Mass Effect: Unification (build 40316/06) (R6 RELEASED)

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Re: Mass Effect: Unification (build 10426/03)

Post by Marth8880 »

We have a website now! :)

https://sites.google.com/a/frayedwiress ... s-studios/

Don't forget to subscribe to us on YouTube, like us on Facebook, follow us on Twitter, and add us on Google+!


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Coruscant's skyline got a bit of a makeover! :D
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Special thanks to AQT for the building textures. :)
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Re: Mass Effect: Unification (build 10426/03)

Post by Anakin »

That's....
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....AMAZING
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Re: Mass Effect: Unification (build 10426/03)

Post by Marth8880 »

Thanks. I think so too. :)


R3 News Update #1

Folks! Peeps! Modders! In case you are not already aware, R3 is scheduled for release on the 5th of May. With that said, I feel it necessary to share a mostly-final version of the change log and some other important information with y'all.

R3 Change Log
Hidden/Spoiler:
CHANGE LOG - RELEASE 3
MASS EFFECT: UNIFICATION V1.11, R3
FRAYED WIRES STUDIOS--MD
LAST UPDATED: 04-26-2014

--------------------------------------------

GAMEPLAY (SIDES / VEHICLES):
-decreased Shockwave and Nova damage and push
-decreased M-451 Firestorm ordnance damage rate and debuff timer
-increased turret explosion shields and armor damage scale
-increased Pulse Grenade explosion armor damage scale
-increased global unit roll thrust factor
-fixed auto-barriers on turrets
-in Alliance Sentinel, increased shields, decreased health and shield regen
-in Alliance Adept, removed Pull, increased shield regen
-decreased Throw cooldown
-increased M-23 Katana ordnance damage
-decreased M-8 Avenger spread
-removed automatic shield regen, implemented shield pickups
-increased all unit shields by 20-30%
-fixed vehicle damage scale for all weapons and powers
-decreased Adrenaline Rush offense/defense buff multipliers
-decreased Husk/Abomination health and melee damage
-adjusted Carnage ordnance to further match Concussive Shot ordnance parameters
-decreased Spitfire (Juggernaut) kick strength and ordnance damage
-in Health Functionality flag, implemented global health regen for units for respective flag setting
-in Shield Functionality flag, re-implemented global shield regen for units for respective flag setting
-in Shield Functionality flag, transitioned shield pickups to respective flag setting
-increased Shepard and Harbinger sprint speed
-updated and increased scale of unit map icons
-replaced larger units' map icons with unique, larger icon
-increased map view distance for all Geth units
-implemented M-98 Widow and M-98 Black Widow
-replaced Infiltrator Shepard's M-92 Mantis (Disruptor) with M-98 Black Widow
-fixed M-4 Shuriken shot delay and salvo delay (again)
-adjusted vehicle and building damage modifiers for every single unit weapon and power, building weapon, and vehicle weapon
-increased Hoth Dish Turret weapon rounds per clip and reload time
-increased destruction explosion damage for all turrets and vehicles
-implemented health pickups
-decreased Medi-Gel cooldown
-fixed error regarding Anti-Ballistic Shield ordnance collision parameter
-fixed error regarding Hex Barrier ordnance collision parameter
-fixed error regarding Omni-Blade fire node
-fixed errors regarding Assault/Rocket Drone fire nodes
-greatly increased unit fall damage
-decreased M-9 Tempest ordnance damage
-increased M-98 Widow and M-98 Black Widow ordnance damage
-decreased Geth Plasma SMG ordnance damage
-fixed issue with health pickups not being dropped
-decreased Omni-Blade shot delay
-decreased Medi-Gel initial salvo delay
-increased N7 Hurricane ordnance damage
-fixed issue with armored units not being able to pick up health pickups
-fixed exploit where M-100 Grenade Launcher could lock-onto and heat-seek targets
-replaced Infiltrator Shepard's M-9 Tempest (Disruptor) with N7 Hurricane (Disruptor)
-replaced Engineer Shepard's M-12 Locust with N7 Hurricane
-replaced Infiltrator Shepard's M-98 Black Widow with M-98 Black Widow (Armor-Piercing)
-decreased Singularity Rupture ordnance explosion shake duration
-decreased Geth Prime walking speed
-fixed issue with Husks causing the application to freeze on mus1
-fixed unit count balance in SSVxCOL xs side variation

