Jump to content

New S^3 Mod "All Uniforms" in development (feedback is welcome)


BlunterII

Recommended Posts

All right, I finished the scripting, the dialogs, the supply chest variants, the waves, the lighting, the mercenary perks...

 

Here is what I got so far:

 

1. The encounter will be in Germany. I switched the default Chapter Map with my own custom one. Take a look.

 

ChapterMapBavariaS.png

 

I'll test it in the game soon. But it is supposed to have a pop-up message (if you hover your mouse over it):

"The Castle" - "A strange distress signal is coming from this location.

Intel: Situated in the vicinity of Bad Tolz known for housing SS-Junkerschule and having a Dachau subcamp on its territory during the war. Now it is a home to the U.S. Army 1st Battalion, 10th Special Forces Group."

 

I haven't figured out how to do a custom marker for this random yet (I am not entirely sure it is possible).

____________________________

 

I don't know if the PWL image is going to show up either. But I made it anyway. Could use it later if it becomes a full blown mission. Here it is:

 

PWL_Castle_Encounter.png

 

____________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Now onto the pre-action dialogs. I am not posting all the dialog screens, just the ones that highlight the general idea of what is going on.

 

Z_Castle_Tests_1.png

 

Monsieur Durand is upset. His radio is malfunctioning.

____________________________________________________________

 

After a short while the player party shows up. They are "greeted" by a mercenary leader nicknamed Dust.

 

Z_Castle_Tests_2.png

 

During a short conversation we realize that the castle inhabitants are desperate.

Dust agrees to call his client...

_______________________________________________________________________

 

Z_Castle_Tests_3.png

 

The eccentric Frenchman, Monsieur Durand comes out on the balcony and has a H. Poirot like exchange with Dust.

___________________________________________________________________

 

Once the party is upstairs, M. Durand attempts to hire the player:

 

Z_Castle_Tests_4.png

 

The Hero wants more information.

_________________________________________________________

 

After learning that the Frenchman is a developer who "flips" old properties, by fixing them up and reselling them for profit, the Hero wonders why M. Durand needs guards.

 

Z_Castle_Tests_5.png

 

With bandits out of the way, M. Durand is having a bigger problem. Some strange creatures started showing up recently.

_______________________________________________________________

 

Z_Castle_Tests_6.png

 

_______________________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

In the middle of our conversation with M. Durand we are interrupted by one of the Dust's sentries - Bruiser:

 

Z_Castle_Tests_7.png

 

________________________________________________________________________

 

Once Dust acknowledges that, his sniper warns him about the impending attack as well.

 

Z_Castle_Tests_8.png

 

_______________________________________________________________

 

It appears the player is trapped in this place and has to assist Dust in the defense of the castle.

 

Z_Castle_Tests_9.png

 

The owner quickly informs you about the supplies scattered around the place and thanks the player enthusiastically. To which the PC replies: Thank us when it's over".

__________________________________________________________________

 

The attack begins almost immediately after the player party is positioned on the first floor:

 

Z_Castle_Tests_10.png

 

The waypoint routine the zombies are using is this: They are given a specific spot to move toward unless they see or hear an enemy. Upon encountering an enemy they "forget" about the initial routine and use regular AI to fight the player and the friendly NPCs. The zombies have very high HP, APs, high strength and melee values. Most of their attacks (if they land) cause bleeding and other criticals (blindness, deafness, immobility...) The mercenaries are Perk heavy, with all sort of AP reduction bonuses, critical damage increases and so on. Dust and Bruiser are soldiers and Sting is a sniper (with Master Sniper, Every shot critical, increased sight, etc.) They are pretty good at assisting, but because of the AI - not very smart unfortunately smile.png

_____________________________________________________________________

 

The next screen was taken during debugging (cheat_showall):

 

Z_Castle_Tests_11.png

 

Normally, one wouldn't see them there.

 

Yeah, about the bridge. I made it possible to go under it (not that one would want to - hmm..., it is one of the spawning points after all)

_____________________________________________________________

 

Z_Castle_Tests_12.png

 

Not sure why they hide but for some reason they do even though their hide skill is mediocre.

_____________________________________________________________________

 

Bruiser and Sting take reasonably good care of the western flank, while Dust does it from the 3rd floor balcony. Bruiser is equipped with ZB MG, Sting has Scoped GW and Dust uses FG-42.

 

Z_Castle_Tests_13.png

 

Both male mercenaries are currently set to use TH elite soldier acknoledgements. So you'll here a lot of "We've dug enough holes for all of you", "Loser!" and such...

Sting has L.A.'s Ack at the moment. "It seems someone else decided to join the party" is still ringing in my ears...

______________________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Very nice, especially Dust's mustache.

 

Is the dialogue final, or are they still open for editing?

 

Are the zombies supposed to look like they're taking a casual stroll through the neighborhood instead of sprinting like maniacs?

Link to comment
Share on other sites

Say do you need voice actors for this? Just wondering.

 

Absolutely, Lt.! smile.png

 

Preferably in Ogg format (WAV will also do, I'll have to convert them though).

I can provide full dialog texts for reviewing, editing, and ... 'vocalization'.

 

I am picky though and might have to ask to redo this and that... (hopefully that won't be an issue, the last thing I want to do is to hurt someone's feelings. Seriously. Especially if they are willing to help)

 

Are you interested? (anyone else is interested?)

French speaking (French accent in English)

U.S. and British accents

German speaking (German accents in English)

 

We can do foreign language with English subtitles (I'd prefer that actually)

__________________________________________________________________

 

Note: Anyone reading this - if you happen to have an xls file for unit Acks please post a link, PM me or at least describe the tables in it (if you don't have it anymore). I already have the Microsoft Excel dialog template. I need the Ack template. Thank you.

 

...no need anymore...

__________________________________________________________________

__________________________________________________________________

 

Back to the Castle encounter.

The supplies are all over the place. So if I need to change the PC units' initial spawns - let me know.

The table variants contain: ZB/ or Chater/ or MG34/ or scoped rifles. Several grenades and the small chest has miscellaneous Axis items.

 

Z_Castle_Tests_14.png

 

If you think the selections should be different - let me know. Be specific, please.

_________________________________________________________________

 

The chest near the Vickers MGs have their respective ammo boxes and various random things from grenades and mines to different German uniforms (primarily Saboteur types)

 

Z_Castle_Tests_15.png

 

The medic chest (left) has random medical supplies.

___________________________________________________________

 

There is a chest with Vickers ammo in that passage (hand cursor) as well

 

Z_Castle_Tests_16.png

 

____________________________________________________________________

 

And this one:

 

Z_Castle_Tests_17.png

 

...has random explosives in it.

__________________________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Well, I only have a headset and I am not sure I am able to record stuff without background noises. I might give it a try, I´ll have to see. Being German, I can do a german accent naturally so that isnt a problem. However I think we should test the encounter and version 2.1 before adding voices and such, so we can get rid of eventual bugs.
Link to comment
Share on other sites

Very nice, especially Dust's mustache.

 

Is the dialogue final, or are they still open for editing?

 

Are the zombies supposed to look like they're taking a casual stroll through the neighborhood instead of sprinting like maniacs?

 

Thanks, Ecthel. I was thinking about making the moustache kind of blondish. But gray will do, I guess it emphasizes his experience and seniority...

 

The dialogs are open for editing. Let me get all the dialogs in here for feedback, changes, etc. (next post after this one...)

 

The zombies are supposed to run. All three groups come with their own scripts. Here is one of them:

 

function ReadySetGo2 ()

local group2 = GetGroup(1700002)

local i

for i=0, GroupGetSize(group2) - 1 do

local unit = GroupGetUnit( group2, i )

if UnitCanFight( unit ) then

UnitSetWishPose( unit, POSE_RUN )

Sleep(5)

UnitSetPose( unit, POSE_RUN )

WaitForUnit( unit )

Sleep(5)

UnitLockPose( unit, true )

WaitForUnit( unit )

Sleep(5)

UnitSetNormalLogic( unit )

WaitForUnit( unit )

Sleep(20)

end

Sleep(10)

end

GroupMoveToWaypoint (group2, "courtyard")

Sleep(20)

end

StartThread(ReadySetGo2)

 

Some of them do manage to get the POSE_RUN while most don't. I agree it's a problem. Perhaps, I could change that function. (Not sure how yet...)

 

Well, I only have a headset and I am not sure I am able to record stuff without background noises. I might give it a try, I´ll have to see. Being German, I can do a german accent naturally so that isnt a problem. However I think we should test the encounter and version 2.1 before adding voices and such, so we can get rid of eventual bugs.

 

Awesome, Lt.!

Yes, let's wait a bit, since the dialogs themselves might change (and, as you stated, the bugs will need to be weeded out first).

_______________________________________________________________

 

Back to Castle Encounter

 

Several waves later the zombie bodies start piling up. It is fortunate that the game eliminates some of the 'old' bodies when the new wave arrives (otherwise we wouldn't need sandbags, there'd be so many of them wink.png )

 

Z_Castle_Tests_18.png

 

_____________________________________________________________

 

Z_Castle_Tests_19.png

 

Still working on the same wave (the bodies are still there). The south group (from under the bridge) reaches the courtyard with a bit of a delay (as compared to the E and W attackers) which adds a certain flow to the fight.

________________________________________________________________

 

After a specific number of waves is eliminated the radio transmits a message from the Bad Tolz U.S. base:

 

Z_Castle_Tests_20.png

 

...truck.

_____________________________________________________________

 

Monsieur Durand seems to be happy about that and asks Dust to cover his retreat to which Dust suggests that M. Durand joins the player party:

 

Z_Castle_Tests_21.png

 

__________________________________________________________________

 

and so he does:

 

Z_Castle_Tests_22.png

 

...well the second floor is not going to be an option. For some reason the game didn't want to spawn him there and hung the script (giving me Height errors???). So he'll have to run all the way down to the ground level. He is an engineer and with Cheap Reload can use an MG or an SMG somewhat effectively.

______________________________________________________________________

 

The player gets a message printed on the screen "Get to the truck" and they run...

 

Z_Castle_Tests_23.png

 

...to the spawned Bedford vehicle guarded by three Tesla team members (BAR, Springfield, Tommy gun).

The Americans attack the zombies coming from under the bridge and with only a few exceptions (when they let zombies get too close) handle the nasties quite well. Thompson shines in close quarters.

________________________________________________________________________

 

Once all the party units get over the bridge to the truck the cutscene starts with our Hero shooting a zombie in the head.

 

Z_Castle_Tests_24.png

 

______________________________________________________________

 

...with final words before the screen fades out:

 

Z_Castle_Tests_25.png

 

that's it for now...

 

Thoughts? Suggestions? Inquiries? smile.png

________________________________________________________________

 

Let me get those dialogs.

 

___________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

DIALOGS: (Ready for editing. In the order they appear in the game)

__________________________________________________________________________________

 

1) Castle owner to the Radio:

 

M. Durand: Help! We are under attack! There have been casualties. Please send some help.

Radio: ...confirm coordinates... (radio interference) ... 1... 6... 0... over... your coordinates...

M. Durand: Zut! Why doesn't this thing work!? Help! Please, send some help...

__________________________________________________________________________________

 

2) Merc Leader (Dust) to player 1:

 

Mercenary: Halt! Who the hell are you?!

Player: Whoa, there's no need for hostilities! We got a broken distress signal from this location and decided to check it out.

Mercenary: Are you with the local garrison? The Army?

Player: No. I'm with the government. Do you require help?

Mercenary: Hell yeah! We've been under heavy attack for a week now. First by bandits, god only knows what those fools wanted with this place. And now by some strange creatures.

Player: Creatures?

Mercenary: ...Damn right! Creatures! ...I didn't sign up for this. It was supposed to be a simple assignment. Escort, protect, extract. Not so simple any more. I've already lost two people to this madness.

Player: Well, then I guess you could use some help. Who is your client? I'd like to talk to him.

Mercenary: Yeah, all right. Give me a second. Monsieur Durand? Monsieur Durand!

__________________________________________________________________________________

 

3) Merc Leader (Dust) to castle owner:

 

Dust: Monsieur Durand!

M. Durand: Mr. Dust, is anything the matter?

Dust: I've got a group of fighters here.

M. Durand: Are they friendly? ...a friendly group of fighters?

Dust (irritated): Sir! They are offering to help. They say they are with the government.

M. Durand: Did you check their papers?

Dust (ignoring his client's comment): I think you should talk to them.

