Re: Wehrmacht / German / Axis forces mod WWII [Updated]
If you were thinking about something handheld, one of the most funky troops developed by nazis are "the vampire troops" which had nightvission-attachable, you could emulate the sci-fi looking and make it luadicriously stuff. Anyway, if you have to look onto dinasors, be sure to do it rite...
Tue Oct 18, 2011 8:23 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Yeah, I'll look into doing a lightning gun. Seems far beyond my capabilities at the moment. I've got a couple of ideas to make it work, rest assured.
@Naxete: I'd love to make the Vampir, but it would be completely pointless, as I don't think there's any way to effectively implement infrared cameras into CC.
Tue Oct 18, 2011 9:11 am
Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
I like the way you think, kettengrad, lua electric effects are serious hell... trigonometry and hiperbolic/cuantical calculations (definitely not my kind of thing)
Anyway, the vampire troops are more like some kind of graphical suggestion, you can make it and say it creates a super advance system of accuracy, with retro-lasers and stuff, making the bullets always RAM enemy asses
Tue Oct 18, 2011 4:15 pm
Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Uhh.....i have enabled most of the content that WAS disabled(exluding U-boat[no files],zombies and mutants) and only one error hits me in the face(in attachments).(note,medium and heavy tank.ini work perfectly)
Attachments:
File comment: here is the error it's self. Untitled.png [ 7.24 KiB | Viewed 5086 times ]
File comment: Here is the file name,the line # got blocked abortscreen.bmp [ 358.41 KiB | Viewed 5086 times ]
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
FrameCount is obviously more than 1 somewhere for Base.rte/Null.bmp.
Wed Oct 19, 2011 6:39 pm
Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Roast Veg wrote:
FrameCount is obviously more than 1 somewhere for Base.rte/Null.bmp.
huh?
Thu Oct 20, 2011 12:46 am
Mono The Elder
Joined: Wed Jan 26, 2011 4:44 pm Posts: 104 Location: Not sure. It's Dark in here.
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Oi, Is it possible to use the "Explore" game mode and reveal territory with a green tint then, when the device is switched off, "Unreveal" it? That'd be one use for NVG in CC.
Thu Oct 20, 2011 12:51 am
uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
@Galacticruler
Code:
AddAmmo = Magazine PresetName = Magazine Strike Mass = 0 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 <------------------------------- Here SpriteOffset = Vector X = -3 Y = -3
This is some example code, but it shows you Framecount. Just search the .ini file for "FrameCount" until you find the one referencing Base.rte/Devices/Null.bmp, change it to Base.rte/Null.bmp (it's not in the Devices folder anymore), and change the Framecount to 1. Hope this helps.
Thu Oct 20, 2011 12:54 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Disabled content is disabled because it is disabled. For a reason. But yes I probably changed a sprite from something animated to null. And then disabled the .ini because the tanks didn't work well. I was doing some work on this mod yesterday, mainly just adding / replacing some sounds and sprites. The Luftfaust, flechette gun, and plasma carbine have received the most love. Some changes:
- The Luftfaust's rockets are now far more accurate, and fly faster. Also has juicy new sounds. - The plasma carbine has renewed effects and sprite, unlimited ammo, and a lua controlled overheat function, thanks to the help of akblabla, Asklar, and Coops. Also has juicy new sounds. - Panzershreck rockets have a 10% chance of not detonating, and will sometimes stick into the target. Also has juicy new sounds. - Flechette gun is now fully automatic with increased reload time. - Lots of new firing / reloading sounds. Gotcha allowed me to use some really nice ones, and I went and found some more on GameBanana. Recipients: --- PzB-39 AT rifle --- FG-42 ---- STG-44 --- Ps.Kar 43 --- Flechette gun --- M1912 --- 22mm Luftfaust --- Others - Walther TA-12 shotgun ammo capacity increased, shotgun reload script added, juicy sounds. - Saucer retains default gibs, although now expels a ring of scathing plasma on a horizontal plane upon explosion. - Tried, and failed, at reintroducing the PzKpfw II light tank. New sprites have been created, but they're too small and it still rapes terrain when it moves.
