Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » WW II Mod
Re: WW II mod[message #276666] Sat, 26 March 2011 15:08 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Buns
Is it in WF? Haven't tried to put a spade into the sling, but then it should indeed be no problem to add "spade cases" to the LBE.


yupp, it is. has been in there for quite some time...

Report message to a moderator

Lieutenant

Re: WW II mod[message #276684] Sun, 27 March 2011 00:09 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

http://dailygunpictures.blogspot.com/2010/12/daily-gun-pictures-presents-1934-john.html

deringer gun[1934]

Report message to a moderator

Sergeant Major
Re: WW II mod[message #276691] Sun, 27 March 2011 14:27 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
smeagol
yupp, it is. has been in there for quite some time...
Yes, I see. This is fine and a justification to keep those slings - they are desperatly needed when the soldier is carrying around a LAW or something like that additionally. Otherwise he wouldn't be able to use his pistol others than changing the rifle to the left hand.

wolf00
http://dailygunpictures.blogspot.com/2010/12/daily-gun-pictures-presents-1934-john.html

deringer gun[1934]
Looks like dammage 12, Range 2?


----------------------------
No new version this weekend: I have started with the new LBE and want to complete it first. A new version now would only have some minor fixes and the revised belts and Weapon Cleaning Kits.

[Updated on: Sun, 27 March 2011 14:29] by Moderator

Report message to a moderator

First Sergeant
Re: WW II mod[message #276692] Sun, 27 March 2011 14:42 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

this gun have caliber .41
Range can be about 10-20meters max.. i think...

[Updated on: Sun, 27 March 2011 14:42] by Moderator

Report message to a moderator

Sergeant Major
Re: WW II mod[message #276696] Sun, 27 March 2011 15:03 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
wolf00
Range can be about 10-20meters max.. i think...
That would be a bit to small for the game. The smallest gun I have now implemented is the Webley 1906. I wouldn't go below that. Even with enemies who don't have any armour save for helmets you usually need three or four shots from a pistol to get him down, unless using .45 ACP and placing a lucky hit.

Report message to a moderator

First Sergeant
Re: WW II mod[message #276725] Sun, 27 March 2011 21:15 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

http://en.valka.cz/viewtopic.php/title/Ceskoslovenska-armada-I-republiky/t/28791

something for helmets & uniforms from czechoslovakia ...

http://www.imfdb.org/w/M1917_Revolver

http://img27.imageshack.us/img27/5488/swm1917.th.jpg

i think fit good in your mod ...

US Rifle M1917 (Enfield 1917) (USA)

good candidate too .. http://world.guns.ru/rifle/repeating-rifle/usa/m1917-us-enfield-e.html

Report message to a moderator

Sergeant Major
Re: WW II mod[message #276770] Mon, 28 March 2011 16:02 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Yes, the Enfield 1917 is on the "long list". It didn't made it in so far because I have implemented the Springfield A3 that is used by all mercs that could also use the 1917; that's mostly the cheap US guys from M.E.R.C. (Biff, Gasket, Bubba and the like).

--------------------------------------------------

A first glimpse on the new LBE: The A-Frame carrier system.
http://www.worldwar2-militaria.com/images/A-Frame-Canvas.jpg

This one is a modular system composed of four items, each also usable seperatly:

http://img692.imageshack.us/img692/7668/aframestart.th.jpg
1. The A-Frame itself. It is worn on the backpack slot. It has no pockets but two (pairs of) slings that can be used to hold a weapon, LAW, spade and the like.
2. The Blanket Roll which can be worn over the shoulder "the Russian style". It has four small pouches.
3. The Mess Can with room for a canteen, the cutlery and the can/ration. It can also be worn from the shoulder.
4. And finally the Kampftasche (combat bag), that can be used as butt pack.


http://img148.imageshack.us/img148/6472/aframe2.th.jpg
You can attach all of the other three bags to the A-Frame in any combination you like. Let's start packing by adding the Blanket Roll to the frame. When you do so you'll loose one pair of slings on the A-Frame itself.

http://img692.imageshack.us/img692/391/aframe3.th.jpg
Next comes the Mess Can.

http://img812.imageshack.us/img812/3355/aframe4.th.jpg
And finally the combat bag

That way you have room enough to store all your item you don't expect to need in the coming battle, but might be needing soon before or thereafter.
http://img268.imageshack.us/img268/8163/aframeloaded.th.jpg
Such as camo kits, weapon clean kit, your desert uniform, spare ammo, canteens and even an (additional) LAW.

