SWAT / SAS MOD (released!)

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SAS_Random
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If this mod catches on, it will breathe new life and excitement into this old, but great game.

SAS_Vet_Random

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22nd [SAS] Elite Virtual Regiment

 

 

SAS_DUKE
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FOR SURE, Random Exclaim

The SAS Mod is right now already really AMAZING...
...and it becomes even better day by day Exclaim Lol

It will be a great present for the SWAT community without any doubts Exclaim

DUKE, Germany

"What's the plan?
Track'em, find'em, kill'em!"

KeLLeR
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Here there is a first wallpaper of the mod, the background is the one used for all menus in the game, hope you guys will like it Wink

http://i1138.photobucket.com/albums/n536/jokeller2310/SASModWallpaper1440x900.jpg

IMAGE(http://i1138.photobucket.com/albums/n536/jokeller2310/firmaKeller04-1.jpg)

MAVEN
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sas mod

Looks great, Keller Biggrin

Is it live level or just an image? Looks like a killing house and training session happening. I specially like the SAS label.

BTW, as you said SAS mod will support all vanilla maps, does this mean maps that are copied to SAS mod dir or it auto-detects installed maps from Swat 4 and Swat 4 TSS map dirs?

Speed, Precision, Experience, Endurance. General System Tweak Guide

KeLLeR
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Thanks Maven, this is the background used for all menus ingame and yes, it is inspired to the Killing House and who knows, maybe a map for that will come in the future Wink

The mod auto detects the maps installed both in vanilla and tss version of the game, you only need to copy a map in the mod folder if you create it for the mod itself, like the custom maps of the ssf mod.

Atm there aren't custom maps created for the mod.

IMAGE(http://i1138.photobucket.com/albums/n536/jokeller2310/firmaKeller04-1.jpg)

Raptor
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A special "Killing House" map sounds like a great idea to me, write it under to-do for the version 2.0 of your mod Wink

SAS_Master
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Two features I would suggest (no time-frame for implementation of course):

-Removal of the white outline of your health status on the HUD. The red outlines should let you know where you've been hit and appear when you are hit. This is more of realism vs HUD information thing, so I guess might've already been considered.

-Different gangster/terrorist AI behaviours. Probably way too early for me to suggest, having not even played the mod, but it'd be interesting on some levels to have some gangsters, that are alerted to element's presence, have a morale drop and thus surrender 'on sight' along with the gangsters who are too high and crazy enough to go 1 vs 5 trained SWAT officers, bursting in the doors anyway.

Then with the terrorists, perhaps once alerted, they'd be much more inclined to execute civs (though, I think this is more or less already implemented for all enemy types in the mod) and a higher proportion of them may go looking for the source of loud explosions and gunfire, what with their body armour.

My 2 cents

SAS_Master - Regimental Sergeant Major

GCHQ

"He's trusting you to do your job which is to clear that corner! Nothing else!"

SAS_DUKE
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Removal of the white outline of your health status on the HUD. The red outlines should let you know where you've been hit and appear when you are hit. This is more of realism vs HUD information thing, so I guess might've already been considered....

...Then with the terrorists, perhaps once alerted, they'd be much more inclined to execute civs (though, I think this is more or less already implemented for all enemy types in the mod) and a higher proportion of them may go looking for the source of loud explosions and gunfire, what with their body armour.

About the first suggestion: I already thought about of the removal of the health status, too. Great idea there, Masterson Exclaim I am sure it can be implemented as suggested.

About your second point: The enemy AI is already modified several times. As mentioned from SAS_KeLLeR above, hotelmap RMX might be a real nasty surprise. Twisted Tangos really react to loud noise (gunfire, flashbang, C2) they hear, resulting in an challenging hallway approach there. Dirol

DUKE, Germany

"What's the plan?
Track'em, find'em, kill'em!"

