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The war against global terrorism has ended.

Late in 2005, NATO passed a resolution allowing military operations to take place i...

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The war against global terrorism has ended.

Late in 2005, NATO passed a resolution allowing military operations to take place in the private sector, due to a failing economy and severe lack of soldiers to secure the now-devastated eastern hemisphere. Hundreds of private Mercenary corporations immediately sprouted, offering to pay their employees steep sums to fulfill their contractors' needs. Tens of thousands of jobless fighters answered the call for work. And then it all went to hell.

The corporations became immensely powerful -- and rich, thus becoming more unscrupulous towards the contracts they accepted. The jobs often bordered on terrorism. NATO was powerless to stop them, with many major operatives now holding key positions in the council. In a last ditch effort, they called upon all 1st-world countries to train elite Special Ops units to help combat this powerful threat -- their leaders offering to pay the same price for men as the Mercenary corporations. The year is now 2007. The world is at war. There is no good, no evil -- nobody seems to be able to tell what either is anymore. The only thing that matters is the next paycheck... and where it comes from determines your alliance.

Choose wisely.

Changes:

v1.39c (Gold)

Added:

Changed: - Doubled volume of M4 reload sound - Breaking glass shards spin more randomly now - Improved muzzle flash performance, reduced "wallflash" effect - Slightly reduced player collision radius -- people won't get stuck on doors as much - Price of Super 90 has been raised to $625 - Price of Red Label has been raised from $650 to $900 - TeamKill cash penalty is now $800 - Raised per-round cash awards back up by $50 - Changed USP ammo readout to (correctly) .45ACP instead of .40S&W - Improved directional footstep sound playing - UT2004 mod architecture now fully supported, can be started with only UT2004.exe -mod=FragOps now -- there is no longer a need to specify the intro map or log file. - Reduced Super90 and Red Label effective range by 6% - Darkened blood pool textures - Rebalanced Assassin and Sprinter trait - Fixed missing "-5% ranged damage" in Sprinter trait description. !NOTE that this trait has _always_ had -5% damage, but the description

didn't tell you. - Reduced overall sprint multiplier by 4% - Improved initial loading speed when opening buymenu

Fixed: - Fixed a rest loop - Fixed an accessed none in blood splats - Fixed a possible interact hacking exploit - Fixed a TK ratio bug causing FF to always be at 1% even when set to 0 - Fixed rare accessed nones in taclights and lasers - Fixed a weapon duplication exploit - Fixed sniper scopes randomly unzooming when using certain traits - Fixed no-footstep bug once and for all!

Maps:

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Download 'fragopsv139cfulllmw.zip' (390.09MB)

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Readme
:: Contents ::

	1) General Information
	2) Performance Tweaks
	3) Technical Information (Possible Fixes!)
	4) Known Issues
	5) Team Members and Contributors
	6) ChangeLog

:: [1] General Information ::
------
Q: What are "Binds?"

A: A "bind" is referring to a key/mouse/joystick button that is "bound" to a certain function in the
game.  For example, if you opened your FragOpsUser.ini located in UT2004\FragOps\System, you'd find that the "R"
key is bound to Reload, which reloads your gun.  


Q: How can i add a bind?

A: You can either manually add binds in your FragOpsUser.ini, or using the ingame console by typing 
&quot;set input <key> <function>&quot;, for example: 
set input R Reload
would do the same thing as in answer #1.  There is also the ingame &quot;controls&quot; settings page, where
you can set up most of the basic controls in an easy-to-use visual interface.


------
Several binds are listed below which cannot be found in your control settings.  They generally require
manual configuration.

a) Weapon Binds:

SELLWEAPON -- sells your currently held weapon back.  Note that melee weapons can not be completely
	^_ removed, only replaced by trading it for another.

BUYPRIMARY or BUYSIDEARM or BUYMELEE <weapon id#> [attachment slot#]
	Buys a primary weapon matching the id# you enter.
	^_ if you enter an attachment slot# as well, it will attempt to buy the weapon as well
	^_ as the selected attachment.  Attachment slots are as follows:
	^_   0: stock
	^_   1: attachment 1 (if available)
	^_   2: attachment 2 (if available)
	^_   3: both attachments (if available)
	^_ If you do not have enough money for the weapon AND the attachment, it will only 
	^_ purchase the weapon by itself.  If you are not on the team that can buy the weapon
	^_ you desire, it will not buy it at all.

BUYGRENADE <grenade id#>
	Buys a grenade with the specified id#.
	^_ New grenades will automatically go into the first empty slot you have.  If you already have
	^_ a full grenade inventory, it will only replace the primary when buying.  You must
	^_ sell off your secondary grenade first if you wish for a new one to be placed there 
	^_ when using this bind.

