View Full Version : US Civil War Mod ver.1.0 Beta Released
Tomislav
Feb 6 2005, 21:45
Also how do I post images.
upload them at
Imageshack (http://www.imageshack.us)
for free!!!
desantnik
Feb 6 2005, 22:48
there was a sword pistol combination in the beta.
http://img20.exs.cx/img20/7753/operationgcs00018vo.th.jpg (http://img20.exs.cx/my.php?loc=img20&image=operationgcs00018vo.jpg)
http://img78.exs.cx/img78/724/operationgcs00035pg.th.jpg (http://img78.exs.cx/my.php?loc=img78&image=operationgcs00035pg.jpg)
http://img78.exs.cx/img78/2452/operationgcs00115zb.th.jpg (http://img78.exs.cx/my.php?loc=img78&image=operationgcs00115zb.jpg)
these are Just some if you want more I will get more.
tsalagikola
Feb 7 2005, 02:44
a civil war movie
down load here (http://rapidshare.de/files-en/537847/CIVIL_WAR_GHOST.rar.html)
Mike99, and how did you achieve that?
there was a sword pistol combination in the beta.
Yeah, but we abandoned that concept because of complaints that it doesn't look good.
Besides...like I said...the whole sword thing was mainly ceremonial in CW. Very little sword fighting ever actually took place, as officers were armed with a revolver, much more deadly than a sword.
desantnik
Feb 7 2005, 14:01
Mike I am guessing you had those soldiers as individuals, spaced just far apart that they'll fire?
a civil war movie
down load here (http://rapidshare.de/files-en/537847/CIVIL_WAR_GHOST.rar.html)
It dosen't work for me to download?? page can't be found??
Hello,
I've tried to make soldiers attacking you with a sword and it works !!!! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
The soldiers use the same scripts as the bayonet script (without the fix and remove bayonet scripts), and they attack you the same way ! Moreover I put the modified script in my sword.pbo, and as there is no "fix sword" order, there is nothing to put in the init line of units.
I've used the "katana" sword of the samuraď released a few times ago (which isn't very good but it was a try), and the cw union infantry officer, and this guy shoots at me with his colt and then, when close to me enough, chooses his sword and killed me. That was nice !
As the sword is the same weapon class as a riffle, soldiers with riffles cannot use it (cause they can't have two riffles), and when soldiers "put the riffle on their back", it looks quite strange (is it possible to "hide" the sword when they do that ?).
I think I remember that you've got a sword somewhere in the cw team ? If so, could you send it to me ?
i did the same, also added a block function...
too bad the guy "locked up" if he survived after blocking..
(i think i might be able to fix it, altough i cant be arsed to.. http://forums.bistudio.com/oldsmileys/tounge_o.gif )
Combat-Agent
Feb 7 2005, 18:26
the more melee fighting the better, Im thinking about making a knife if i can make a new animation for it.
ProfTournesol
Feb 7 2005, 18:34
Quote[/b] ]Besides...like I said...the whole sword thing was mainly ceremonial in CW. Very little sword fighting ever actually took place, as officers were armed with a revolver, much more deadly than a sword.
Yes, its probably true but it's fun anyway in "melee" battles, and we could use other kinds of weapon (axes, knives like indians did...) easy to do because the script takes care of the dammage. But maybe this is more a "middle age" idea ! http://forums.bistudio.com/oldsmileys/tounge_o.gif
Quote[/b] ] did the same, also added a block function...
too bad the guy "locked up" if he survived after blocking..
Maybe it's because the bayonet scripts "setdammage" of the target to 1 everytime, which could be maybe modified.
Maybe it's because the bayonet scripts "setdammage" of the target to 1 everytime, which could be maybe modified.
well, i think it might be easy to fix...
but hell, melee fighting in OFP has always been shitty... http://forums.bistudio.com/oldsmileys/tounge_o.gif
tsalagikola
Feb 7 2005, 20:33
on the download
Scroll down to the bottom and click the Free Button. Then scroll down and wait.
Yes those soldiers are spaced out with out a group If you cant do this because the second row keeps moving away, then All you need to do is in the editor grab the second row and move them in front of the first row then it will work. I tried having three but didnt work I will practice some more on how to do this.
A Brazilian Gaucho 1860 ...and a crazy indian
http://img230.exs.cx/img230/4067/gaucho5um.gif
joshnolan225
Feb 8 2005, 01:52
A Brazilian Gaucho 1860 ...and a crazy indian
http://img230.exs.cx/img230/4067/gaucho5um.gif
iiiiiiiiiiiiiiinteresting...
A Brazilian Gaucho 1860 ...and a crazy indian
http://img230.exs.cx/img230/4067/gaucho5um.gif
Interesting indeed.
tsalagikola
Feb 8 2005, 02:53
...and a crazy indian
did you call
the Gaucho is a typical Cowboy of south of my country
ps..sorry for my bad english
i found a 6shooter and a lemat model in 3ds..but whem i open in O2..the are big..i dont make a real scale for ofp handgun...somebody could help me please? http://forums.bistudio.com/oldsmileys/smile_o.gif
Silent N Deadly
Feb 8 2005, 03:40
To resize it, hit CTRL + A, then go to points --> Transform 3D ---> Scale. Is that what you need? http://forums.bistudio.com/oldsmileys/rock.gif
i did but not change http://forums.bistudio.com/oldsmileys/sad_o.gif
Silent N Deadly
Feb 8 2005, 03:56
Try changing the values to .5. That make the model 1/2 times smaller. Just play around with the values until you get it right.
tnx man its work http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
A LeMat will be included in the release that's to arrive anytime now (just waiting for ofp.info to set up hosting the file). It is configured to have nine .41 cal bullets and one .63 cal shotgun burst. A mean machine indeed.
http://www.petrov-petrov.si/~triglav/CW/Wlemat.jpg
Go see our CW page and check the Addons. All new units, weapons and objects are introduced there.
its great...i here waiting http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
It's out!
CWMOD v.1.1
Head on over to our site and grab it!
HURRRRRRRRAAAAAAAAAYYYYYYYYYYYYY http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
eestikas88
Feb 8 2005, 09:08
wow! http://forums.bistudio.com/oldsmileys/wow_o.gif
ProfTournesol
Feb 8 2005, 10:27
http://forums.bistudio.com/oldsmileys/xmas_o.gif It's christmas again ! http://forums.bistudio.com/oldsmileys/xmas_o.gif
eestikas88
Feb 8 2005, 10:30
no it isn't http://forums.bistudio.com/oldsmileys/wink_o.gif
Berghoff
Feb 8 2005, 10:38
It's out!
CWMOD v.1.1
Head on over to our site and grab it!
Am I blind? Or don't I see a v1.1 link on your download page? http://forums.bistudio.com/oldsmileys/crazy_o.gif
Bonko the Sane
Feb 8 2005, 10:41
the link is there...
Thank you very much to all the CWMod team http://forums.bistudio.com/oldsmileys/smile_o.gif
eestikas88
Feb 8 2005, 11:41
Again a "15 minute" mod.
I got bored already.And i have no motivation to make missions.
Mod needs something to ride with.Yeah,a HORSE!
Sorry if being rude.
Tomislav
Feb 8 2005, 12:11
nice one again.
@<hidden>: i hope to see yours too someday
Again a "15 minute" mod.
I got bored already.And i have no motivation to make missions.
Mod needs something to ride with.Yeah,a HORSE!
Sorry if being rude.
could you do any better.. no so shhhhhh
anyways 1.1 is way better than the first great stuff http://forums.bistudio.com/oldsmileys/tounge_o.gif
Damn I have to go to school so I wont be able to play it yet. http://forums.bistudio.com/oldsmileys/wink_o.gif
..and Ive just returned from school http://forums.bistudio.com/oldsmileys/wink_o.gif
76%....
sneakysix
Feb 8 2005, 14:54
http://forums.bistudio.com/oldsmileys/smile_o.gif Well I downloaded the 41mb file and opened it up and saw it seems to have replacement config.bin and DTA files. I read some of the 36 pages of mostly spam to see if I have got to replace the original files with these but didnt see anything. As Im not sure if I want to do that, Ive got many addons and tend to stay away from anything that alters the original configs. I tried making a @<hidden> folder but with no success.. So my questions are = Do I have to replace the original files with these ones? Can i make a mod folder to run a whole new flashpoint without altering the original data? Hmm hope that makes sense.(in that a MOD folder that runs the configs and DTA files inside..
Looks good anway, Im hoping to try it out. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
joshnolan225
Feb 8 2005, 15:18
HAHAHAHA YIPPIE!!!!!!!!!! oh boy im so happy!!!!!! i <3 You guys!!!!!! this is amazing. best mod ou thtere !!!!!!!!!!!!!!!!!
...50% downloadededed
Berghoff
Feb 8 2005, 15:23
Just tried it, very nice! The civies look real good. Any MP-server up or some missions? http://forums.bistudio.com/oldsmileys/smile_o.gif
Great update!
Do you guys know good texturing tutorial because I want to make some western units and can i use those civilans for that?
http://forums.bistudio.com/oldsmileys/smile_o.gif Well I downloaded the 41mb file and opened it up and saw it seems to have replacement config.bin and DTA files. I read some of the 36 pages of mostly spam to see if I have got to replace the original files with these but didnt see anything. As Im not sure if I want to do that, Ive got many addons and tend to stay away from anything that alters the original configs. I tried making a @<hidden> folder but with no success.. So my questions are = Do I have to replace the original files with these ones? Can i make a mod folder to run a whole new flashpoint without altering the original data? Hmm hope that makes sense.(in that a MOD folder that runs the configs and DTA files inside..
OMG...
Same question over and over... http://forums.bistudio.com/oldsmileys/crazy_o.gif
Try reading the readme file, or read the readme on the download page.
The mod is setup so that no original files have to be overwritten as it runs from its own folder...
Again a "15 minute" mod.
I got bored already.And i have no motivation to make missions.
Mod needs something to ride with.Yeah,a HORSE!
You are, of course, entitled to your opinion and I respect it.
But tell me...how would one vehicle (which is what a horse is) change a fifteen minute mod into a fun experience of a lifetime?
Well...if you do know the answer, we are all waiting for the horse YOU will make. We will play with it very happily for more than 15 minutes. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Wow it's a great mod whith damn good new addons http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Nice update http://forums.bistudio.com/oldsmileys/biggrin_o.gif
And btw how is it going for your fort Josh??
getting random crashes while loading sometimes...? http://forums.bistudio.com/oldsmileys/rock.gif
well, dunno..., ill redownload it... http://forums.bistudio.com/oldsmileys/tounge_o.gif
getting random crashes while loading sometimes...? http://forums.bistudio.com/oldsmileys/rock.gif
well, dunno..., ill redownload it... http://forums.bistudio.com/oldsmileys/tounge_o.gif
Hmmm...never happened to me.
Only the sound crash when cannons fired. Fixed that by reducing sound hardware acceleration level.
I know this isnt place for this but
can I make pac file to gif or jpg?
Combat-Agent
Feb 8 2005, 16:47
People, do the team a favor and save forum space, READ THE READ ME. Its put in detail how to setup and run the mod successfully.
Please report any bugs or errors.
I have the mod running on 2 diffrent computers, and ofp is intstalled twice on one with diffrent settings, the mod works in all three cases. Also Triglav and Pickett also have the mod running without error. So if any errors occur, please read the readme, if the readme does not answer your question, then ask.
The 1.1 version is more complex, there are more folders and files than the last version.
Once again, please, PLEASE, read the readme.
Quote[/b] ]Again a "15 minute" mod.
I got bored already.And i have no motivation to make missions.
Mod needs something to ride with.Yeah,a HORSE!
No one said you have to use this mod, if you dont like it dont play it. I doubt the people that do like it want to read your negative opinion. Im sorry its not the quality of other mods, the team and myself tried our hardest to make it the best experience possible.
