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WW1 Mod-- Input?
http://45.55.195.193/viewtopic.php?f=1&t=24530
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Author:  Supersoviet [ Fri Jul 08, 2011 10:23 pm ]
Post subject:  WW1 Mod-- Input?

This is my first mod to be released, and only my second WIP-mod for CC. I am looking for suggestions/ any creative input.
The product attached is pretty basic, and most content is still set to Vanilla standards (offsets, some presets,) not to mention the presence of vanilla weapons in the directory. However, I thought it would be useful for me to get some early-development input. The completed mod will hopefully feature the following:

1. All major factions of The Great War.
2. Accurate weapons for all sides, including static artillery, support guns, machineguns and rifles.
3. Flamethrowers with realistic range and power.
4. WW1-style actors.
5. Trench and fortification bunker parts.
6. Rain/Mud materials.
7. Custom scenes with dreary backdrops and plausible spawn system.
8. Realistic tanks-- bulky, slow targets.
9. Tunneling/sapper units.
10. Barbed wire that gibs (for wire-clearing purposes.)
11. Mines.
12. Gas (and immune units wearing masks.)
Attachment:
File comment: Build 0.1
WW1.rte.7z [1.58 MiB]
Downloaded 341 times

Author:  Mehman [ Sat Jul 09, 2011 1:37 pm ]
Post subject:  Re: WW1 Mod-- Input?

Well I just tested it,

First thing the faction is called German army and the moduleicon is a british flag, wierd.
Then most of the weapons don't have anything to do with the great war.

If you want a list and description of the weapons of WW1 here are some interesting sites:

http://www.firstworldwar.com/weaponry/index.htm
http://en.wikipedia.org/wiki/List_of_in ... orld_War_I

Author:  Supersoviet [ Sun Jul 10, 2011 5:12 am ]
Post subject:  Re: WW1 Mod-- Input?

Mehman wrote:
Well I just tested it,

First thing the faction is called German army and the moduleicon is a british flag, wierd.
Then most of the weapons don't have anything to do with the great war.

If you want a list and description of the weapons of WW1 here are some interesting sites:

http://www.firstworldwar.com/weaponry/index.htm
http://en.wikipedia.org/wiki/List_of_in ... orld_War_I


Thanks for testing it! Unfortunately, I do not know how to list multiple modules within the Index-- know anything about it? The sprite destination for the British is listed before the German, so I can't explain. And all weapons beside the Steyr, Vickers, Lewis, Gewehr, Lee Enfield, Reichsrevolver (plus grenades) and MP18 are still Vanilla.

Author:  Mehman [ Sun Jul 10, 2011 4:39 pm ]
Post subject:  Re: WW1 Mod-- Input?

Supersoviet wrote:
Unfortunately, I do not know how to list multiple modules within the Index


I don't think you can, but you can make two .rte folders, one for each faction.

Author:  Supersoviet [ Sun Jul 10, 2011 9:10 pm ]
Post subject:  Re: WW1 Mod-- Input?

Thanks, Mehman. Looks like I'll stick with that.

Author:  thesoupiest [ Sun Jul 10, 2011 9:31 pm ]
Post subject:  Re: WW1 Mod-- Input?

Couldn't you just have the Index.ini be a DataModule without an icon or faction name, and have it point to .ini files that define their own faction DataModules?

Author:  Silverarm [ Mon Jul 11, 2011 8:05 am ]
Post subject:  Re: WW1 Mod-- Input?

Hello there!
A few suggestions regarding the weapons.The Lewis rate of fire is too high,almost like the German MG42.Maybe tone it down a bit?Also,the Steyr pistols are IMO,very accurate,for automatic pistols,reduce it by a tiny bit?
Overall,I like the guns,and I wish the mod all the best.:)
EDIT:I tried the Steyr pistols a few more time,and the accuracy is just fine.

Author:  C4lv1n [ Mon Jul 11, 2011 7:28 pm ]
Post subject:  Re: WW1 Mod-- Input?

Will you have the Ross rifle in there? Prone to jamming but more accurate and faster firing?

(The Ross rifle was a Canadian weapon, it had a straight pull bolt rather than the up-back-foreward-down of a regular bolt action. This meant that it would fire faster, but the way the bolt worked made it prone to jamming. Regular infantrymen usaully switched to other weapons when possible, but snipers loved it since they were usaully only firing one or two shots, and were out of the mud a lot more than the infantrymen.)

Author:  Supersoviet [ Tue Jul 12, 2011 1:43 am ]
Post subject:  Re: WW1 Mod-- Input?

thesoupiest wrote:
Couldn't you just have the Index.ini be a DataModule without an icon or faction name, and have it point to .ini files that define their own faction DataModules?


Just tried that... Didn't work, however. Thanks for the idea, though.

And to SilverArm, I will assess your suggestions.

Author:  toxic9813 [ Thu Aug 11, 2011 6:58 am ]
Post subject:  Re: WW1 Mod-- Input?

Is this mod still in progress, and for B25? I saw the date of the last post was something around July 12... I hope it is, because I love the real-world mods for CC. :D

Author:  Supersoviet [ Fri Aug 12, 2011 7:45 pm ]
Post subject:  Re: WW1 Mod-- Input?

toxic9813 wrote:
Is this mod still in progress, and for B25? I saw the date of the last post was something around July 12... I hope it is, because I love the real-world mods for CC. :D

Aye. Sorry it took so long for me to get back to you, but I should have the next version up soon enough.

Author:  sabasNL [ Mon Aug 15, 2011 7:06 pm ]
Post subject:  Re: WW1 Mod-- Input?

Sir, as strange as it sounds and as sucking as it is, WWI didn't feature "real" flamethrowers. The way to ignite someone in a trench at that time was to bring a long tube connected to a tank with liquids, which would be sprayed, and while spraying, would be ignited by an incendiary (sometimes molotov-ish).

This makes a flamethrower that didn't only have the way too short range of 18m (too short even for most trench warfare), the flames also didn't really burn enough to kill enemies and, worst of all, atleast 3 soldiers needed to man one of those devices, and running with even the most portable ones at the time was asking for being shot.

Author:  Gotcha! [ Wed Aug 17, 2011 11:00 am ]
Post subject:  Re: WW1 Mod-- Input?

Nu-uh.

Quote:
The first notable use of the Flammenwerfer came in a surprise attack launched by the Germans upon the British at Hooge in Flanders. Springing forward at 0315 on 30 July 1915 the Germans made effective use of the portable Flammenwerfer, with gas cylinders strapped to the back of the men responsible for using the instrument, a lit nozzle attached to each cylinder.

Author:  Major [ Thu Aug 18, 2011 4:58 am ]
Post subject:  Re: WW1 Mod-- Input?

A flame thrower is literally someting that throws flame. They were invented millenia ago, heck, I made one out of a pencilcase, deoderant, matches and some string.

Author:  toxic9813 [ Fri Feb 10, 2012 12:28 am ]
Post subject:  Re: WW1 Mod-- Input?

Bump... again? lol must be dead

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