The advantage over a full rucksack is that you don't need to carry around empty space. So in case you don't need the slots from the mess can you can simply remove it by using pouch set straps (make sure the frame is empty before changing anything!):
http://img828.imageshack.us/img828/3316/aframeloaded2.th.jpg



That's how it looked in RL:
http://img339.imageshack.us/img339/9375/imag0007ex6.th.jpg

Report message to a moderator

First Sergeant
Re: WW II mod[message #276783] Mon, 28 March 2011 21:45 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

one beauty for our canadian friends ... http://world.guns.ru/rifle/repeating-rifle/can/ross-e.html

Report message to a moderator

Sergeant Major
Re: WW II mod[message #276887] Wed, 30 March 2011 16:56 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Another modular system is that of the haversack and the knapsack. This is a system of an upper bag used as combat bag and an attachable lower bag to turn this into a (larger) backpack for marches.

There were about identical systems used by the British army and others. To make things a bit easyer, there are two main packs (the Haversack and the M37) and one attachable knapsack for both.
http://img694.imageshack.us/img694/1444/haversack1.th.jpghttp://img841.imageshack.us/img841/3261/m37z.th.jpghttp://img232.imageshack.us/img232/3342/knapsack1.th.jpg

The knapsack on its own technically is a backpack, in order to be able to load or unload it when it is not attached to one of the top-bags, but its not meant to be used on its own. The two top-bags are combat packs that are worn on the back, means you cannot use them together with other backpacks.

When you attach the knapsack to one of the top-bags you get a new backpack that combines the pouches of both items:
http://img121.imageshack.us/img121/1931/packsetus.th.jpghttp://img718.imageshack.us/img718/7339/m37packset.th.jpg
This would be your setup for the march. As usual, you can detach the knapsack by using pouch set straps (make sure the bag is empty before doing so).

Additionally you can also attach a blanket roll to either the haversack or the M37.
http://img4.imageshack.us/img4/2644/haversack2.th.jpg
This gives you the additional small pouches of the roll. But for technical reasons it then becomes a backpack too (a combat pack doesn't have that many possible pouches).

For the full capacity of this system you can also attach a blanket roll to the pack set.
http://img813.imageshack.us/img813/1161/packsetus2.th.jpg
This gives you a huge ammount of pouches, but mostly smaller ones.





Report message to a moderator

First Sergeant
Re: WW II mod[message #276900] Wed, 30 March 2011 20:51 Go to previous messageGo to next message
ironmonger is currently offline ironmonger

 
Messages:56
Registered:February 2005
Location: Germany
Looks good - much like the US M1945 Combat/Cargo Pack combo. How about a gas mask bag as a leg rig? All armies issued them, but in service they often weren't used for carrying a gas mask, but other supplies.

Report message to a moderator

Corporal
Re: WW II mod[message #276960] Thu, 31 March 2011 15:18 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
ironmonger
How about a gas mask bag as a leg rig? All armies issued them, but in service they often weren't used for carrying a gas mask, but other supplies.
Yep, definitly. This should have a General Misc pouch (the one that is large enough to hold a gas mask) and two or three smaller pouches, probably replacing the L.R. - Equipment.

Other things I planning to implement:

First Aid Case
This would be a small bag with only a first aid pouch. But you can attach it to a belt.

Medic Pouch
This would be a shoulder bag with a "SAW" pouch (the smallest pouch that can hold a medic kit), a 1st aid pouch and a small pouch for Morphines (=Regen Booster). It would be a smaller version of the Medic Combat Pack.

Ditty Bag
This should be a very small bag that is but small enough to store several of them filled inside a larger pouch.

Sea Bag
A simple bag with one XL pouch.

Druffle Bag
A large bag meant to be stored on the vehicle.

Supply Crate
A XXL-"bag" with the maximum ammount of pouches. It should basically be one of those boxes all around that you can take with you. It would technically be a bagpack but should be to heavy to be carried around, save for Grizzly and the like guys. The idea is that you use it to transport more stuff in your vehicles, or to sort item transported in vehicles. It can also be helpfull when transporting stuff by helicopter.


ATM researching Russian LBE.

Report message to a moderator

First Sergeant
Re: WW II mod[message #277071] Fri, 01 April 2011 18:36 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
I've been following this thread every now and then and it seems sooo good. Nevertheless, I havent had any time to play and I would like to try this now. I havent read this forum for like 3 months so that means I'm completely lost.

So, if you mind, could you please tell how to install this correctly and where to get the appropriate files? Like first install JA 1.12 clean install, then 1.13, then Smeagol's AIMNAS package (like V15 ?) and BAGPro3? I don't know where to get these files so could you provide with me links?

Thank you for your help and especially thanks to all the modders making this game greater and greater!