GAMEPLAY (CORE / MAPS / GAME MODES):
-fixed barrier and planning issues on kam1
-fixed barrier, planning, and hintnode issues on tat2
-updated version/build number in localization files
-updated Conquest/Siege mode objective text
-completely rewrote side setup and initialization logic - all maps now support all faction combinations
-added four externally-controlled difficulty levels that modify AI difficulty and aggressiveness
-fixed objective text localization
-fixed global variables for faction definitions in multiplayer
-increased bleed rate and ticket count in Siege mode
-fixed barrier issues on dag1
-exported all custom scripts to master lvl file for external loading
-fixed issue with level 3 severity error messages regarding artillery lvl
-tightened barriers on EDN
-increased size of CP capture regions on many maps
-fixed error regarding artillery building explosion file
-fixed error regarding ClothData memory pool in EDN
-split master script into several scripts to decrease crash-rate
-fixed fatal crashing problem relating to auto-regen shields
-removed cantina CP from artillery strike-zone list in tat2
-implemented error-handling and error-prevention measures for master scripts and configuration parameters
-fixed maximum player height ceiling on VRM
-tightened barriers, planning, and hintnodes in PRO
-added Carnage Mode in which, when enabled, damage output for all firearm ordnance is multiplied by a range of 20-40% depending on the weapon

VISUAL:
-fixed collision body offsets on all abnormally-scaled units (e.g., Geth Prime)
-fixed armor-piercing ordnance impact particle effect
-added Tech Armor to Alliance/Shepard Sentinel meshes
-fixed lighting issue with Collectors' hands
-re-tuned several particle effects to use less particles (again)
-implemented Sticky Grenade explosion particle effect
-optimized all particle effects
-implemented Geth Plasma SMG art
-added glowing sections to M-100 Grenade Launcher and fixed shadow volume
-added glowing sections to M-97 Viper
-added glowing sections to M-92 Mantis
-added glowing sections to M-76 Revenant and fixed shadow volume
-fixed ML-77 Missile Launcher HUD lighting and shadow volume
-implemented Incinerate explosion particle effect
-fixed rear section of M-35 Mako texture
-fixed A-61 Mantis idle pose
-implemented M-35 Mako chunks
-implemented A-61 Mantis damage effects
-implemented A-61 Mantis chunks
-implemented Anti-Ballistic Shield icon
-implemented Hex Barrier icon
-implemented Rocket/Assault Drone icon
-implemented Carnage ordnance and exp particle effect
-implemented updated Concussive Shot ordnance trail and exp particle effect
-replaced health regen particle effect with 'blank slate' particle effect
-colorized all stock map minimaps to ME1-stylized blue
-fixed floating objects on Hoth
-updated Geonosis terrain textures with high-res textures
-updated Hoth terrain textures with high-res textures
-updated Mos Eisley terrain and prop textures with high-res textures
-fixed various prop shadow volumes and collision in tat2
-fixed issue with loading Husk/Abomination lowres animation bank
-fixed issue with loading Scion lowres animation bank
-fixed floating props on EDN
-bound directional lights to closed pods on EDN
-updated cor1 skydome texture
-fixed issues with cor1 background buildings
-tightened barriers collision on kam1 bridges
-fixed lowrez mesh in kam1 bridge
-implemented minimap in PRO
-implemented portals and sectors in EDN
-increased number of sides and adjusted UVs for Anti-Ballistic Shield
-fixed Omni-Blade rotation
-fixed Omni-Blade and Omni-Tool bloom strength
-implemented M-98 Widow Sniper Rifle art
-fixed errors regarding missing weapon animation banks
-added scrolling glow strip to ammo box
-updated ammo box and medi-gel crate to use collision primitives
-fixed missing Hoth shield generator explosion particle effect textures
-removed smoke from Scion cannon ordnance explosion particle effect
-fixed stupid glowing leaves in Felucia
-fixed crate collision on EDN
-added more background and cover props in PRO
-completely blocked off inaccessible sections of VRM
-implemented background skycar highways in cor1