KeLLeR
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Do you mean the removal of this body shape from hud leaving only the red shapes that appear when you get hit?

http://i1138.photobucket.com/albums/n536/jokeller2310/hud1.png

IMAGE(http://i1138.photobucket.com/albums/n536/jokeller2310/firmaKeller04-1.jpg)

SAS_Master
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Exactly Keller! Could add a bit more immersion, maybe.

SAS_Master - Regimental Sergeant Major

GCHQ

"He's trusting you to do your job which is to clear that corner! Nothing else!"

SlimSin
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Hi to all!
This is an idea for the StarupLogo of SAS Mod...
. . . . . . . . . . . . . .
Yes yes... i know i am old -.-

IMAGE(http://img221.imageshack.us/img221/3097/staruplogo4bis.png)

LOL Biggrin

SAS_West
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LOL that's awesome! Nice one SlimSin Lol

[SAS] VET WEST
SQUADRON SERGEANT MAJOR (RET.)
22nd [SAS] E.V.R. - Who Dares Wins

SAS_Fluffy
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Pure genius Slim. I love it Blum 3

SAS_Capt_Fluffy
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MAVEN
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logo

Lol Slim ROTFL

Did you design the Legos or are they actual pieces? Those would be cool to have on a desk Blum 3

P.S. Keller, that's some bad*** avatar Wink

P.S.2 I nearly forgot. I have a small suggestion. Keller, since you guys already created new models in the mod, and since both Swat Ed and Swat 4 engine support bumpmaps and reflections, you may want to add reflections or bump to SAS masks and other equipment within the Swat Ed as it supports this, either via filter preset or simply adding an image mask that would act as reflection/bump layer. It would take little to no time to implement if possible.

Speed, Precision, Experience, Endurance. General System Tweak Guide

KeLLeR
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Fantastic stuff there Slim! :mrgreen:

My new avatar is taken from the new startup logo of the mod, made by Slimsin, he surprised me, i didn't know that he was so good in doing these things. He did a great job!

Maven, i'm not sure about that yet, but maybe there are bumpmaps and reflections in the equipment already. Franciswat did those things so i will ask him tonight and if not i'll let you know so if we need help i know who i can call.
Thanks for the suggestion mate Wink

IMAGE(http://i1138.photobucket.com/albums/n536/jokeller2310/firmaKeller04-1.jpg)

SAS_Random
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I don't think he means to leave the floating red body parts. I think he means to remove it all together. In my opinion, in the absencd of being able to feel hits, seeing where you have been hit helps you determine how much future risk to take with your character. I would leave it alone.

SAS_Vet_Random

Lt. Col (Retired)

22nd [SAS] Elite Virtual Regiment

 

 

MAVEN
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sas mod

Good to hear, Keller Blum 3

There are many skilled individuals on this website, no doubt about it Biggrin

SAS is most recognizable for it's mask designs and blue suit (apart from the iconic MP5 use) Here's probably the biggest collection of gas mask pictures you probably never seen before http://www.wixoo.com/html/personal/private/2010/11/26/1492/

Some look cool, some look outright creepy Lol

Speed, Precision, Experience, Endurance. General System Tweak Guide

SAS_Master
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Well actually no, Random, the view I was taking is to remove the white body outline and only have the red hit body parts appear when you're hit. That way you see it and be like 'Oh look, my arm's been hit'.

Having said that, it might get a bit confusing.

Maven, I love that link, though I think that gas masks in general look a bit creepy either way! Biggrin

SAS_Master - Regimental Sergeant Major

GCHQ

"He's trusting you to do your job which is to clear that corner! Nothing else!"

KeLLeR
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First video of gameplay here: http://www.youtube.com/watch?v=yO7XKy8XqNo

Note:
The skins of the suspects are not correct, there is some issue with them for now so you'll see police vests and blank bdu in this video Smile

Anyway about the damage indicator, i personally don't like the idea of removing the white edges of the body shape, maybe it can be a little confusing when you got hit and that part becomes red w/o those white edges, but i'll do a test and i'll see how it looks.
Thanks for the suggestion! Wink

IMAGE(http://i1138.photobucket.com/albums/n536/jokeller2310/firmaKeller04-1.jpg)

grumpoo
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One criticism is the ringing after bangs- I'm pretty sure real SAS don't have to hear it through earphones... Biggrin

From the Muddled Mind of grumpoo.