[Updated on: Fri, 01 April 2011 18:42] by Moderator

Report message to a moderator

Staff Sergeant
Re: WW II mod[message #277114] Sat, 02 April 2011 14:06 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
There are two different mods hosted in this thread:

BAG-Pro
This is the alternative weapon progress mod. It is completed and the download is to be found in the first post of this thread. To get this running you need to have WF-AIMNAS v12 running. You get WF-AIMNAS v12 when you install Tais WF SCI (SCI_SVN1241_MPSVN3721_WF606_AIMNASv12.7z): http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=273927#Post273927

BAG is for now discontinued because the game engine doesn't support this idea, that's basically a result of the strange way EnemyGunChoices is handled (see the respective postings and this thread, and for more informations: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=244880#Post244880 ). This might change in the future when the respective parts of the code are changed.


WWII (weapon)-Mod
The download and the instructions are to be found behind the link in my sig. There is one version for WF v12, what will be discontued, and one for WF v13 or higher. Check the link to Tais' thread above to learn how to install WF v13 or higher.

This one is still under construction, but the version offered for download is completly playable. New versions will only add new items and make some minor changes. For example, the next version I am working on will have a complete new set of accurate LBE.


Report message to a moderator

First Sergeant
Re: WW II mod[message #277501] Fri, 08 April 2011 14:01 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
New LBE so far completed. Some examples:

Belts (vest slot)
http://img94.imageshack.us/img94/3829/m37belt.jpg
British M37 Belt, the well known belt with the two XL amo pouches.

http://img683.imageshack.us/img683/4430/medicbelt.jpg
Medic Belt, for a lot of medical supply and a pistol for personal defence.


Side Bags (tight slot)
http://img25.imageshack.us/img25/5553/sp1staid.jpg
A 1st Aid bag. This is of course a bit small with a single 1st aid pouch; but you can attach it to any belt (save for the medic belt):
http://img843.imageshack.us/img843/1287/belt1staidinf.jpg

http://img6.imageshack.us/img6/8708/spmedicsmg.jpg
Medic Bag and SMG Bag large.
The medic bag replaces the former TT-Medic combat pack. It is a side bag so you can wear two at a time, what indeed was usually done by field medics.
The SMG bag is the large variation with four pockets. There also is a smaller bag with two pouches.

http://img98.imageshack.us/img98/1376/spgasgrenade.jpg
Gas Mask Bag and Grenade Bag.
The Gas Mask Bag replaces the old Leg Rig Equipment, even though it is a bit smaller because it only has one medium sized pocket large enough for a gas mask of 1st aid kit.
The Grenade Bag can hold up to four bulky grenades. I have modified the pockets so that the Stielhandgranate fits into the large grenade pocket.

http://img38.imageshack.us/img38/8647/spbandolier.jpg
Ammo Bandolier to store a large ammount of rilfe ammunition.

Other side bags, like SAW, Explosives etc remain in game, some with smaller changes.


Combat Packs
I had already previewed the Haversack and M37 combat pack, here are some more:

http://img716.imageshack.us/img716/3131/cpbrotbeutel.jpg
German Breadbag.
With room for spare ammo (but only for rifles), a canteen clip that can also hold Stielhandgranaten, and the usual multi-purpose pouches.

http://img38.imageshack.us/img38/6117/cprussbb.jpg
Russian Breadbag.
It is lacking larger pouches but has four medium pouches and two drum pouches.

http://img834.imageshack.us/img834/5208/cpmusette.jpg
Musette Bag.
A small but very flexible bag because you can attach a blanket roll to it and wear it as backpack. Because the Musette Bag can be worn below the belt too, you can that way even use two of them at a time.

Report message to a moderator

First Sergeant
Re: WW II mod[message #277503] Fri, 08 April 2011 14:20 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
(splitting the post because of the large ammount of pics)

http://img593.imageshack.us/img593/5926/bpmusette.jpg
Musette Bag worn as rucksack.

http://img339.imageshack.us/img339/1732/cprationsbag.jpg
"Rationsbag".
A rather primitive compat pack with two large pouches that is worn above the belt (i.e. cannot be combined with backpacks).

Then we have a couple of special carrying tools that technically are considered combat packs:

http://img709.imageshack.us/img709/5883/cpbazooka.jpg
Bazooka Rocket Bag for storing rockets for all kinds of AT weapons.

http://img10.imageshack.us/img10/7848/cpfjbandolier.jpg
Double Bandolier for a realy huge ammount of rifle ammo.

http://img846.imageshack.us/img846/83/cpgrenade.jpg
Grenade Carrier, for Kamikazes.

http://img197.imageshack.us/img197/8313/cpstenmag.jpg
Sten Magazine Bag, of course can hold 12 of any standard SMG magazines.

and more...