For me, no fifteen minute mod. Maybe a fifteen year mod http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Omg, great work on the 1.1, now we can make great camps with those tents. And the new civvies look really nice! (One thing that brings into my memories the movie "Life" is to be an union guy and put too black civvies to run away.. No, I'm not a racist, I usually put some other civilians there too, and then be a Civilian 3 with a shotgun)
What am I writing here for? Go test the new version, i'll be playing with it now too.
tnx..triglav,pickett and tsalagikola http://forums.bistudio.com/oldsmileys/biggrin_o.gif
nice one again.
@<hidden>: i hope to see yours too someday
someday,cause i am still newbee in this matter.i expect that in about one or two months ill be able to show something better...
sneakysix
Feb 8 2005, 17:30
Quote[/b] ]OMG...
Same question over and over...
Try reading the readme file, or read the readme on the download page.
Well what can I say, other than If I spotted it in readme i woundnt have asked. Im new back online and aint seen first version so the concept of this mod is all new to me as are the instructions to operate.
Anyway now that ive picked up the toys thrown from your cot and got the mod running, I must say its not bad at all. Nice idea, a few sluggish anims but its got great potential and worth download for those who arent sure. I like the gun holding upright stance and the walking in safe mode looks great.. It made me think that a Zulu Mod would work very well. saying that lag fest of '1000's of em'
tnx..triglav,pickett and tsalagikola http://forums.bistudio.com/oldsmileys/biggrin_o.gif
And Combat-Agent and Wilco and everyone else that helped, including people from this forum!
tnx..triglav,pickett and tsalagikola http://forums.bistudio.com/oldsmileys/biggrin_o.gif
And Combat-Agent and Wilco and everyone else that helped, including people from this forum!
sorry combat-agent and wilco..really sorry..tnx too...again sorry...and tnx a everyone else that helped
ProfTournesol
Feb 8 2005, 18:32
Tested it and everything seems ok, the zouaves are excellent, the sounds too (buggle is fun) etc etc... http://forums.bistudio.com/oldsmileys/tounge_o.gif Great idea to put resistance side civies with weapons, so we can make milicias and choosing their side.
Congratulations to Cwmod and to everyone that helped you.
Quote[/b] ]Again a "15 minute" mod.
Use your imagination building missions and you'll see this isn't boring, unless you don't like this historical period http://forums.bistudio.com/oldsmileys/rock.gif
Wildebeest
Feb 8 2005, 19:28
Hi!
First I wanna say great mod guys! http://forums.bistudio.com/oldsmileys/smile_o.gif
Made a quick multiplayer map for me and my buddy. However, the one who joins the server experiences lots of lag... I mean lag like in out of sync.. http://forums.bistudio.com/oldsmileys/sad_o.gif
And it doesn't matter whether you put a 100 units in there or 4... the guy who joins still sees all the soldiers spinning their legs on the ground, not moving. Also I there was some kind of error message when you load the G-burg island.
Have you guys experienced similar problems? Does anyone know what can be done about this? Please help. I love this mod, but it's unplayable in multiplayer http://forums.bistudio.com/oldsmileys/sad_o.gif
adrenaline red
Feb 8 2005, 19:59
Great mod guys!! It mods like this that keep OFP alive and fun even in the age of Half Life 2.
Keep it up! And thanks!
Pappy Boyington
Feb 8 2005, 20:34
ill be honest, i didnt download this mod since it really isnt something i would be interested in, but i can say this much, ive seen the screenshots and i am truely amazed at just how top notch this looks http://forums.bistudio.com/oldsmileys/smile_o.gif
i know they say dont judge a book by its cover, but judging a mod by the screenshots, i say your's is really great http://forums.bistudio.com/oldsmileys/smile_o.gif
CAPAIRMAN
Feb 8 2005, 20:57
[quote]
great.. It made me think that a Zulu Mod would work very well. saying that lag fest of '1000's of em'
A zulu mod would be pretty awesome.
Sanctuary
Feb 8 2005, 22:19
Just tried some quick battle on Gettysburg island in the editor, and the less i can say is that i am really impressed by all the work put there.
It is very interesting and a refreshing change on OFP.
I had an error when loading Gettysburg about something (i think there was the word "crop", maybe crop field ?) from mig that couldn't be opened , but i had no problem playing with this mod, as there was no crash, no error, just gaming pleasure to play OFP in such historical context
Congratulations to everyone involved , really high quality work http://www.flashpoint1985.com/ikonboard311/non-cgi/Skin/Default/PostIcons/icon14.gif.
EDIT: foolish me, i just had the Mig pack in another mod folder http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Metalmalte
Feb 8 2005, 22:21
what about mp compability (right writing??) is it possible to play with them online without big bugs? http://forums.bistudio.com/oldsmileys/wink_o.gif
would be cool to know. and: does someone already have nice missions for that mod? (mp or sp or both??)
Combat-Agent
Feb 8 2005, 23:13
Its great so many are enjoying the mod already. Now to clear some things up:
Quote[/b] ]
Hi!
First I wanna say great mod guys!
Made a quick multiplayer map for me and my buddy. However, the one who joins the server experiences lots of lag... I mean lag like in out of sync..
And it doesn't matter whether you put a 100 units in there or 4... the guy who joins still sees all the soldiers spinning their legs on the ground, not moving. Also I there was some kind of error message when you load the G-burg island.
Have you guys experienced similar problems? Does anyone know what can be done about this? Please help. I love this mod, but it's unplayable in multiplayer
Your connections? I know i got dial up, tried to play with a jeep MG on desert island with just me and my friend and it lagged. But if you have a good a connection, it may be a bug of some sort. I will look into it. Version 1.1 was not tested on multiplayer by the team. And believe me, I think this mod should be multiplayer. Ill do a little testing if i can.
Quote[/b] ]Also I there was some kind of error message when you load the G-burg island.
Have you guys experienced similar problems? Does anyone know what can be done about this? Please help. I love this mod, but it's unplayable in multiplayer
Although this was not in the primary readme, a mistake on the teams part, it was included in the old readmes, which came with the mod i believe. I did or do not expect you to read those however. What the problem is, is that you need the project farmlands object pack for the proper use of Gettysburg isle.
It can be found here:
Ofp:CZ FML objects pack 1.2 (http://ofp.gamezone.cz/index.php?showthis=6533)
Quote[/b] ]what about mp compability (right writing??) is it possible to play with them online without big bugs?
would be cool to know. and: does someone already have nice missions for that mod? (mp or sp or both??)
Multiplayer has not been tested, yet. As far as I am aware, all the addons should be multiplayer compatible. There are scripts attached to units, but they worked in the last release, and havnt been changed since.
No missions or campaigns have been made yet by the CW Mod team. I will say this though, there is a campaign in progress. Its your duty as CWmod users to make some good missions for the mod. I myself, am trying to learn a bit more about the editor, but it is so hard to create a good mission, or atleast execute it good enough (especially with this mod). If you havnt been keeping up with this forum or you are new, i think theres 3 or 4 missions that have been released on here.
'Guess why i am at it, there are 2 known bugs with the bayonets. One is when you or even the ai stab someone, you will freeze and be not able to move. The second, if you get in a vehicle and get out, the fix bayonet command will duplicate, also on respawns too. This will be resolved when the good people at the UKF mod decide to release their new version of the bayonets. Which i shoud say, the UKF mod is responsible for the awesome bayonet system, many thanks goto them once more for them letting us use their system.
Combat Chaplain
Feb 9 2005, 00:32
This isn't a 15 minute mod for me... I've been waiting for something like this for over 15 months, and I'll be playing it likely for over 15 more!
I mean, really! Everyone's welcome to their opinion, but I can't get too pumped about yet another M-16 variant. And I love playing WWII mods, but how many Tiger Is do we need?
THIS is truly unique! Shoot once, smoke everywhere, reload, fire again... Such a wide variety of units, the cannon... In the short time this mod has been releasing units, it now has a fine variety, a lot of bugs have been ironed out, and the team have been really responsive to the wishes of the Forum crowd.
I say you guys have done impressive work, bravo to you! Much of it is groundbreaking! I'm eager to see the upcoming Chatanooga map, too! Cheers! Cheers to all of you!
And that movie that playes at the GUI Screen, with the music... PRICELESS!!!
CanadianTerror
Feb 9 2005, 04:47
Good stuff guys!
Its a nice change from normal OFP and gets better with each release.
thats all people can ask for. http://forums.bistudio.com/oldsmileys/smile_o.gif
Wildebeest
Feb 9 2005, 06:25
Quote[/b] ]Your connections? I know i got dial up, tried to play with a jeep MG on desert island with just me and my friend and it lagged. But if you have a good a connection, it may be a bug of some sort. I will look into it. Version 1.1 was not tested on multiplayer by the team. And believe me, I think this mod should be multiplayer. Ill do a little testing if i can.
We both have quite fast connections. He has 2 Mbit up and down and I have 10 Mbit up and down, so that shouldn't be a problem. We tried playing a regular BIS mission and experienced no lag there. However, the day we tried it my bud had some problems with his connection. This, however, does not explain why he only experienced lag when he joined me and not when he was the host. When I joined him I got lag too. The mission works fine in single player for both.
Maybe we should download this farmland addon and see if that settles it.
I'm gonna do some tests now, like starting two games on the same computer and join myself. Also I'll install the farmland addon.
Oh yeah, there was some other error message when you put an Union Artillery NCO in the map. Not in the mission editor but in multiplayer. You got the message "missing addon: enfieldsoldier". Then when started the mission in MP those guys had only melee available for the Sharps 1858 Carbine and no ammo. Just an ammunition pouch. When you chose to reload the pouch nothing happened.
I'll get back to you if I find out more.
Cheers http://forums.bistudio.com/oldsmileys/crazy_o.gif
OK, now I've tried it by starting two games and joining myself. This is a good way of testing MP missions btw if you don't have two computers. Anyway, the game that joined got real bad out of sync, so it's definately not a connection issue. I didn't even use a network, right?
Also, discovered another bug. When, in MP, I tried fixing a bayonette I got the error '(Magazines _Unit) Select _ID == |#| _BayonetName': Error Zero divisor.
The bayonette worked though. Just an anyoing message I think.
Well, hope you guys could look into the multiplayer aspect and do something about it. As said I love your mod and only want it to work.
Cheers http://forums.bistudio.com/oldsmileys/smile_o.gif
When, in MP, I tried fixing a bayonette I got the error '(Magazines _Unit) Select _ID == |#| _BayonetName': Error Zero divisor.
The bayonette worked though. Just an anyoing message I think.
I've noticed this too.
Not only in MP but also in single.
Have not yet discovered what causes it. Everything seems to work fine, just this message won't go away.
About the ammo issue for your arty guy. I checked his configs and all seems fine. Also it works fine in mission editor. Why it would suddenly work differently in MP I have no clue.
The whole MP thing you describe is a mystery to me. The mission that was made here for MP a while ago was played by several people online and none complained of bad sync. I tried several MP missions as SP ones, and all worked fine.
Generally I can't imagine what in our mod would cause this, as the addons themselves don't seem to have anything to do with MP sync. Maybe it's the custom anims, though it seems unlikely...
Combat-Agent
Feb 9 2005, 10:47
Quote[/b] ]OK, now I've tried it by starting two games and joining myself. This is a good way of testing MP missions btw if you don't have two computers. Anyway, the game that joined got real bad out of sync, so it's definately not a connection issue. I didn't even use a network, right?
Ive done the same thing and there was no problems. Going to have a LAN as soon as I can to test.
Ill look into the arty guy issue.
Remember, like i said before, this mod was not tested on multiplayer.
Just noticed one thing while watching the battle with the new (really nice) binoculars. I don't think I'll have to ask if one or more of the authors has played the game Sid Meier's Gettysburg...
Nothing wrong there, that game doesn't run on my new comp for some reason, so it's nice to hear the "Sir, reinforcements are coming up!" in Flashpoint.
OK guys, can some one help me.....I've downloaded the new mod 3 times (from the site) and when I go to extract the files I keep getting a "archive is corrupt" message.
I have the beta-which works fine-but I'd really love to have the new version!
...so it's nice to hear the "Sir, reinforcements are coming up!" in Flashpoint.
http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Nice to see another fan of that great game!
OK guys, can some one help me.....I've downloaded the new mod 3 times (from the site) and when I go to extract the files I keep getting a "archive is corrupt" message.
I have the beta-which works fine-but I'd really love to have the new version!
Which compressing program and browser are you using? I use WinRar and have the corrupt message with some files when using Firefox. Usually Explorer doesn't corrupt it for me.
And Trig: That's the way I got interested in US Civil War, my cousin bought that game. Shame it doesn't work on my new computer http://forums.bistudio.com/oldsmileys/sad_o.gif
*goes off to try installing again*
Bucket man
Feb 9 2005, 15:21
What can I say, this mod is one of the most unique and groundbreaking mods there is.
Its amazing to put enemies charging on a hill from the opposite sides and watch as they fire their weapons and charge eachother with bayonets.
You seem to play down your work somehat. http://forums.bistudio.com/oldsmileys/rock.gif
You REALLY REALLY shouldnt do that because this mod is actually somewhat comparable to BAS, not because of addons which are not bad but not quite the BAS quality. Its because of the unique setting, weapons and other stuff never seen in OFP before!
Great work everyone who partisipated in making and releasing this mod! http://forums.bistudio.com/oldsmileys/wink_o.gif
I was using "Powerzip" - I also use the "Firefox" browser.
I downloaded the Winrar trial-and -HOORAY-it extracted the same file Powerzip said was corrupt with no problem.
Guess I'll just have to shell out the $$ for Winrar!
Thanks for the tip http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Silent N Deadly
Feb 9 2005, 15:30
I was using "Powerzip" - I also use the "Firefox" browser.
I downloaded the Winrar trial-and -HOORAY-it extracted the same file Powerzip said was corrupt with no problem.
Guess I'll just have to shell out the $$ for Winrar!
Thanks for the tip http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Why would you do that when it's free? http://forums.bistudio.com/oldsmileys/crazy_o.gif
You seem to play down your work somehat. http://forums.bistudio.com/oldsmileys/rock.gif
You REALLY REALLY shouldnt do that because this mod is actually somewhat comparable to BAS, not because of addons which are not bad but not quite the BAS quality. Its because of the unique setting, weapons and other stuff never seen in OFP before!
Great work everyone who partisipated in making and releasing this mod! http://forums.bistudio.com/oldsmileys/wink_o.gif
Wow. http://forums.bistudio.com/oldsmileys/wow_o.gif
Thank you.
We never thought we'd ever be compared to pro mods like BAS.
But yeah...we did put a lot of work into this. Said if we're already gonna make a period mod, we better make it right, and that should include proper anims, musket smoke, bayonets, proper artillery and objects... About 9 months of regular work by several people went into this.
My girlfriend hates me and OFP now, because I spent so much time doing this instead of *censored* with her.
Code all the day, and... Drink cups of coffee with her all the night? I'm sure you meant drinking a cup of coffee.
Combat-Agent
Feb 9 2005, 17:22
Quote[/b] ]OK guys, can some one help me.....I've downloaded the new mod 3 times (from the site) and when I go to extract the files I keep getting a "archive is corrupt" message.
I have the beta-which works fine-but I'd really love to have the new version!
I have dial up and I know all about this.
1. Did you use a DL manager, if you pause and stop a DL alot theres possiblity it can be corrupted.
2. Use Win Rar to ensure it extracts properly, the mod was packed in Win Rar.
3. I doubt theres any other site hosting the file, but if you didnt dl it from ofp.info, dl it there.
Alot of people dled the mod already (including myself) and have not stated any problems with the file. So it works, keep us updated on your situation.
Well, what can i say........the response to our latest release is simply overwhelming. However, all this would have never been accomplished without the help, support and motivation from the community.
Despite all our efforts, some things are still not o.k. so work will continue.
Just this afternoon i received a mail (Thank's Curt) that pointed out something i missed alltogether: in order to place our Gettysburg island properly into the worlds coordinate system, i just recently added the values for latitude and longitude into the config.cpp. Oooops, the value for latitude is 40, but should be -40. Means, Gettysburg really is somewhere close to Santiago De Chile. I don't know how fast we will be able to provide a fixed dl, for those who dont want to wait: drop me a mail and i send a fixed config or the entire pbo.
Sorry folks http://forums.bistudio.com/oldsmileys/sad_o.gif
So... What do the wrong coordinates really affect to?
So... What do the wrong coordinates really affect to?
Shadows cast in the wrong direction, sunup is two hours late.
That's about it.
Godspeed,
Pickett
I noticed something when i did play earlyer today...
The gettysburg sign is getting white at distance plz fix this when u can http://forums.bistudio.com/oldsmileys/smile_o.gif
To "silent 'n deadly";
WinRar is free?? It says it's $28 after the 30 day trial....??
What happens after 30 days-does it go inoperable??
I got the mod up and going after using Winrar-all I can say is you guys deserve a modmaking prize!
Great,fantastic work!!!
I'm creating a mission now-the only question I have is-are you guys real fussy about historical accuracy??...like can I invent a mission that's mostly fictional??
What happens after 30 days-does it go inoperable??
then you can keep using it... http://forums.bistudio.com/oldsmileys/tounge_o.gif
Combat-Agent
Feb 9 2005, 21:33
Quote[/b] ]creating a mission now-the only question I have is-are you guys real fussy about historical accuracy??...like can I invent a mission that's mostly fictional??
Historical accuracy is hard to achieve. Make a mission based on something believable, or something that could of happened in the era of the Civil War. Otherwise, you wont see me complaining what regiment was where, or if his platoon was here, or that company there.
CanadianTerror
Feb 9 2005, 22:12
I dont know if this has been mentioned but I noticed it today.
-After putting a bayonet on and then taking it off, I cant reload my gun (I have ammo)
Bug?
Do the download links on your website work? I keep getting corrupted files whenever I'm able to download that are only 1kb in size?
I use winrar but whenever I download it all I get is this 1kb file that gives me some error when I try to open it like the guy before me?
Great,fantastic work!!!
I'm creating a mission now-the only question I have is-are you guys real fussy about historical accuracy??...like can I invent a mission that's mostly fictional??
First thank you.
Secondly...there is a great number of sites about Civil War that tell tales of big and small battles.
Try Googling them up and browsing through some of those to get a general idea of what it was like, then make something from the impressions you get.
We're not too fussy about historical accuracy whether this actually happened, as we are about a mission making sense in its context, or about what sort of weapons were used at what time in what place.
This mod is excellent. The addons are truly superb...it is so much fun to create a bunch of guys from the era and have them fire at each other...it is a demostration of the flexibility of the flashpoint engine http://forums.bistudio.com/oldsmileys/smile_o.gif
I think the biggest problem with this mod currently is the lack of missions and the problems with creating tight formations with men standing shoulder-to-shoulder.
Which leads me to think of a possible solution to this problem, but I think it may be beyond the limits of the ofp engine. http://forums.bistudio.com/oldsmileys/sad_o.gif This is complex, but it may create the ability to have perfectly firing and marching formation.
This may seem complex, but I'll try my best...the thing is you could create a scripted "APC" class vehicle that is entirely invisible except for its character proxies. Let's say we have a squad of 12 soldiers. 1 officer could be the "Driver/gunner" of this vehicle, while the rest are simply animated "ride in back" proxies.
An invisible weapon on this vehicle would be synchronized with the "ride in back" proxie's muskets so it appears, when fired, that the soldiers are firing from their muskets when in fact it is 1 invisible weapon on the vehicle. The weapon would have 11 "firing points"* (1 for each soldier)Not only would this make it appear that the soldiers are firing in perfect formation but it would give the appearance that they are firing in complete synchronization upon the order of an officer. Possibly by script the "firing point" * selection that corresponds to the proxy can be deleted when that proxy is killed or exits the formation. We don't want magic muzzle flashes that appear even if a guy is dead in the formation.
*a double-barreled shotgun has 2 firing points. the PBR in flashpoint has 2 firing points, because it has 2 .50 cals, in case you were unclear what I meant.
Also by script, maybe the soldiers could be ejected from the vehicle and animated upon death so corpses dont follow the rest of the formation "vehicle" around. However, one problem with this is that even though it will appear soldiers have fired shots their individual ammo will not be depleted if they decide to leave the formation.
Okay it sounds confusing, so I'll try to give an example.
We got a formation of guys. 1 officer, 11 soldiers. The officer gets in the driver of the formation and the rest of the soldiers ride in back. The officer "drives" the formation around, maybe a nice marching sound to replace an engine sound, and they are all animated like the BIS bicycle as they walk. They see an enemy, and the driver simply commands them like a tank by targeting the enemy. When they do this, they animate to raise their weapons, and like a tank the officer simply clicks and they all fire in synchronization because it is techincally, according the game engine, 1 weapon firing. When someone dies that "firing point" selection is removed and they are ejected from the formation.
It would most definately be an AI-only vehicle, because if the player were to enter the vehicle all his action would be involuntary. However, empty cargo position in the vehicle for the player to fill in if you want to do a mission.
Not sure if this idea would work...but eh...its my 2 cents.
-After putting a bayonet on and then taking it off, I cant reload my gun (I have ammo)
Works fine for me.
Tried putting it on and off several times and shot 10 rounds...
When bayonet gets attached or removed, aim is disabled. You cannot fire or reload then. But if you press space, aim is re-activated.
This may seem complex, but I'll try my best...the thing is you could create a scripted "APC" class vehicle that is entirely invisible except for its character proxies.
Well...if you can master such an operation, we'll be happy to inclue it in any next release.
I think though it can be done via somesort of a script, as Desantnik has already demonstrated in a demo mission he sent me, but he never actually delivered a finished one...
He had men advancing in line, firing, reinforcements coming, etc...quite splendid.
ThePara
Feb 10 2005, 00:36
Wow, great mod guys! Huge advance from the beta that I also loved. Weapon reload times and accuracy are a lot better now, plus the fixed ammo problem. The groups come in real handy too.
By the way, what is the name of that song on the loading screen, and do you know where to get an .mp3 of it?
ThePara
Feb 10 2005, 00:39
stupid double post, sorry
desantnik
Feb 10 2005, 01:07
aaw...now I feel guilty about not finishing it...
I'll get up off my lazy ass and do it... http://forums.bistudio.com/oldsmileys/xmas_o.gif
Triglav
Feb 10 2005, 01:21
aaw...now I feel guilty about not finishing it...
I'll get up off my lazy ass and do it... http://forums.bistudio.com/oldsmileys/xmas_o.gif
I know, that's why I said it http://forums.bistudio.com/oldsmileys/tounge_o.gif
Sanctuary
Feb 10 2005, 01:45
The more i setup some quick battles in the editor, the more i like this mod.
Certainly one of the finest mod i ever played for OFP (and i played a lot of them), not only it is unique because of the era selected but the execution is really good and high quality.
thank you again for releasing this masterpiece http://www.flashpoint1985.com/ikonboard311/non-cgi/Skin/Default/PostIcons/icon14.gif
CanadianTerror
Feb 10 2005, 04:02
Well after hitting the space bar I could reload.
http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Thanks.
joshnolan225
Feb 10 2005, 04:55
i can hit what i aim at now!!!!
I love you guys
in a totally hetero way
Silent N Deadly
Feb 10 2005, 05:02
Err...oops nvm...my mistake. http://forums.bistudio.com/oldsmileys/sad_o.gif http://ofp.gamezone.cz/forum/html/emoticons/blues.gifhttp://ofp.gamezone.cz/forum/html/emoticons/baaasmiley.gif
Triglav do you have a weapons list for all of the weapon names in the mod, i can make decent mp missions without knowing the names.
ProfTournesol
Feb 10 2005, 10:45
Hello,
Well, now we've bugle sounds, need a bugler bugling...
That's what I did ! I've added a bugle to a cwman (well, it cannot be a weapon because of available weapons anims), and scripted it a little : when the group is fleeing, the guy stops and bugles retreat (binoc anim, don't see others to put the buggle at the guy's mouth) ; when the leader is dead, the guy bugles advance (Its a kind of "don't lose courage", but in fact, I'd like to script it when the leader orders to go to the next waypoint, but duno how to script that, any ideas ? Idem, how to script the "fall back into formation" leader order for bugle assembly ?)
Once this is improved (scripting things), there won't be any prob to script a drummer drumming (except drumming sounds which i haven't). http://forums.bistudio.com/oldsmileys/wink_o.gif
Metalmalte
Feb 10 2005, 11:09
one thing:
is it maybe possible to shorten the time of the reloading animation to the time they weapon needs to reload? i hope you guys understand what i'm trying to say!?!
tsalagikola
Feb 10 2005, 11:36
i am working on some drum rolls
Triglav
Feb 10 2005, 14:10
one thing:
is it maybe possible to shorten the time of the reloading animation to the time they weapon needs to reload? i hope you guys understand what i'm trying to say!?!
It is a compromise anim, because anim time is not only defined by the length of the anim, but how much time OFP engine gives to reloading sequence. It is currently rather accurate (except for the shotgun).
NeMeSiS
Feb 10 2005, 15:39
just had a pretty nice battle! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
http://img228.exs.cx/img228/7164/cw25vi.th.jpg (http://img228.exs.cx/my.php?loc=img228&image=cw25vi.jpg)
http://img228.exs.cx/img228/773/cw57rg.th.jpg (http://img228.exs.cx/my.php?loc=img228&image=cw57rg.jpg)
http://img228.exs.cx/img228/1579/cw42nt.th.jpg (http://img228.exs.cx/my.php?loc=img228&image=cw42nt.jpg)
http://img228.exs.cx/img228/1517/cw39kt.th.jpg (http://img228.exs.cx/my.php?loc=img228&image=cw39kt.jpg)
http://img228.exs.cx/img228/6183/cw14oc.th.jpg (http://img228.exs.cx/my.php?loc=img228&image=cw14oc.jpg)
Metalmalte
Feb 10 2005, 16:08
i love when canons hit the ground. that sound is so sexy
bigus_dikus
Feb 10 2005, 16:47
http://img136.exs.cx/img136/8250/volley6ey.jpg
still testing
Hey How do i add my own music to ofp, i have some good battle music for the CW mode, It might be british and french battle music but I am still looking for som U.s Music
i think that the smoke may be a little bit over the top, especially for the derrenger
I think the smoke is great and realistic. Well the derringer, yeah, wonder how the hell does that amount of smoke fit inside such a small gun.
And the cannons' smoke&fire is great too!
Bucket man
Feb 10 2005, 19:17
Maybe the shotgun should have its recoil and smoke reduced a little bit! http://forums.bistudio.com/oldsmileys/crazy_o.gif
Triglav
Feb 10 2005, 19:48
Ok...
SMOKE
This was talked about before, but as people don't READ I apparently have to say it again.
Smoke is NOT scripted to the gun!
Smoke is scripted to our MEN!
If a modern US soldier picks up a musket there will be NO smoke at all.
If a CW guy picks up a M-16 it will smoke like a musket.
Clear?
Therefore...whenever any projectile flies away from a CW soldier, the same puff of smoke appears. In the case of the shotgun as many buckshots fly away, many puffs appear at once. Size of the weapon does not matter. There is one smoke script for all the men.
How do I make a ext. file
bigus_dikus
Feb 10 2005, 22:51
My Webpage (http://rapidshare.de/files-en/569705/oakridge3.zip.html)
ok this fixes the missing napoleon addon
for the oakridge mission.
i gotta apologize for the multiple downloads.
the mission was originally made for the beta
then i transfered it over for version 1.1
bigus
Ok...
SMOKE
This was talked about before, but as people don't READ I apparently have to say it again.
Smoke is NOT scripted to the gun!
Smoke is scripted to our MEN!
If a modern US soldier picks up a musket there will be NO smoke at all.
If a CW guy picks up a M-16 it will smoke like a musket.
Clear?
Therefore...whenever any projectile flies away from a CW soldier, the same puff of smoke appears. In the case of the shotgun as many buckshots fly away, many puffs appear at once. Size of the weapon does not matter. There is one smoke script for all the men.
I'll fix up the smoke script if you want me to http://forums.bistudio.com/oldsmileys/wink_o.gif
As far as smoke goes, there was a lot of smoke at a civil war reanctment I went to so it seems fine.
As for volleys and formations, I am going to try to give that vehicle idea a go see if it works.
Combat Chaplain
Feb 11 2005, 00:43
As far as smoke goes, there was a lot of smoke at a civil war reanctment I went to so it seems fine.
As for volleys and formations, I am going to try to give that vehicle idea a go see if it works.
Heck, all the smoke is one of the things I like about this mod. That and staying planted for the first part of the long reloading sequence. It really increases the 'pucker factor' when you fight! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Triglav
Feb 11 2005, 04:55
I'll fix up the smoke script if you want me to http://forums.bistudio.com/oldsmileys/wink_o.gif
Well...I don't think there's anything much wrong with it now. But if you'd like...have a go...
Placebo
Feb 11 2005, 08:18
bigus_dikus look at the top right of every post, see the edit button? Please stop replying over and over again and instead edit your post when you do something wrong or want to update a URL, don't kill the thread http://forums.bistudio.com/oldsmileys/smile_o.gif
bigus_dikus
Feb 11 2005, 13:33
Roger that Placebo!
Just learning how to post pics and zips.
kinda new too the whole thing
Had to learn the hard way
thanx for the tip!
I would be intersested to know what people
thought of the oakridge mission since it's the first
one i've done.
bigus
Wildebeest
Feb 11 2005, 14:07
Quote[/b] ]I would be intersested to know what people
thought of the oakridge mission since it's the first
one i've done.
Well, it's nice. But it lags like hell on my rig http://forums.bistudio.com/oldsmileys/smile_o.gif
The Lord
Feb 11 2005, 22:05
I aint sure why but I put an addon in and I am sure the weapons became less accurate. I think it was MAAM that did it but I couldnt say. Has anyone else had this problem?
Combat-Agent
Feb 11 2005, 22:49
Quote[/b] ]I would be intersested to know what people
thought of the oakridge mission since it's the first
one i've done.
I thought it got repetitive playing by myself, but if i had 4 or 5 other actual players, it would probably be pretty damn fun, expecially for a lan party.
One thing I noticed, I happened to die once, and when i respawned, I didnt have any bullets.
I suppose i better explain the ammuntion system now to everyone. A soldier has 60 bullets and a pouch. Each bullet is a single bullet magazine. That means a soldier has 60 magazines of 1 bullet. The pouch is a magazine that is used by a rifle for melee, and also it keeps the ai from bitching about not have any ammo when their fully loaded. I think on multiplayer, a player automatically respawns with like a m16 or something like that, when you use your little respawn script, you need to make sure the pouch, a sufficient amount of bullets, and the bayonet are added along with the rifle. If there any questions about the ammo system feel free to ask.
tankieboy
Feb 11 2005, 23:20
Not wishing to read 42 pages...
Any thought on custom formations?
Squad of 12 could be front rank of six kneeling, rear rank of six standing with an NCO or Officer standing left rear.
Possible?
Loving the work btw, brings new play into the best game ever made (supported by an A+ community).
Lets hope for a ridable horse next...
Combat Chaplain
Feb 12 2005, 00:22
That means a soldier has 60 magazines of 1 bullet. The pouch is a magazine that is used by a rifle for melee, and also it keeps the ai from bitching about not have any ammo when their fully loaded.
I've messed around with some missions in the editor, and I'm blown away by all your improvements. The new sounds really add something. This about the magazine is great, it used to frustrate me when my men kept calling for ammo. The new tents, gun stacks, etc. are fine eye candy. Again, I think the smoke is just right as it is, black powder guns smoke like you wouldn't believe! http://forums.bistudio.com/oldsmileys/tounge_o.gif The new interface, changing the accents of the Confederates, the names, it's quality work all around!
Combat-Agent
Feb 12 2005, 00:34
Quote[/b] ]Squad of 12 could be front rank of six kneeling, rear rank of six standing with an NCO or Officer standing left rear.
Possible?
Thats possible, ive been thinking about changing the actual default formations, that is, if i can find em.
Quote[/b] ]
Quote[/b] ]
Again, I think the smoke is just right as it is, black powder guns smoke like you wouldn't believe! The new interface, changing the accents of the Confederates, the names, it's quality work all around!
Quote[/b] ]
the names
Names were not fun to change. But i think it was worth it. No more ruskies fighting for the south, well i guess there are a few, but youll have to put on about 300 rebels before ya get to em.
Alright men, listen up, today im going to give you a course dealing with the compass. Figured i better do so considering I had trouble reading it myself when i first used it after i made it. Keep these 2 words in your mind "Blue Indicator", and youll find your way. Examine this exhibit below:
http://www.geocities.com/w_epley/Compass.JPG
Although the quality of the picture is low quality, you may or may not notice the Blue Indicator. It is visible in-game, although its small and the tilt of the compass suppresses it. (Blue indicator Will be enlarged later).
Presuming you studied the image you will notice that the blue indicator will be on the oposite side for East and West. Due West the "BI" will be on East, and due east the "BI will be on West. For North and South the indicator will be on the correct direction. BI on North = north, BI on South = South.
The quality of the directional background texture is not that great, so it makes using degrees rather hard to use. I doubt many people use them anyway, but believe me if i come across a good texture reference ill change the texture so the Degs will be useable. Anyway on this compass the degrees go in this order starting at north: 0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 80, 70, 60, 50, 40, 30, 20, 10, 0. Therefore it does not use 360, its uses two 180 degree cross sections on the compass, which makes it a tid bit harder to use (this is historically accurate for this device in the Civil War era).
Like I said before, I doubt many people use the degrees in missions, or just to mess around with. Although it is fun to play with.
Well I hope you learned something, dont get lost anymore.
Oh yes, one more thing for mission editors. In the Civil War i believe the cost of compasses were rather expensive. Therefore Compasses were not issued to all soldiers and maybe even just officers had them. Ill do some more research and confirm the above statement.
Quote[/b] ]The officers and their staff also needed those items necessary to their work, such as maps, orders books, tactics manuals, binoculars, and compasses.
source: http://www.bufordsboys.com/UnionCavalrymanV.htm
There are defiently exceptions, but I think only officers and there staff were equiped compasses. An exception maybe a scout and maybe a calvary Sergeant.
Sanctuary
Feb 12 2005, 01:34
Quote[/b] ]Squad of 12 could be front rank of six kneeling, rear rank of six standing with an NCO or Officer standing left rear.
Possible?
Thats possible, ive been thinking about changing the actual default formations, that is, if i can find em.
Unfortunately , you can't change the OFP formations, they are hardcoded and not defined in a modifiable file (but you can change the distance between units in the config with formationX , formationZ, formationTime for the class Man:Land )
But, what you can do as a wrokaround is to use some scripts like this one (http://www.ofpec.com/editors/resource_view.php?id=433) from General Barron to create new scripted formations .
Triglav
Feb 12 2005, 03:53
Here is a nice campaign Popka posted at the ofp.info forum.
DOWNLOAD HERE (http://popka3.dajoob.com/BullRun.rar)
The feeling is very authentic, historical atmosphere, it doesn't lag bad even on my old comp., generally a nice thing to play. Give it a try!
Combat-Agent
Feb 12 2005, 04:48
Here (http://www.geocities.com/w_epley/CWWeapons.txt) is a list of the weapons and their magazines.
Yay! A campaign!
This one goes to test it immediately.
PS: The soldier could have token the compass from a dead enemy officer, right? I think i've killed enough officers to have a compass collection http://forums.bistudio.com/oldsmileys/tounge_o.gif
EDIT: Hmm, campaign of a great amount of two missions then?
But those two were simply great. The atmosphere is at top, though I guess my OFP bugged somehow and I only had Melee as my weapon in the second mission. Well, who cares, just attachin' the bayonet and the fight can begin.
PainDealer
Feb 12 2005, 11:51
I guess my OFP bugged somehow and I only had Melee as my weapon in the second mission.
I guess it didn't since I had the same thing. couldn't reload the ammo pouch http://forums.bistudio.com/oldsmileys/rock.gif
Fraps doesent work in my computer, do you guys know any other screenshot tool?
NeMeSiS
Feb 12 2005, 13:56
press print screen, go to paint and press ctrl+v
I made a little mission where you sneak into an enemy camp and back at night.
Go to http://safariofp.sphosting.com/addons/ and download file named TheAftermathCWGettysburg.zip.
(endmission trigger didn't work no matter how I tried so I just removed it. Any advice more than welcome http://forums.bistudio.com/oldsmileys/smile_o.gif)
Combat-Agent
Feb 13 2005, 21:31
I am looking for 1 or 2 people to assist me in editing Zues 1.2 CTI system to edit to use the Civil War mods units. If you interested in helping me, let me know. You mainly need to know how to edit scripts. No mission editing skill is needed because 90% of the mission is scripts. Also, Id perfer if you are familiar with CTI missions systems, but I wont be picky.
The main things that need to be done are deleting modern day options, changing the units and weapon purchasing system, and adding some sort of system for a squad to realistically transport artillery.
If you are interested and are good at scripting or are familiar with cti mission based systems, message me via this forum.
bigus_dikus
Feb 14 2005, 01:12
thanx all for the feedback on my mission.
i didnt realize that the thing lagged so much so i tested it
out on the wifes 1.8ghz and ya it was laggy as hell.
so here's a updated version.
dropped it down to 3 squads per side
and set the view to 500m
thats all i could think of to get it playable.
i'm also having trouble with this melee option
i cant seem to load my ammo sometimes and my
squad refuses to fire!
bigus
My Webpage (http://rapidshare.de/files-en/601028/oakridge4.zip.html)
The Lord
Feb 14 2005, 08:51
I am almost positive now that sometimes the guns have fifferent strengths. Sometimes when I play as a Berdan Sharpshooter I can comftarbly talke out enemies at several hundered yards. Ad today I played defending a house. I literally fired 3 yards away from an enemy and he was wounded only!
I Know it doesnt make sense how they would be different strengths sometimes but I also think the same can be said for accuraxy in that sometimes it is poorer.
If anybody else has experienced this please reply http://forums.bistudio.com/oldsmileys/smile_o.gif
Hey Combat-Agent. Zeus 1.2 CTI never herd of Zeus 1.2 CTI, If you can send me a link to it, because I have played Cti44(using ww2 addons),MFcti(using regular ofp addons) and CTINam(using vietnam addons). But I have never herd of Zeus 1.2 CTI.
Combat-Agent
Feb 14 2005, 14:56
Zeus 1.2 (ftp://www.gamezone.cz:8021/ofpd/mpmissions/zeuscti1.2allfiles.rar)
Here it is, the conversion is coming along nicely should be done about in a week. I was informed there was a newer version coming out, however.
Here it is, the conversion is coming along nicely should be done about in a week. I was informed there was a newer version coming out, however.
Ok, It will take a lot of work to complete this thoug because you will need to know all the unit names, ware to put spawnpoints on the map ect.... I would help but I am still working on my campaign.
Combat-Agent
Feb 14 2005, 22:48
Quote[/b] ]Ok, It will take a lot of work to complete this thoug because you will need to know all the unit names, ware to put spawnpoints on the map ect.... I would help but I am still working on my campaign.
Not really, in matter of fact ive almost got all the CW units in, ive got all the weapons in the purchase menu. And most importantly ive now got the one of Zeus team members assisting me. I hardly doubt changing the map is a chore. Change triggers via map, change town names in scripts. Biggest problem, i think, will be getting a decent artillery system going on.
Here is a picture of the alpha on everon. Ive just gone playing that, lasted 1 and 19 minutes and didnt even get half the map, i quit ofcourse. It was real fun to play til a resistance BMP drove up and ended the fun. Damn resistance with their derringers and bmps. Still tryin to get rid of the modern vehicles.
I found out real fast that transportation is needed. Phil Commandos horse will definetly be in there and also CSJs Ox cart will also probably be in there. I plan on creating some sort of wagon train to transport troops quickly, or atleast quicker. A train would be nice, but i sure as hell aint makin it. A ww1 and ww2 mod are making a train that kinda look like one of the era. Might toss that in there once they are released. But i cant wait till i get this done, this is the most fun ive had with the mod so far, (guess i got a knack for commanding alot of troops).
Guess i better explain what CTI is to the people that dont know what it is. CTI stands for Capture the Island. In this version im converting there are 3 sides. The 2 combating sides, Union and Confederate, and then the resistance, they occupy the towns at the begining of the game. The object is to kill your enemy or capture all the towns, which ever comes first. AS you can tell by the name, a whole island is used. For those people that dont or cant play multiplayer, there is a AI that carries out the duty of the opposite army, and from what i can tell, somewhat effectively too. Hopefully we can get it to utilize the unique upcoming transportation styles.
Heres a pic of what little progress ive made within an hour, I had only 1 horse (which the BMP had its way with it), the rest of the troops had to travel by foot.
If anyone has any good ideas they would like to relay or has any questions about this project, message me.
http://www.geocities.com/w_epley/CTA.JPG
bigus_dikus
Feb 15 2005, 02:28
looks and sounds interesting Combat!
looks like cavalry might be a must for this.
i know there was a train mod that was done a while ago
but i cant remeber who did it. It would be fantastic
to detrain ...form up and capture a town.
i wonder if the mule can be used to transport
the artillery?
bigus
Combat Chaplain
Feb 15 2005, 03:07
A ww1 and ww2 mod are making a train that kinda look like one of the era.
http://forums.bistudio.com/oldsmileys/wow_o.gif I didn't know there was still a WWI mod active! I thought they'd all died. I'd like to play that almost as much as I enjoy the War Between The States! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Thunderbird
Feb 15 2005, 03:15
great work , is there a campaign on way ? http://forums.bistudio.com/oldsmileys/smile_o.gif
jackson42
Feb 15 2005, 07:10
great work , is there a campaign on way ? http://forums.bistudio.com/oldsmileys/smile_o.gif
There already is one, c. pg. 42 or click here (http://popka3.dajoob.com/BullRun.rar)
tsalagikola
Feb 15 2005, 11:26
the steam train is at the bottom of this page it may work for the civil war islandsWW2 steam train (http://ofp.gamezone.cz/_hosted/lib4145/) check out the movie
bigus_dikus
Feb 15 2005, 21:44
the bull run campaign was excellent!
the only problem i had (and its not the mission makers)
was that on the second mission I couldnt load my weapon!
this needs to be addressed!
is it the melee option?. If It Is then get rid of it. Its nice
to see but its not really nessesary. the bayonet option is more than enough.
Give me 60 rounds and the bayonet option and thats all I need.
thats my 2 cents.
bigus
I had the same problem with the Bull run Capaign also. Also there is a train already out but its not a steam train thoug.
is it the melee option?. If It Is then get rid of it. the bayonet option is more than enough.
Me disagrees.
Yeah, the bayonet is ten times as deadly and stuff, but at least there's one very nice thing about the melee. When you reload, the "ammo box" (or whatever you call it http://forums.bistudio.com/oldsmileys/wink_o.gif ) disappears after a time. So, when you want to know if your gun is reloaded, you simply press spacebar twice. That makes life a lot easier i thinks, though the cannons are still awful to use, because of the same reason. Haven't been cannoning too much anyway though.
Bucket man
Feb 16 2005, 11:56
I have a bug that when I use the melee and hit a soldier there is large puff of smoke on the ground like a grenade. http://forums.bistudio.com/oldsmileys/rock.gif
Combat Chaplain
Feb 16 2005, 15:15
Also there is a train already out but its not a steam train thoug.
Right, but both the Russian Liberation mod that made the movie and the Invasion of Europe (used to be Invasion of France) mods are doing WWII steam trains that, I think, WOULD fit right in with this mod.
What I wouldn't give for a map and a mission that retold the story of The General! For those of you who don't know, in the War Between the States a steam engine was stolen...
http://www.locomotivegeneral.com/links.html
http://www.andrewsraid.com/index.html
Combat-Agent
Feb 16 2005, 17:53
Quote[/b] ]the bull run campaign was excellent!
the only problem i had (and its not the mission makers)
was that on the second mission I couldnt load my weapon!
this needs to be addressed!
is it the melee option?. If It Is then get rid of it. Its nice
to see but its not really nessesary. the bayonet option is more than enough.
Give me 60 rounds and the bayonet option and thats all I need.
thats my 2 cents.
bigus
I have depboed that campaign and looked at that mission my self. I made sure there was not anything in the players init and there was not. I deleted and placed that same unit again and attached that unit to the trigger it was attached to, and it worked just fine. So this is not a Modification error, this is user error. Im not going to be quick to the gun to get rid of something just because one little incedent occured.
bigus_dikus
Feb 16 2005, 22:42
Im not going to be quick to the gun to get rid of something just because one little incedent occured.
Thats the problem, this isn't the first time this has
happened in fact it happens all to often.
I'll play a mission then play it again and it seems
like the second time i play i'm SOL.
I'm gunna track this too try and pin down
the exact problem. I wasn't saying it was the Melee
option but everything now points in that direction.
I also depbo'ed the campaign. same thing ...1st mission was
ok but the next time I couldn't load any ammo.Who knows
maybe there's a conflict on my computer.
bigus
Combat Chaplain
Feb 17 2005, 00:59
Who knows maybe there's a conflict on my computer.
If so, it's on mine as well. It's a fine campaign, it'd just be interesting to figure this one out...
bigus_dikus
Feb 17 2005, 01:47
My Webpage (http://rapidshare.de/files-en/624406/oakridge4.zip.html)
last update to the oakridge mission.
you can now control multiple squads.
a big thanks to Miniroll for this 1.
there might be a bit of a conflict if you have
set waypoints.
fixed artillery addaction as well ....I hope.
I'm hoping to use this now as a template for
other missions. all i need to do i hope is copy and paste
then change the beginning and ending + waypoints
bigus
Triglav
Feb 17 2005, 01:47
I have to commend ProfTournesol's hard work in making the cannon mobile on the battlefield! Here is a cool screenshot he sent me http://forums.bistudio.com/oldsmileys/biggrin_o.gif
http://www.petrov-petrov.si/~triglav/CW/TowingCanon.jpg
PainDealer
Feb 17 2005, 05:35
hey neat! that'll be a blast http://forums.bistudio.com/oldsmileys/wink_o.gif
Yay, towable cannons!
eestikas88
Feb 17 2005, 14:25
Will scripts be included in the addon or the player has to activate them himself with triggers?
tankieboy
Feb 17 2005, 14:39
A black soldier in Blue?
http://www.petrov-petrov.si/~triglav/CW/TowingCanon.jpg
ProfTournesol
Feb 17 2005, 15:09
Quote[/b] ]Will scripts be included in the addon or the player has to activate them himself with triggers?
Well, in fact the canon is towed by a script (just an exec in its init line), but once the crew board the canon, it is automatically animated to come to a fire position... http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ]A black soldier in Blue? A black officer... http://forums.bistudio.com/oldsmileys/tounge_o.gif
pickett
Feb 17 2005, 15:32
A black soldier in Blue?
[ig]http://www.petrov-petrov.si/~triglav/CW/TowingCanon.jpg[/img]
You do not expect him to go to war wearing a loincloth, do you ?
But serious, an estimated 186 000 negroes served in blue, mostly in completely "black" units that usually had white officers and were called "United States Colored Troops"
The only two exceptions here were the Fifty-fourth and Fifty-fifth Massachusetts regiments.
Historically one would not expect a single black soldier, rather than a complete unit, we just did not consider it worthy to go out of our way to prevent that.
So don't be surprised to see colored folks now and then.
Who knows, at least three chinese soldiers fought in Gettysburg, so you might run into one of these some day. http://forums.bistudio.com/oldsmileys/smile_o.gif
billybob2002
Feb 17 2005, 16:08
For those who are ignorant(not negative) about blacks during the CW...
Alot of the black units were renamed to *number* USCT (i.e. 1st Louisiana Native Guards to the 73rd U.S. Colored Infantry Regiment and 1st South Carolina Colored Infantry (red pants) to 33rd U.S. Colored Infantry Regiment ).
http://www.coax.net/people/lwf/usci_hs.htm
http://www.coax.net/people/lwf/uscha_hs.htm
http://www.coax.net/people/lwf/uscla_hs.htm
http://www.coax.net/people/lwf/uscc_hs.htm
The black units total:
7 Cavalry Regiments
13 Heavy Artillery Regiments
1 Light Artillery Regiment
144 Infantry Regiments
and few other "independent units"
Black units participated in 449 engagements.
90 blacks were officers.
Black units were the first to march in to Richmond; fought at Palmetto Ranch (last battle of the CW); Siege of Petersburg; Battle of Olustee; and etc.
They fought in majority of the states that were in the confederacy..
@<hidden> mod team: horses...weeee... http://forums.bistudio.com/oldsmileys/biggrin_o.gif
tankieboy
Feb 17 2005, 16:41
Thanks for the info.
billybob2002
Feb 17 2005, 16:49
Thanks for the info.
no problem... http://forums.bistudio.com/oldsmileys/smile_o.gif
Triglav
Feb 17 2005, 18:35
We actually removed Afro-Am. faces via the config from our soldiers in v.1.1. This screen was made with previous version obviously.
The plan was to leave the random face assignations white only, and make soldiers of "Colored" regiments as extra and specific units with separately mapped faces, which would make a whole company black when you placed them on the field.
billybob2002
Feb 17 2005, 19:23
We actually removed Afro-Am. faces via the config from our soldiers in v.1.1. This screen was made with previous version obviously.
The plan was to leave the random face assignations white only, and make soldiers of "Colored" regiments as extra and specific units with separately mapped faces, which would make a whole company black when you placed them on the field.
I want my red pants (1st South Carolina Colored Infantry)... http://forums.bistudio.com/oldsmileys/tounge_o.gif
tankieboy
Feb 17 2005, 19:33
We actually removed Afro-Am. faces via the config from our soldiers in v.1.1. This screen was made with previous version obviously.
The plan was to leave the random face assignations white only, and make soldiers of "Colored" regiments as extra and specific units with separately mapped faces, which would make a whole company black when you placed them on the field.
Nice idea.
tsalagikola
Feb 17 2005, 20:31
For the record between 60,000 and 93,000 blacks fought for the south, freeman and slaves and when the blacks fought for the north they got paid less than a white man, in the south they got the same pay and some even made more than the officers in the CSA. more information (http://groups.msn.com/CivilWarBattlefields/confederateblacksservedwithhonor.msnw)
and heres more information (http://groups.msn.com/CivilWarBattlefields/blackconfederatescontinued.msnw)
Combat Chaplain
Feb 17 2005, 22:01
tsalagikola, you beat me to it! I have a book on this subject. It is a fascinating and overlooked facet of Confederate history.
Having said that, I can see the potential here for this to degenerate into another hate-fest on the South. I submit that the way to look at this is to note the history so that something accurate can be done regarding the allocation of faces to these models.
That, and this is our history. Dr. Walter Williams is head of his department and very highly regarded at his university.
tankieboy
Feb 17 2005, 22:52
This face pack may come in handy.
http://www.geocities.co.jp/Technopolis-Mars/8672/africans2.jpg
Download (http://babelfish.altavista.com/babelfish/trurl_pagecontent?lp=ja_en&trurl=http%3a%2f%2fwww.geocities.co.jp%2fTechnopolis-Mars%2f8672%2fAfricanFace.zip)
joshnolan225
Feb 18 2005, 01:04
wow, those articles were great, they gave me goosebumps, and made me feel proud to be a southerner. Thank You.
that towable arty is gonna be nice for ambushes.
My roomate here at school is incrediably knowladgable about getteysburg, and he has lots of pictures, so we decided to work on some missions, itll be sweet.
Combat-Agent
Feb 18 2005, 01:12
Excellent information and research Mr. Billbob2002. That information is real informative. Like Triglav said, all African American faces were removed via the config.bin, BUT, there will most likely be African American soldiers for a African American unit created. Possibily, some will even be made to fill in those rare exceptions that were stated.
I personally believe this mod will not be complete until the above is finished (and ofcourse all the little things).
Quote[/b] ]Battle of Olustee
The battle reenactment for this battle is saturday. I literally can not wait for this event.
billybob2002
Feb 18 2005, 04:16
Quote[/b] ]The battle reenactment for this battle is saturday. I literally can not wait for this event.
The 54th Mass. and 35th USCT actions during Olustee helped in not making the battle a complete disaster for the Union (yes, the confed. won.. http://forums.bistudio.com/oldsmileys/sad_o.gif ). Hopefully, you will see some 54th reenactment units.
Quote[/b] ]For the record between 60,000 and 93,000 blacks fought for the south, freeman and slaves and when the blacks fought for the north they got paid less than a white man, in the south they got the same pay and some even made more than the officers in the CSA. more information
and heres more information
Sure some blacks fought in the confederacy (there is no exact number..some will say not a lot). However, saying that, do not be capture being black in blue (i.e. Fort Pillow...some people dispute what happened at Ft. Pillow but other incidents still prove the point). "Remember Fort Pillow" became a battle cry for many black soldiers.
Anyway, keep up the good work team... http://forums.bistudio.com/oldsmileys/smile_o.gif
pickett
Feb 18 2005, 06:33
My roomate here at school is incrediably knowladgable about getteysburg, and he has lots of pictures, so we decided to work on some missions, itll be sweet.
It really puts some warmth into the heart of an old Civil War student to see all this activity.
For all those who already have, or plan making missions that are part of the Battle Of Gettysburg: I'm working on a extended campaign (about 15 missions) that covers all three days of the battle.
Those of you who already made missions know well the amount of work that goes into each one, not to mention a whole campaign.
Anybody interested to team up for this campaign ?
Here's the general story line: A young cavalry soldier (South) comes to Gettyysburg as a courier for headquarters second corps. (Ewell's)
During his dispatch bearing missions he gets to see and participate in all the major action. (and advances in rank)
My idea is to follow the events as close to reality as possible, means, not all missions will be a complete success,
although the player has some influence on the outcome.
So there is a lot of space to fill and i would appreciate any contribution of mission/s for this task.
Anybody interested ?
Godspeed,
Pickett
Placebo
Feb 18 2005, 10:58
Remove image tags when quoting please pickett http://forums.bistudio.com/oldsmileys/smile_o.gif
tsalagikola
Feb 18 2005, 11:33
This is somewhat related, here is a battlecam at Gettysburg from Seminary Ridge overlooking McPherson's woods where the first days battle began.
the battlefield (http://www.gettysburgaddress.com/HTMLS/Battle.html)
bigus_dikus
Feb 18 2005, 17:24
My Webpage (http://rapidshare.de/files-en/640119/oakridge4.zip.html)
k this is the final post for the oakridge mission.
working on seminary mission now.
AI units can now rally troops.
fixed the art addaction again, it should be good now.
the zip file has 2 missions, oakridge2 has 5 squads apiece
good for high end putys. Oakridge3 has 3 squads each.
bigus
Screenshots of USS Monitor
Union iroclad armed with 2 Dahlgren 11" cannons.
CWMod models used (armstrong cannon modified to look like Dahlgren, CW NCO's as crew)
First vehicle addon i've made. I try to get it playable within few weeks (my real life job allowing). Advice and criticism welcome as always http://forums.bistudio.com/oldsmileys/smile_o.gif Config and textures are somewhat unfinished.
If I can get this addon to work I will also make a southern ironclad http://forums.bistudio.com/oldsmileys/smile_o.gif
Outside view
http://img.photobucket.com/albums/v503/jackthejack/monitor1.jpg
Gunners view
http://img.photobucket.com/albums/v503/jackthejack/monitor2.jpg
Commander from gunners position
http://img.photobucket.com/albums/v503/jackthejack/monitor3.jpg
Drivers house
http://img.photobucket.com/albums/v503/jackthejack/monitor4.jpg
Combat Chaplain
Feb 18 2005, 19:41
http://forums.bistudio.com/oldsmileys/wow_o.gif WHOAH!!! What a surprise! I LOVE these things! I used to collect high-quality pewter miniatures of them, I have BOOKS on them! You need any line drawings, let me know! You need any help picking out a good Confederate ironclad, let me know! If that's the Monitor, as she looks to be (there were several classes, Passaic being the next class of several 'monitors'), then Virginia (erroneously referred to as 'Merrimack') would be the logical choice, but CSS Richmond represented a class that had 6 built, and didn't have but 4 cannon. Albemarle and Neuse only had 2. Go to http://www.thoroughbredmodels.com/tbred_1600.html to see pics of some of the miniatures of the classes.
Not many people know this, but the Confederacy commissioned over 20 ironclads, and had over 20 more in varying stages of completion. CSS Tennessee II, which fought in Mobile Bay, was a beaut!
Excellent work, mate! You have the makings of a fantastic addon here!
tsalagikola
Feb 18 2005, 22:52
don't forget the CSS Alabama "Scourge Of The Seas" August 24, 1862 - June 19, 1864
During the 22 months commission the Alabama traveled 75,000 miles and captured 66 Union merchant ships worth more than $6.5 million, She was at sea for 534 of the 657 days of her life. During this time she took 2,000 prisoners with no loss of life, but i think the PC ships would work good for her and safari---no criticism allowed---
http://tsalagikola.worldbreak.com/images/cssalabama01.jpg
Combat-Agent
Feb 19 2005, 01:46
Just though i would tell you all that i will actually be fighting in the reenactment of the battle of Olustee. I was offered to join the battle by a Major of the 47th New York Infantry. This is was my honor to participate in such an event. The battle will be tommorow. I will post some pictures if you all want. I already got a few of some generals but i dont have time to post them because i need sleep and to read the school of the soldier and company.
http://www.geocities.com/w_epley/12.JPG
Turns out i did have time. Heres some pictures of me and some generals (ill let ya guess what one is me, and i am not a general http://forums.bistudio.com/oldsmileys/sad_o.gif). All the staff people of the Olustee battle autmatically get the rank of B. General or above. Most of the ones in the pictures are BGs. Also the third picture is a female general, I never saw that before and thought it was interesting, although there was no such thing that im aware of. She said they had to do what they had to do. I really do think that is interesting. The man in the 3rd picture is a LG i think, i havnt learned all the CW ranks yet, I thought any general with 3 stars was Lieutant General, oops. More to come of the actual battle and cannons and all that wonderful stuff.
hope you have fun and dont get hurt. http://forums.bistudio.com/oldsmileys/wink_o.gif
deathsai
Feb 19 2005, 17:00
Amazing, truly amazing mod. I figured it would be just a cheap mod amongst mods, with some old rifles and skins. Was I surprised. I have to admit, using the bayonet is quite difficult, and most bayonet fights between AI ends up in them killing each other (Perhaps have more skill level=faster bayonetting? Or a chance for the bayonet to not kill someone?) and there are no screams when bayoneting, but it's truly a revolutionary system. Also, seeing all those puffs of smoke as you charge towards the enemy is awesome.
You just need some trenches and you'll be set.
Ukraineboy
Feb 19 2005, 17:50
Hey Im wondering, is anyone making a CW CTI? If so please do add some sort of transport.
This is such an amazing game but it lags like CRAZY on MP. I play with one other person on Oak Ridge and half the enemy are running in one place :-\
Yes there is already a CTI CW in process im not the creator but if you look throug the post there is one.
bigus_dikus
Feb 20 2005, 04:00
Wow gotta say those ships look good Safari http://forums.bistudio.com/oldsmileys/wow_o.gif
and the limbered artillery looks equally impressive,
cant wait for these.
I can see a Vicksburg mission coming, just gotta make the map for it. I wonder if it's possible to transport a squad
in ships?
sorry bout the lag in the oakridge mission folks but
all in all i cant see going with less than 3 squads each
just would 'nt seem right.
bigus
bigus_dikus
Feb 21 2005, 02:15
My Webpage ( http://rapidshare.de/files/663438/seminary.zip.html )
This is the Seminary mission.
Fixed AI not fixing bayonets and
AI not forming line after being killed.
also fixed the sound a little...... having a little
trouble with this one though!
Also included the Oakridge3 mission with these updates.