SAS_DUKE
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Especially in the last 30 seconds of the vid you see the new enemy AI best. Dirol

In the SAS Mod it's more important than ever that everyone covers his area of responsibility (AoR) Exclaim

Great work with the starting picture, SlimSin. Lol

DUKE, Germany

"What's the plan?
Track'em, find'em, kill'em!"

KeLLeR
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I will answer to both your suggestions grumpoo

About the damage hud:
Of course hiding the entire hud is wrong because you have to know where you have been hit and hiding just the white lines of the body isn't imo a good choice just for a visual issue because without it you can't clearly see the injuried zone (it's just a personal feeling after having tried it) so i would let the hud as it is.

About the flashbang sound:
You are right there, sometimes (not always) the SAS officers wear protective headphones which helps them against the extremely loud sound made by the explosion, they are anyway trained hard to "bypass" it in fact they use real flashbangs during their trainings.
But we chosen to use the earing disturb effect for two reasons, first there is not only the mask as protection, you can choose the googles or the balaclava (where you don't have headphones) and unfortunately the game doesn't allow to have different sounds basing on the protection you are using and then in the game it is supposed that the officers aren't equipped with headphones because if we modeled them together to the mask we had to make all sounds much lower (to realistically simulate the headphones protection).

By the way in this video if you go at minute 4:00 you'll see and hear that the officers are so hard trained with using real flashbangs in their trainings which they get used to them.
http://www.youtube.com/watch?v=i3eAiJ4eL9A

Greetings Smile

IMAGE(http://i1138.photobucket.com/albums/n536/jokeller2310/firmaKeller04-1.jpg)

SAS_Sniper
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I have used military grade flashbangs.........and you get a small amount of ringing and flashes in your face.

With training you get used to it ! So i would recommend keeping the ringing.

SAS_Capt_Sniper

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GCHQ - 22nd SAS Elite Virtual Regiment

KeLLeR
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Exactly how i thought it was in real life, thanks for the explanation Sniper Wink

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SAS_Random
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Sniper, have you played the mod? Besides, we're not saying to remove the ringing at the end of the flashbang sound file....just make it a bit shorter duration. We can experience the effect without it lasting so long.

Any progress on the command menu malfunctions? You can see from my xfire video that it clearly doesn't work as before, and the vanilla was far superior functionality swapping from tree to tree without having to exit the menu for each tree change. Not a huge deal for teams that use only voice comms, but we mostly use the game commands.

SAS_Vet_Random

Lt. Col (Retired)

22nd [SAS] Elite Virtual Regiment

 

 

grumpoo
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I think I may have used the wrong words, what I meant was that the sound may be a little high pitched for those listening through headphones and could cause discomfort to the player. I agree with random that perhaps it should be shortened ever so slightly Wink

From the Muddled Mind of grumpoo.

MAVEN
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Great vid, Keller Blum 3

From what I see I like the changes and specially the newly designed gun and tac aid models, they look far better now. I also like the color adjustments (did you tweak color settings or shaders? Looks much better than the vanilla) and silenced pistol is great addition, now I know what will be my favorite secondary besides that MP5KSD Biggrin