Backpacks
I have already shown the A-Frame and Knapsack modular systems. The former BW and LRRP rucksacks remain, slightly changed, as "Affe" and "Mountain Rucksack". As seen above, the Musette Bag can be turned into a backpack by adding a blanket roll, the same applies to the Haversack and M37.

http://img10.imageshack.us/img10/3800/bpveshmeshok.jpg
Veshmeshok.
Also known as "Turkish Bag", a rather simple Russian rucksack that replace the former standerd "3 Day" combat pack. You can add a blanket roll to this one too.


Special LBE
There are some special items that technically are backpacks, but not meant to be worn as LBE.

http://img856.imageshack.us/img856/6752/dittybag.jpg
Ditty Bag
A bag with a single small pouch. Rather useless by itself, but it is small enough to store several of them loaded inside a larger pouch. So you can, for example, store a camo kit, an utility knife, spare pistol mags, and weapon cleaning kit inside a single large pouch by packing them into ditty bags first. Of course, those should be no items you would need access to in turn based combat.

http://img24.imageshack.us/img24/3210/bpsupplycrate.jpg
Supply Crate
This one really is XXL, the maximum ammount of pouches you can have in a single item. To load and unload them you can place them on the backpack slot, but they are of course meant to be transported by vehicles, not by your mercs. The same would be for the Druffle Bag (no pic) which is a bit smaller but still to large and heavy to be of use as some kind of personal "pack".


Next step would be proper implementation (MercStartingGear and Map Editor).

Report message to a moderator

First Sergeant
Re: WW II mod[message #277515] Fri, 08 April 2011 17:48 Go to previous messageGo to next message
Rockarobby is currently offline Rockarobby

 
Messages:15
Registered:March 2011
Location: Holland$$$
maybe, the steel helmet can be replaced by the m1 helmet.

Report message to a moderator

Private
Re: WW II mod[message #277547] Sat, 09 April 2011 12:08 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
nibor123
maybe, the steel helmet can be replaced by the m1 helmet.
It already is.

Section helmets: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=273060#Post273060

Report message to a moderator

First Sergeant
Re: WW II Mod[message #278078] Sun, 17 April 2011 17:49 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Uploaded v0.3 (check first post of this thread).

Report message to a moderator

First Sergeant
Re: WW II Mod[message #278515] Sun, 24 April 2011 19:41 Go to previous messageGo to next message
ironmonger is currently offline ironmonger

 
Messages:56
Registered:February 2005
Location: Germany
This looks really good - the dufflebag (with some ditty bags) became my favorite right away, as it allows to carry flamethrower fuel tanks.

Anti-tank weapons still are modern, but I expect you'll change that, right?

Report message to a moderator

Corporal
Re: WW II Mod[message #278562] Mon, 25 April 2011 17:03 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
ironmonger
Anti-tank weapons still are modern, but I expect you'll change that, right?
Yes, exactly. I am ATM working on some XML-refinement, for example all new items have a coolness of 1 what needs to be changed, changing some pocket sizes, adjusting weight and prices for the new LBE and stuff like that. When I have completed that I'll go on to heavy weapons.

Report message to a moderator

First Sergeant
WW II Mod Version 0.4 out![message #278729] Wed, 27 April 2011 17:53 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Uploaded new version v0.4

Changelog:

- Changed size of 20er BAR magazines and similar magazines to 17. They now do fit into Rifle Mag pouches and "Sniper Mag" pouches.
- Shoulder Bag BAR Magazines now has 4x "Sniper Mag" pouches
- Shoulder Bag Spare Ammo now has 2x "AR Mag 3x" (similar to M37 Belt) and is called "Shoulder Bag Large Magazines"
- Using a Shoulder Bag Large Magazines with any belt turns it into a M37 Belt
- Using Pouch Set Straps with M37 Belt gives a Shoulder Bag Large Magazines
- Changed Drum Mag pouches to accept two drums but no longer larger magazines.
- Some minor changes to AR Mag pouches to make their storing capacity more logical and to accept size 17 (BAR magazines)
- Changed Size of 15er 30 Car to "15" (= SMG Mag)
- Rennamed "Artillery Belt" into "Holster Belt"
- Recalculated all LBE to have LBE with about the same pouches to weight and cost about the same. In general, most LBE becomes cheaper but heavyer.
- Reworked coolness of all weapons, armour and LBE, hopefully ending mercs'complaining about what is meant to be high-end gear.
- Solved problem of Henning not being able to learn
- Fixed a couple of things with merc starting gear
- Conversion of belts now does work with M37 and Medic Belt, as well as with First Aid Pouch attached
- A Medic Belt can be created by attaching a second First Aid Pouch to a Holster Belt that already has a First Aid Pouch attached
- Using Pouch Set Straps on a Shoulder Bag Medic Pack returns two Shoulder Bags First Aid Pouch

[Updated on: Wed, 27 April 2011 18:05] by Moderator

Report message to a moderator

First Sergeant
Re: WW II Mod Version 0.4 out![message #279031] Sun, 01 May 2011 09:59 Go to previous messageGo to next message
Badbru is currently offline Badbru

 
Messages:63
Registered:January 2008
Location: Perth Australia
OK, where have I gone wrong.