If you didnt like oakridge3 mission dont download!....
it's the same format(c&h mp), just needed a different
view.
bigus
ProfTournesol
Feb 22 2005, 11:54
Hello,
I've seen pictures of Gavin's cw soldiers on OFP.info, is he working (also !) for CW mod ? http://forums.bistudio.com/oldsmileys/rock.gif
Triglav
Feb 22 2005, 14:23
Well, Gavin was invited to make our soldiers first (in May 2004), after I saw a couple of his really great Napoleonic soldiers. But the mod waited 6 months for him, with no success, so in the end I did them myself.
Now that the mod generated some interest, he feels it deserves his time, and he announced he'll make all soldiers from scratch, in his words; looking truly superior to current ones.
I suggested he only made the units still missing (famous generals, black troops, marines, specialists, navy), but he insists on making all 40 that were already done as well.
As he is a very stubborn man, confident about his work (not unjustly http://forums.bistudio.com/oldsmileys/tounge_o.gif ), I reluctantly agreed (normally feeling a bit silly about having waited for him so long just to eventually have all my work scrapped), though I would really have preferred his help towards a common goal (you all know which things are still missing in this mod, and still need to be made and where the help of an expert could really make a difference), rather than doing existing stuff over again...
But, on the other hand, I am very happy that this mod, which we really did start as a little amateur project for our personal enjoyment, has attracted interest of so many talented people of the OFP community, who are now offering their skills and expertise to make it even better.
It seems in a short while, the starters of this mod Tsalagikola, Pickett and I will be able to retire, while more talented people take over.
And the continuation and growth of something you've started, really is the best compliment you can get, don't you think?
tankieboy
Feb 22 2005, 16:32
Lets hope "Gavin" does not get bored making all these troops from scratch and leave this mod in limbo.
Master Blaster
Feb 22 2005, 16:33
Great work on this mod, I have been away from OFP for a while, and when I finally got back in to the swing of things and saw a Civil War mod, I couldn't wait to try it out. I'm a history buff, so this sort of thing really wins me over. I've had a great time messing with the editor, but unfortunately my mission making skills arent what they used to be and I'm always left with big ideas but not the means to make them happen http://forums.bistudio.com/oldsmileys/sad_o.gif . In any case, I just wanted to say great job, and I look forward to perhaps seeing a full campaign or some single missions.
By the way, I noticed that a few pages back somebody asked the name of the song that plays on the intro page. Its called 'Ashokan Farewell'. Thats another bonus for this mod, I'm not only a civil war history nerd, I love listening to bluegrass and old timey music. Now if only there were some marching music for missions...
Triglav
Feb 22 2005, 17:58
Tankieboy: I'm sure he wont! http://forums.bistudio.com/oldsmileys/smile_o.gif
Master Blaster: Thanks for the compliments, and for the "mystery song" answer.
To all other CW fans, I strongly recommend the new strategy game Bull Run (http://www.madminutegames.com/). There they do march to marching music ;)
I'm almost sure that that game's name was supposed to be Gettysburg 2 but Sid Meier had a copyright http://forums.bistudio.com/oldsmileys/tounge_o.gif
Combat Chaplain
Feb 22 2005, 19:58
It seems in a short while, the starters of this mod Tsalagikola, Pickett and I will be able to retire, while more talented people take over.
No, I think you guys are in the 'Big Leagues' yourselves. You've pulled together a mod that has got to be the most successful/unique mod of OFP (I know there are some blazingly gorgeous mods out there, but THIS one has a radically different setting, and to be this successful with so many ground-breaking innovations makes it to me the best).
Your vision, your knowledge of the subject, make you indispensable.
Maybe there are better modelers, but I can't imagine a better team.
tankieboy
Feb 22 2005, 20:06
What he said.
Triglav
Feb 22 2005, 20:43
http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Thanks guys.
Bucket man
Feb 22 2005, 20:46
It seems in a short while, the starters of this mod Tsalagikola, Pickett and I will be able to retire, while more talented people take over.
No, I think you guys are in the 'Big Leagues' yourselves. You've pulled together a mod that has got to be the most successful/unique mod of OFP (I know there are some blazingly gorgeous mods out there, but THIS one has a radically different setting, and to be this successful with so many ground-breaking innovations makes it to me the best).
Your vision, your knowledge of the subject, make you indispensable.
Maybe there are better modelers, but I can't imagine a better team.
X2
joshnolan225
Feb 23 2005, 00:33
uhh, yeah, pickitt i cant speak for my roommate, but i woul be happy to work on a campaign of getteysburg, email me or PM me with more info
THanks
CanadianTerror
Feb 23 2005, 01:28
Why would you let him make more un-needed models after you guys have done all the work? http://forums.bistudio.com/oldsmileys/rock.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif
As was mentioned, making addons that are not done seems the more intelligent thing to do.
I'd say "thanks but no thanks" if I were you.
Triglav
Feb 23 2005, 03:56
I'd say "thanks but no thanks" if I were you.
Well...In OFP modding you can't really have any influance on anyone making and releasing anything they damned well please ;)
Besides, if it makes him happy, why obstruct that?
By the way, has anyone else noticed this thing yet? The Mapfact Military Objects (or something like that) have "mud walls." I think they make nice trenches after all, nevermind that they're like 2m high, i created a nice T formed area with them and then, when I placed some soldiers to defend it, some of them actually fall from the walls into the trenches http://forums.bistudio.com/oldsmileys/tounge_o.gif
Historically accurate? Nope.
Realistic? Nope.
Fun? You bet!
Combat-Agent
Feb 23 2005, 17:36
If anyone would care to look at the pictures of the Battle of Olustee here is the website
http://www.geocities.com/w_epley/index
The website is still under construction but its operable and contains about 30 or 40 pictures.
http://www.geocities.com/w_epley/Logo.JPG
All pictures are mostly of the 47th Voluneer Infantry Company K battle reenactment group.
Every link says "Sorry, this page is temporarily unavailabe" http://forums.bistudio.com/oldsmileys/sad_o.gif
EDIT: Works now. Great pictures, i wanna be a re-enacter. http://forums.bistudio.com/oldsmileys/tounge_o.gif
bigus_dikus
Feb 25 2005, 15:39
My Webpage (http://rapidshare.de/files/703871/addons.zip.html)
this fixes the annoying multiple fix bayonet addaction in MP
games. PLEASE READ THE README FILE as these files replace
the CWenfield.pbo and CWmusket.pbo
bigus
bigus_dikus
Mar 2 2005, 13:44
After a couple of weekends of playtesting my MP missions
we came up with some interesting problems.
1) If and when the Union player knows what the hell he's doing (and this took a couple weekends...lol) It is virtually impossible for the rebels to win.
2)When the ai is sent somewhere via the addaction, they will
move but then continue to the preset waypoint afterwards.
(since i used waypoints in the missions).
So here's the solutions. The respawn zones have been moved back so that the union does not respawn at the victory flag.
All AI units now move via markers instead of waypoints. these
solutions make for a lousy single player game but oh well I dont really play single player anyway.
I will post these fixes in a couple of days but first will give
you all 2 new missions. 1 is a MP capture and hold this was actually a test mission for the markers but it wasnt to bad in MP. The other is a new Meeting Engagement mission which has'nt been totally playtested. Both missions have 2 squads per side since these were test missions
My Webpage (http://rapidshare.de/files/745363/mp2.zip.html)
here is the updated oakridge and seminary missions
My Webpage (http://rapidshare.de/files/764253/seminary.zip.html)
bigus
When will the next version of this mod be out?
Is it possible to change around missions? for example change the cold war crisis campain into the civil war campain and take out all tanks and heli's?
Sure, dePbo them and edit. But I think it's easier to just make a new campaign and anyway, it's cooler to be in the 1800's Gettysburg than the modern Malden.
Gavinthecat
Mar 4 2005, 15:08
Hi there, well im helping the cwmod, with a special approximate agreement, (yup this is gavin) and ive been reworking all the weapon graphics, a pretty big unit pack, and loads and loads of other cool stuff.
Tragically there is no way here to leave an attachment, but ill get some pics to trig or picket for him to host, the wip is looking good tho, and u will notice some massive differences.
Effective lods with the new units will reduce cpu usage dramatically, as will edited weapons, meaning more men, and big improvements with new units and textures, and such like, pictures to come soon!
bigus_dikus
Mar 4 2005, 16:14
Effective lods with the new units will reduce cpu usage dramatically, as will edited weapons, meaning more men, and big improvements with new units and textures, and such like, pictures to come soon!
ah man am I looking foward to this one!
at least 5 squads per side would be great!
bigus
deathsai
Mar 4 2005, 20:57
This may have already been asked, but is there a chance that the developers of CWMod will release a general bayonet script to the public? Muskets with bayonets are nice, but we REALLY need some bayonets for our M-1 Garands, M-16s, Mosin-Nagants, and AK-47s! Or is it more than a simple script that would be executed on other units?
This may have already been asked, but is there a chance that the developers of CWMod will release a general bayonet script to the public? Muskets with bayonets are nice, but we REALLY need some bayonets for our M-1 Garands, M-16s, Mosin-Nagants, and AK-47s! Or is it more than a simple script that would be executed on other units?
We do not plan to make a separate release, sorry.
The script was originally developed by the UKMod dudes, as stated in the readme.(Thanks again)
Do with it as you please, just don't forget the proper credits.
deathsai
Mar 4 2005, 22:39
Do you know if it would work on other units? Or how to make it work on other units?
Do you know if it would work on other units? Or how to make it work on other units?
just open it with, take a look at the scripts and the config.cpp, if someone like me can figure out how it works, everyone can... http://forums.bistudio.com/oldsmileys/tounge_o.gif
Do you know if it would work on other units? Or how to make it work on other units?
Yeah...it's very simple to make it work with any unit.
Just check units' config.cpp carefully and you'll get the point.
I just noticed that Civil War Mod has been mentioned in the finnish gaming page Peliplaneetta. (http://www.peliplaneetta.net)
Scroll down this article (http://peliplaneetta.net/artikkelit/463/) and you'll see something familiar http://forums.bistudio.com/oldsmileys/wink_o.gif
In finnish only, but I can translate it if someone wishes so.
I just noticed that Civil War Mod has been mentioned in the finnish gaming page Peliplaneetta. (http://www.peliplaneetta.net)
That's great!
Do translate, please http://forums.bistudio.com/oldsmileys/smile_o.gif
So far we've been downloaded approximately 15.000 times.
My webpage tracker shows hits from Finland to HongKong, from Venezuela to Kenya.
Seems it's worldwide now
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Okie dokie, I'll try to translate it the best I can though there are many thing i had to say in the simplest way, not the way it's written in original:
---
Operation Flashpoint - American Civil War (versio 1.1)
Homepage: http://www.petrov-petrov.si/~triglav/CW/
Operation Flashpoint was published around four years ago, but the game still has a quite large horde of fans who prefer realistic war to brainl... I mean more straightforward games like Counter-Strike. Even though OFP's graphical engine is out of date for many years, the third-party additions have kept the veteran game alive. There is a lot of different mods to the games and one of the absolutely most innovative is the American Civil War, made by the CWMOD group, which concentrates the American Civil War.
Shot! Shot! Burrrst!
Shops are filled with several wargames considering World War Two and the Vietnam War. The players who are used to automatic weapons may have problems for a while when having to shoot with the 1800's guns, which take several seconds to reload. The weapons' range ain't too great either, so better stay sharp if you'd like to hit something. There aren't too many missions for the mod yet, but with the easy-to-use Flashpoint mission editor, making of simple missions is child's play. The totally free American Civil War naturally requires the Operation Flashpoint and the Resistance-upgrade.
---
Not the best possible but it goes.
Hooray then! http://forums.bistudio.com/oldsmileys/wow_o.gif
We're famous in Finland! http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Now I definitely have to visit and get all that free beer ;)
Sure, just tell me when you're coming and I'll bring some beer for you into the airport http://forums.bistudio.com/oldsmileys/tounge_o.gif
Bucket man
Mar 6 2005, 21:36
Just make your visit at 5.7.2005 when I am in Helsinki watching Black Sabbath consert and can come to the airport to say hi! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Keller_777
Mar 7 2005, 10:02
Where's Uncle Tom's Cabin?