M. Durand (raising his eyebrows): Since when did you start giving me advice, Mister Dust?

Dust (angrily): Sir! I don't think we have a choice, sir!

M. Durand: Oh... Well (thinks for a second) ...all right, all right. Send them up.

__________________________________________________________________________________

 

4) Merc Leader (Dust) to Player 2:

 

Dust: You see what I have to deal with everyday. Anyway (sighs) Monsieur Durand will see you now.

Player: I didn't know your client was a Frenchman.

Dust: There are a lot of things you don't know about this place... As a word of advice, don't drink the tea he offers you.

__________________________________________________________________________________

 

5) Castle owner to Hero 1:

 

Player: Why did you send a distress signal, M. Durand?

M. Durand: I understand you are offering your services then?

Player: Not so fast, M. Durand. We are not mercenaries. Before we agree to anything I'd like to know what the situation is.

M. Durand: Fine, fine... I am an investor. I purchase different promising properties that are not in their prime. I fix them up and resell them for a profit. Simple.

Player: Go on..

M. Durand: Well, this place was damaged in one of the Allied bombings. The previous owner moved to Argentina and needed the money. I thought it was a good idea to purchase it at the time. It's a beautiful location and the land values will only increase with time. All I needed to do was to rebuild the collapsed wall.

Player: Sounds peaceful enough. What did you need the mercenaries for?

M. Durand: Well, umm... the local municipality warned me about some minor bandit activity in the area. So I contacted the Carlton Group and hired Dust and his men. And I am glad I did.

Player: So you actually had run ins with the bandits?

M. Durand: Yes, but Dust took care of them. He proved to be a capable fighter, I must say.

Player: And then the creatures started showing up? Can you describe them?

M. Durand: I didn't see them up close, but Dust said they looked like walking corpses! Mon Dieu! Can you believe that?

Player: I'll believe it when I see it.

M. Durand: You can ask Dust to show you some of the bodies that haven't been burned yet.

___________________________________________________________________________________

 

6) Merc Bruiser to Merc Leader (Dust):

 

Bruiser: Hey, boss. We've got some activity on the western path.

Dust: Roger that.

___________________________________________________________________________________

 

7) Merc Sting to Merc Leader (Dust):

 

Sting: I've got some movement in the East and by the bridge.

Dust: Keep your positions.

___________________________________________________________________________________

 

8) Castle Owner to Hero 2:

 

Player: All right, it seems we'll end up helping you anyway.

M. Durand: Thank you so much. I will compensate you. I will.

Player: Fine. Are there any supplies you can provide us with?

M. Durand: Yes, of course. I purchased a few things from umm... local suppliers as Dust requested. You might find them useful. Dust and his men also brought ammo and weapons. I saw some items on the table downstairs and a couple of chests on the ground floor have ammunition rounds in them. Go ahead, use them. And... thank you!

Player: Thank us when it's over, Monsieur Durand.

__________________________________________________________________________________

 

9) Truck approaching with Radio:

 

...Tesla Team's approaching. Over... I repeat a rescue team's en route. Prepare to board the truck... and watch your fire... over...

__________________________________________________________________________________

 

10) Please escort me (Durand and Dust are alive):

 

M. Durand: I need to get out of here. Mr. Dust, would you mind providing us with some covering fire?

Dust: Why don't you stick with our friend here, Monsieur Durand. We'll cover you.

M. Durand: Tres bien. We shall meet again, Mr. Dust... Our business here is not concluded yet. (Addressing to you) Please, mon ami, could you escort me to the truck?

__________________________________________________________________________________

 

11) Please escort me (Durand alive /Dust dead):

 

M. Durand: I need to get out of here. Please, mon ami, could you escort me to the truck?

Player: All right, don't fall behind.

__________________________________________________________________________________

 

12) Time to get out (M. Durand and Dust are dead):

 

Player: Well, I guess it's time to slip away...

__________________________________________________________________________________

 

13) Bye, Castle:

 

Player: I have a feeling I'll be back here, very soon...

__________________________________________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

That castle .... also whould you like me to pm you some more uniforms or have you got enough smile.png ?

 

I think I have plenty of uniform ideas at the moment... (You can PM me anyway, regardless. I'll check it out.)