1)Fresh install from original disc
2)1.13 3356exeSVN@1227 (this appears to be the latest from the Download 1.13 here section.)
3)SCI AIMNASv17.02_r4057.2 (from links in the AIMNAS thread)
4)WWIIMOD-v04 into data-AIM


Leaves me with title screen saying smeagols mod.
IMP characters with correct WW11 equipment
but
AIM mercs have an oddball mix of AIMNAS kit and WW11 kit
some have AEK919s and Type100 smgs
if aimnas weapon is 5.56cal they have .303 magazines etc

WW11 mod hasn't overwritten, or taken precedence over aimnas, it's blended with it.

How can I fix it please.

Report message to a moderator

Corporal
Re: WW II Mod Version 0.4 out![message #279037] Sun, 01 May 2011 12:25 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Badbru
4)WWIIMOD-v04 into data-AIM

It's the folder data-AIM-WF


Report message to a moderator

First Sergeant
Re: WW II Mod Version 0.4 out![message #279049] Sun, 01 May 2011 16:47 Go to previous messageGo to next message
Badbru is currently offline Badbru

 
Messages:63
Registered:January 2008
Location: Perth Australia
That could be the problem then as I don't have a data-AIM-WF file.
The seven files are; data, data-1.13, data-AIM, data-AIMNSG, Docs, MULTIPLAYER, and Profiles.

Starting up a game, it is wildfire maps though.

Since it's the merc New Starting Gear that is not properly overwritten perhaps it shoud go there?

Report message to a moderator

Corporal
Re: WW II Mod Version 0.4 out![message #279105] Mon, 02 May 2011 15:24 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Use the folder Data-1.13 in this case.

From the OP:
Quote:
Extract all files into your Data-AIM-WF folder. In case your install has no folder Data-AIM-WF, extract into the folder Data-1.13.

Report message to a moderator

First Sergeant
Re: WW II Mod Version 0.4 out![message #279147] Mon, 02 May 2011 18:58 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
That sounds like a bad idea, just saying.
You will get problems due to AIMNASv17 having moved on to NAS.7 anyway, aka your guns won't have attachments.
Use that AIMNASv15 SCI by Chatner as a base.

Report message to a moderator

Captain

Re: WW II Mod Version 0.4 out![message #279170] Mon, 02 May 2011 20:01 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Does that support OAS? I am thinking of returning to OAS anyways because none of my weapons does accept different stocks, what would mean that only automatic weapons would take more than three attachments at all (rod & spring would be the fourth).

Report message to a moderator

First Sergeant
Re: WW II Mod Version 0.4 out![message #279177] Mon, 02 May 2011 20:49 Go to previous messageGo to next message
Badbru is currently offline Badbru

 
Messages:63
Registered:January 2008
Location: Perth Australia
Thankyou Depressivebot, that seems like the likely answer as I'm also seeing alot of weapons drop without stocks. Ira has also returned to her old self. Sad
Now to get shovel and dig through the pages for a DL of v15...

Report message to a moderator

Corporal
Re: WW II Mod Version 0.4 out![message #279179] Mon, 02 May 2011 20:58 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The rifle grenade system you inspired, requires NAS, specifically the exploit where an item can be both an attachment when it is fit into a slot that allows it, and a merger trigger when it is clicked on a slot it doesn't fit.

I was actually waiting for the big 2011 release to be out before asking for the final .exe capability needed to make this a "proper" rifle grenade implementation - flag where use of grenade launcher requires at least 1 round of ammo be subtracted from a weapon's current load. Doubt we will get a dedicated rifle grenade feature added in code, so might as well make this one "proper" in all respects.


EDIT: also the whole NAS Attachment Class system is needed so that the attachment slot for the actual grenade does not appear with the launcher, but is actually part of the modified weapon.

