
- plazas with threes and fountains in a city (enabled old code)
- fixed alarm noise being overwritten with smashing noise
- fixed noise volume vs. monster anger accumulation
- no more corpses/items floating in the air
MGSmod rev.41b
- kick action, push monsters thru windows or in hole
- kick action, push furniture which can push monsters
- secret bell tower room, may contain laser, plasma, railgun…
- sound effects for lasers and other fusion & plutonium firearm
- sound effects for jackhammer, flamethrower & fire extinguisher
- included game sound and actual sound effect for silencers
- vehicle parts not blocking view anymore
- railings prevent monsters to stupidly fall into holes
- three row of “Kill Count” monsters
MGSmod rev.44b
- chain-kill morale boost, combo multiplier up to x10
- kick & shoot: ability to kick/push while targeting
- with skilfull kick/push possible to stun monster
- kill count for zombies killed by explosions or fire
- extra action to discourage walking on top of furniture
- equilized animation timing for close and far away targets
- no more eternally burning fires outside of player’s view
MGSmod rev.48b
- new animation code, 40% speed-up
- double binary, old MFC and new SDL
- large viewport support, up to 35x35
- Triffid heartbeat and handbrake sound
- kill count for driving over monsters
- combo boost for explosion & car kills
- player info for “Drunken Master” trait
- new keys for Kick ‘z’, and Jump ‘Z’
- balanced temperature effects
- starting items: bandana and cigs
- still time targeting while driving
- UPX-ed binary shrink from 12MB to 2MB
MGSmod rev.49b
- feed pets, train them, love them
- feeding restores your pet’s HP
- pet’s kills increase their skills
- feed pets with dog or cat food
- wild animals are harder to tame
- vehicle spped up/down sound effects
- fixed extra kills by car flinging
- fixed NPC hints messages to show up
- no music interupts on z-level change
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And you will go back to play the game that is glitching and crashing and has hundreds of bugs even in the most basic and most commonly seen and used parts of the game? Fascinating. But then, for people who didn’t mind there is no animations in the game and drove their vehicles at half the walking speed with constant freezing and skipping, for people who actually prefer distorted view, who don’t mind daylight in the middle of the night and that reading takes 10 real time minutes instead of few seconds, I guess I shouldn’t be surprised. How amusing.