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sanctuary

WW4 Modpack 1

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Sanctuary presents :

WW4 MODPACK 1

ModDB entry

Download mirrors (any help would be appreciated for more solid hosting)

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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

-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

-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

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001a.jpg

002z.jpg

003a.jpg

004b.jpg

005w.jpg

[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

Edited by Sanctuary

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Finally notworthy.gif .

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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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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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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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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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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Great job!

I noticed a small oddity while walking crouched with weapon high. The weapon recoiles more than standing still??

STGN

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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 wink_o.gif .

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Hah look at that beefed up Everoni Forces. SiG rifles, M82's and tehe modern gear ... whistle.gif Personally I like island defence forces (Everon, Malden, Nogova) armed more cheaply wink_o.gif

I think insurgents, guerilla and other rebels should be available not only as resistance but opfor (east) as well.

There is also a minor bug. The M24 sniper rifle has a clip capacity of 20 instead of 5.

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I should have wrote some background story.

Quote[/b] ]Hah look at that beefed up Everoni Forces. SiG rifles, M82's and tehe modern gear ... whistle.gif Personally I like island defence forces (Everon, Malden, Nogova) armed more cheaply

Everon/Malden/Kolgujev in the WW4 era is an important country, very strategically placed between the West and East major powers and featuring rich natural ressources.

Thanks to the fall of our current days major powers, the Everon Alliance, using their ressource became a prominent player into the new status quo.

They improved their military with better equipment than "guys running everywhere with old AK47CZ from 1985" and became an important world power.

Everon Alliance is capable of challenging the West and East blocs that were born from the fall of the world actual political systems and countries organisations.

Note that Nogova is not a part of the Everon Alliance (use the Nogova infantry addon to represent their forces wink_o.gif ) .

Quote[/b] ]

I think insurgents, guerilla and other rebels should be available not only as resistance but opfor (east) as well.

Important to understand for WW4 :

East side is not "opfor", it is East side, the same as West side is not "blufor" it is West side.

Additionally in WW4, West is not NATO, East is not Russia/Soviet pact.

In WW4 there is no defined "heroic" side, these are just opposed blocs after the fall of current days civilizations and countries organisations, that ultimate goal remains taking over the world last ressources.

Insurgency/Militia/Guerilla/etc.. can then ally themselves to West and East and Everon Alliance again according to mission context, or just be sponsored/manipulated into being enemy to another one.

In mission making terms, to get one of the resistance side to fight another, you can give a resistance sided group a leader from either West or East sid, and add a

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deletevehicle this

in his init line so he disappears as soon as the mission begins, but his troop will stay aligned to his own side.

Or just modify the sides inside the mission.sqm .

Everon Alliance can ally themselves with West or East depending on their interest.

Quote[/b] ]

There is also a minor bug. The M24 sniper rifle has a clip capacity of 20 instead of 5.

You are mixing things, the "5" you have seen is not the amount of bullets by magazines, it is the amount of mags carried by the sniper you have seen.

The M24 mags features 20 bullets, just try and open fire you'll see.

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Quote[/b] ]Note that Nogova is not a part of the Everon Alliance (use the Nogova infantry addon to represent their forces

seems that Nogova decided to stay independent smile_o.gif

Great modpack release once again. biggrin_o.gif

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I should have wrote some background story.
Quote[/b] ]Hah look at that beefed up Everoni Forces. SiG rifles, M82's and tehe modern gear ... whistle.gif Personally I like island defence forces (Everon, Malden, Nogova) armed more cheaply

Everon/Malden/Kolgujev in the WW4 era is an important country, very strategically placed between the West and East major powers and featuring rich natural ressources.

Thanks to the fall of our current days major powers, the Everon Alliance, using their ressource became a prominent player into the new status quo.

They improved their military with better equipment than "guys running everywhere with old AK47CZ from 1985" and became an important world power.

Everon Alliance is capable of challenging the West and East blocs that were born from the fall of the world actual political systems and countries organisations.

Note that Nogova is not a part of the Everon Alliance (use the Nogova infantry addon to represent their forces wink_o.gif ) .

Quote[/b] ]

I think insurgents, guerilla and other rebels should be available not only as resistance but opfor (east) as well.

Important to understand for WW4 :

East side is not "opfor", it is East side, the same as West side is not "blufor" it is West side.

Additionally in WW4, West is not NATO, East is not Russia/Soviet pact.

In WW4 there is no defined "heroic" side, these are just opposed blocs after the fall of current days civilizations and countries organisations, that ultimate goal remains taking over the world last ressources.

Insurgency/Militia/Guerilla/etc.. can then ally themselves to West and East and Everon Alliance again according to mission context, or just be sponsored/manipulated into being enemy to another one.

In mission making terms, to get one of the resistance side to fight another, you can give a resistance sided group a leader from either West or East sid, and add a

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deletevehicle this

in his init line so he disappears as soon as the mission begins, but his troop will stay aligned to his own side.

Or just modify the sides inside the mission.sqm .

Everon Alliance can ally themselves with West or East depending on their interest.

Quote[/b] ]

There is also a minor bug. The M24 sniper rifle has a clip capacity of 20 instead of 5.

You are mixing things, the "5" you have seen is not the amount of bullets by magazines, it is the amount of mags carried by the sniper you have seen.

The M24 mags features 20 bullets, just try and open fire you'll see.

my.php?image=dxdshot1235496156.jpg

Background story presented by you Sanctuary is quite convincing but raises some political questions as well. Previously equipment for the islanders were provided by various eastern suppliers. Yesterday hey carried AK's and army surplus uniforms from Bundeswehr smile_o.gif now they are equipped with western arms and uniforms. Well ... East or Russia would be very concerned about this sudden change wink_o.gif

About the M24. That's not right. As you can see on the picture, a res. sniper has the M24 5rds 7.62 sniper riflle while ammo counter says there is 20 rds. in the clip with 5 remaining clips wow_o.gif

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good pack and maps - heavier fire fights - they seem to last longer. I was wondering if you were going to keep the M60 on the Everon side - maybe an FN MAG would be better suited for realism as the GPMG - or maybe even the PKM ?

Also - were you thinking of inserting a "wounded" script in the future ?

Keep up the great work - breathing new life into OFP.

Cheers,

S. Chapman

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Oh i see what you meant, i thought you said the M24 should have 20 bullets instead of 5 in your previous post. So that's why i told you that there was 20 bullets, not 5.

If you don't want to wait for the expansion that will come in ... a long time and will adjust the correct amount of ammo and will add a few more mags to the sniper to balance the smaller amount of rounds, just open the config.cpp located in the WW4_Magazines.pbo and find :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class WW4_W762Sniper_20mag: M21

{

scopeWeapon=0;

scopeMagazine=2;

displayNameMagazine = "20rd 7.62x51 Sniper Mag";

shortNameMagazine = "20rd 7.62x51 Sniper Mag";

picture="\WW4_Magazines\pics\WW4_762x51_20rdMag.paa";

initspeed=853;

maxLeadSpeed=50;

drySound[]={"\WW4_Sounds\sounds\Dry.wss",0.010316,1};

count=20;

just replace the "20" by "5" :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class WW4_W762Sniper_20mag: M21

{

scopeWeapon=0;

scopeMagazine=2;

displayNameMagazine = "5rd 7.62x51 Sniper Mag";

shortNameMagazine = "5rd 7.62x51 Sniper Mag";

picture="\WW4_Magazines\pics\WW4_762x51_20rdMag.paa";

initspeed=853;

maxLeadSpeed=50;

drySound[]={"\WW4_Sounds\sounds\Dry.wss",0.010316,1};

count=5;

Quote[/b] ]

good pack and maps - heavier fire fights - they seem to last longer. I was wondering if you were going to keep the M60 on the Everon side - maybe an FN MAG would be better suited for realism as the GPMG - or maybe even the PKM ?

No PKM, there are already way enough of PKM in each army corps.

But maybe one of the next corps will get a new machinegun, i 'll see when i will be on them.

Quote[/b] ]

Also - were you thinking of inserting a "wounded" script in the future ?

No script built-in the config, maybe a ready-for use with instruction for mission makers, but that will be very low on my priority list for the expansion ... if it is added.

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Bravo Zulu Sanctuary! Well done and thank you for adding this detailed and expansive pack to the OFP portfolio of mods.

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Congratulations on the release Sanc. I know you've put a lot of work into it, I hope people appreciate it.

I'm not sure if this is an error or not, but the Guerilla (D) group under "Unaligned" seems to have camo more suited for woodland operations.

Also, in an age where personal armour can stop assault rifle rounds with some degree of reliability, it seems that these near-future troops go down a bit easily (ie. about the same as un-armoured 1985-era troops). Perhaps the damage resistance of these units could be increased?

I look forward to the expansion pack, it would be great to have some fitting vehicles to go alongside these troops. I hope you can add a few basic effects scripts as well.

Great job.

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Quote[/b] ]I'm not sure if this is an error or not, but the Guerilla (D) group under "Unaligned" seems to have camo more suited for woodland operations.

I think you are pointing the woodland DPM for which i tried to rework with more lighter color tone to get it less dark.

Well, it's true the result is more "jungle" camo than truly desert, i will see what i can do or if i will have to use a different camo and transfer this light DPM to one of the new units planned.

Quote[/b] ]

Also, in an age where personal armour can stop assault rifle rounds with some degree of reliability, it seems that these near-future troops go down a bit easily (ie. about the same as un-armoured 1985-era troops). Perhaps the damage resistance of these units could be increased?

Good suggestion, may help more than simply weaponry and visual to make gameplay difference between "guys running with guns" with simpler armor and "guys running with guns" with miltary improved body armor.

Additionally it should help to get firefight a bit longer.

It will need some testing to fine tune the armor value to not be too much resistant, as OFP does not model the "shock" bullets impact is generating on body tissues despite not penetrating a body armor that can knock out an unit without obviously wounding him.

balancing those values so they don't create problems in mission is a difficult art.

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