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ADDONS & MODS: COMPLETE only released stuff, including public beta releases

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Old 02-22-2009, 11:14 PM   #1
Sanctuary
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Sanctuary presents :

WW4 MODPACK 1

ModDB entry

Download mirrors (any help would be appreciated for more solid hosting)
-----------------------------------------------------------------------
http://superuploader.net/f65c23370183-ww4mod1-rar.html
http://sharebee.com/b4b82eac
http://dl.free.fr/gH4jnke7l
http://rapidshare.com/files/201321551/ww4mod1.rar.html
http://www.megaupload.com/?d=I4FTQ9KY
http://www.easy-share.com/1903758750/ww4mod1.rar
http://www.filefactory.com/file/af15h16/n/ww4mod1_rar
http://d01.megashares.com/?d01=e87b2f8
http://netload.in/dateiCwRDJHQx0g/ww4mod1.rar.htm
http://uploaded.to/?id=opp9cg
Arma-FR mirror thanks to SoldierIsNotHistory
OFP.info mirror thank to Rellikki

How to install
------------------
If you ever installed a beta, delete it from your OFP directory you will not need it (as the mod folder name has changed you will not mixmatch files, but in the case you have 2 lefts hands, better remove the ww4 beta folder if you have one)

Once you have downloaded the archive named ww4mod1.rar , open it with by example winrar.
You will se a folder named @ww4mod1

Extract this folder and place it to your OFP directory where you usually place your various mod folders.
by default it is :
...Codemasters\Operation Flashpoint\
So you would obtain
...Codemasters\Operation Flashpoint\@ww4mod1\

Once done, modify an OFP shortcut to enable the mod.
If you never enabled an OFP mod, refer to this
http://community.bistudio.com/wiki/modfolders

The sortcut in that case will need the following to be added in the target line
Quote:
-mod=@ww4mod1
You can add -nomap to avoid some memory problems with recent computers, and skip the intro with a -nosplash
So you should have added in the target line of a normal OFP shortcut
Quote:
-nomap -nosplash -mod=@ww4mod1
That's all, launch OFP with this modified shortcut to play with the mod.

Screenshots of a few of the numerous army corps included
--------------------------------------------------------------------------





[im]http://img87.imageshack.us/img87/3290/006j.jpg[/img]


What is the WW4 modpack concept :
------------------------------------------
-The WW4 modpack goal is to provide highly optimised troops and their weaponry to build massive battles without most addons usual performance hit : as few textures as possible, nearly everything in merged textures, optimised lod system, selections and polycount in very reasonnable amount without too much details cluttering the model, etc..
-Providing animations especially tailored for those units and featuring some never seen yet features like the dynamic weapon stance change during jogging or climbing/moving over.
-The ambition is to make the WW4 mod the biggest infantry mod ever done for OFP. Currently the goal is probably already met as in the WW4 Modpack 1.0 there are 19 different army corps ! (and more in the work) and each of those corps are coming in desert and woodland version to provide even more variation and mission possibilities.
-Everon and Malden provided in desert retexturing by CJE
-All the units are using the same model basis, so there is a real coherent look between all of them.
-Mission editor ready for use groups and sub groups for every of those corps.
-creating several modder ressources to help potential addon makers to very easily build their own soldiers in the WW4 standard .


Why WW4 and not WW3 ?
-------------------------------
3 reasons :
-the WW3 tag is already taken by another OFP mod team.
-As no units models and camo pattern are 100% correct to their real life counterpartgetting the era even more fictional than a WW3 allowed me more freedom of unit creation and balanced gameplay.
-Because.


Which army corps are present ?
---------------------------------------
There are no more americans or russians or any other countries in the mod, there is just West, East and Unaligned sides, currently in the WW4 modpack 1.0 are the following :
For the West side
-Army : the regular army of the West (inspired by US army)
-Marines : Naval troops of the West (inspired by US marines)
-AntiTerror : Military police intervention forces for the West (inspired by US DEVGRU)
-Airbornes : Paratroopers of the West (inspired by US Airborne Rangers)
-Specops : Special forces and operations of the West (inspired by Delta forces)
-Shadow Ops : murder/assassination/black operations of the West (inspired by CIA/blackops)

For the East side
-Army : the regular army of the East (inspired by Russia motorized infantry)
-Marines : Naval troops of the East (inspired by Russia naval infantry)
-AntiTerror : Military police intervention forces for the East (inspired by Russia OMON)
-Airbornes : Paratroopers of the East (inspired by Russia VDV)
-Specops : Special forces and operations of the East (inspired by Russia Vityaz)
-Shadow Ops : murder/assassination/black operations of the East (inspired by GRU/blackops)

For the Unaligned side
-Everon Alliance : regular army of the Everon group of island (Kolgujev/Everon/Malden)
-Everon Airborne : Paratroopers of the Everon Alliance
-Everon Specops : Special forces and operation of the Everon Alliance
-Guerilla : generic experimented guerilla
-Insurgency : generic untrained civilians rebelling
-Militias : generic trained civilians paramilitary forces
-Mercenary : generic experimented mercenary groups

With those troops are coming 94 weapons to equip them.
ammunitions are coming in 2 versions : standard and HD, so you can equip soldiers in HD ammo to get them less accurate.
Weapons and ammo classes names are provided in the WeaponClasses.txt inside the @ww4mod1 folder

This very lot of corps is meant to cover most of mission making and skirmishes needs, and due to the high optimisation they can be used in vast amount without any problems.

