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warrant officer
01-04-2009, 09:42 PM
Was the ZIS truck only used by soviet army or where there
civil version at that time. If yes which color?
ZiS-5 (Zavod imeni Stalina - Plant im Stalin) is the automobile of civil designation (output of these cars began in 1933). Then they began to be made for the Red Army too. Civil car was not differed from serviceman except the Red Star and the special numbers on the doors.

Sgt.Schnitzel
01-04-2009, 09:45 PM
Wait!!!

Stop everything.

The Gaz-AA was a copy of the Ford-AA

The Zis-5 was a copy of Amercian Autocar trucks.

Both the Zis-5 And Gaz-AA were used by the Soviet Union in WWII.

Both trucks are similar.

I confused them together.



Zis-5

http://www.o5m6.de/ZIS-5_small.jpg

Gaz-AA

http://www.o5m6.de/GAZ-AA_small.jpg

AHO
01-04-2009, 09:48 PM
Thanks for infos guys. I will implement a drivable civil ZIS in game.

@Warrant officer: No red star (of course) and no numbers at doors? Right?
And the color? Could it be brown or grey?

Thx

Sgt.Schnitzel
01-04-2009, 09:49 PM
Thanks for infos guys. I will implement a drivable civil ZIS in game.

@Warrant officer: No red star (of course) and no numbers at doors? Right?
And the color? Could it be brown or grey?

Thx

Blue, Dark blue. Also black.

warrant officer
01-04-2009, 09:52 PM
The ZIS is an Armerican Ford!
No, Ford AA was prototype of the GAZ-AA. ZiS-5 was the continuation of AMO series (AMO-5, for example). But soviet AMO was based on the american truck "Autocar".

Sgt.Schnitzel
01-04-2009, 09:55 PM
yeah look at my previous post.

warrant officer
01-04-2009, 09:59 PM
yeah look at my previous post.
Excuse me ;)

AHO
01-04-2009, 10:06 PM
I was able to add the MG 42 to inventory screens, but I have problems
with the Alpha Channel.

See dirts on picture below.

Sgt.Schnitzel
01-04-2009, 10:14 PM
Does it fire like an MG-42?

AHO
01-04-2009, 10:17 PM
Does it fire like an MG-42?

At the moment of course not. The attributs of this weapon I had to
change in weapons.shadvs and I had to add a new sound file with
authentic sound.

But I will abandon this work for the moment, because of the graphical
errors in inventory screens.

---
Next I try to create a civil ZIS truck ;)

warrant officer
01-04-2009, 10:33 PM
Blue, Dark blue. Also black.
Interesting colour of ZiS-5

AHO
01-04-2009, 10:53 PM
Civil ZIS Truck

This is my concept for a civil ZIS truck.
Does it look authentic guys?


---

warrant officer
01-04-2009, 11:11 PM
I think, that it's realistic. It looks well.

AHO
01-04-2009, 11:35 PM
The civil ZIS truck is now spawnable. I also found the real burned model ;)
But one problem is there. If I try to enter the car, the game crashes.

Sgt. Schnitzel encountered the same problem....
I will try my best...




Update:// Another possibility is to replace the original ZIS with the neew one.
Disadvantage: It will be visible in Training Mission.

What do you think better than nothing?

AHO
01-06-2009, 03:37 PM
American Uniforms

I discorvered, that both, the white and the black american soldier, are
using the same uniform with same rank and insignias.

I would like to change one of them, so they look different, but I'm no
military expert. Can somebody help me out?


---
BTW I'm trying to add a new black male NPC to level Hotel.
See attached picture below.
---

forlik
01-06-2009, 06:56 PM
I discorvered, that both, the white and the black american soldier, are using the same uniform with same rank and insignias. I would like to change one of them, so they look different, but I'm no military expert. Can somebody help me out?

Be careful to set higher rank for the white soldier :mrgreen:

AHO
01-06-2009, 07:42 PM
Be careful to set higher rank for the white soldier :mrgreen:

@forlik: <Kein Kommentar!!!>

@ALL: Come on guys help me out. Answer my questions please...

forlik
01-06-2009, 08:23 PM
@forlik: <Kein Kommentar!!!>

Entschuldigen, AHO. Es ist mein spezifischer Humor. Vergiss es, bitte.

UPD: I'm not a military uniform expert too. But I'm sure somebody will necessarily helps you.

AHO
01-06-2009, 09:19 PM
Entschuldigen, AHO. Es ist mein spezifischer Humor. Vergiss es, bitte.
Don't worry, I'm just joking ;)



UPD: I'm not a military uniform expert too. But I'm sure somebody will necessarily helps you.

And how about the problem with the second ZIS truck?

AHO
01-06-2009, 09:48 PM
Suitman

In level "Hotel" there are two visitors with the same face.
Technicly its one model with two different skins for clothes.

I was able to change the face of one of the two skins.

At picture #1 you see at the right side the original face,
the old man at the left side is the new face skin.

Note: I had three convenient old man faces, but this one looked the best.
I know I used it already in level "Embassy" ;)


Have Fun
AHO

forlik
01-07-2009, 08:41 AM
And how about the problem with the second ZIS truck?

See your inbox.

Liz Shaw
01-07-2009, 09:28 AM
Other suggestions for improvement:

You added chloroform to Strogov's inventory in "Hotel", perhaps you could add chloroform to the equipment window in "Winter Cold", because it's now the only mission without being issued chloroform.

AHO
01-07-2009, 09:43 AM
Other suggestions for improvement:

You added chloroform to Strogov's inventory in "Hotel", perhaps you could add chloroform to the equipment window in "Winter Cold", because it's now the only mission without being issued chloroform.

Done, now you have three bottles for selection.
Thanks for reporting.

Please inform me if there are other weapons/items missing in inventory
selection screens. I know there are some things missing...

hykao
01-08-2009, 12:08 AM
Those new hotel people seem a little bit rurally, don't they? :rolleyes:

AHO
01-08-2009, 08:57 AM
Those new hotel people seem a little bit rurally, don't they? :rolleyes:

I implemented just one, the old man. But what do you mean with rurally?
I just changed the face and the face looks typically british.

The clothes are original, I did not changed one pixel.
---
I decided not to implement the black man. There are now enough
different characters in hotel.

I will focus on other levels...
Maybe I change the faces of the professor and colonel of the
"Project Y" level, because they have generic faces...
---

Liz Shaw
01-08-2009, 09:31 AM
I will focus on other levels...
Maybe I change the faces of the professor and colonel of the
"Project Y" level, because they have generic faces...
---

That's what I suggested you should do, since you're sorting out the issue with clones. Maybe you should also change the faces of:

The officer you're supposed to steal the layouts from (Winter Cold)
The officers you're supposed to steal permits from (Stronghold)
The officer who's clothes you're supposed to steal in order to lure the spy school's deputy principal away from the instructors (Die Spies!, optional)

I know you already changed the latter's face, but hasn't his face been seen a few times as well?

AHO
01-08-2009, 09:55 AM
That's what I suggested you should do, since you're sorting out the issue with clones.

I know, I thought about it, and discovered, that almost every
face of target persons are diffent from generic ones, so I decided
to change the prof and Colonel.



The officer you're supposed to steal the layouts from (Winter Cold)
The officers you're supposed to steal permits from (Stronghold)
The officer who's clothes you're supposed to steal in order to lure the spy

1. the first yeah, good Idea.
2. No, since he is no target person and not that important too.
3. I did that already, but only because his face is used for three
officer actors (with little changes)...


school's deputy principal away from the instructors (Die Spies!, optional)

I know you already changed the latter's face, but hasn't his face been seen a few times as well?
No I did not changed the deputy principals face. There no need, because
he has already a unique face. You are confusing something...

---------------------------------------------------------------------------
Shortly:
I will change only the face of the officer in Wintercold (SS-Standartenführer Paul Weber),
Colonel Scott Baker and Professor Charles Brown (funny Peanuts!).

Thanks anyway

Liz Shaw
01-08-2009, 10:31 AM
No I did not changed the deputy principals face. There no need, because
he has already a unique face. You are confusing something...

