Aliens: Colonial Marines

Aliens: Colonial Marines

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TemplarGFX 23 lutego 2016 o 4:01
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TemplarGFX's ACM Overhaul - Gameplay, Graphics, AI, The Works
Aliens Colonial Marines Overhaul (ACMO for short) has always been about getting the best out of every aspect of the game. There is denying the game even after patches was lackluster at best. The AI sucked, the gunplay sucked, the story was eye-roll worthy and the characters under developed and overly cliched. It was not all bad though, and it had its moments. The levels could look fantastic, the weapons look great and the sound is very faithful to the source.
ACMO is primarily focused on three areas of the game, AI, Gunplay and Graphics. Each area has been heavily tweaked, playtested, balanced and tweaked some more to get the best out of every mechanic possible.
While there is nothing that can be done about the story the rest of the game is much more enjoyable than it was before with more varied and improved gunplay, unpredictable and deadly xenomorphs and darker atmospheric lighting and effects.

Full details and changes are avialable at the ModDB page


DOWNLOAD HERE
http://www.moddb.com/mods/templargfxs-acm-overhaul

My Paypal.me site : paypal.me/TemplarGFX


Unfortunately ACMO is not a miracle patch that turns the game into what was promised and teased back in the day and there are still many bugs and issues that remain that cannot be fixed with a hex editor.
Despite that buried under bad design choices, rushed development and typo's there is a decent game to be found, certainly better than the one that was released by Gearbox. When you play ACMO you are still playing the same game, its just everything works better, everything looks better and as a result the game is much more enjoyable.
The AI can still get stuck, and sometimes they still bug out and just stand still but it happens less often and is much less likely to impact gameplay progression than before. Human vs Human combat is not exactly what you would call tactically sound and their choices are often still suicidal
Due to how these changes have been applied to the game, it is one change for the entire game and all the modes. This can lead to pacing issues with your ally marines either leaving you behind or not following at times. Triggering the next sequence will make them catch up if they are behind or they will wait there for you. If you are seperated to much they will eventually be teleported to you.
When its all working however you can expect much more satisfying and enjoyable encounters, especially with the xenomorphs who move much more like they did in the bullshot video crawling over everything and being much less predictable foes

This project is a work in progress and will be expanded and improved over time to try and refine the game even further to an enjoyable experience. We're open to suggestions and feedback to help shape the future iterations of the mod!

If you would like to thank TemplarGFX for the Aliens: Colonial Marines Overhaul and help support future updates, you can now donate to James through PayPal. Donations aren't expected, but they are greatly appreciated!

Want to join a community of like minded ACM gamers, organise COOP and Bug Hunt and just hang out with awesome people? Join the official discord for ACM Overhaul : https://discord.gg/MVvmG7j

https://www.youtube.com/watch?v=U5ha-HrALZ8

Install Guide for V6 by TheSpoons313
https://www.youtube.com/watch?v=0k8HKtLMwt0

ACM Modded vs UnModded Comparison by AlexPlaysVideoGamez
https://www.youtube.com/watch?v=vEcjxp9RmVo
Ostatnio edytowany przez: TemplarGFX; 16 września 2020 o 2:16
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Wyświetlanie 1,981-1,995 z 3,919 komentarzy
cool this mod locks great but i have 2 questions....

1. will the mod disable the achievements?
and
2. does the game stay in german?
ExcessiveGBH 4 stycznia 2019 o 3:06 
Stasis Interupted plays first level then will crash after clicking on continue or starting from menu.
Not getting script error on main game with v6 as was with version 5.5.
Franz 4 stycznia 2019 o 3:36 
Początkowo opublikowane przez L-G-P Tosiba91:
cool this mod locks great but i have 2 questions....

1. will the mod disable the achievements?
and
2. does the game stay in german?
The language stays the way it was before the mod and all the achievements are obtainable. Bare in mind, though, that at least a couple of them are way more difficult now.
Początkowo opublikowane przez Franz:
Początkowo opublikowane przez L-G-P Tosiba91:
cool this mod locks great but i have 2 questions....

1. will the mod disable the achievements?
and
2. does the game stay in german?
The language stays the way it was before the mod and all the achievements are obtainable. Bare in mind, though, that at least a couple of them are way more difficult now.

Cool thanks
Sounds great
livinghell 4 stycznia 2019 o 12:25 
noticed something funny: before you take smartgun it shows an icon of flamethrover over it. after you drop it, the icon becomes smartgun ). noticed it in the missin, where marines as a giant group first time fight We-Yu troops on their way to overlightspeed ship.
Larnievc 4 stycznia 2019 o 12:36 
@Temp.

Yeah I borked the install somehow.

Then I got it working: what the ♥♥♥♥ did you do? It’s like night and day difference.

You know I have a psvr upstairs but no; I’m sat here playing A:CM.

Who would have thunk it?

Good on you, mate.

Abe: text on assault rifle says burst but it is auto.

Pulse rifle is REALLY good again. I might not use the assault rifle atm.

Abe: O’Neal is charging off ahead.
PMC’s are running super fast (as is O’Neal.

Abe: are upgrades only level locked now? The upgrades no longer seem to have a cost.

