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Posts posted by mr.pibb
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Thanks, I have already today downloaded V.2.0 from WarPlanet and tested it through, all was well. I will test it again if the problem arises again.
Christian

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awsome mod
great music too..but the game shuts itself off after the huge cinematic movie (the one you watch before you play the first mission Even if the game did this with cinematics having completed I suppose it dosent rule out the possibility of a crash, as I said depending on your computer which again is why the requirements are as they are in the readme text.
I have fully tested both versions with music, downloaded from my website before submitting them here to make sure there were no errors during the upload, the entire campaign worked perfect.
The second mission as well as the first is the other biggie, and if you are having trouble with the cinematics you may have trouble with it as well.
The other 3 missions are indeed not quite as big.
GL.
Christian
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awsome mod
great music too..but the game shuts itself off after the huge cinematic movie (the one you watch before you play the first mission Hey,
Chances are good it may be your operating system, the cinematics which is all of the first mission is one of the two biggest missions in the mod. It has a lot of actors doing a lot of stuff at the same time, can I ask, did it quit at the point where the allies gathered at the defeated russian defenses?
There are a few other "hot spots" as well were a lot is going on in the script, hence the requirements are as they are. The cinematic should end with you staring down the barrel of an AK47, did it?
Later.

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Thouroughly agree with ya migryder,
Id rather have a mission with ten enemies than a hundred that just dumbly all run at you at once.
My missions often got a lot of guys there, but I am merely creating an image of what the realistic enviornment would be like during the particular mission in my story.
To really pull off a large scale mission with actors doing close to what they really would do according to the setting takes ALOT of work and testing, and then of course you have to make it enjoyable to play also, difficult but not impossible.
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I had started getting into the chopper insertion as well for a particular mission, and discovered that something "different" would be to have the player see from in the chopper. Obviously this is not a cinematic, but I really like the perspective from in the choppper, being able to look down and around as yer hovering along. There are a number of drawbacks to this though, like the MG stations on the helo arent really finished, the players have to be invincible or they die hoving in the air, and once a player stands up thats the position he stays in, you cant sit down again until the rides over.
But all taken into consideration, on a long chopper flight with some good scenery I really like the way it turned out.
Just an odd bit of info to throw in here.
Later.

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Missions with a lot of actors, hmmm
I'll have to try that(hehe)
I know a lot is indeed dependant on the computer speed and G-card, but too many events occurring on top of the many actors in the mod can become a new problem. Although I dont think I have exceeded one hundred actors(maxed at around 75 or so I think), I have had to spend a lot of time coordinating events so they play out as smoothly as possible, instead of having many events in the script occur at once. It indeed fixed about a total of 10 or so crashes where I just timed the overlapping events to occur one after the other, it worked everytime, although sometimes in conjuction with removing some actors too.
Later
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Darn
No sounds from the main gun being used as the MG eh. I almost thought I stumbled on another possible addition to my next mod.
Just as a note, by having a wall or something else in the way of the target the tank is told to destroy you can gain a neat effect of the tank round slamming into the wall and I dont think the target vehicle even has to be in viewable range of the attacking tank. The only thing you gotta compensate for is the curve of the rounds trajectory during its flight, it actually curves quit a bit on a decent distance shot. This concept really helped with a particular cinematics. Then I just hid the target vehicle when i wanted the tank to stop firing.(beleive it or not I never got a crash from that, only people actors seem to do it).
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The last guy in the shots looks the scariest, he's definetely got some facial "issues".
Although I'm not much of a horror flick kinda guy, it looks right!
Curious, if they are already dead, then how do you kill them again?
Neat, I am imagining massive armor points, hitting them with a m16 burst causes them to just flinch back a moment, then they carry on.
Cool! Dunno how close I am to what you got in store, but I think the possibilities are many.
Later.

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Hey all,
The version 2.0 of WWIII FFF is up now and the mac version is up now also, although the non-music version of mac is not up yet, it should be up any time.
The new version with the music is way smaller, at 104 MB's or so, and the menu music is now within the mod itself, and only the mod need be installed now.
The non-music version remains the same, v.2.0 only fixes the menu music issues in the standard music mod.
If I havent lost my mind by now after 2 days strait of getting these versions out, I must be made to mod!
Special thanks to Rocky for putting up with my endless emails, he's been right behind me picking it all up off my site.

