github MOHCoopTrilogy/releases v1.2.0
MOH Coop Trilogy 1.2.0

latest releases: v1.9.1, v1.9.0, v1.8.9...
one month ago

MOH Coop Trilogy v1.2.00

The biggest update yet. Installs cleanly over any previous official version - the updater handles everything.

NEW: OpenGL2 renderer (early release)

  • Modern rendering path with per-fragment global fog, distance-fade effects, shadowed dynamic lights, sun handling and post-processing.
  • EARLY RELEASE: expect visual issues here and there - please report them with the in-game Report A Bug tool or on Discord. The classic renderer remains the default fallback.

New features

  • Suppression system: near-misses and taking fire desaturate and tunnel your vision; scripted set-pieces (like the Crete glider run) use it too.
  • On-hit blood feedback and blood that STAYS - wounds are never wiped from any model, and bodies can keep taking damage after death.
  • Crash-site concussion effect after the Crete glider crash; other players now parachute in and cut their chutes.
  • New challenge #180: "Static Line Savior" - save the trooper hanging from the power pole on Crete.
  • Player limp: hurt below 30% health slows you into a wounded gait; no more sprinting sounds while limping.
  • HD texture pass: glider interior, gauges and the jeep upscaled 4x; bloodied pilot with visible wounds; bloodied allies in the glider.

Cut retail content restored (Crete / e2l1)

  • The entire mid-mission voice track was recorded by the original devs but never wired to anything - now it plays: the pilot's radio exchange, McMartin's pole rescue lines, Phillips' rail-tank warnings, the rendezvous greeting and the final-battle callouts.
  • Restored dialogue, shot-up glider audio, cracked windscreen and explosion effects on the glider ride.

Major fixes

  • Vehicles (rail tank, trucks) could become permanently unkillable mid-fight - shots, airstrikes, everything passed through. Root-caused and fixed engine-side; they now die properly every time.
  • Spectate inactivity timer was silently reset to 60s by the menu on every launch - now a full 10 minutes, and the hidden 15-minute idle KICK is gone.
  • The railway bridge no longer pulses alarm-red (a 20-year-old retail lightstyle quirk).
  • Officer boss + reinforcements repositioned on Crete (old spot had broken AI pathing).
  • Glider player now stands at the authentic crash position, no more ground-level spawn pop.
  • Countless smaller fixes: truck crews staying ghost-solid after unload, mission strand guards, footstep audio, and more.

Notes

  • Report problems in-game (Report A Bug) or on Discord. GL2 visual reports especially welcome.

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