Mods Para Swat 4 Pc

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Stephanie Dejoode

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Jul 15, 2024, 7:19:04 AM7/15/24
to ookinripri

And YES, I can do that, actually, I managed to bypass the anticheat for sound files for the still-in-testing mode patch/mod that I want to create (more info =Forums&file=viewtopic&p=111739#111739) and this bypass does not alter original game files nor involve any silly methods to apply. The anticheat protection is actually a set of VERY complex codes and methods used in anticheat engine, each file and server settings, and those who developed it are pure geniuses. I wish it was used in more games.

mods para swat 4 pc


DESCARGAR https://urlcod.com/2yP66s



Today when me and radicalGhost played in Swat 4 TSS SAS PG Children of Taronne map, he shot suspect coming from the stairs near blue entry, the suspect didn't slide down like with default physics settings, he literally rolled down, like that he tumbled down stairs, and once suspects legs hit bottom of the stairs, he slided a bit and ended up in realistic pose and not looking like a doll. Also, when suspects are shot dead they fall to the ground more realistically, like that they have fixed bone axis.

I just tweaked a few things using this guide, including setting the PhysicsDetailLevel to Low. Didn't look into the performance change, but visually I felt like it changed somewhat like what you described, very subtle though... or maybe it was just the Placebo effect.

I noticed that, once the SAS mod was launched, Franci and Keller applied some tweaks in the core ini files including the Physics tweak as listed here. The Physics tweak may not change animations much in vanilla S4TSS on regular servers as the servers that host the game don't use the tweak, but if you pay attention closely the SAS mod ragdolls fall much differently due to the pre-defined inis for both clients and servers. I can't say this all is true for everyone, but at leas I noticed some difference. In SAS mod for example suspects fall dead on the spot, while in vanilla they sometimes used to jitter their limbs like crazy and as you described it, as fish LOL. The difference between the physics settings is simply the amount of computation used for the animation, where Low will use less, and High use most computation, that's why the fish-like ragdolls are more likely to happen on High settings. Low doesn't only lower the probability of the fish-like rag dolls, but also saves on performance. I guess, most people won't notice any difference, but, as designer I am obsessed with detail so I can see such things very well.

I searched game files, and to my own surprise I found out that the game uses Unreal Engine, FYI Swat 4 uses one as well. I checked the game files, ini settings, everything, and found a small, yet very powerful tweak. I tested it with Swat 4 just some 10 mins ago and it went off flawlessly, giving my game a boost of some 50-60%

Find your Swat4.ini Swat4X.ini (for mods as well) and find CacheSizeMegs under [Engine.GameEngine] , you may now want to change CacheSizeMegs to 2, 4 or 6 (yes, not some big values) I suggest 4. If you run the game you will notice a performance boost, specially if you have DDR3 or above version of RAM chips installed. Perhaps the Swat 4 devs were right after all that the CacheSizeMegs is just a waste of RAM memory.

To even further enhance the experience and gain more FPS, if you have K-Lite Codec Pack installed (which I highly recommend) go to Start>All Apps>K-Lite Codec Pack>Configuration, and from there on, ffdshow for both Audio and Video. In both Audio and Video ffdshow settings you can find 2 lists, one for excluding and one for including of executables that the ffdshow codecs will work with, if you add Swat 4 to allowed/included list for both audio and video you will notice a small but welcome performance boost in game specially in situations when there is lots of shooting going on. You may also apply this audio/video tweak to many games, it will gain more FPS and possibly solve audio jitter/stuttering in games, it's up to you to try it out. Additionally you may want to further tune ffdshow settings but be careful.

P.S. Forgot to mention. Those with the Flashlight bug/lag will benefit from CacheSizeMegs new tweak as well as Shader 2.0 turned off in game (It's badly coded for the flashlight so it may lag up in some cases on certain textures)

If you use voice communication tools like TeamSpeak 3 you are probably familiar with their overlay feature, sadly though they are often buggy, can lag your game or even crash it. Swat 4 supports VoIP by default, however, voice output quality is very bad and many opt to use TS3 or Mumble in Swat 4. So how to get a proper overlay in Swat 4 and see who is talking without lag or issues?

Find your user.ini and find both fields for voip, default is G=VoiceTalk, remove the VoiceTalk for both G= fields, next up, find the key you are using for push-to-talk in TS3, Mumble, etc, and in user.ini add VoiceTalk attached to the key you use for both fields, mine looks like F15=VoiceTalk. If you don't know what is your F key combo, go to Settings>Key Config>Command>Voice chat, select it and click on Change then press the desired voice chat key once, you will see your key name and according FXX numeric like Your Key / FXX, in my case Mouse Button 4 / F15.

Last but not least, if you are a server host/clan member and voice communication is a mandatory, you should enable VOIP on your server and instruct members on how to manually enable overlay in Swat 4, thus feel free to distribute a link to this guide or simply share Alternate Voice Chat Overlay field of it.

Some useful tips about this overlay. It will not work if there is only 1 player in server, it will change and display tags according to team you are in (Blue or Red) and only for your team, it will not display if Settings>Audio Use VOIP checkbox is ticked off (but the above Swat4x.ini tweak should cover this) This tweak works only with Push-To-Talk.

Great guide Maven, i have a problem though i am trying to place a message to be shown like "flash ready" when pressing the equip flashbang key but it doesnt work , like this "Key3=CommandOrEquip Row_NumberKeys 3 TeamSay [C=FF9900][B]Flashbang READY! ", what am i doing wrong?. thanks in advance.

I recently started using BI forums, to share my missions, and also gather some information on weaponry sound design so I hope I get enough of it and resume the patch, thus bring fresh sounds and graphics to Swat 4 finally.

I also read a book, and started testing my audio design skills with newer games (ArmA 2 missions, check Armaholic USMC Sweepers by me, more to come) And I'm glad that so far I can actually design sound effects based just on snippets of information, which is a big go ahead for the S4 patch as well. As soon I'm done with some missions and complete testing, I should be able to resume the sound patch work, design some game graphics (those will be optional) and release it.

In a case the patch will take more time than predicted, I will at least make some crosshairs for use if there is sufficient amount of requests. And in a case I cancel the patch completely I will release the sourcecode to most trusted Swat 4 community members among clans.

Bigger was maybe the wrong word. It needs more volume and a much a more visible color that u can see on any background texture, smoke and when the flashlight is on. So red would be my choice. The size of the current crosshair in swat is for 1 of the 4 lines that make the crosshair about 3mm x 0,3mm. The length is ok. The width tho needs to be increased.

Anyway, I just tried to make custom crosshair for testing, was able to design it and all, but ran into a problem. Namely my sound patch doesn't work on graphical archives, so I spent a good hour-two figuring out what's used in the graphical archives, it turns out it's some 10-20 times more complex and encrypted as well. I already figured it out, and let my BSD Linux system run with a special tool, it will take a bit more time than expected, but should be done by tomorrow. After that I should have a file prepared for you to test (the crosshair) if something is wrong I will let you know.

Additionally. I included a sound patch for testing. This is optional. Fluffy already tested this and it works for both him and me, but if you want to provide feedback test the sound archive too and post results.

- If your game launches, and you can see the menu, patch was successful, however, you will have to try local game before you try several servers. If you don't see working crosshairs on a locally hosted game (by you, in LAN mode) then DON'T try to join any servers. I don't know what os you have, but this was decoded on BSD Linux and tested on XP only, so it may happen you get local errors.

3, Shields; why is it that there are no way to upgrade the strength of the shield against various types of weapons. This is a very sad over sight as any pod farming in altair for example, in the battleship is pointless. Surely a graviton or molecular battleship shield should be on offer somewhere...How about shield regen upgrade? With the length of time this mod has been in service throughout the years why is it these options never been developed for battleships? Why not have a super expensive battleship option for battleships?

4, Firepower: 8 guns and 2 pathetic flak guns and some near useless torps...Oh come on! it is a battleship it should sprout guns from all sorts for different enemies from other battleship to bombers to VHF. This was the saddest aspect of the mod the firepower is pathetic on a battleship. It is a shame the dev's couldn't have the courage to look at and apply some of the neat ways the discovery ver 4.877 mod made Battleships fun to fly and use.

@ 1.
If you can`t dock at the first TL structure and got "stuck" -> target the next and hit F3 ("Autodock") fine almost every time
(However, you're right that docking at stations CAN be a nuisance, some BS/DN more than others )
@ 2.
What do you think you would need on Bots and Bats to repair such MASSIVE hull and shields ?
They are strong enough.
@ 3.
As said : they ARE strong enough - for the purposes they have in the Crossfire universe
@ 4.
The firepower of the BS/DN turrets ARE massivly updated already - compared to CF 1.9 . They are - depending on your abilities a VEERY nice method of podding. However, every captain should know what fight he can choose - and what fight to avoid.

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