Later.
Christian

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ALthough I havent played the mission with the picking up weapons option, I always wondered why?why? Why didnt the creators of GR make that option avaliable in the game. It is used in Operation flashpoint, and its just cool to be in a firefight, run out of ammo, glance over to your left and see a dead soldier and start planning a way to dash over to him and get his weapon without gettin killed.(which it seems more often than not I do get killed, but its still cool!)
I have printed this topic for the info to possibly implement it in my upcoming mod, but it will always be Jacks doing that made it possible.
I think that RSE and UBI soft needs to start looking more closely at this site and some of the mods that are created, they could end up ruling the gaming world if they would just get to hiring some people!
Later.
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I should have mentioned in the thread there is a no-music version.
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You really dont know what it means to me when you guys say stuff like that, sniff..., sniff.(I really almost did start to cry!)
The pain in my back just goes away as I sit here working on the bugs seeing those sort of messages.
I want to start looking more at other peoples stuff, just like you guys have done for me, gotta give.
I was wrong again on the size difference issue, jeez, I found a folder within the mod,sleeper knows,"Best of Menu Shots", with a bunch of meaningless residual menu pictures, I dont even know why I left it there.
Please just give it some time, I need to chill some after I get the mac versions out, then I will make what should be the last version-v3.0, the unneccessary files deleted and anything else fixed that I can that comes up.
The music, a neccessary change here for my own peice of mind.

As the rain man said, yeaaa, one for bad two for goood. lol
Back to work, later guys.

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Are you using your own music, or are you infringing on the copyrights of other musicians? I'd be interested to see a new mod that uses 100% original music.
I had put a lot of effort put into the music for the menu screens, you might be impressed.
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Truly looks impressive.
The menu pictures are a beaut. My fav's are the first one and the third one, although the first definetely has some real emotion in that mans face that says "I've been there".
I dont download mods too often unless I am compelled by one, this may be one to add to my list.

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Hey,
I got the exact size of the additional .bmp files in my mod, heh, had to do it! They weigh in at 3 Megs and 72 killobytes. Considering that the WWIII No music version, which is the smaller package is at roughly 26 MB's, I think it is safe to say that it isnt worth making a new version for that little amount taken off. I do now have a good understanding of how PSP works with .rsb's, and chances are you wont see the .bmp's in the next chapter.
I am pleased to see that so far there has been all positive remarks regarding the gameplay itself, which is what to me its all really about, and it keeps me high in the sky knowing that the job seems to have been done right.
If you ever take a peek into The Russian Front mission in Igor, you'll maybe get a feel for some of scripting work involved to pull off that mission. I wont say how long it took, but it got a little rediculous. Like especially when just as I neared completion I found I had maxed out the mission file size for Igor! That really stunk. Had to revamp about half of the entire script, that is after losing my updated version because once you save the mission as too big a file, its screwed no matter what you do.
The helo ride in the canyon was another stupendous feat that took a good amount of willpower to see that helo actually make it to the insertion and land within a very confined area without drifting off to one side or the other.
I am not bragging, I just like showing my stuff, I mean hey, after keeping this mod in a bottle for more than a year I think I get to show off a little!

Later guys
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Gotcha,
What my goal is I think is to come out with version 3.0, with most if not all the bugs and such fixed. I can easily remove the .bmp files, although I think that a few of my missions may be pointing to them so I will need to change that too, and indeed it will bring the size down a little. Its really just a matter of time, which I dont always have a lot of. The folder locations for the pictures would only be a concern to me if they caused a problem in the game, it just seemed an easier way for me to keep track of it all.
I do appreciate the input. I have just finished 2.0 with the biggest and most important fix of all, the music installation, thank God. So gimme some time and after the mod has been run through the mill a little longer I can knock off a few more Mega Bytes and rid it of the .bmp files and any other bugs that might crop up.
Thanks.
Christian
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Hey all,
Just finished WWIII Fight For Freedom.v2.0
The new mod is now only 104 MB, with the menu music. There are no music installation requirements, the music files are within the mod itself. The mod only need be installed, nothing more.
I apologize for the incovenience of the first version which required adding the new music files to the original GR mod, I have just recently discovered that it is not neccessary, and the change has drastically reduced the size of the mod also.
I have submitted the new version and it should be avaliable some time soon.