Compatibilities
--------------------
The WW4 mod should be compatible with any addons, just drop the addons in the @ww4mod1\Addons\ folder.

The WW4 mod is not compatible with mods that features their own config.bin or config.cpp

But a workaround for incompatible mods is that you can use the numerous WW4 army corps in other mods :
To do so, in the @ww4mod1\Addons\ folder, take :
ww4_wpn.pbo
WW4_Sounds.pbo
ww4_trp.pbo
WW4_Magazines.pbo

And place them in whatevermod\Addons\ folder you want.

Now that's the basic (the troops and weapons models/textures and their sounds) files that are common for every troops.

Now for the corps themselves :

You have to take the troops you want and leave the ones you don't want, always from the @ww4mod1\Addons\ folder :
ww4_earmy.pbo----- this one is adding the East Army
ww4_ect.pbo-------- this one is adding the East Antiterror
ww4_enav.pbo------ this one is adding the East Marines
ww4_epara.pbo------this one is adding the East Airborne
ww4_eshad.pbo----- this one is adding the East Shadow ops
ww4_evit.pbo-------- this one is adding the East Special ops

ww4_rever.pbo------ this one is adding the Resistance Everon Alliance
ww4_revsf.pbo------this one is adding the Resistance Everon Specops
ww4_revpa.pbo------this one is adding the Resistance Everon Airborne
ww4_rguer.pbo------this one is adding the Resistance Guerrilla
ww4_rinsu.pbo------ this one is adding the Resistance Insurgency
ww4_rmerc.pbo----- this one is adding the Resistance Mercs groups
ww4_rmili.pbo------- this one is adding the Resistance Militias

ww4_warmy.pbo---- this one is adding the West Army
ww4_wct.pbo------- this one is adding the West Antiterror
ww4_wdel.pbo------ this one is adding the West Special ops
ww4_wmar.pbo----- this one is adding the West Marines
ww4_wpara.pbo---- this one is adding the West Airborne
ww4_wshad.pbo---- this one is adding the West Shadow Ops

And place the ones you want to have in whatevermod\Addons folder in which you have already put previously :
ww4_wpn.pbo
WW4_Sounds.pbo
ww4_trp.pbo
WW4_Magazines.pbo

Then those troops will appear in the mission editor of whatever mod you have installed them into.

The same way if you just want to remove some corps from the WW4 modpack 1 itself, just delete the .pbo that are adding them and they will not appear anymore in the mission editor.

If you want to make your own troops based on those soldiers, be sure to check the Modder Ressources that are full of goodies in term of models, parts and textures helpers

Last edited by Sanctuary; 05-11-2009 at 05:49 PM.
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Old 02-23-2009, 04:37 AM   #2
Anguis
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Congratulations and thank you, Sanctuary - nice going!
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Old 02-23-2009, 08:59 AM   #3
Sudayev
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Finally .
I havent got time to check all units yet, there are so many of them.
What about the Ai behavior ? Stock or tweaked ?
Since GRAA uses its own confing I wont be able to run both WW4 and GRAA or any other effect pack like ECP?
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Old 02-23-2009, 02:54 PM   #4
Sanctuary
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AI sensitivity and hearing are tweaked up to GRAA level.
AI should be able to engage from longer range too and overall should react quicker.

It is incompatible with GRAA, but hopefully i should release soon enough an ECP version of the config.

Anyways, always looking for mirror, i uploaded the mod to ModDB, so in case the current mirrors are down, you can always try :
http://www.moddb.com/mods/sanctuary1
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Old 02-23-2009, 03:13 PM   #5
Snaky15[LV]
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a...a.....mazing... somebody give me a oxygen mask! You are a One Man Army! and they react unusually fast.. for me <_> time to practice!
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Old 02-23-2009, 07:32 PM   #6
ProfTournesol
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Brilliant, it's by far my favourite OFP modern mod. An unbelievable amount of work. Hope that "non modding" (lazy ?) players will release some missions for it, as R0adki11 did.

One question : are "untrained" troops less efficient than trained ones ? If yes how did you defined this ?
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Old 02-23-2009, 07:42 PM   #7
Sanctuary
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Thank you.

By default "untrained" troops have "High Dispersion" version of the ammo, while trained or experience ones have the regular non-HD version.

This way while playing around their skill level in the mission editor, it is possible to get them reacting quickly to threats, but their lack of training and experience will not allow them to shoot as accurately as better troops.
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Old 02-23-2009, 08:02 PM   #8
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Great job!
I noticed a small oddity while walking crouched with weapon high. The weapon recoiles more than standing still??
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Old 02-23-2009, 08:11 PM   #9
Sanctuary
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Visual recoil is affected by the "weapon wavering" (the line aimprecision=.... in some animations).

And as the weapon is less stable during the crouch walking (as it is really more difficult to aim straight while crouch walking than stand walking) by having a slightly higher aimprecision, the visual recoil is then affected sadly and become higher too, blame BIS .



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Old 02-24-2009, 07:51 AM   #10
Dannyllnl69
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so far the best modern mod released ever !! downloading !! thanks Sanctuary !!!

So theres more units to be released
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