AUDIO:
-fixed issue with music sometimes not loading (PLEASE REPORT IF ISSUE STILL OCCURS)
-fixed Mounted Turret explosion sound
-fixed missing Geth Prime foley sounds
-re-implemented command post sound cues
-implemented health recharge sound
-fixed ordnance ricochet and impact sound sample probability sums
-re-balanced global gain levels and play priorities to match industry standards
-removed several "unfitting" music segments from both Mass Effect 1 suites
-fixed seamlessness in several music segments
-implemented grenade bounce and water 'plop' sounds
-fixed Barrier firing sound
-fixed fire damage effects sound
-implemented Geth Plasma Shotgun ordnance impact sound
-fixed Incinerate ordnance sound
-implemented Carnage exp/fire sound
-implemented Concussive Shot exp/fire sound
-implemented M-35 Mako engine turn off/turn on sounds
-implemented M-35 Mako and A-61 Mantis critical engine damage sound loops
-implemented and gave all large ordnance - including all sniper rifles; heavy-hitting pistols, rifles, and shotguns; and all vehicle/turret non-exp ordnance - significantly louder impact sounds
-fixed error regarding AdrenalineLow, AdrenalineMedium, and AdrenalineHigh VO types
-fixed Alliance unit voice chatter Kill hooks
-implemented HurtFall sound for all Systems Alliance, Geth, and Collector units
-Shepard is now fully-voiced
-fixed hero music priority
-optimized file size of various sound effects
-implemented unique sniper rifle ordnance impact sound

SHELL:
-updated scroll bar graphic
-implemented ME3 shell art
-updated color of header text to legible color

CONFIG TOOL:
-implemented configuration utility
-fixed crashing bug with Submit Changes button not updating after reverting parameter flags
-added support for .NET Framework 4.0
-added parameter to choose between either a specific global faction combination or random selection
-added a parameter to select a difficulty level out of four options: Normal, Veteran, Hardcore, and Insanity
-updated localization
-updated help file
-moved Difficulty and AI Heroes flags to new Gameplay tab
-in Gameplay tab, added Health Functionality and Shield Functionality tabs, both with two options: Auto-Regenerating and Item Pickups
Live Link


In other news, we have implemented a new feature called Carnage Mode (not game mode), which essentially amplifies the damage output of all ordnance-based firearms by roughly 20-40% (depending on the weapon). Based off of this thread, Carnage Mode is designed to make the game more difficult overall as well as provide a sort of solution for individuals who feel many enemies too difficult to take down. The feature can be enabled or disabled in the Gameplay tab of the Configuration Utility.


I know a lot of you really want new maps; I do too! However, due to the overwhelming fact that a single new map requires entirely new art assets, we simply won't be able to fit one into R3. With that said, we are, however, releasing an updated version of Earth: Pioneer Trails, Sol: Luna and Sol: Venus with MEU era support alongside the release of R3!


Everyone loves a new game mode! (Right?) That's why we are including our new Siege mode in R3! Inspired by and partially based on Battlefield 4's Conquest mode, Siege is essentially Battlefront II's Conquest with a twist: each team has a substantially-higher bleed rate and starting ticket count as well as one main, uncapturable command post.

Siege Rules:
- Reduce the other team's ticket count to 0.
- Capture Command Posts to maintain control over the battlefield.
- If your team controls a majority of the Command Posts on the battlefield, the other team's ticket count will bleed, and vice versa.
- The rate of bleeding is dependent upon the number of Command Posts the non-bleeding team controls; more Command Posts results in faster bleeding.

Perhaps the largest difference between Conquest and Siege is that in Siege, you cannot win by conquest, or in other words by controlling all of the command posts. With the increased bleed rate, it's very easy for your team to begin to lose if you don't maintain a tight grip on your command posts. So believe me when I say it's intense. :)

Maps currently supporting Siege:
-Felucia
-Geonosis
-Hoth
-Mos Eisley
-Utapau

I'll probably end up redacting Hoth support due to its small CP count and adding Kamino support (as well as a few other maps) due to its high CP count.


R3 Highlights (other than the many small updates detailed in the change log):
-Carnage Mode
-Sol Map Pack support
-Siege mode
-Configuration Utility


Please provide any and all feedback you may have regarding the information above or MEU in general, and don't forget to subscribe to our many social sites! :)


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Last edited by Marth8880 on Sat May 17, 2014 12:04 pm, edited 1 time in total.
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Re: Mass Effect: Unification (build 10426/03)

Post by MileHighGuy »

Nice! Siege mode + Carnage Mode =awesome. but why not may the fourth?
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Re: Mass Effect: Unification (build 10426/03)

Post by Marth8880 »

MileHighGuy wrote:but why not may the fourth?
I didn't think about it. :P


Husks, Abominations, and Harbinger now glow! :) (Thanks again to AQT.)
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EDIT:

Emoticons no longer work. :V
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Re: Mass Effect: Unification (build 10502/03)

Post by willinator »

Wow, those look amazing :O, it's particularly cool to see that husk skin I made (and you edited) in full glory!
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Re: Mass Effect: Unification (build 10502/03)

Post by MileHighGuy »

R3 is really fun to play. The widow is so satisfying to use. Have you considered making the widow go through multiple targets?
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Re: Mass Effect: Unification (build 10502/03)

Post by THEWULFMAN »

We have considered it yes.
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Re: Mass Effect: Unification (build 10502/03)

Post by The Nasal Abyss »

Aw sweet! You made my harbinger texture actually look good! hahahaha
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Re: Mass Effect: Unification (build 10502/03)

Post by KeepAmazinn »

This might not be the right place to post this but Marth are you going to continue working on the clone wars modification for starwars battlefront 2?
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Re: Mass Effect: Unification (build 10502/03)

Post by Marth8880 »

That's WULF's project, not mine, but yes, the plan is to eventually push out a release.
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Re: Mass Effect: Unification (build 10502/03)

Post by Anakin »

i don't like the upper two units (never played mass, so i don't know their name).

But the one at the lower pics looks really great.
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Re: Mass Effect: Unification (build 10502/03)

Post by Marth8880 »

What about the Husk and Abomination do you not like? :o
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Re: Mass Effect: Unification (build 10502/03)

Post by Anakin »

the non glowing parts. They are not that detalied than your other models (the armors for example) at your pics it looks like the non glowing parts are a sort of armor or somthing like that and the refs i found on google it looks more like a decayed skin.
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Re: Mass Effect: Unification (build 10502/03)

Post by LRKfm946 »

As always, amazing work Marth and Wulf!

I was gonna say the same thing as Anakin. The Abomination/Husk skins (and/or models maybe) just aren't up to par with the rest of the work in this mod.
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Re: Mass Effect: Unification (build 10502/03)

Post by JimmyAngler »

You guys are nuts... I literally scream when they come after me... :shock:
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Re: Mass Effect: Unification (build 10515/04)

Post by AQT »

The difference between what you did and what they are doing is that you were criticizing a temporary placeholder. There is absolutely nothing wrong with providing and accepting constructive criticism, no matter who you are.
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Re: Mass Effect: Unification (build 10515/04)

Post by Marth8880 »

@Jimmy, LOL, goooooooooooood......

Re: the units' textures, Yeah, I agree. It's just another one of those things that we haven't yet gotten to.


R3 News Update #2

R4 is scheduled to release later today! Here's the change log for those who are interested.

Code: Select all

CHANGE LOG - RELEASE 4
MASS EFFECT: UNIFICATION V1.12, R4
FRAYED WIRES STUDIOS--MD
LAST UPDATED: 05-15-2014

--------------------------------------------

GAMEPLAY (SIDES / VEHICLES):
-decreased Geth Spitfire bonus amplification
-decreased Geth Spitfire vehicle and building damage scale
-increased Health pickup item armor health gain

GAMEPLAY (CORE / MAPS / GAME MODES):
-fixed memory pool issue on EDN
-fixed terrain collision issues in geo1

VISUAL:
-implemented Geth Spitfire art
-implemented improved Geth Plasma Shotgun ordnance impact particle effects

SHELL:
-disabled 1.1 patch check

CONFIG TOOL:
-fixed batch states functionality
-updated help file
-program will now attempt to detect whether or not it's on 64- or 32-bit system, and whether Battlefront II is Retail or Steam version.
-program will detect if BatchStates.txt is present; if it isn't, it will create file based on info from config.xml
-config.xml now contains information to generate BatchStates.txt
Change log live-link: https://dl.dropboxusercontent.com/u/384 ... efined.txt
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Re: Mass Effect: Unification (build 10515/04)

Post by LRKfm946 »

Another thing I forgot to mention is that there's a collision issue in Polis Massa, in the doorways to the room across the hall from the hangar at CP3. (Sorry it's a bit hard to describe and I can't get a screenshot at the moment.) I only noticed it with Alliance units, but I can't remember if I tested it with anyone else.
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Re: Mass Effect: Unification (build 10515/04)

Post by THEWULFMAN »

We're definitely gonna need to see the issue ourselves with (a) screenshot(s).
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