I can't find it in the editor... http://forums.bistudio.com/oldsmileys/rock.gif
USS Monitor's current status below:
http://img.photobucket.com/albums/v503/jackthejack/monitor5.jpg
It looks like I can't finish it on my own, out of time and skill. Fire LOD problems etc. Model is 95% ready, config is 90% ready.
I wonder if anyone could help with texturing and LODs. I would gladly send you the model.
Here is nice map for this great Mod .
CE CTI Civil War Gettysburg IE0.9
(CTI = Capture the Island , CE = Campaign Everon)
Features:
Mission works in single and multiplayer mode.
7 vs 7 players or AI Squad Leaders.
To win battle side need to control all (6) sectors.(flag at center of every sector).
Control of a sector is determined by who has more soldiers in sector.
For every sector under sides control $1 will be added to player account every 5 seconds.
Within sectors controlled by side player may deploy objects and defenses(Field guns,weapons crates,ammo wagons...)
Near Base Camp purchase soldiers is possible - action menu.
Weapons at weapons crates .(2 at base)
Ammo for all weapons only in Ammo wagons. (2 at base)
Maximum 4 squads for every player(Multisquad scripts).
Respawn at base camp.
CW music in game.
Starting props (noon,dusk,night,fog).
AI Leaders recruit full size squads(limit set at start).
Battle for south part of Gettysburg battlefield far from city(less laggy)...
mission link http://cr-ofp.dyndns.org/filerep....urg.pbo (http://cr-ofp.dyndns.org/filerep_missions/126/ce_cti_civilwar_ie0.9.cwgettysburg.pbo)
Enjoy this early version fo map and please let me know about any bugs or suggestion.
Thanks
PainDealer
Mar 8 2005, 07:13
Hooray then! http://forums.bistudio.com/oldsmileys/wow_o.gif
We're famous in Finland! http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Now I definitely have to visit and get all that free beer ;)
and soon you'll rule the world http://forums.bistudio.com/oldsmileys/biggrin_o.gif
PS I don't have free beer for you but I still have 3 cases of _tax_ free beer http://forums.bistudio.com/oldsmileys/wink_o.gif
btw the USS Monitor looks pretty interesting
and soon you'll rule the world http://forums.bistudio.com/oldsmileys/biggrin_o.gif
You know that was actually always my grand scheme.
I just didn't think I'd be getting there with a game mod http://forums.bistudio.com/oldsmileys/tounge_o.gif
deathsai
Mar 8 2005, 21:43
This may have already been asked, but is there a chance that the developers of CWMod will release a general bayonet script to the public? Muskets with bayonets are nice, but we REALLY need some bayonets for our M-1 Garands, M-16s, Mosin-Nagants, and AK-47s! Or is it more than a simple script that would be executed on other units?
We do not plan to make a separate release, sorry.
The script was originally developed by the UKMod dudes, as stated in the readme.(Thanks again)
Do with it as you please, just don't forget the proper credits.
The UKF Mod's forums do not work, so I can't go there for help. And I'm looking around the RESOURCE file, stumped. I have no idea how to get it to work on other units. Any help from the scripters?
Ignacy sounds good, hopefully I'll get chance to try it at the weekend http://forums.bistudio.com/oldsmileys/smile_o.gif
Inferior Being
Mar 11 2005, 13:02
Firstly, I'd just like to say that this is just incredible.
There IS, however one thing I'd like to humbly request...
of course we have the issue of units with redicolously many polygons, but I assume that this is already well known.
So what I'm here to bitch about is the whole "Melee" thing. This is like the only OPF Mod I've seen with actual, working melee that even the AI know how to use, as far as I know, anyway... http://forums.bistudio.com/oldsmileys/rock.gif
Wich is of course a wonderful thing. But is there any way you could change the "Stabbing" move? When soldiers are massing together in these big clumps, it's sometimes a bit hard to see who's actually stabbing and who's just twitching randomly... http://forums.bistudio.com/oldsmileys/tounge_o.gif
By the way, is it just me or are the confederates really better in bayonet combat? Like, you place nine rebels with bayonets and nine yankees with bayonets, most of the time the rebels win. Or maybe it's meant to be so?
Inferior Being
Mar 11 2005, 17:30
Yeah, I've noticed that too, but since I'm into the Bluecoats, it hasn't really bothered me. http://forums.bistudio.com/oldsmileys/rock.gif
EDIT: Anyone know where I can find "Sid Meier's Gettysburg"?
No idea, but good luck finding it. I haven't seen it in stores for ages, so the best bet would propably be eBay or something.
Triglav
Mar 11 2005, 19:48
Heheh...
Interesting thought, but no...all sides use the same bayonet script, so noone is "better" by default.
Inferior Being
Mar 11 2005, 21:06
...And as to my Melee question...? http://forums.bistudio.com/oldsmileys/rock.gif
Combat Chaplain
Mar 11 2005, 21:21
By the way, is it just me or are the confederates really better in bayonet combat? Like, you place nine rebels with bayonets and nine yankees with bayonets, most of the time the rebels win. Or maybe it's meant to be so?
Well, they DID try to make the mod as realistic as possible... http://forums.bistudio.com/oldsmileys/wink_o.gif
Triglav
Mar 12 2005, 05:22
...And as to my Melee question...? http://forums.bistudio.com/oldsmileys/rock.gif
Oh sorry.
Twitching and a bunch of them bundled together and all...
Works even better with those civillian ladies I made.
It's got something to do with all that gangbang stuff the net made me download.
(ooops...did I just write that?)
Inferior Being
Mar 12 2005, 10:31
Anyone not drunk who'd like to reply? Any way to change the standard "Bayonet Stab" animation for you pro guys...? Perhaps a thrust directed a little towards the chest or stomach, or just generally upwards in stead of straight down to the groin? http://forums.bistudio.com/oldsmileys/wow_o.gif
pickett
Mar 12 2005, 21:09
Firstly, I'd just like to say that this is just incredible.
There IS, however one thing I'd like to humbly request...
of course we have the issue of units with redicolously many polygons, but I assume that this is already well known.
So what I'm here to bitch about is the whole "Melee" thing. This is like the only OPF Mod I've seen with actual, working melee that even the AI know how to use, as far as I know, anyway... http://forums.bistudio.com/oldsmileys/rock.gif
Wich is of course a wonderful thing. But is there any way you could change the "Stabbing" move? When soldiers are massing together in these big clumps, it's sometimes a bit hard to see who's actually stabbing and who's just twitching randomly... http://forums.bistudio.com/oldsmileys/tounge_o.gif
Hm, well, i'm sure that the entire melee animation could be reworked. Unfortunatly all team members are working on performance issiues right now, so this will get a very low priority. If it is considered at all.
But you are more then welcome to give it a shot yourself.
As to the "redicolously" number of polygons, we have pretty much the same number as the famous BIS men, so what's wrong with that ? The current lag degree is a completely different story, and that is taken care of as we speak.
Godspeed,
Pickett
Inferior Being
Mar 13 2005, 10:45
Yeah, the melee animation is just a formality. It doesn't ruin the game in any way, so I understand. I never said it was a big issue, it's just that as far as I've seen, it hasn't been mensioned yet, so I figured I'd, well, ...mension it.
And do I really have to be an animator myself to be qualified to suggest stuff?! I've no idea how to animate/mod stuff, and frankly, I have no interest in learning it either. All I did was to point out a slight annoyance in the melee animation. I've no idea whether changing this is an easy thing or not, and I absolutely respect the talents of the modders. OK?! http://forums.bistudio.com/oldsmileys/mad_o.gif
Oh, and I will from now on always spell the word "Ridicilous" or whatever correctly. Christ...!
bigus_dikus
Mar 13 2005, 15:38
here is a multiplayer mission pack.
things i've screwed up.............and hopefully fixed.
fixed radio chatter i hope........
cant remember what else i fixed..............
officers can now move there respawn or rally point.(wagon)
they Cannot place the respawn point near a victory flag.(100-200 meters ;depends on mission)
they cannot place the respawn point near an enemy unit.(50 meters)
the respawn point can be overrun.(move within 50m of an enemy respawn wagon to overrun it).
In the Capture and hold missions only the Confederates can move their respawn point.
2 new missions are included. so the pack is 6 missions in all.
My Webpage (http://rapidshare.de/files/875695/Missionpack1.zip.html)
edit:if you downloaded before the 14th you got my test prelude mission (the scoring is wrong.....sorry bout that)
here is the correct pbo.
My Webpage (http://rapidshare.de/files/871515/prelude.CWGettysburg.pbo.html)
bigus
Triglav
Mar 14 2005, 01:33
Thank you bigus http://forums.bistudio.com/oldsmileys/smile_o.gif
...and all other mission makers.
You're taking a load off our shoulders by doing all this and we appreciate it!
@<hidden> Inferior Being
We fool around a lot here ... don't let us scare you away http://forums.bistudio.com/oldsmileys/crazy_o.gif
Inferior Being
Mar 14 2005, 09:56
I... I feel so... so hated, so... dirty! So, so dirty!
*Starts talking to himself extremely quickly*
"They may think I'm weird, but I'm NOT weird! They're the weird ones, not me! I'm the only one who's normal!! But I'll show them! Show them, I say! Show them good! Just they wait... they'll see who's weird...!" http://forums.bistudio.com/oldsmileys/crazy_o.gif
*Calms down*
Well, all psychotic breakdowns aside, anyone finished some CW single-player missions, here?
Yepster, I had one released ages ago, but the download is not availabe anymore. And needless to say, I don't have it anymore (well, the pbo)
But at least one people downloaded it, so you may PM people for a copy.
And of course there is a plenty of other SP missions scattered around the thread too.
Inferior Being
Mar 14 2005, 16:32
Well; guess I'll be snooping around for a bit, then...!
bigus_dikus
Mar 16 2005, 17:08
here is a new version of the CWenfield and CWmusket PBO's
the older version that got rid of the multiple addactions
still had a habit of deleting certain other addactions like
line, or move inf , etc. These versions seem a little more stable.
Updated: (march 20) other missions are to start with order:fix bayonet not order:remove bayonets.
my missions will start with order:remove bayonets since I order a fix bayonet command at the start of the missions.
this update has worked very well so far....
again please read the readme file!
its not critical to have these files.
My Webpage (http://rapidshare.de/files/943355/addon.zip.html)
UPDATE:(march 20) missionpack update. AI leader can now move the rally point.
Fixed a MP bug in the prelude mission.
In c&h missions only the rebs can move their rally point.
My Webpage (http://rapidshare.de/files/943560/missionpack1a.zip.html)
bigus
Hmm.. the link dont work.. http://forums.bistudio.com/oldsmileys/sad_o.gif
Anyway..Is anyone fixing this multiplayer bug where the client experience alot of lagg?..
bigus_dikus
Mar 21 2005, 14:29
Hmm.. the link dont work.. http://forums.bistudio.com/oldsmileys/sad_o.gif
Anyway..Is anyone fixing this multiplayer bug where the client experience alot of lagg?..
hmm link worked ok for me. I think you have to click on free then wait for a minute or so then the download can begin.
if your playing the mission pack , we have'nt seen any lag on
our machines but having said that..... the slowest machine we have is a 1.8 with a 128 meg card and cable.
I'm fairly new at this scripting thing as well and one thing I
did was have every unit check for ammo (thnx again miniroll)
so this might slow things down a bit but I wanted every unit
to have ammo.
I'm checking things out right now without the ammo script
but am only getting 5 fps difference out of combat and basically the same frame rate in combat.
bigus
bigus_dikus
Mar 22 2005, 18:14
My Webpage (http://rapidshare.de/files/967050/bullrun.zip.html)
here's a new map [bull run]
I have'nt quite finished the towns yet and not sure if the map is totally accurate (it's my first attempt at map making).
I was hopeing someone would be able to fill out the fence work and maybe the villages. My villages are pretty pathetic.... and so is my version of the stone bridge I might add....:) but it's still playable as it stands now.
bigus
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