BUYARMOR <Armor Level>
	Buys Armor at the specified Armor Level.
	^_ If no level is entered it defaults to light armor.  If your armor is damaged and you
	^_ wish to repair it, just buy it as usual and it will automatically repair and subtract
	^_ the money needed.

example: typing &quot;BuyPrimary 1 3&quot; into your console would buy an SMP45 with all its attachments,
	as long as you have enough money.  1 would be the weapon id# (listed below) and 3 would
	specify all attachments.  Whereas typing &quot;BuyPrimary 1&quot; would only give you a
	stock SMP45.

b) Ammo Binds

BUYAMMO [1]
	Buys ammo for your currently selected weapon.  

example: If you type &quot;BuyAmmo&quot; into your console by itself, it will only buy one magazine. 
	If you type &quot;BuyAmmo 1&quot; into your console, then it will attempt to buy the maximum ammo 
	your weapon can hold or as much ammo as your current amount of money allows, whichever
	comes first.

c) SPECIAL NOTES:  BuyBinds follow the WeaponSell system, therefore any weapons you buy that replace 
	           other weapons will readd the replaced weapon's money to your inventory.

d) The primary weapon buy id#'s are:
	0)=Rygarr MP99
	1)=SMP45
	2)=MG5-SR
	3)=MG5-SR
	4)=Ultra90
	5)=Ultra90
	6)=Red Dragon
	7)=Red Dragon
	8)=FKE103
	9)=FMS556
	10)=Comanche
	11)=ZM8	
	12)FP N90
	13)FP N90
	14)=STF-U30
	15)=STF-U30
	16)=CT42
	17)=CT42
	
e) The sidearm weapon buy id#'s are:
	0)=UXP45-T
	1)=UXP45-T
	2)=Arctic Eagle
	3)=Arctic Eagle
	4)=AMP7-PDW
	5)=RMP9

f) The grenade buy id#'s are:
	0)=High Explosive
	1)=Flash
	2)=Napalm		
	4)=Smoke Red
	5)=Smoke Yellow

g) The melee buy id#'s are:
	0)=Machete
	1)=Combat Knife

h) The armor buy id#'s are:
	0)=Light Armor
	1)=Medium Armor
	2)=Heavy Armor


## SwitchTrait bind

i) Trait id's for SwitchTrait are
	0=P.O.W.
	1=Ninja
	2=Rambo
	3=Thug
	4=Pyromaniac
	5)=Grunt
	6)=Sniper
	7)=Assassin
	8)=Hacker
	9)=Bomber
	10)=Ex-Cop
	11)=Tank
	12)=Bloody Mess
	13)=Sprinter
	15)=Convict
	16)=Outcast

------
:: [2] Performance Tweaks ::

!DISCLAIMER!
Any manual .ini changes you make are done at your own risk.  Some of these may boost your performance,
some might make it worse.  Experiment before playing online.
!DISCLAIMER!

a) Possible increase:

open FragOps.ini
change OverrideDesktopRefreshRate to True
change DesiredRefreshRate to the highest possible refresh your monitor can handle.

you should see a nice little fps boost.


b) Another possible increase:

open FragOps.ini
change bCapFrameRate to False
change MinDesiredFrameRate to 40.000


c) If you're noticing pauses or slowdown when players first come on the screen, it's because
player skin preloading is off by default.  This balances load time with performance, since
we cache all weapon skins no matter what this is set to. If you have a fairly quick pc, you
can get rid of these pauses by opening FragOps.ini, find the section labeled
[FragOps.FragOpsMission]
and change 
bPreloadAllSkins=false to bPreloadAllSkins=true
This will increase map loadtime, but you will no longer get any pauses.


------
:: [3] Technical Information ::


a) Starting the game:

Use the included links to start the game in windows.  Linux users can use the linux package and start
the game from the included script.

------
:: [4] KNOWN ISSUES! ::

-- BulletHole projectors occasionally darken/discolor terrain (ut2k4 bug)
-- Taclight isn't as bright on terrain (ut2k4 bug)

------
:: [5] Team Members and Contributors ::

online:
http://www.frag-ops.com

contact:
squirrel@fragwhored.com :: Team Leader
memnon@fragwhored.com :: Public Relations

contributors:

Code/Production
*SquirrelZero  

3D Models
*FakeID, G0st, Zinh  

3D Animations/Sound
*Zephyr  

2D Skins/Textures
*HedHunta, Sever, Lumpy_Milk, DeadGuy, ShoT

Maps
*nessy, Ben, KilEmDed, Ektophase, Tank-Bird , Vee, PureHybrid, HellRider, sHokAzUlU  