---------------------------------------------------------------------------
Shortly:
I will change only the face of the officer in Wintercold (SS-Standartenführer Paul Weber),
Colonel Scott Baker and Professor Charles Brown (funny Peanuts!).

Thanks anyway

I did not say anything about the deputy principal's face, I was still talking about example #3 (Colonel Jurgen Resch).

AHO
01-08-2009, 10:38 AM
I did not say anything about the deputy principal's face, I was still talking about example #3 (Colonel Jurgen Resch).

Oh sorry, now I understand :)

Was it Jürgen Resh? I just changed his face because his face was used
with little different details ( w/o moustache, with moustache and with
a H'tler like moustache) three times for different officers. That' why you
have seen him often.

I will not change Resh again, because he is no target person and also
he is not that important.

Liz Shaw
01-08-2009, 10:43 AM
Okay, thanks anyway!
---------------------------------------------------------------------------
Shortly:
I will change only the face of the officer in Wintercold (SS-Standartenführer Paul Weber),
Colonel Scott Baker and Professor Charles Brown (funny Peanuts!).

Peanuts??? I never thought there was a connection!!!

AHO
01-08-2009, 10:46 AM
Okay, thanks anyway!

Peanuts??? I never thought there was a connection!!!

One of the main characters from the cartoon "Peanuts" is called:
"Charly Brown", don't you remember!?

Liz Shaw
01-08-2009, 11:45 AM
One of the main characters from the cartoon "Peanuts" is called:
"Charly Brown", don't you remember!?

Of course I know what you're talking about, it never occurred to me that the professor may be a reference to Charlie Brown...

AHO
01-08-2009, 12:05 PM
Of course I know what you're talking about, it never occurred to me that the professor may be a reference to Charlie Brown...

Well it's just an easteregg (joke) like in other games.
Funny developers ;)

AHO
01-08-2009, 12:33 PM
Ambient Room Sounds

Inside buildings of some levels like corridors in HQ of level Cannibal,
Stronghold, in WCs of level Embassy, Hotel, Project Y etc. there were
abmient sounds, which were not hearable because the sound files
just contain silence. I replaced the files with adequate room sounds.

Sample is in attachement...

AHO
01-08-2009, 03:17 PM
Professor Charles Brown

In level "Project Y" one of the target persons Professor Charles Brown,
looked like the other generic scientists.

Earlier I replaced the half of the generic male scientists with another,
older man.

Now I isolated and exchanged the professors visual look.

See pictures below:

Pictures:

#1 The original generic scientist
#2 Second scientiest, implemented earlier by me
#3-4 New professor C. Brown.

I hope you like him :)

Notes:

Complete new face texture incl. BumpMap
Grey hair
Light grey shirt
Dark grey trousers
Green tie

AHO
01-08-2009, 06:23 PM
Colonel Scott Baker

In level "Project Y" one of the target persons Colonel Scott Baker,
looked like the other generic American Officers.

Now I isolated and exchanged the Colonel's visual look.

See pictures below:

Pictures:
#1 The original generic American Officer
#2-3 New Colonel Scott Baker


Notes:
Complete new face texture incl. BumpMap
Grey hair
Name plate
Other military isignias

AHO
01-08-2009, 08:00 PM
Paul Weber

The target person in level "Wintercold": Paul Weber was a generic german
officer with winter coat.

I made him unique ;)

Facts:

Complete new face and hair
He is now wearing a green coat instead of grey
(the green coat already existed, but was not used in the game!)

Pictures:

#1 Before
#2 After

AHO
01-08-2009, 11:19 PM
Clothes

In level "Hotel", there are five locked rooms. In three of them there are
now powerful clothes available. They are lying on the beds.

Liz Shaw
01-08-2009, 11:20 PM
Good job!

So, when will you release these new modifications?

AHO
01-08-2009, 11:22 PM
Good job!

So, when will you release these new modifications?
Soon ;)

Liz Shaw
01-09-2009, 12:38 AM
Clothes

In level "Hotel", there are five locked rooms. In three of them there are
now powerful clothes available. They are lying on the beds.

What kind of clothes are they?

forlik
01-09-2009, 07:56 AM
Great work!

(the green coat already existed, but was not used in the game!)