 

Also i think that you should the new campaign bit break the current one and mkae that a completeley seperate mod in the case that it does c:

 

I am not sure I understand what you mean here. A random encounter "The Castle" in chapter Germany breaking the Sentinels' mission block structure (assigned and processed at the base) somehow???

 

I don't believe it can.

__________________________________________________________________________

__________________________________________________________________________

 

Edit: Ok, I tried to make a subzone for "The Castle" to show the ending of the successful rescue with the survivng members rewarding the player. So far I haven't figured it out yet. It appears the template has to be a full scenario zone (not a random encounter)... Hmm... Anyway the idea is for the NPCs to thank the player in different ways:

 

- Durand giving money and XP (how much $ would be a fair deal, not too much and not too little? $1000, $2000?

And what is the average party level when we get to Germany? 5? 7? ("Peenemunde Archives", "The Scientist" missions)

 

- Dust sharing part of his pay or gifting the player with a rare weapon.

 

- Americans giving some "Tesla" uniforms or a rare Tommy gun or something...

 

Edit2: (sigh) I reread Ecthel's and Lt.'s suggestions. For all of them to work I'd need to make it a mission zone (I know how to make zones. I am not certain about doing it without messing up the scenario... To quote Winnie The Pooh, I gotta "...fink, fink, fink...")

__________________________________________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Well, here goes.

 

1) Distress Call

Durand: To anyone who can hear me, we need help! We are trapped in a castle at [insert coordinates and/or directions from closest landmark] and are under heavy attack! We have already lost two people.

Radio: ...confirm coordinates... (radio interference) ...over... (radio interference) ...I say again...

Durand: Zut! Why doesn't this thing work?! Someone, help us! Please...

 

2) Arrival

Player: Seems like the distress signal is coming from here...

Mercenary: Halt! Who goes there?!

Player: Whoa, take it easy! We're not hostiles, we just picked up a distress signal from this location and decided to check it out.

Mercenary: Finally... My name's Dust, I'm the head of the mercenaries hired to provide security here. Are you with the local garrison?

Player: No, but we do work for the government. You need any help?

Dust: Yeah, we certainly do. We've been under heavy attack for a week now. First by bandits, god only knows what they wanted with this place, then by these... "creatures".

Player: Creatures?

Dust: They wear German uniforms and walk on two legs, but they don't... act like people. Ugh, this was supposed to be an easy babysitting assignment. Cost me two of my best fighters already.

Player: Well, you certainly do seem to need all the help you can get. I need to talk with your client first, though.

Dust: Very well, just give me a second. Monsieur Durand? Monsieur Durand!

 

3) Arranging Meeting

Durand: What is the matter, Mr. Dust?

Dust: Got a group of fighters here, they say they're with the govern-

Durand (panicked): Are they friendly?

Dust (irritated): You didn't let me finish, sir. Yes, they're friendly, and they're with the government.

Durand: Can we trust them?

Dust (irritated): We can't afford to turn away any potential help, sir! We're already on the verge of being overrun!

Durand: Oh... well..... send them up, then.

 

4) Directions and Advice

Dust: Ugh. Alright, Monsieur Durand will see you now.

Player: I'm surprised you survived being cooped up with him for a week.

Dust: He pays handsomely, which makes up for his personal defects. Just head into the keep and up the staircase to the third floor.

Player: I'll be on my way, then.

Dust: Oh, one more thing. Don't drink the tea he offers you.

 

5) Explaining the Situation

Durand: I understand you are offering your services?

Player: We aren't mercenaries, Durand. Before we agree to anything, I'd like to know what the situation is.

Durand: Fine, fine... I am an investor. I purchase promising properties that are not in their prime. I fix them up and resell them for a profit. Simple.

Player: Go on.

Durand: This place was damaged by an Allied bombing raid. The previous owner moved to Argentina and needed the money. It seemed like a good idea at the time. It is a beautiful location and the land values will only increase with time. All I needed to do was to rebuild the collapsed wall.

Player: Sounds peaceful enough. Why did you hire the mercenaries, then?

Durand: Well, the local municipality warned me about some bandit activity in the area. So I contacted the Carlton Group and hired Dust and his men. And I am glad I did.

Player: You've had run-ins with the bandits?