PC Testing
*Hardcor3, NathanYuy, poiz, HighPriest, Cyko

Mac Testing
*Santaduck  

Public Relations/Recruiting
*Memnon  

Bouncer
*Chris aka TheBouncer
------

map mesh credits: 
Gusher of prefablab provided several meshes,
parkar(parkar@home.se) and skalman(skalman@home.se) also provided several meshes.
Mr.Glock of Static Reality contributed several mesh as well.

other credits:
Melee and Sidearm player animations provided by Michael Hegemann aka HEGI.
2 Muzzle Flash meshes and 3 Flash Textrures provided by Michael Hegemann
aka HEGI.  Original bullet hit effects designed by Mr. Evil.  Thanks! :)

Awesome main menu music provided by Justin R. Durban aka Edgen.  His other works
can be found at http://www.edgen.com

------
:: [6] ChangeLog ::

[v1.39c (Gold)]

Changed:
- Doubled volume of M4 reload sound
- Breaking glass shards spin more randomly now
- Improved muzzle flash performance, reduced &quot;wallflash&quot; effect
- Slightly reduced player collision radius -- people won't get
  stuck on doors as much
- Price of Super 90 has been raised to $625
- Price of Red Label has been raised from $650 to $900
- TeamKill cash penalty is now $800
- Raised per-round cash awards back up by $50
- Changed USP ammo readout to (correctly) .45ACP instead of .40S&W
- Improved directional footstep sound playing
- UT2004 mod architecture now fully supported, can be started with
  only UT2004.exe -mod=FragOps now -- there is no longer a need to
  specify the intro map or log file.
- Reduced Super90 and Red Label effective range by 6%
- Darkened blood pool textures
- Rebalanced Assassin and Sprinter trait
- Fixed missing &quot;-5% ranged damage&quot; in Sprinter trait description.
  !NOTE that this trait has _always_ had -5% damage, but the description 
  didn't tell you.
- Reduced overall sprint multiplier by 4%
- Improved initial loading speed when opening buymenu

Fixed:
- Fixed a rest loop
- Fixed an accessed none in blood splats
- Fixed a possible interact hacking exploit 
- Fixed a TK ratio bug causing FF to always be at 1% even when set to 0
- Fixed rare accessed nones in taclights and lasers
- Fixed a weapon duplication exploit
- Fixed sniper scopes randomly unzooming when using certain traits
- Fixed no-footstep bug once and for all!

[v1.39b]

Added:
- Yet another ladder system prototype.  This time we have strafing again,
  but keep the jump+left/right ladder leap.  The physics are custom and
  much smoother than the old way, much easier to exit/enter ladders, and
  no more position warping.  There are also some leg/up down movements for
  the player models now.
- Grenade pickups can now be shot to explode, although take 3x as much
  damage as primed grenades to do so.  Only available on HE and Napalm
  grenades.

Changed:
- Lowered amount of blood effects spawned, for performance
- Reduced maximum spawned bullet shells, for performance
- Switched bullet shells to cylinder collision, for performance
- Optimized all hit effects, now require one less spawned actor
- Optimized dynamic light firing triggers on 3rd person weapons
- Reduced time period of dynamic lighting on grenades, for performance
- Reduced particle count on several other ingame effects, for performance
- Made newer, better-performing bullet splash effects
- Improved the angle and orientation of bullet water splashes
- When the person you are spectating is killed, you will be temporarily
  switched to 3rd person to watch his/her death
- Both teams receive $50 less per round
- Army Cross now awards $1000 instead of an AP for balance reasons
- Both Silver Star and Army Cross can no longer be received in a 1v1, for
  balance reasons
- Darkened colors on wood impact effects
- Improved random viewpoint selection when first joining server
- Lowered sound volume on snow bullet impacts
- Default IRC channel and server now point to the mod's

Fixed:
- Fixed ladder deaths
- Fixed spectator camera lock after just joining a game
- Fixed missing &quot;Allow 3rd Person Spectating&quot; text in game rules setting
- Fixed &quot;when spectating a poisoned player poison indicator stays into the
  next round&quot;
- Fixed IRC settings not saving after being changed, this appears to be
  a UT2004 issue

Maps:
- New MIS-Backdoor objectives
- All maps with ladders updated

-----
[v1.39]

Added:
- Added new realtime shadow engine, settings are under shadows
  in detail menu
- Added first person spectating and serverside option to enable
  or disable 3rd person spectating
- Added new &quot;Ultra Violence&quot; mode with new blood effects, spreading blood 
  pools, larger blood splatters
- New 1st/3rd person shell ejections, much more realistic physics, shells 
  stay after firing, eject while scoped, react to water entry, and have 
  a nice shiny shader applied to the skin
- Added new traits &quot;Convict&quot; and &quot;Outcast&quot;