Abe: regen seems erratic.
Ostatnio edytowany przez: Larnievc; 4 stycznia 2019 o 13:51
livinghell 4 stycznia 2019 o 15:33 
some other issues: DLC mission 2 does not load and crashes the game. Drops in the first DLC mission are very rare. Had to fight all the time with the pistol, because had most of the time no drops for machine gun (which has absurdly strong recoil to be useful at distance more then 3 meters).
livinghell 5 stycznia 2019 o 9:40 
Początkowo opublikowane przez TemplarGFX:
Początkowo opublikowane przez Rusted Bird:
Also, I've noticed some little detail effects are missing in v6. Like that sticky secretion when you wield open first door on Sulaco or light rain during first part of Hadley's Hope.


Początkowo opublikowane przez livinghell:
the welding tool in your video shows sparks while opening door. should it always show sparks? Because I didnot see them with V6 mod.

Could I ask the both of you to send me a copy of your My Documents\My Games\Aliens Colonial Marines\PecanGame\Config\PecanEngine.ini

My email address is my alias at gmail dot com

V6 runs better as the special effects have been increased in a different way. My guess is your INI's have set particle levels too low for reason so I'd like to see how my custom 'compat' file rated your hardware

Początkowo opublikowane przez livinghell:
same thing: no rain at all

That was my fault. I tried to make the rain into dynamic rain and it disappeared :P

Which version are you referring to?

have to correct: last time I played there was rain and there were sparks too again back, but xenomorphs were stiil not burning. Will send you .ini ASAP. I speak of V6 version.
Ostatnio edytowany przez: livinghell; 5 stycznia 2019 o 9:47
TeacherGalante 5 stycznia 2019 o 11:38 
Templar I've run into the same issue as another poster - the primary campaign won't progress after I return from placing the five sensors in Hadley's Hope. I guess it's because I died and reloaded at a checkpoint?

Also, the multiplayer mode that you destroy egg batches dumps out of the game without an error when trying to activate the bombs.
TemplarGFX 5 stycznia 2019 o 13:46 
Początkowo opublikowane przez Galante:
Templar I've run into the same issue as another poster - the primary campaign won't progress after I return from placing the five sensors in Hadley's Hope. I guess it's because I died and reloaded at a checkpoint?

Also, the multiplayer mode that you destroy egg batches dumps out of the game without an error when trying to activate the bombs.

The Operations defense scene is unfortunately bugged. It has been since release, there are a few places outside of operations that the Xenos seem to get stuck in. If this happens unfortunately you just have to hold and wait it out. after 2.5 minutes the campaign will continue

Ive never played any of the MP modes, what normally happens when you activate the bomb?

Also, everyone will be happy to hear I finally figured out why the fire effect stopped showing up on characters!
Ostatnio edytowany przez: TemplarGFX; 5 stycznia 2019 o 14:31
livinghell 5 stycznia 2019 o 15:52 
Templar, could you please check what is wrong with death screens:
- singleplayer death screen is not shown at all. When I die, I just see my point of view moving away from hands and no screen or buttons at all.
-multiplayer bug hunt death screen: shows nothing except that I can not/or can buy a rebirth. I can not even move or look around till revival (had to watch at wall for 15 minutes). and can not look at fighting survivors. Also the inerface is broken so much, that I can not chat while I am dead, while other players can give advices even while they are dead.
Ostatnio edytowany przez: livinghell; 5 stycznia 2019 o 16:03
TemplarGFX 5 stycznia 2019 o 16:59 
Początkowo opublikowane przez livinghell:
Templar, could you please check what is wrong with death screens:
- singleplayer death screen is not shown at all. When I die, I just see my point of view moving away from hands and no screen or buttons at all.
-multiplayer bug hunt death screen: shows nothing except that I can not/or can buy a rebirth. I can not even move or look around till revival (had to watch at wall for 15 minutes). and can not look at fighting survivors. Also the inerface is broken so much, that I can not chat while I am dead, while other players can give advices even while they are dead.

The death screen in SP is a known issue with the current test, it is likely the cause of the MP issues too however my mod is not intended for MP, only COOP and Bug Hunt. You certainly should not play against people without the mod as you may have advantages over them if some of my changes have bled over into MP.
Most changes are to specific SP variations of weapons and effects but not all
TeacherGalante 5 stycznia 2019 o 17:30 
Templar thanks for the info on the 2.5 minutes. Guess I just got impatient. I can only watch Bishop type for so long....

I'm happy even if the changes are only for cooperation and bughunt. The other MP modes like evac and survivor so far seem okay for me so far though.
livinghell 6 stycznia 2019 o 5:25 
Początkowo opublikowane przez TemplarGFX:

The death screen in SP is a known issue with the current test, it is likely the cause of the MP issues too however my mod is not intended for MP, only COOP and Bug Hunt. You certainly should not play against people without the mod as you may have advantages over them if some of my changes have bled over into MP.
Most changes are to specific SP variations of weapons and effects but not all
I actually ment ONLY Bug Hunt and Coop. I do not play real multiplayer. Sorry for not describing correctly.
rutger114 6 stycznia 2019 o 17:19 
I'm having the game crash on me in the corridor right after you meet Bella in the second level of the main SP campain. It crashes without fail right after the first group of Wey-U PMCs show up. I have tried lowing the the master effects level in the installer with no improvement. Any suggestions?
Ostatnio edytowany przez: rutger114; 6 stycznia 2019 o 17:32
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