github MOHCoopTrilogy/releases v1.10.22
MOH Coop Trilogy 1.10.22

4 hours ago

Eyes on Target
Reloads and bolt work that stay on target, two new guns, looting with the Use key, a paratrooper squad that fights as a squad, real storms, a new scope view and a long list of fixes.

Download size: this update downloads the main texture package again (about 1.3 GB), because new HUD, icon and model assets were added to it.

Weapons and aiming

  • Aiming down sights, the gun now stays on target while you reload or work the action, and your hands really work the controls, with weight: BAR, StG 44 and DP-28; MP40, Silenced MP40 and MP40 Reactivated (with a working bolt handle).
  • 17 pistols get a two-handed aim and their own aimed reloads: the Colt 45 family, P38, Beretta, Luger, Nambu, PPK, TT-33, Welrod, Hi-Standard, Webley, Nagant and the silenced versions.
  • Bolt-action rifles: the bolt is cycled between aimed shots with the rifle held on the sights (Kar98, Springfield, Mosin, Lee-Enfield).
  • Pump shotgun: real sights (a sighting groove and a brass bead), a shell-by-shell aimed reload, fire to break off a reload, the pump stroke between aimed shots with the shell ejecting on the pull-back, and the pump is only worked after a reload when the gun was empty.

New weapons

  • Gewehr 43 (Iron Sights): in the armory at rank 2, with seven finishes and the scoped G43's skin variants.
  • Double Barrel shotgun: in the armory from the new "Both Barrels" challenge (60 Shotgun kills), with seven finishes. Hosts can hide it with coop_dbShotgun 0.

Looting

  • An enemy's dropped gun is now taken with the Use key: tap to take the gun with its loaded magazine, hold to take one magazine of its ammo instead.
  • Hold Use on an enemy body to search it once. Most bodies have nothing; some give ammo for a gun you carry, a grenade or a canteen.

Paratrooper squad

  • The squad stays with the players, holds a line and moves under covering fire instead of rushing. It takes cover on first contact and moves away from grenades.
  • Troopers land on tested ground, out of the enemy's sight where they can, instead of on roofs and cliff tops, and are no longer teleported around.
  • A rifleman carries a .30 cal and sets it up on nearby cover or on a small sandbag rest. It sounds like a .30 cal, it stays if he falls, and players can man it (finite belt, it overheats). One trooper may carry a grease gun.
  • Players kneel behind low mounted guns instead of standing upright.

Weather

  • Rain reaches the ground, is seen from indoors, no longer shows through walls, roofs and vehicle canopies, and no longer falls into rooms through doors and windows.
  • New rare storms: blizzards on snow maps and torrential downpours on rain maps.
  • Rain and snow look the same at any frame rate (the density used to depend on your fps), and snowflakes no longer follow each other in dotted lines.

Scopes and visuals

  • New scope view for every rifle scope: each optic's own reticle (eight period reticles), its real magnification, a smooth scope in and out and a scope shadow. cg_hzmScope 0 brings the old view back.
  • Clouds are on by default on the skies where they look right.
  • Artery hits: a bullet into an enemy's neck, thigh or upper arm can open an artery that pulses with his heartbeat and bleeds him out. A soldier who surrenders or is recruited stops bleeding. The blood matches the mod's other blood.
  • Call-in planes fade in and out of the fog at the ends of their run instead of popping in.
  • New MP18 textures and a repainted silencer on the six silenced guns that share it.

Frame generation and performance

  • Frame Generation (beta, still off by default): soldiers and vehicles get their own motion (no more vibrating characters), it keeps running while you aim, the first-person weapon moves smoothly, and nearby soldiers are no longer cut up in the generated picture.
  • Performance: an effects (emitter) leak is fixed, terrain is no longer rebuilt for every shadow view, soldiers a shadow view will not draw are skipped, and more of the character animation work runs on spare cores.

HUD and menus

  • Options > Video: a video memory gauge (this game, other programs, the limit) that reads your own card, and the Field of View slider now shows degrees.
  • Item readout: it fades with the rest of the HUD and comes back when an amount changes, shows your keyboard or mouse key even when a gamepad is bound too, and no longer overlaps the health display at low resolutions. Paradrop and airstrike rewards are small icons in the same row.
  • Message feed: many mission messages moved from the left side of the screen into the small feed, and narration the scene or the objective already tells was removed (Allied Assault, Spearhead and Breakthrough, including Omaha). A burst of messages is queued instead of dropped, and messages wait while the HUD is hidden.
  • Blueprints: the "nearby" prompt is gone and the pickup is confirmed in the feed. The alarm tip is a one-time hint. A refused mission exit is one line in the feed.
  • Omaha: the swim prompt reads "Tap F to fight the current".
  • The launch memorial shows a single animated badge.
  • Armory: five unlock requirement texts corrected, and the scoped G43's accuracy bar is filled in.

Game modes and host rules

  • Last Man Standing: a player who is disconnected and comes back keeps the lives they had instead of being locked in spectator. New host rule "LMS: Late Joiners Can Spawn" (on by default), also on dedicated servers.

Mission fixes

  • Spearhead and Breakthrough film briefings play again when you host: the host no longer gets the old fullscreen film and joiners no longer get a black screen.
  • M4L1: the officer is moved to a better spot and his reinforcements arrive from behind him.
  • Breakthrough e3l3: the stealth-phase message stays on screen long enough to read.
  • "Blueprint set complete" no longer shows on every blueprint pickup.

Other fixes

  • Going prone now always works when you hold crouch, including on rough ground and right after a landing.
  • An MG42 with an empty belt no longer overheats while you hold the trigger.
  • The enemies-remaining line no longer runs into the icons at the top right at low resolutions.

Balance changes

  • Enemy guns are no longer picked up by walking over them: use the Use key (see Looting).
  • The Webley, Webley Mk VI and Nagant revolvers reload round by round and take longer; fire to break the reload off.
  • Pistol reloads while prone take as long as standing (they were cut short).

Known issues

  • A weapon unlocked DURING a mission may stay padlocked or not equip until the next map loads.

Credits

  • Double Barrel shotgun mesh by Jean PFP (OpenGameArt, CC0).

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