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I know what you mean about the music, I really didnt know the implications, but the new version is finished and it shouldnt be long.
Interestingly, the only oddity that I am aware of that truly adds to the size of the mod is indeed the few .bmp files, the trouble is this: I used as you have seen Paint Shop Pro 7 for all the pictures, therefore because of some weird saved settings I found some problems with a few of the .rsb files. Seemed for some reason if I removed the .bmp files, the .rsb pictures would warp, to be honest I cant even describe the aggrevations in trying to get good images up with Paint Shop Pro. I probably sorted through somewhere nears a thousand pictures for the mod, many of these I had altered just to see them at their proper size first, so to me a few Mega Bytes of size is nothing considering that I walked away with really good shots. I know that if I had PhotoShop it would have been a snap. As far as the different folders goes, well..... heh, if you can see the difference in the game, let me know!
It was merely the folders I was using while compiling many test shots, works all the same.
Thanks for the input, someday maybe I will have a five hondo to spend on PhotoShop(or was it more?), until then its a complex and timestaking task.
Thanks.

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I understand Don, although I had not known before hand that the music for the main menu could be changed from anywhere else than origmiss, or I would certainly not have taken the route I did.
Given a few days and the new version WWIII2.0 will be finished with the menu music in the custom mod folder itself, and I will give it to rocky to put up when he can. I suppose the drawback to working on your own is that you are the only one gathering info on the mod creation. Beleive me, it was an error by mistake, not lazyness, the new version will be about ten times easier to make and install.
Thanks.

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I gotcha
Was out driving and contemplating what you described and realized what you were describing. Although I havent tested it yet it sounds like the change will work. I had little to go on regarding the music and had figured that the menu music only played from origmiss, I was wrong!
It looks like version 2.0 will be ALOT smaller, hard to beleive I missed this. I do appreciate the help here, as I am about to release the mac version I can make the changes to that too.
Dunno where you at on the map but it is ccoooollld here today, this winter is starting to look like the winter in the story for my mod!
Thanks again.

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Hey Giwex
Thanks for the good rating.
I am not exactly sure what you mean by the process you went through to have the new music files, but
I dont believe that there is anywhere else that the music files for the main menu can be placed than in origmiss, and considering the less experienced in computers users I decided to make the installation as easy as possible, and to have a backup in case the original music folder was deleted.
Instead of having to go in to the music folder in origmiss and add each individual new music folder, or unchecking the read-only boxes, all one has to do is merely change the name of the folder or delete it- I know its a lot bigger cause of this but as I say it seemed like the simplest way for the inexperienced to install the music without possibly deleting something important in the music folder.
Thanks.

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Also of course, using the cover command helps too.
Are you referring to the "hold" command?
The only command I know of for commanding actors to target something is only good for tanks.
What command is this?
Hey,
Nope, the cover command for plans. The cover command puts a radius area down that you can expand and contract and then set the time to have the actors cover, which if set to zero they will just keep covering until given new orders. I think the assualt command seems to merely make the enemy more aggresive in basically advancing on a hostile, hence from my experience the hold command is just the opposite.
Like Matte03 said, Destroy Target(forgot to mention the command name)good for targeting vehicles by other tanks and-well I have never used an RPG man so I guess to me the other part is new- using RGP actors to target vehicles, good to know.
Later


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Thanks
Wew! Glad to hear all of that, looks like the process just got easy again. Thank God, I was starting to wonder how long it was gonna take!
Thanks again guys, no problemo now.

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All has been made crystal clear in the pinned thread regarding packagaing mac mods, thanks for the help guys.
Later.

speed of "next item"
in GR - General Mod Topics
Posted
Sorry,
Sounds like a toughy