Durand: Yes, but Dust took care of them. He and his people proved to be capable fighters, I must say.

Player: And then these... creatures started showing up? Can you describe them?

Durand: I didn't see them up close, but Dust told me they are walking corpses! Mon Dieu! Can you believe that?

Player: I'll believe it when I see it.

 

6) First Wave

Bruiser: Boss, there's activity on the western path!

Dust: Already?!

Sting: Sir, I'm seeing movement from the east and by the bridge.

Dust: Damnit... hold positions.

 

7) Agreement

Durand (panicked): They're here!

Player: This place is surrounded... looks like we don't have any other choice. Alright, we'll help you. What supplies do you have available?

Durand: Thank you, thank you! Dust and his men brought their own stash of weapons and ammo, and he advised me to buy more from... local suppliers, just in case. I am glad for his foresight... I saw some items on the table downstairs, and the chests at the walls have extra ammunition in them. Go ahead, use them! And again, thank you!

Player: Thank us when this is all over, Durand.

 

8) Truck Approaching

Radio: Castle, this is Tesla Team. Approaching your position by truck. Watch your fire and prepare to board the truck. Acknowledge, over.

Player: Wilco, Tesla, out.

[or]

Durand: We will be there!

 

9) Escort (Durand and Dust alive)

Durand: Rescue's here, Mr. Dust! We need to get out of here!

Dust: Stick with our friend here, Monsieur Durand, we'll cover you!

Durand: Tres bien! We shall meet again, Mr. Dust... our business here is not yet concluded. (Addressing you) Please, mon ami, could you escort me to the truck?

Player: Don't fall behind.

 

10) Escort (Durand alive but Dust dead)

Durand: Mon Dieu, Dust is dead...

Player: We don't have time to mourn. Rescue's here, we need to leave now!

Durand: ...you're right. His death will be wasted if we do not escape. Please, mon ami, could you escort me to the truck?

Player: Don't fall behind.

 

11) Escape (Durand dead but Dust alive) - Probably near-impossible, since they need to get past Dust first, but it could happen

Dust: Damnit, Durand's dead!

Player: We don't have time to mourn. Rescue's here, we need to leave now!

Dust: ... go without us. We failed in our mission, least we can do is make sure you get out safely. We'll stay behind and provide covering fire.

Player: Are you sure?

Dust: Yes. Go, now!

 

12) Escape (Durand and Dust dead)

Player: At least the rescue team's here. Well, no point in sticking around...

 

13) Epilogue

Player: I have a feeling I'll be back here, very soon...

 

Just a small note, if nothing else is used. In the American military, "repeat" means "more artillery barrages". They use "say again" instead. This link might come in handy for making period radio transmissions: https://www.hardscrab...ww2/fm_24-9.htm

 

Well, what do you think?

Link to comment
Share on other sites

I think it's great, Ecthel. Very well done! smile.png

Thank you.

 

Let me enter all the necessary corrections in the text strings and the dialogs for the "Castle" will be done (unless someone else has different input).

______________________________________________________________________________________

 

Note: At first I was thinking about running a OnUnitDamageUnit() check to see if the player attacks Dust and his men or the Castle owner with subsequent diplomacy change from allied to enemy. But since it is just a random encounter I decided not to go through all the trouble of scripting it. If there were a continuation - then we could develop it further... Why I bring this up? Because the mercenaries carry decent weapons (much better than the ones available to the player at that scenario stage). So killing Durand wouldn't really make that much sense (he has a lowly pistol, nothing else on him). But FG-42, ZB and GW-41 scoped might tempt some players to kill allies. That was the basis for assuming that Dust would most likely be dead before Durand. And the diplomacy change would include: if Durand were attacked by the PC, he (player 4) and the mercenaries (player 2) would turn hostile, but if the mercenaries alone were attacked by the PC - only mercs (player 2) would turn hostile, Durand would not - since now his survival would depend on the PC. (The other players are Zombies - player 1 and the Tesla team player 3, the PC is always player 0)

_____________________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Blunter:

 

Once again, I'm absolutely blown away. The zombie scenario, even at this early stage, is so much better than anything I had envisioned. I love the story and rescue elements, and the American/Tesla truck with reinforcements coming to back up your squad. I also love the attention to detail, the new map, the load screen. You really are a perfectionist :)

 

I have only one question: For sadistic players like me, do we have the option to stay in the castle instead of fleeing to the truck? Will the zombies just keep coming, if I'm playing the mission just to see how many waves I can last? Or is fleeing to the truck mandatory?

