TemplarGFX's ACM Overhaul - State of the BAD ASS Art!

I´m looking forward too, to play ACM with this mod! Hex editing is a $itch. It´s the worst way to mod a game. I know how much work this is, to make a Hex - mod without glitches and crashes. But in this case, we have no other option.

I´m glad that we have tools like ReShade,Framework, Mastereffects to add some spice, without dealing with the game engine.

You still playing ACM with a Mac?

It´s online on ModDB…

No, not any more. I have my old gaming PC - which I built in 2008 when I though A:CM was coming - but it’s massively upgraded and runs real smooth now.

So some quick initial feedback from the mod:

    • WY troops way more acceptable - they’re no longer super troopers with wall hacks and one-hit kills, this makes them FAR LESS frustrating to play against.
    • The Aliens are hard as hell in close quarters. As stated, you need to make use of your supporting NPC squad. This is a change I like, but need to get used to.
    • The Graphics tweaks need work IMO. By default the colour is too yellowish, and way too dark. I’m not sure how I should change the graphics without breaking the MOD altogether.

Overall though, good first impressions, nice work @templargfx

If you do not like the Color related changes that Master effects adds into the game, but still would like to have the additional graphics effects like DOF and SSGI, edit your MASTEREFFECT.H file and change these lines :

#define USE_SWFX_TECHNICOLOR   	0 	//[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX
#define USE_WATCHDOG_TONEMAP	0	//[0 or 1] Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values.
#define USE_LIFTGAMMAGAIN 	0	//[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.

You likely need to adjust in-game brightness quite a bit, as it default to brighter so that Master Effects has more to work with.

Keep in mind that the game itself uses some severe internal tonemapping I sadly could not disable, and Master Effects is just one setup file, so some tones in game look less great than others.

Hello
good update but I have the feeling that Ai no longer helps me if we are attacked . Im on LV426 and the first Assault of Aliens and ONel no helps i kill all Aliens alone . Others ask , we will give it a V3 so more changes are yet to come ? or which is now final .

There will be further updates, but the issue you talk about there is a core issue in the game, and that cannot be fixed.

The AI help you alot more than they did, but their AI is still the worlds simplest FSM with some frills.

I have released a small add-on that slows the Xeno Soldiers down, and increases their health, for those finding it too difficult!

1 Like

Good job but one question how fast the ua 571-c guns shoot?? in the game. If play the DLC and in one Missun you must survive an encounter with two sentry but the aliens not really impressed if the sentrys shoots. Can you increase the response time / shot speed?

i love the gun sound in the movie.

I am unsure if its possible to effect the Merc “Sentry 2.0” turrets, but the original one that you can carry around has 'canon" stats. Its AI is downright terrible which is why it misses some targets completely.

I tried fixing it up some but without much luck. I might take another look

Really great work!!!

I got a question. Is there a way to start a offline game on the MP Maps (TDM, Survival, etc.) with Aliens?

If we could figure out how to get the bloomin Console to work we could!

you could try using the UE3 command line map loading feature

Examples:

UDK.exe MyMap.udk?game=MyPackage.MyGame?class=MyPackage.MyPawn
UDK.exe server MyMap.udk?listen=true?bIsLanMatch=true
UDK.exe 127.0.0.1
General Options

CHARACTER: the player character to use.
CLASS: tells the engine what player class to use (overriding default).
GAME: tells the engine what GameInfo class to use (overriding default).
NAME: player name to use.
PASSWORD: password required to join a server.
TEAM: the team the player is on (or prefers).

Server Options

bHasVoice: Specify that voice support is available.
bIsLanMatch: Set whether multiplayer game is on the local network (e.g. bIsLanMatch=0).
bRequiresPassword: Set whether online games requires a password (e.g. bRequiresPassword=0).
DEDICATED: Specify server as dedicated server.
GAMEPASSWORD: Server password passed on travel.
LISTEN: Specify server as a listen server (e.g. Listen=…).
SERVERDESCRIPTION: The description to be displayed for the server.
UTGame Specific Options

DIFFICULTY: Set the skill level for bots in the game.
MUTATOR: Specify a mutator to use.
NUMPLAY: Number of players to use. (Number of bots +1 for the player)
RESTART: Restart the map.
SPECTATORONLY: Start the game in spectator mode.

From https://udn.epicgames.com/Three/CommandLineArguments.html

This is good work, I’d love to see a concerted effort to tweak and perfect these settings. @templargfx am I to presume you are open to any and all feedback?

I’d like to give the ‘easier’ xenos patch a try, I’ll post some feedback when that’s done.

It isn´t easy…^^

The Aliens a bit slower but they can take more damage, expect headshots! I like this add on. :thumbsup:

Feedback is more than welcome Romin!

I thought I’d test the Shadowplay feature of my new GFX card, while trying the MOD. In this video I mentioned some of my thoughts on the WY troops, namely that they are a welcome break given how hard the Xenos are, in contrast to a frustrating, annoying enemy when all you want to do is blast the Aliens…

First time doing a video like this, be gentle…

PS. I recorded a couple more rounds against the aliens, but it takes so long to upload these videos, I’ll have to upload them after Easter…

PPS. Happy Easter!

Hey dude~First thank you for this excellent MOD.This injected new vitality for ACM because only a few Aliens-Fan players enjoy this game…I have tested this MOD for a few days…I found a problem of MasterEffect:


The blur effect really obstructed GUI……In addition,I often play ACM multiplayer PvP mode with friends.I think this MOD really overcharge the balance of PVP mode…
1.Acid blood is overly powerful against marines!
2.Arc round of actical shotgun stuns aliens too long!
3.Sentry gun often “miss” stunned aliens!
4.Xeno Lurker won’t prounce on marines in BUG HUNT mode…

Could you reference some other MOD(Ultimate Badass Mod by JasonBourne)for gameplay balance of multiplayer?

Thanks for recording a video, its great to see someone else play and especially comment!

Do you think WY are too easy? the “breather” feeling is what I was going for exactly!

MP feedback is desperately needed as I don’t get any real playtime. V3 is all about balancing and MP is getting close attention. To be honest V2 is in no way MP balanced.

Any further balance issues or ideas post them here or on ModDB and I will add them in!

If you feel like helping me out a bit, head to ModDB and rate my mod!

I think the sentry guns are a major “bug” right now, dosen´t matter on SP or MP. They got no power, it feels like they need 100 round to kill a Alien.

But everythink els is fine. I enjoy really your mod! I upload later a video of my gameplay.

@ emusirius

Just press F6 (for this mod), to toggle Mastereffect on/off. Later, I will try a Mastereffect version with adaptive DOF and adaptive Ambient Light, to fix this glitchy menu. ^^

This my adaptive DOF .

http://imgur.com/1Y9hyu9

But as you can see, it isn´t perfect…

http://imgur.com/IOiTHzn

http://imgur.com/7p4XHZh