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Win 7 x64
8-core no HT i7-9700K @ 3,9 GHz fixed
16 GB RAM
1080 Ti 11GB no OC (I think 398.11 or 396 Driver version from June 2018)
Somehow I see no death screen when I die....
Xenomorphs shot with shotgun with incinerating round show no flames burning but light effects and animation only.
Dead (white) alien in canalisation moonwalks, really.
Dead (white) moving alien glowed with green spots while moving, but not every walking alien.
Additional possible problems, which i will double check later: The fog in the barricade area with exploded dropship, where you protect the hacking marine was so dense, that I could not see aliens running thorugh it on the floor or single burning flames within it. Will double check it, because could be a contrast settings issue.
RC4 Full : https://drive.google.com/file/d/1JLmo1Y7El1cWMLxAOv9YGkuctpQDO4_i
*New users should install V6 RC4 on a fresh game, it is NOT compatible with V5 or any earlier versions of ACM Overhaul. Check and Rename/Delete the My Documents\My Games\Alien Colonial Marines\PecanGame folder before starting the game so that the correct config is loaded*
*If you have an older version of V6 installed you will still need to remove the My Documents\My Games\Alien Colonial Marines\PecanGame folder. This is very important as it fixes a bug that causes Statis Interrupted and Sulaco Falls maps to potentially crash the game
INSTALL INSTRUCTIONS :
Verify your game installation, DO NOT INSTALL OVER V5!!
Extract EVERYTHING from the zip file into your games main install directory. Replace all files.
Double-Click 'ACMOverhaulV6Install.bat' file in the games root folder to complete the installation. (note, DO NOT right-click and select 'run as administrator')
Rename/Delete My Documents\My Games\Aliens Colonial Marines folder to allow the game to recreate the files for you (only required if you have run the game previously)
The Base INI files have been updated to include all the graphics tweaks and required edits for the mod, no more read-only files or having to edit manually. Install the mod, run the game, use the menu and enjoy!
Changes this update :
Adjusted Recoil mechanics - Another go at lessening the COD feel of the guns while still keeping it fun and action oriented. feedback is welcome
Updated Damange Feedback - More pronounced camera kick for feedback to try and better convey the damage your taking from gunfire. this helps alot in combat versus Mercs and makes Xeno swipes even more dangerous!
Fixed Death Ragdolls - Humans in particular die much better with their limbs reacting in a much more realistic fashion. Also applies to Xeno's but is mostly noticable when they aren't on the floor or leaping.
Blood and Acid Effects - More effects create decals on surfaces to increase the battle damage look (especially against Xenos). May be a performance hit, let me know
Buddy AI update - Another pass at getting the AI to stick with you, and prefer following your lead instead of running ahead.
Mercenary Weapons changed - Grunts can now carry SMG's or Shotguns without any grenades and instead carry a Pistol, which they will use in close range. Elites now carry the Assault rifle instead of the Battle rifle making them less dangerous however they do have grenades. The Brute still carries the Smart Gun
Buddy Marines can throw Grenades!
Adjustements to Xeno AI - Soldiers Pounce less often but are slightly more likely to try and kill you with their little mouth. Slightly adjusted their response to taking damage so they don't slow down as much. Lurker AI bug fixed that had them stand still sometimes (unfortunately for you they are even deadlier as a result)
Buddies can't die again but go down a bit faster and stay down a bit longer as a trade off.
Some global adjustements to graphics to try and squeeze a bit more quality out of the lighting and special effects.
Reduction in friendly fire damage
There are 3 primary changes in this version that need testing before I can do a full release :
Marines aren't allowed to Push - This is a feature which stops the AI from leaving you behind however it may have unintended side-effects in portions of the campaign I have not tested.
Weapon Recoil - The difference is subtle but the mechanic is different. Im interested to know what people think. These changes make the weapons feel more dynamic and less rigid.
Special Effects - Especially Blood splashes are boosted in rate and quality distances which does effect performance. the slider in the options should assist for older machines
These changes to Mercenaries and combat mechanics really improve the battles against Mercenaries with the grunts only having close range weapons and your AI preferring distant combat. The damage feedback being much more noticable also really helps you to stay alive in the larger open areas against the mercs making it less frustrating.
Xeno's are very dangerous but if you focus with the AI you will have an easier time against them giving you a bit more reason to care for them. With their improved combat they are actually helpful in alot of scenarios (maybe a little too good?) but in non scripted sections they get taken down very quickly to try and balance it.
Edit:
i had time to check a little v6, just first checkpoint of the game and to my rig, run much much smoother compared to v5 or v5.5
Hey WackedOut, I have updated the DOF, SSAO and AA in the engine to improve the base game look, and I run a custom Reshade 4 profile which is not included in the test download but is seen in the video. This adds SMAA which smooths it better than the game FXAA as well as colour balances. I will include the reshade profile with the release version
Spot on! Reshade 4 is not nearly as demanding as Master Effects from V5
This is a test version, you'll have to wait for the full release on ModDB if you want all the bells and whistles ;)
you could just add the Master Effects of V5 to your install for now
The M56A2 Smart Gun finally got the love it deserves in this game. Its now a pure joy to wield!
Nono, i prefer to run much smoother like is in this v6 "beta" :D
i wanted just to point it now atm dont have reshade at all, also because of this run so smooth!
Ah! sorry for the mis understanding! :)
I will report back with an update within ONE solar day.
UPDATE: OK so, i did everything that was indicated in the install instructions, but i didnt get a dll file, or any indication that the Templar GFX had succeeded in applying when i started the game, is that normal?