 

Thanks to Echtel also for helping Blunter shape this. I can't wait to play it!

Link to comment
Share on other sites

By the way Blunter, I do have a vast sound collection on my HD with sounds/dialogue from various mods/games that we could use for all sorts of things. I think as long as we credit the source of the sounds we should not get into too much trouble if we use them. I recall that I have stuff from the old version of Day of Defeat and some older Call of Duty games among other things. let me know and I will upload them somewhere like media fire as a zip or rar file so you can take a listen to them.
Link to comment
Share on other sites

I mean that when you're making the new campaign that you mentioned earlier, not this RE c: (because im fairly certain a RE won't break the capmaign)

 

I see. Well, when we get to the new campaign we'll see. We could even utilize parts of the Sentinels campaign (sliced and diced) for the new one.

______________________________________________________________________

 

Blunter:

 

Once again, I'm absolutely blown away. The zombie scenario, even at this early stage, is so much better than anything I had envisioned. I love the story and rescue elements, and the American/Tesla truck with reinforcements coming to back up your squad. I also love the attention to detail, the new map, the load screen. You really are a perfectionist smile.png

 

I have only one question: For sadistic players like me, do we have the option to stay in the castle instead of fleeing to the truck? Will the zombies just keep coming, if I'm playing the mission just to see how many waves I can last? Or is fleeing to the truck mandatory?

 

Thanks to Echtel also for helping Blunter shape this. I can't wait to play it!

 

Perfectionist... smile.png

Yes, I probably am to a degree.

 

Unless the whole party is near the truck one can stay there indefinitely (at least with the current script). I am also thinking about spawning additional enemies with later waves.

 

Waves 1 -10: 15 enemies

waves 11-15: 20 enemies

waves 16-20: 25 enemies

etc. until the player is overwhelmed and either forced to escape or fight to the bitter end... I'll see if I can do that.

 

___________________________________________________________________

 

By the way Blunter, I do have a vast sound collection on my HD with sounds/dialogue from various mods/games that we could use for all sorts of things. I think as long as we credit the source of the sounds we should not get into too much trouble if we use them. I recall that I have stuff from the old version of Day of Defeat and some older Call of Duty games among other things. let me know and I will upload them somewhere like media fire as a zip or rar file so you can take a listen to them.

 

Yes, definitely!

Funny, I was thinking about the same thing. smile.png

Which format are they in, btw?

 

Call of Duty also has some really awesome music (I remember the soundtrack impressed me quite a bit)... I don't remember if the EPs (United Offensive, etc.) used the same music... hmm...

(This applies to the early versions of Medal of Honor as well. I tend to confuse those two.)

_______________________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

I can help with the music for the zombie encounter. I have music from some well-known WWII games. Do you want me to throw a few suggestions in a folder and share it with you?

 

The load screen music in my S3 is the theme from Metal Gear Solid II :)

Link to comment
Share on other sites

I can help with the music for the zombie encounter. I have music from some well-known WWII games. Do you want me to throw a few suggestions in a folder and share it with you?

 

The load screen music in my S3 is the theme from Metal Gear Solid II smile.png

 

Wait, the load music in S3 is the theme from Metal Gear Solid 2? Are you sure about that?

 

Also I have to correct myself, I have the whole sound/music from the first Medal of Honor game.

Link to comment
Share on other sites

I can help with the music for the zombie encounter. I have music from some well-known WWII games. Do you want me to throw a few suggestions in a folder and share it with you?

The load screen music in my S3 is the theme from Metal Gear Solid II smile.png

 

Yes, please.

 

I can't promise anything at this moment (haven't gotten to sounds just yet), polishing the script and doing the Ammo - Weapon names.

 

A question for you, TR (or anyone else who might know): how did you change the music? The way the music, ambient and combat, works in the game is still unclear to me. Importing the sound itself is not an issue, hooking it up as a selectable entry for any specific encounter to use is something I am not entirely sure about. Would you have any pointers?

 

 

Most of the sounds are in wav format and mp3.