I will update the new version as soon as I smooth out some problems. Me and Mehman are working on a mod together for the contest, so my additions to die Wehrmacht will not be very impressive until said contest is over. If the next contest theme is water, then updates will be further postponed.
EDIT: Oh and I cannibalized some ronin heads and made most of the infantry's heads randomized. Not much difference in head sprites, some have beards, different coloured hair / eyes, etc.
That blond dude is definitely a Nazi. Just look at him.
Thu Oct 20, 2011 5:36 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Kettenkrad wrote:
EDIT: Oh and I cannibalized some ronin heads and made most of the infantry's heads randomized. Not much difference in head sprites, some have beards, different coloured hair / eyes, etc.
That blond dude is definitely a Nazi. Just look at him.
No kidding. I wouldn't trust him at all!
Good idea on the randomization too. I was contemplating something similar for the Imperial Guard in the 40K Compilation, maybe with random helmets as well.
Thu Oct 20, 2011 6:16 am
Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
uberhen wrote:
@Galacticruler
Code:
AddAmmo = Magazine PresetName = Magazine Strike Mass = 0 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 <------------------------------- Here SpriteOffset = Vector X = -3 Y = -3
This is some example code, but it shows you Framecount. Just search the .ini file for "FrameCount" until you find the one referencing Base.rte/Devices/Null.bmp, change it to Base.rte/Null.bmp (it's not in the Devices folder anymore), and change the Framecount to 1. Hope this helps.
i have one in devices folder,i had to put it there for some VERY old mods. and yes,this helped!
Thu Oct 20, 2011 2:03 pm
Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
I'm agreed with Nonsequitorian, the new heads are a great improvement but can't exist a paratrooper troop without parachute, its completely SPARTA.
Thu Oct 20, 2011 6:45 pm
sabasNL
Joined: Mon Aug 08, 2011 12:03 am Posts: 22 Location: Them Netherlands
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Sorry to get back here and complain again that you should include a vechile, but now I really know what I was missing!
V-2 Rockets. Or even V-4's if you want to get a bit sci-fi and keep Von Braun in Nazi Germany anno 1947. And how's it going with other things as new weapons and the possibility of vechiles?
Oh and on the Swastikas and such from some posts ago (read if you want, I wont push you to do so)
I suggest he puts them in anyway, as it should be part of the mod and after all it just looks better and more realistic. If somebody gets offended by this, he/she should either uninstall this mod (cmon its a Wehrmacht mod!) or a censored version could be an option too (a zip containing replacements for the sprites containing swastika's for example, maybe also removal of other things like Mecha-Hitlers (that was a reference to Wolfenstein) )
Keep on going!
Sun Oct 30, 2011 10:51 pm
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
sabasNL wrote:
Sorry to get back here and complain again that you should include a vechile, but now I really know what I was missing!
V-2 Rockets. Or even V-4's if you want to get a bit sci-fi and keep Von Braun in Nazi Germany anno 1947. And how's it going with other things as new weapons and the possibility of vechiles?
Oh and on the Swastikas and such from some posts ago (read if you want, I wont push you to do so)
I suggest he puts them in anyway, as it should be part of the mod and after all it just looks better and more realistic. If somebody gets offended by this, he/she should either uninstall this mod (cmon its a Wehrmacht mod!) or a censored version could be an option too (a zip containing replacements for the sprites containing swastika's for example, maybe also removal of other things like Mecha-Hitlers (that was a reference to Wolfenstein) )
Keep on going!
No problems, there was a (severely overpowered and poorly sprited) V-2 a few updates a go, but it has since been removed. I'll tone it down and re sprite it now. Any special features / unique ideas that should be implemented into it? Dropship, orbital, or launcher / module deployment? V-2, (Soviet?) V-4, or (my personal favourite) the V-1 flying bomb?
Vehicles are getting nowhere atm, I'm sorry to report. As for the swastikas, I take no offence, but there's nowhere that they would really fit at the moment. If you can suggest some uses for them, please do.
Mon Oct 31, 2011 8:05 am
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
I have a suggestion for the V-1/2, see if you can have permission to borrow's Mehman transport cannon (code wise, although im aware that you had sprited it) and convert it into a V-1/2 platform, along with this you could also put a swastikas banners on the plat from as well.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum