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mod - The Great Patriotic War


Variable13
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Yeah, that would be one heck of an artillery piece... Good thing it was so immobile!

To keep you all updated, my outside beta-testers have been moving right along with the mod and have found some minor details I am in the process of ironing out. I am optimistic that I'll have it up and running in a week or two.

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Yeah, that would be one heck of an artillery piece... Good thing it was so immobile!

To keep you all updated, my outside beta-testers have been moving right along with the mod and have found some minor details I am in the process of ironing out. I am optimistic that I'll have it up and running in a week or two.

Great news !

:thumbsup:

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  • 3 weeks later...

The Great Patriotic War mod is up and running! You can download it at the Filefront link below.

http://files.filefront.com//;6201875;;/

This is exciting, I hope that it is glitch-free (wishful thinking, but I am optimistic). If anyone has

any issues, please PM me here and I will see what I can do to help. I'm calling this a beta version

until I get some feedback.

Just download the zip, unzip it and move it into your GR mods folder. It will work as a stand-alone,

and does not need any other mods, not even DS or IT.

Again, thanks to all involved - and enjoy!

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Imagine the recoil on that thing though, it would be flung back like 3 mile upon firing a round. OK, so not quite 3 mile.... Put it in in Sniper Cannon 2 as a sniper weapon but have it so when you fire it, it triggers the "god" cheat which throws you up in the air very high.

Edited by WytchDokta
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I checked out the mod and have a few comments.

First off I think it is a nice first effort but it needs some more work.

Mission 6 is unlocked for some reason. It is accessible through the quick mission menu immediately. I'm not sure if you intended it this way.

A few of the kit icons are messed up or aren't created. I noticed this in the demo kits.

Gametypes aren't set up(Firefight, Recon, Defend). The actors and weapons default to modern GR stuff on the enemy side.

Kit restriction files for MP play are missing. Talk to DonMiguel and he'll be able to guide you through the hoops on these.

As a personal preference I would not have made the german weapons available to the player but that's your design decision.

Get this thing set up for co op play and I'll check out all the missions. I haven't played SP since the [GR] campaign except for mod testing.

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Thanks for the comments, OSO. I actually designed it for single-player but will look into improving its MP capabilities.

Mission 6 being unlocked is an 'oops'. I never did get to the kit icons because I didn't get a program that could to alpha channels until very recently. I'm just learning how to do game-typing - alot of maps I used don't have these features available yet either. And historically, at least in the first years of the war, the Russians were so under-equipped that they used anything they could get their hands on for weapons. The M1A1 bazooka was a stretch but let's call it "Lend-Lease" equipment.

And I am glad you saw it as a 'nice first effort', because that is surely what it is! :thumbsup:

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I checked out the mod and have a few comments.

First off I think it is a nice first effort but it needs some more work.

Mission 6 is unlocked for some reason. It is accessible through the quick mission menu immediately. I'm not sure if you intended it this way.

A few of the kit icons are messed up or aren't created. I noticed this in the demo kits.

Gametypes aren't set up(Firefight, Recon, Defend). The actors and weapons default to modern GR stuff on the enemy side.

Kit restriction files for MP play are missing. Talk to DonMiguel and he'll be able to guide you through the hoops on these.

As a personal preference I would not have made the german weapons available to the player but that's your design decision.

Get this thing set up for co op play and I'll check out all the missions. I haven't played SP since the [GR] campaign except for mod testing.

Have to agree indeed. Hope this is just a BETA and you intend to finish it off. Could be really good. Not that it isn`t already. This is too close to being finished, i would be happy to help if you need any help. Can fix up the kit files maybe? There seem to be some gaps in all the mission scripts too?

Either way, thnx for releasing and good luck.

Tinker

:thumbsup:

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There seem to be some gaps in all the mission scripts too?

Could you be more specific here Tinker... I don't know what you mean by 'gaps'.

And yes it is a beta version - I wanted the missions to be tested, mainly, so I released the mod to let people play them besides me and my two testers.

The good news - I got the kit icons fixed, and I fixed the actor kit paths so that only the Russian weapons are there, even for quick missions.

Next week I will work on getting multiplayer scripting set up for the new maps... but first I have to do some research on how, exactly, to do so....

Thanks for the help, guys!

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There seem to be some gaps in all the mission scripts too?

Could you be more specific here Tinker... I don't know what you mean by 'gaps'.

And yes it is a beta version - I wanted the missions to be tested, mainly, so I released the mod to let people play them besides me and my two testers.

The good news - I got the kit icons fixed, and I fixed the actor kit paths so that only the Russian weapons are there, even for quick missions.

Next week I will work on getting multiplayer scripting set up for the new maps... but first I have to do some research on how, exactly, to do so....

Thanks for the help, guys!

It's not that hard to set it up for MP.