 

All right, I could convert those into Oggs.

 

Also I have to correct myself, I have the whole sound/music from the first Medal of Honor game.

 

If it is accessible from the game CDs - I have them already (all of the MoH and CoD series). I don't recall there being dialogs though (it's been a few years I was interested mainly in their soundtrack then). Do they have the conversations too?

__________________

 

I am almost finished with the Ammo, Clip and Weapon name 'fixes'.

 

Could you look up some things for me, please? (from the game, preferably with only that mod enabled)

 

Question1: What Ammo and Shell type does the Colt Detective Special use? ( the pistol RPG Item ID - 491), and the clip ID is (well should be - 504)

I am following the instructions from the ReadMe file you posted.

This:

"Replaced the DeLizl .45 ammo type with the .38 Special, for use in the S&W Colt Detective Special."

and this:

"The Colt Detective Special now uses .38 Special ammo."

DeLizl .45 Ammo type didn't have any strings attached to it to begin with, I am just wondering if there is a missing entry or something like that (since DeLizl uses Colt Pistol ammo in the game) as the new clip crashes the game...

 

Question2: What is the clip name for the - 7.92mm MSS-41 AP clip ( RPG Item ID 420), the ammo name and the shell type name. (for the weapon it is - 215)

 

Question3: Did the Mauser 1926 (10 round clip) have an actual clip show up in the inventory if you tried to unload it)? Or did it use the 20 round clip by default? I ended up creating 2 new clips "Mauser C-96 1926 10 round clip" and "Mauser C-96 1926 10 round JHP clip" since there were no 10 round clips for those... Strange...

(item ID for the weapon in question is 7)

 

Thank you.

I might have some more questions later.

_____________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Hey Blunter.

 

I just backed up the music in the S3 music folder and overwrote the main music file (under S3->Res->Music->MainmenuSA.wav).

 

I don't actually know how to add new music without replacing existing music, unfortunately.

 

I'll throw together a list of music that might suit the zombie scenario and send it to you. Give me a day or two.

Link to comment
Share on other sites

I am almost finished with the Ammo, Clip and Weapon name 'fixes'.

 

Could you look up some things for me, please? (from the game, preferably with only that mod enabled)

 

Question1: What Ammo and Shell type does the Colt Detective Special use? ( the pistol RPG Item ID - 491), and the clip ID is (well should be - 504)

I am following the instructions from the ReadMe file you posted.

This:

"Replaced the DeLizl .45 ammo type with the .38 Special, for use in the S&W Colt Detective Special."

and this:

"The Colt Detective Special now uses .38 Special ammo."

DeLizl .45 Ammo type didn't have any strings attached to it to begin with, I am just wondering if there is a missing entry or something like that (since DeLizl uses Colt Pistol ammo in the game) as the new clip crashes the game...

 

Question2: What is the clip name for the - 7.92mm MSS-41 AP clip ( RPG Item ID 420), the ammo name and the shell type name. (for the weapon it is - 215)

 

Question3: Did the Mauser 1926 (10 round clip) have an actual clip show up in the inventory if you tried to unload it)? Or did it use the 20 round clip by default? I ended up creating 2 new clips "Mauser C-96 1926 10 round clip" and "Mauser C-96 1926 10 round JHP clip" since there were no 10 round clips for those... Strange...

(item ID for the weapon in question is 7)

 

 

The colt uses .38 Speical as ammo and these come as a speedloader. Interesting is that so far I have yet to find one in game.

 

The DeLise Carbine uses .45 ACP ammo, the same you use for the Colt pistol and Thompson's.

 

I am not sure that the clip for the MMS 41 was changed in name. I think it would simply say 7.92mm MSS-41 AP Magazine.

 

No the Mausers use the 20 round clips, I think that is due to the fact that the M712 uses a 20 round mag while the original mausers where loaded via stripper clips of 10 rounds. There isnt any 10 round clip in the game, I guess Nivial just wanted to avoid having too many ammo types.

 

I will look again and post some screenshots if you want.

 

Also the MoH game has extensive dialogue, I have all of them from all the missions in the game, including the briefing dialogues and whatnot (including idle, wounded, shouting orders etc.). Also all the dialogue for the Allies is in British or US English while the Axis talk German.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...