github MOHCoopTrilogy/releases v1.4.1
MOH Coop Trilogy 1.4.1

latest releases: v1.10.19, v1.10.18, v1.10.17...
one month ago

v1.4.1 - Weight, Wounds and the Armory

The largest update the mod has had. 176 commits since v1.3.1, plus a full live-playtest
pass. Guns have mass, Germans fight like soldiers instead of turrets, and you can finally
choose what you carry.

Read the "Still early" section at the bottom before you report a bug. Some of this is
deliberately experimental and a couple of systems are shipped switched off.


THE ARMORY

Press F7 anywhere to open your loadout.

  • Pick every slot of your kit from the full weapon roster.
  • 357 weapon FINISHES and a set of model VARIANTS - different guns entirely, not reskins.
  • Unlocks are earned. Faction challenges gate the BAR, StG44, Vickers, Breda and Trench
    Gun; rank gates the rest. Every hover now states the path it actually enforces.
  • The 3D soldier shows the kit you picked. Clicking SIDEARM shows him holding your sidearm.
  • The main-menu armory previews model variants with no server running.
  • Blueprints: every 5th find rolls for a random unlock of any type.

WEAPONS HAVE WEIGHT

A gun is no longer a floating camera attachment.

  • Hip recoil, mass-scaled recovery, landing dip, footfall shake and breathing all scale
    with what you are carrying. A Thompson and a BAR do not handle alike.
  • Aiming down sights EASES in and out instead of snapping, with a per-gun tune table.
  • The camera carries momentum. Crouching and standing have weight behind them.
  • Sprint-to-fire, a low-ammo tell, and an idle inspect that turns the gun to show its side.
  • Your weapon retracts when you push it into a wall.
  • Blood gets on the gun.
  • NEW: procedural finger life. The trigger hand re-grips and rests off the trigger, the
    support hand squeezes and stretches on the foregrip. No animation work involved.

RAGDOLLS (ON BY DEFAULT - NEW)

A real Verlet solver with 18 angular joint limits, world and brush-entity collision, and
per-bone collision radii. The authored death animation owns the fall; physics owns the
landing. Shoot a corpse and the limb you hit moves, and it keeps where the bullet put it.

Bodies fall, tumble over what is under them, and keep the shape a bullet put them in.

This is ON by default from v1.4.1 and it is the newest system here. coop_ragdoll 0 turns it
off and reverts to the retail death animations. Please read the note in "Still early".

THE GERMANS FIGHT BACK

  • They take cover, go prone at long range, and crouch behind what is there.
  • The last soldier of a wiped squad may surrender rather than die. You can recruit him.
  • Suppression-reactive poses, and MG42 crews side-step instead of eating the burst.
  • Weapon variety: a slice of Kar98 riflemen carry (and drop) the G43, and the G98 variant
    cycles its bolt properly.
  • Nine buried retail behaviours wired in for the first time, plus locational hit reactions,
    crawl-to-death, crate combat and facial moods recovered from cut content.

SOUND

  • 60 new explosion recordings behind 79 aliases. The retail trilogy pushed 366 alias lines
    through about 34 distinct wavs - one metal hit was the tank, the truck, the plane, the
    jeep, the glider, the AA gun, the bunker, the door, the railgun and the radio.
  • Weapon handling foley: the motions your hands make now have sound.
  • 1,389 never-played retail voice takes restored to the campaign.
  • Tinnitus and shellshock after close blasts, ricochet whines, near-miss cracks, and
    muffled screams from crews still inside a burning vehicle.

NEW WEAPONS

Mauser C96, Johnson M1941, DP-28 and the S&W M10 .38, all added alongside the existing
roster rather than replacing anything. The Panzerfaust has been REMOVED - it never fired
correctly and was called a dead end.

VEHICLES

Vehicle deaths are layered now: the initial shake, staged cook-offs, a burning wreck and a
smoke column, instead of one puff and a static husk.


NOTABLE FIXES

  • m3l3: the church barrage was wounding you INVISIBLY. It wrote health directly instead of
    dealing damage, so there was no pain sound, no hit flash and no damage indicator - health
    simply fell. It also pinned you at 1 HP, which meant it never landed the kill itself but
    guaranteed the next stray round did. Both fixed.
  • Enemies that never reloaded and simply fired forever. The reload table matched "stg44"
    while the weapon is named "stg 44", so the animation resolved empty and the reload never
    ran. Same for the coop Kar98 sniper variant and the shotgun.
  • Officer reinforcements could spawn under the map.
  • MG42 accuracy, root-caused: manned turrets never read the spread lines that were supposed
    to control them, and the 14 lines on m3l3 only ever widened PLAYER fire from captured guns.
  • Severed heads vanishing during normal play - a stale config seed was overriding the fix.
  • Invisible enemies, invisible torsos, and silent guns across Spearhead.
  • The XP bar could never fill.
  • You can hear the bombing run coming now.

STILL EARLY - please read before reporting

Ragdolls are ON by default, and they are the newest system in the mod. Thirty commits
across six review rounds went into them and they are still the least settled thing here.
Expect the occasional odd pose, a body that spins a moment too long, or one that finds
geometry you would not expect. This is the system most worth reporting on, and the one most
likely to produce something strange. If you would rather have a clean run, coop_ragdoll 0
puts the retail death animations back with no other side effects.

Third-person weapon foley ships INERT. The 84 room-mic takes are in the package but not
wired. They need per-class animation forks and carry a double-trigger hazard, so they are
deliberately silent rather than half-connected.

The skin and finish system is new end to end. It has been playtested, but 357 variants
is a lot of surface area. Menu edge cases under fast clicking are the likeliest rough spot.

The feel and movement pass got a live tuning session on release day. The idle-inspect
framing in particular was corrected very late and has not had a long soak.

Known open issues carried into this release:

  • e3l4: a jeep passenger can fail to complete the first supply run.
  • m3l2: SV_FindIndex overflow warnings on load.
  • t2l2: script errors on coop boot.
  • Pinned challenges have no in-mission surface yet.

Report anything through the in-game bug reporter. It is the fastest route to us.

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