As for the gametypes you'll need to modify the opposingforce.atrs to use the German chr models. I don't recall how to do the kits; someone else might be able to advise on this one.

For MP you'll need to set up several kit restriction files. I would highly recommend that you do not use IGOR for this but use notepad instead. The reason is that not all of the features are written to the file from IGOR and some of the fields are missing. Check out an existing mod for reference.

You'll have to set it up for 4 platoons. I would recommend 2 russian and 2 german in your mod. We had some russian paratrooper skins that could be used for this purpose for one of the teams. The germans could be split between wehrmacht and SS or however you see fit. If you get white faces in the selection screens or in game that means a tag is missing for IT or DS.

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uily8.jpg

Sry if i am missing somrthing here.

Tinker

:huh:

Hmm. Yeah, when I started modding I used to reference an original mission GR script, and saw those items in there, so I always used them... Never did understand the purpose of them but I guess they aren't necessary?

Also, today I set up some multiplayer stuff:

1) I made 4 platoons of actors in a folder named MP Actor Files: 2 Russian, 2 German.

2) I set up three kit restriction files - all German, all Russian, and both (no restrictions).

3) I tested it, and the kits work great... problem is, the actor skins are default original GR actors. What am I forgetting?

Edited by Variable13
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hey. really enjoying this mod! great fun! i have a question though.... im trying to finish the red october mission. it says to destroy the flak-88 outside the wall, problem is it doesnt seem to be there! am i looking in the wrong place perhaps? (the part of the map with the small river?) i've tried re-starting, but get the same problem. any ideas?

cheers. still lovin it.

nat :thumbsup::thumbsup: (oh yeah, if i had known, i could have donated some weps - if you had wanted them. i have lots of old stuff made. ppsh-41,mauser's,bren,m1a1 carbines,luger......blah blah) let me know if you need any in the future? cheers.

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uily8.jpg

Sry if i am missing somrthing here.

Tinker

:huh:

Hmm. Yeah, when I started modding I used to reference an original mission GR script, and saw those items in there, so I always used them... Never did understand the purpose of them but I guess they aren't necessary?

Also, today I set up some multiplayer stuff:

1) I made 4 platoons of actors in a folder named MP Actor Files: 2 Russian, 2 German.

2) I set up three kit restriction files - all German, all Russian, and both (no restrictions).

3) I tested it, and the kits work great... problem is, the actor skins are default original GR actors. What am I forgetting?

Those lines appear in most scripts and are not needed. Also there are a few other blocks in there with no responses, not the it will harm mind.

There is no Folder named MP Actor Files containing Platoon 1, Platoon 2, Platoon 3, Platoon 4

<_< I think you need that, then add russian to 1 and 3, german to 2 and 4. Someone may help out better there.

Good Luck

Tinker

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trying to finish the red october mission. it says to destroy the flak-88 outside the wall, problem is it doesnt seem to be there!

Ok, that is definitely a mistake. I will fix that ASAP.

And I just started putting together the multiplayer component for you all. The problem I have now is that the maps are not set up to support any game types except "mission". I am now in the process of figuring out how to configure the maps for hamburger hill, SAR, etc.

When do you think I should upload a patch? Obviously the Stalingrad mission mentioned above is a serious issue, but it will be easy to fix, but I don't want to have half a dozen patches, either...

And thanks for the comments and the help!!

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trying to finish the red october mission. it says to destroy the flak-88 outside the wall, problem is it doesnt seem to be there!

Ok, that is definitely a mistake. I will fix that ASAP.

And I just started putting together the multiplayer component for you all. The problem I have now is that the maps are not set up to support any game types except "mission". I am now in the process of figuring out how to configure the maps for hamburger hill, SAR, etc.

When do you think I should upload a patch? Obviously the Stalingrad mission mentioned above is a serious issue, but it will be easy to fix, but I don't want to have half a dozen patches, either...

And thanks for the comments and the help!!

Hi,

You will need to go in and add all these zones:

AP 0a These are were the enemy assault platoon will spawn

AP 0b

AP 0c

AP 1a

AP 1b

AP 1c

AP 2a

AP 2b

AP 2c

AP 3a

AP 3b

AP 3c

Base 00 These are the bases for player inserts

Base 01

Base 02

Base 03

Central Area Needed for HH and so on

Point 00

Point 01

Point 02

Point 03 Points are for spawning enemy in diff game types and Solo Games

Point 04

Point 05

Point 06

Point 07

Point 08

Point 09

Point 10

Point 11

Point 12

Point 13

Point 14

Point 15

Point 16

Point 17

Point 18

Point 19

Point 20

Point 21

Point 22

Point 23

Point 24

Point 25

Point 26

Point 27

Point 28

Point 29

Point 30

Point 31

Point 32

Point 33

Point 34

Point 35

Recon Extraction Both needed

Recon Insertion

tr0a

tr0b

tr0c team respawn areas

tr1a

tr1b

tr1c

tr2a

tr2b

tr2c

tr3a

tr3b

tr3c

Make sure you do not place Assault Platoon or Point zones close to the bases or else you will be spawn raped on insert!