As I know, green coat is used for officers in this level also. I can't check it just now, but try to look at the officer with 3 soldiers near the tank from the left side of entry point.

AHO
01-09-2009, 08:28 AM
What kind of clothes are they?
They are the suit of british embassy agents. If you wear them
in hotel, every hostile NPC will become friendlly.

This is due to the fact, that clothes have a kind of priority rank system.

Great work!
Thanks but I'm little frustrated, because there are so many things
which do not function properly :(


As I know, green coat is used for officers in this level also. I can't check it just now, but try to look at the officer with 3 soldiers near the tank from the left side of entry point.

Oh you're right, but it seems, that this is the only one who wears
this green coat.

Liz Shaw
01-09-2009, 10:03 AM
They are the suit of british embassy agents. If you wear them
in hotel, every hostile NPC will become friendlly.

This is due to the fact, that clothes have a kind of priority rank system.

So you decided not to have gangster-like guard clothes placed on the beds? The traitor doesn't turn hostile once his meeting with the diplomat is over if you're wearing a guard's suit.

Liz Shaw
01-09-2009, 10:04 AM
But finding clothes lying around is much, MUCH better than having to put someone out of action just to find some clothes.:grin:

AHO
01-09-2009, 10:06 AM
So you decided not to have gangster-like guard clothes placed on the beds? The traitor doesn't turn hostile once his meeting with the diplomat is over if you're wearing a guard's suit.

Aha!?
I will check if he does not turn hostile if he's wearing the suits I placed
on the beds (embassy agent suit).

Update://
The same effect with the embassy agent suit. The traitor does not turn
hostile after the meeting.

It seems that the internal rank of hotel guards and embassy agents are
the same or the latter is even higher...

See attached pic as a proof ;)

AHO
01-09-2009, 10:17 AM
But finding clothes lying around is much, MUCH better than having to put someone out of action just to find some clothes.:grin:

Well....
1st: It's realistic
2nd: MoT has this feature
3rd: DtS bases partially upon the Hitman serie and Hitmans has also this
feature

I like it and I'm glad you like it too...

Liz Shaw
01-09-2009, 10:56 AM
In "Embassy", Volkov, unlike his anonymous counterpart in "Hotel", is hostile even when you're dressed as an agent. This is unlike "Hotel" where the traitor actually falls for your guard disguise.

My theories of this are:

1. I don't see why a bunch of armed guards are in a hotel. Are they MI5 or something, because they seem to be increased security because of the diplomat's presence...
2. The guards were obviously hired by the diplomat to protect him before and after his meeting with the traitor.
3. Because the guards were assigned to protect the diplomat, the traitor can't tell the difference between a real guard and an impostor (Strogov).
4. This doesn't apply to "Embassy", where the agents were assigned to protect the traitor (Volkov).
5. Because the agents served as Volkov's bodyguards, Volkov would know who's who, explaining why Volkov can still attack Strogov on sight even if he is wearing an agent's suit.

AHO
01-09-2009, 10:58 AM
In "Embassy", Volkov, unlike his anonymous counterpart in "Hotel", is hostile even when you're dressed as an agent. This is unlike "Hotel" where the traitor actually falls for your guard disguise.

My theories of this are:

1. I don't see why a bunch of armed guards are in a hotel. Are they MI5 or something, because they seem to be increased security because of the diplomat's presence...
2. The guards were obviously hired by the diplomat to protect him before and after his meeting with the traitor.
3. Because the guards were assigned to protect the diplomat, the traitor can't tell the difference between a real guard and an impostor (Strogov).
4. This doesn't apply to "Embassy", where the agents were assigned to protect the traitor (Volkov).
5. Because the agents served as Volkov's bodyguards, Volkov would know who's who, explaining why Volkov can still attack Strogov on sight even if he is wearing an agent's suit.

Interessting :) Sounds plausible...
Do you mean, I should replace the suits on the hotel beds with hotel guard suits?

Liz Shaw
01-09-2009, 11:18 AM
Interessting :) Sounds plausible...
Do you mean, I should replace the suits on the hotel beds with hotel guard suits?

It's up to you...