[Updated on: Mon, 02 May 2011 21:04] by Moderator

Report message to a moderator

Lieutenant

Re: WW II Mod Version 0.4 out![message #279217] Tue, 03 May 2011 16:54 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Yes, I am waiting for the new "official" release as well. Meanwhile two new SCIs for WF-AIMNAS had been published that additionally both do differ from each other. But I have meanwhile replaced most, if not all, items from AIM, so I think I can try porting it to the default JA 1.13 exe freeing me from the need to keep pace with the development of AIMNAS.

The only thing left from WF-AIM would be the base maps (deployment of items and enemies had been changed too). But I anyways think I have to do something about map-design, at least for sectors with large facilities to make it more fitting the time-frame.

Report message to a moderator

First Sergeant
Re: WW II Mod Version 0.4 out![message #279230] Tue, 03 May 2011 19:34 Go to previous messageGo to next message
Badbru is currently offline Badbru

 
Messages:63
Registered:January 2008
Location: Perth Australia
Just a note, I did find a copy of Chatner's SCI for AIMNASv15 and it appears to be working now, so Tais AIMNASv17 is incompatable.

Also it's a shame your weapons don't have a choice of stocks. The M1 Carbine for example had fixed wooden or folding metal on the paratroop version. The Lee Enfield No4 Mk1(T) issued to snipers had the cheekpiece (sniperstock). It would have been nice to be able to build a (T) from a No4 by swapping the standard stock to a sniper stock.

Report message to a moderator

Corporal
Re: WW II Mod Version 0.4 out![message #279267] Wed, 04 May 2011 13:30 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Badbru
Also it's a shame your weapons don't have a choice of stocks. The M1 Carbine for example had fixed wooden or folding metal on the paratroop version.
Both are in this mod: the standard M1 and the paratrooper version with their respective stocks.

Quote:
The Lee Enfield No4 Mk1(T) issued to snipers had the cheekpiece (sniperstock). It would have been nice to be able to build a (T) from a No4 by swapping the standard stock to a sniper stock.
Yes, that would be one of the few examples, the MP-40 would be another one. Otherwise different stocks don't realy play any role for those weapons, nearly use wooden stocks, very few have folding stocks and heavy MGs SAW stocks. BTW, I was wrong and there is in fact a weapon in this mod does accept different stocks: the M1919A6 can either be equipped with a SAW stock or a parastock.

Report message to a moderator

First Sergeant
Re: WW II Mod Version 0.4 out![message #279338] Thu, 05 May 2011 15:32 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
After playing with tanks out in the open for a while I am not satisfied with my set-up either: tanks are sitting ducks and the shooting usually happens far away their position (I had deliberatly placed them in the middle of the maps in order to not allow them instantly destroying your vehicles). In most occasions there is just the tank to be destroyed after the shootout with the enemy soldiers. This does force the player to maintain and carry around AT-weapons, but any interesting tactical situations, such as a tank pinning down the flanking squad, are rather the exception.

I think it would be no loss to again remove the tanks from the open field maps until some better way of implementing them into tactical combat can be found. What would also free me from the need to make proper AT-weapons for the periode.

Report message to a moderator

First Sergeant
Re: WW II Mod Version 0.4 out![message #279379] Fri, 06 May 2011 09:09 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Hi Buns, I had the same experience with other mods, like RR etc. If you know how to deal with tanks, they are much, much less dangerous compared to enemy soldiers who can move around. Tanks being stationary makes them mostly a map feature.

I typically end up shooting most of the enemies before I am in a safe enough position to take out the tank. Occasionally I disable a tank during a fire fight, mostly using grenades, and only because it was convenient. I don't like to use grenades against enemies as this only means I need to repair their gear after I kill them.

Is it possible for you to use the in game "feature" where a random soldier gets converted to a tank? I believe this happens when the player clears out a sector with a tank and the enemy retakes the sector. But you are right, the tank will be at a specific location on the map.

I wouldn't say it is terribly inconvenient when a randomly placed tank (how do you make it random?) shoots up the player's vehicle. You can always exit the vehicle in an adjacent sector and walk into the tank sector. Inconvenient - but hey - not the end of the world.

Report message to a moderator

Sergeant Major

Re: WW II Mod Version 0.4 out![message #279399] Fri, 06 May 2011 18:31 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Dieter
Hi Buns, I had the same experience with other mods, like RR etc. If you know how to deal with tanks, they are much, much less dangerous compared to enemy soldiers who can move around. Tanks being stationary makes them mostly a map feature.
Yes, that's the point. Another thing also is that tanks can go on your nerves with their turning of the turret (*eeeek* *eeeek* *eeek*), what also is extremly time consuming during the enemy's turn. Interestingly a noise the mercs cannot hear, even though you would expect a tank with running engine would be audible throughout the entire sector.