You can rename any of the above to whatever you like, just make sure they are checked correctly in the zone properties to there corresponding name.

With these zones you will be able to play any mode on your maps now.

Tinker

:zorro:

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there is a file named (this from MP2 only...) :

quick_missions.qmk

that look as this:

<KitRestriction Name="Quick Missions Extras">

<Actor Name="rifleman">

<Kit Name="rifleman-14.kit"/>

<Kit Name="rifleman-15.kit"/>

<Kit Name="rifleman-16.kit"/>

<Kit Name="rifleman-17.kit"/>

<Kit Name="rifleman-18.kit"/>

<Kit Name="rifleman-19.kit"/>

<Kit Name="rifleman-20.kit"/>

<Kit Name="rifleman-21.kit"/>

<Kit Name="rifleman-22.kit"/>

<Kit Name="rifleman-23.kit"/>

<Kit Name="rifleman-24.kit"/>

<Kit Name="rifleman-25.kit"/>

<Kit Name="henry_ramirez-5.kit"/>

<Kit Name="henry_ramirez-6.kit"/>

<Kit Name="henry_ramirez-7.kit"/>

<Kit Name="henry_ramirez-8.kit"/>

</Actor>

<Actor Name="demolitions">

<Kit Name="demolitions-13.kit"/>

<Kit Name="demolitions-14.kit"/>

<Kit Name="demolitions-15.kit"/>

<Kit Name="demolitions-16.kit"/>

<Kit Name="demolitions-17.kit"/>

<Kit Name="demolitions-18.kit"/>

<Kit Name="demolitions-19.kit"/>

<Kit Name="demolitions-20.kit"/>

<Kit Name="klaus_henkel-5.kit"/>

<Kit Name="klaus_henkel-6.kit"/>

<Kit Name="klaus_henkel-7.kit"/>

<Kit Name="klaus_henkel-8.kit"/>

</Actor>

<Actor Name="heavy-weapons">

<Kit Name="heavy-weapons-13.kit"/>

<Kit Name="heavy-weapons-14.kit"/>

<Kit Name="heavy-weapons-15.kit"/>

<Kit Name="heavy-weapons-16.kit"/>

<Kit Name="heavy-weapons-17.kit"/>

<Kit Name="heavy-weapons-18.kit"/>

<Kit Name="heavy-weapons-19.kit"/>

<Kit Name="heavy-weapons-20.kit"/>

<Kit Name="heavy-weapons-21.kit"/>

<Kit Name="heavy-weapons-22.kit"/>

<Kit Name="heavy-weapons-23.kit"/>

<Kit Name="heavy-weapons-24.kit"/>

</Actor>

<Actor Name="sniper">

<Kit Name="jack_stone-5.kit"/>

<Kit Name="jack_stone-6.kit"/>

<Kit Name="jack_stone-7.kit"/>

<Kit Name="jack_stone-8.kit"/>

<Kit Name="sniper-13.kit"/>

<Kit Name="sniper-14.kit"/>

<Kit Name="sniper-15.kit"/>

<Kit Name="sniper-16.kit"/>

</Actor>

</KitRestriction>

short and sweet you can decide which kits (and extra kits) will be available for quick missions such as recon, defend, firefight and so on. Remember that this file will not "replace" or "overwright" original, so to do not let players use the original weapons you'd better rename the kits with the same name of the original files.

I would decrease accuracy of weapons, except of snipers. Many of 2 WW soldiers made their training on the field... they didn't have all that time to train at a shooting range...

I would suggest to allow player to use german weapons only in MP; it's real that many weapon were captured, so maybe put some specialists with german weapons or so.

I would add that having more various skins (more characters with different .rsb) would be nice. Didn't bajabravo made in the past a russian WW2 model with a coat, for example? and also, sleeper and element 11 made 2 very nice hats, that maybe would be added as attachment if they can make 'em. There are also the "jungle" and "desert" option that aren't used. Adding a snow camo for some maps would be interesting. (maybe only white jacket, or heavy coat, or so...)

Remember that there were a good number of women in russian army. Maybe astra galinsky reskinned would be nice (lindy cohen is rly too "techno"...ehhehe).

I would suggest to do not give helmet to the snipers, the berret and a patrol cap are better; also, do not give all soldiers a full uniform, sometimes a more "civilan" jacket is better, for my opinion.

Overall, the mod is really really well done and interesting.

I really loved itat first sight, and im waiting for a patch ASAP.

PS add more ammo for fixed MGs!!! it's fantastic seeing all those traces together! eheh

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