As for the flashbang sound, the whiner, or 22/44hz low pitch. It is true that not only private military uses it for basic training but all special forces as well, and no matter how well trained or what equipment they have the whine sound is still present because the sound waves emitted from the flash bang bounce off walls so violently that even cameras can capture the stunning pitch effect, that being said, if someone goes trough 100 flashbang trainings he's got some serious guts to handle it. Whoever played ArmA 2 AO Ace 2 mod and heard those flashbang sounds or the gun after pitch whine they know how incredibly disturbing those can really be (to the point u can hear the pitch for next 4-5 minutes even after it actually ended in the game). In my opinion, aiming the realism in games is not always the great thing to do, as many people can't actually handle some features - a reason why there are many hot debates on COD VS BF sounds and graphics. If you compare the two you will see that COD has soft sounds and colors that are clearly adjusted for the younger players as they have more sensitive senses than adults. Having realism in the SAS mod is great for people who can easily adjust to it, probably most people here can, but some can't. So my suggestion is to, either lower the whine volume sound a bit (or wash the pitch out from the 22hz/44hz specter) or create two different sound archive versions for people to choose in between for whether they want the high pitch realistically or not. Hearing this sound over and over can damage people's hearing, which is what you don't wanna do in a game.

Also, I noticed new radio commands, they are great, I suggest that you add some radio filter on them to match rest of the sounds Wink

And by the way, since me and Mcfluffles are still testing stuff and working on a prequel sound patch, I test other stuff withing the game. I found out that 3D sound and EAX impact the sound experience based on the head gear you are wearing. My guess is that Swat 4 Devs did create presets for these but didn't have time to tune them up before the release which was probably rushed. So there's a possibility to actually use the presets, atm I don't know more as I am not testing the EAX, OpenAl and 3D settings fully yet, but you may want to check it out.

I also saw some older discussions where WIZ had some Iranian embassy floor plans and said he will make the map, maybe it's time to either add it or work on that one for either this release or future versions Blum 3

Anyway, great job for the 1st release of the mod, and sigh, sorry for the long reply Lol

Ear busting SFX from ArmA 2 ACE mod (lower your speakers before watching, bang sound is at 2:00 onward) https://www.youtube.com/watch?v=hPExkMXGqXs

Speed, Precision, Experience, Endurance. General System Tweak Guide

Raptor
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Looking at the vid from Walker he is leaning at a few points. That raises the question: were you guys able to fix the leaning bug? Is it no possible to lean without alerting the suspects behind the next wall?

And pls do not release futher vids until you release the mod, unless you want to torture the waiting players xD

Added:
@Keller: Just a sidenote, but scroll the SAS CQB youtube vid you posted to 3:20 minute: "No matter how prepared you are, this device [flashbang] will incapacitate everyone in close proximity."
And 40 seconds later Eddy states "you get immune to them [flashbangs], you don't actually see them..". Sounds a bit inconsistent to me.

SAS_Random
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Since real SAS are adjusted to the sound, it's really not vital for that high pitch to linger as long as it does in the mod. Just cut the whine duration in half or something and you can balance realism and comfort for those who play with volume up and want to preserve their hearing.

SAS_Vet_Random

Lt. Col (Retired)

22nd [SAS] Elite Virtual Regiment

 

 

KeLLeR
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There is no problem in decreasing the volume of the effect, it was just a test to see what were the feedbacks, nothing definitive don't worry.
About the commands problem of Random, me and franciswat tried in a private dedicated server hosted by us and the feature worked as it is in TSS so it's not something related to the mod.
Then i went in our TG4 and i couldn't switch the commands when the list is opened so it seems that the problem is in some settings in the server.

Here there is a video made by Franciswat in our server showing that the feature works in the mod: http://www.xfire.com/video/5728e1/

@Raptor
You can lean all the time, there is no instant-aim-kill in the mod and the suspects AI is fixed now.
With that sentence, Eddie Stone meant that just the suspects will be stunned because they don't expect that explosion, SAS officers instead being trained they are "immune" due to long training with flashbangs.

@Maven
There is not radio effect for those commands just because they are temporary, we are waiting the recordings of the new voices which will replace all standard ones.

Anyway here there is another gameplay video made during a round in Druglab -> http://www.xfire.com/video/573410/

IMAGE(http://i1138.photobucket.com/albums/n536/jokeller2310/firmaKeller04-1.jpg)

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