Quote:
Is it possible for you to use the in game "feature" where a random soldier gets converted to a tank? I believe this happens when the player clears out a sector with a tank and the enemy retakes the sector. But you are right, the tank will be at a specific location on the map.
I don't know that feature. I could imagine some problems too: what if the programm picks a soldier on a roof, inside a building or otherwise impossible position to convert him into a tank?

Anyways, I am now in the process of replacing the tanks with common soldiers, and while I am at it check deplyoment of soldiers in general. In particular I think that I will reduce the number of roof-campers and add more enemies inside builidngs (with the respective keys). It is that builidngs, save for roofs, don't seem to play a role in combat; for example I think I had not used more than two loads of HMX in the last some 100 battles to take down walls, what makes hiring or training explosives experts rather pointless, save for removing explosive traps on crates.



------------------
wow, that must be a new record: I had started with this positing at 10:00 in the morning, then I got lots of calls, had to make a meeting, went shopping, and I finish it at half past five in the evening.

[Updated on: Fri, 06 May 2011 18:32] by Moderator

Report message to a moderator

First Sergeant
Re: WW II Mod Version 0.4 out![message #279415] Sat, 07 May 2011 00:44 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Maybe you can "borrow" some Urban Chaos maps? I am only talking about the city maps as you mentioned building campers.

Not all UC maps have subways, so they should be usable with no changes. Some of the UC maps are quite elaborate (like a maze of buildings). Also some of these cool UC maps don't see much combat just because this is how the game play works out. Maybe you can even delete portions (like a fence) for a completely different "map effect".


Buns
*eeeek* *eeeek* *eeek*


Oh dear lord, how annoying is that, I totally hate it!! Have you noticed that at some point the tank seems to "give up", meaning it feels like the turning mostly stops, like it wants to die? I wish that phenomenon would kick in a little earlier during a battle.

Report message to a moderator

Sergeant Major

Re: WW II Mod Version 0.4 out![message #279444] Sat, 07 May 2011 12:43 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
What would be so wrong with having a tank appear randomly in a sector, instead of the center ? Driving a jeep in a tank-occupied sector will probably get your vehicule destroyed... as in real life ! Smile

Plus, it forces your mercs to either scout the area for tanks before getting your vehicules in, and/or carry AT weapons at all time.

However, it's true that endless turret-turning is a pain. Would it be possible to just speed up the animation

And BTW, Buns, do you have plans to include AT-rifles such as the Boys (.55 Boys), Mauser M1917 (13.2mm TuF), PTRD/PTRS (14.5), Maroszek Kb Ur wz35 (7.92x107mm DS) and PzB 38/39/41 (7.92x94 Patrone 318) ?

Report message to a moderator

Sergeant
Re: WW II Mod Version 0.4 out![message #279447] Sat, 07 May 2011 15:00 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Dieter
Maybe you can "borrow" some Urban Chaos maps? I am only talking about the city maps as you mentioned building campers.
I think at one point I have to start with map making myself. I need to take a look at smeagol's big maps because I would need bigger maps for my own purpose (raising of vision range). Otherwise I am very satisfied with the WF maps, save for enemy deployment and some maps with facilities. On those maps I would prefer a setup with several smaller buildings instead of one very big, and for the means of my mod they should have a more "antique" look. For example, places like Tixa or Alma should look more like colonial periode fortresses than like 1970s functional architecture.

Another thing are the SAMs. There were no SAMs in my timeframe and an AA-position would have had a very small range, basically only able to shoot down aircraft flying through the very same sector. I think a possible sollution could be to turn them into small airfields, like the imporvised frontline-airfields used during the world wars, with a small runway, three or so primitive buildings and may be a "tower building" replacing the SAM control. This would give a more plausible explanation how a single sector would be able to control the airspace of all sectors around.

Quote:
Have you noticed that at some point the tank seems to "give up", meaning it feels like the turning mostly stops, like it wants to die? I wish that phenomenon would kick in a little earlier during a battle.
I have the impression that this either is the result of the tank having heard you (it seems its vision range is somewhat limited) or of it being damaged. I notice that after having hit the tank with a LAW (they often can take three hits with it) I sometimes can even stand right in front of it and throw grenades without it reacting.



breversa
What would be so wrong with having a tank appear randomly in a sector, instead of the center ? Driving a jeep in a tank-occupied sector will probably get your vehicule destroyed... as in real life ! Smile

Plus, it forces your mercs to either scout the area for tanks before getting your vehicules in, and/or carry AT weapons at all time.
That's rather impractical because it would require to enter a sector on foot, leave it again and return with vehicles. Not only would the enemy force most likely had moved away in the meantime, while you had massed up a large number of "lost" battles, but even more you would not be able to know whether or not there is a tank unless having killed all enemies.