Changed:
- Friendly fire will no longer take you out of the resting state
- Readded colored screen flashes for napalm and poison damage
- Lowered USP weapon priority, was choosing USP over rifles when
  using the SwitchToBestWeapon() command
- Headshot damage upped 10%
- Reduced knife stab and machete stab range.  Not necessarily for balance
  purposes, it was just rediculously high and unrealistic.
- Raised jumping recoil 10%
- Sped up 3rd person animation enforcement code
- Looking away from a flash grenade will now minimize the effect
- Ladder climbing is different now.  You will not be able to strafe,
  instead, when first grabbing the ladder you will be placed in the 
  center.  Using the jump/crouch and forward/back keys you can go up
  or down.  If you hold down &quot;jump&quot; and press the left/right keys you
  will leap left or right off the ladder.
- DSR will now eject shells

Fixed:
- Fixed an interact exploit allowing people to move in the preround
- Fixed an accessed none in taclight and laser projectors
- Fixed picking up two grenades causing second grenade to not be
  shown in buymenu.
- Fixed an odd weaponflash/fire sound problem in 3rd person, this
  should remedy the &quot;player's gun fires for no reason after entering
  a new zone or emerging from behind bsp geometry&quot;
- Fixed adminreset not resetting time properly
- Fixed &quot;unable to reload secondary akimbo weapon if primary has full
  ammo&quot;
- Fixed an exploit involving jumping and resting
- Fixed &quot;Ladder Launching&quot;
- Fixed weapon muzzle flash while scoped occurring in incorrect location
- May have fixed &quot;weapon fires but no bullets come out, have to drop
  weapon to fix&quot;

Maps:
- Official support for MIS-DowntownBank is now dropped
- Added MIS-UptownBank
- Added MIS-Waterplant
- Fixed FPS issues in MIS-Alcatraz

[v1.38]
Added:
- Added support for bullet water splashes and water rings
- Added support for ladder strafing added in UT2004 v3236
- Added &quot;SwitchTrait&quot; function for quickly switching traits
  during preround or while dead ONLY.
- Added traits &quot;Bloody Mess&quot; and &quot;Grunt&quot;
- Added missing mercenary arm mesh for Red Label
- Added more information when spectating to make it a bit more
  interesting

Changed:
- HeadShot damage upped 8%
- Reduced P90 recoil by 10%
- Adjusted 3rd person sidearm positions to fit better in hands
- Akimbo system received a 100% rewrite.  &quot;Yes, we can rebuild it.
  We can make it stronger, faster, better.&quot;
- Raised 3rd person footstep sound radius
- Readded animation enforcement to stop wrong 3rd person weapon
  animation being used
- Several traits rebalanced: Bomber, Sprinter, Pyro, Ex-Cop, Ninja,
  Assassin
- New method of opening the team select menu, should fix several
  connection problems
- Grenade timers all reduced by 0.1 seconds
- Using new ragdoll for females
- Updated the scoreboard with new graphics and features
- Choosing a random team now automatically picks a trait for you, but
  if you have one already selected it will use that instead.
- Included a better-looking masked beret female mercenary model

Fixed:
- Fixed sellweapon bind giving back wrong amount of cash
- Fixed buyarmor bind from taking away too much money when repairing
- Fixed objectives able to end round after round already over, same
  with people changing teams or leaving the game setting off the
  endround checker.
- Fixed when last person alive on one team is kickvoted, the round 
  does not end
- Fixed missing impact sound on flash grenades
- Fixed a resting loop
- Fixed a buymenu-related money exploit
- Fixed retrieval objective carrier keeping/dropping objective after
  completing
- Fixed flash grenade effects continuing after death
- Fixed some layer ordering on the HUD
- Fixed accessed none in Killed function
- Fixed accessed none in Died function
- Fixed cost of secondary grenade not being updated in buymenu
- Fixed a weapon hand setting problem that sometimes caused odd
  positioning/invisible weapons
- Fixed inaudible footsteps
- Fixed incorrect labelling in speech menu
- May have fixed a mapchange crash

Maps:
- Fixed a hole in alcatraz causing low fps and player deaths
- Fixed a bad antiportal in TrainingArena

----- Final notes
We all hope you enjoy our little mod.  Shouts to Clan LV, XGMR, DNA, and CB4.

-Team Frag.Ops

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Pandora Studios


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Registered 6th April 2004

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