And: in case the appearence of a tank would be randomized it would be different when re-loading the sector. So you would get into a sector, see there's no tank, leave and return with vehicles, but then the first enemy had been converted into a tank.

Quote:
However, it's true that endless turret-turning is a pain. Would it be possible to just speed up the animation

And BTW, Buns, do you have plans to include AT-rifles such as the Boys (.55 Boys), Mauser M1917 (13.2mm TuF), PTRD/PTRS (14.5), Maroszek Kb Ur wz35 (7.92x107mm DS) and PzB 38/39/41 (7.92x94 Patrone 318) ?
I am for now not planning with tanks anymore. There are couple of things that would need to be improved for tanks appearing in this mod to make sense:

- Tanks should be mobile and able to drive around the sector
- Tanks should make a loud noice even when not moving
- Tanks in this mod should be much weaker and armed with MGs or at maximum a 47mm gun. I am thinking about the Vickers Tankett as a model
- You should somehow be able to capture a tank (not sure how that could work in JA)

Report message to a moderator

First Sergeant
Re: WW II Mod Version 0.4 out![message #279652] Wed, 11 May 2011 00:28 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Buns
raising of vision range


You may need to pay close attention to how increased ranges affect the player interaction with the user interface, meaning if this is starting a "scroll fest".

Unfortunately we don't have much experience (yet) with big maps. For example while I have tested big maps, I have not played a full game with them.

However there are already a couple of interesting effects we were able to glean. For example it is easier to overcome 20 enemies on a map 4 times larger because you have less enemies to kill at a time.

Placing 60 enemies on a map to compensate can result in most of them clustering if you don't constrain the area they can be in through the map editor. Smeagol has way more info on this.


Buns
I sometimes can even stand right in front of it and throw grenades without it reacting.


Hm, I always was under the impression that there are exception in the C code for tanks and that they can't suffer from impairment through wounds like people do.

Wow, it never occurred to me to try standing in front of a tank, looks like I had too much respect for them.

Report message to a moderator

Sergeant Major

Re: WW II Mod Version 0.4 out![message #279695] Wed, 11 May 2011 14:02 Go to previous messageGo to previous message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Dieter
You may need to pay close attention to how increased ranges affect the player interaction with the user interface, meaning if this is starting a "scroll fest".
I had been testing 20 tiles base and now play with 17 tiles base. The major problem is that you are seen much earlyer which can, often does, result in your team getting pinned on the edge of the map. This reduces the ability to make tactical movements, what is not what I am looking for.

I am now trying to solve it by changing enemy deployment in the way that I have no more enemies on roofs, more inside buildings, and in general by massing the enemies in the center of the map. Another sollution could be bigger maps with a larger "neutral" zone towards the edges of the map.

Quote:
However there are already a couple of interesting effects we were able to glean. For example it is easier to overcome 20 enemies on a map 4 times larger because you have less enemies to kill at a time.
This would also be a matter of enemy placement. For big maps I would suggest to rather concentrate the enemies around a central "obvious" spot and have lesser of them isolated wandering around.

This somewhat would limit your abilities to take them out one by one, but would improve your abilities to make tacitcal manouvers, such as encirclement of the farm building the enemies are sitting in. It would also solve the problems of the enemy force getting to much streched out over the map.

On the other hand, I am a passionate player of daytime shootouts and hardly do nightime stealth missions. For an exciting daytime battle it is best to have all the enemies on a rather central position. For a stealth mission it is best to have them wandering around on their own.

Quote:
Placing 60 enemies on a map to compensate can result in most of them clustering if you don't constrain the area they can be in through the map editor.
That wouldn't realy be a sollution because it would return the old problem of the small maps, but on a higher level: there are hardly any places on the map where no enemies are and where you can move your team.


Quote:
Hm, I always was under the impression that there are exception in the C code for tanks and that they can't suffer from impairment through wounds like people do.
I do get notes, such as "tank is blinded by the blast". But I cannot say whether it realy does what it says.

Quote:
Wow, it never occurred to me to try standing in front of a tank, looks like I had too much respect for them.
I once had to because I run into a tank with nothing but handgrenades. You can destroy a tank with handgrenades, provided you have a lot of them. At one point I noticed that the tank seems to no longer react to my mercs. So I gave up crawling around it and had my mercs running upright to it, throwing all grenades they have, and then run back to leave room for the next grenadier. The tank was not shooting on any of them.

Report message to a moderator

First Sergeant
Previous Topic: Help with modding/ adding items
Goto Forum:
  


Current Time: Fri Mar 29 07:11:05 GMT+2 2024

Total time taken to generate the page: 0.03138 seconds