AHO
01-09-2009, 05:15 PM
It's up to you...

Well I think I let it as it is. It wouldn't be logical, if there are suits of
"MI5" are lying around...

The suits of the embassy agents look like a standard tuxedo (funny word *g*)
and it has the same effect like the clothes of a hotel guard/MI5 agent.

So I let it as it is...

I would like to place clothes in other levels' adequate places,
doe's anybody know such places?

AHO
01-09-2009, 06:02 PM
Ugly Owl

In levels "Hotel" and "Die Spies!" there were ugly pictures of an owl.
I replaced it with a picture called "The Kiss" from austrian artist
Gustav Klimt.

Pictures:

#1 Original
#2 New


.

forlik
01-09-2009, 06:43 PM
Thanks but I'm little frustrated, because there are so many things which do not function properly :(

How can your skins don't work properly?

AHO
01-09-2009, 06:57 PM
How can your skins don't work properly?
I didn't meant the skins :-P There are so many things wchich only
function buggy or partially e.g.

Spawning NPCs
Adding new Weapons
Driving tanks etc.
Adding new spawnable objects
Adding new clothes
Any much more.... :(

AHO
01-09-2009, 08:17 PM
New throwable objects

I found out how to create new throwable objects.
What would you suggest to add?

I can add every model file ;)

See sample pics below, where I added a lamp.

Sgt.Schnitzel
01-10-2009, 02:57 AM
Lenin statue should be throwable.

forlik
01-10-2009, 07:29 AM
I didn't meant the skins :-P There are so many things wchich only function buggy or partially e.g.
Your mod is very large, a lot of changes, so it's normal. But I hope, you'll fix them all.

Lenin statue should be throwable.

Good idea! :mrgreen:

AHO
01-10-2009, 10:18 AM
Lenin statue should be throwable.

He he, yes it's really possible. I tested it with chairs and tables ;)

Your mod is very large, a lot of changes, so it's normal. But I hope, you'll fix them all.

I hope too. But some things I cannot understand:
I can create new NPCs and they function, but vehicles do not work.
They are spawnable but when I enter the car the game crashes. Also
clothes, they are spawnable, but I cannot put them on. Other items
are not spawnable etc.

Spawning of NPCs via script functions only partially, the NPC is there,
but when I go near to him or when I shoot him. The game crashes.

I have many Ideas, but unfortunately due to this problems I cannot
implement them.




Some of my ideas:

Bathing guests at the swimming pool in Hotel (based on nude
soldier NPCs)
Dead soviet soldiers in occupied cities with accessable inventory.
Drivable tanks and armored vehicles
Civil ZIS trucks
More civilists, especially in hotel rooms.
More and different clothes
Spawnable objects like building, houses etc. so I can make some
levels more ambient.
Possibility to make friendly NPCs follow me
Possibility to send e.g. soldiers away
Possibility to knock down everyone frontally
Possibility to steal from everybody
Possibility to make one NPC hostile for the others
etc etc etc etc.......

forlik
01-10-2009, 11:33 AM
Some of my ideas:
...


Some of these features are already implemented in MoT. So, you can analyze MoT resources to implement new features in your mod. I can send you MoT files (not large) if you'll need them.

AHO
01-10-2009, 11:41 AM
Some of these features are already implemented in MoT. So, you can analyze MoT resources to implement new features in your mod. I can send you MoT files (not large) if you'll need them.

Which files do you mean exactly?

forlik
01-10-2009, 12:14 PM
Which files do you mean exactly?

I can send you any file which you need (but not too large). Also you can download MoT. Perhaps you can't start it, but you'll have all MoT resources (Russian!) at once.

AHO
01-10-2009, 01:33 PM
Also you can download MoT. Perhaps you can't start it, but you'll have all MoT resources (Russian!) at once.

That would not be legal!

AHO
01-10-2009, 01:38 PM
Unaccessable area

In level "Wintercold" there is an unaccessable area.
There are only two or three passages to this area, but it is blocked
by some crates etc.

I managed to remove these barriers and entered the area, but I only
could move about two meters into this area. It seemed something
invisible was blocking my way. This is due to the limitations of the map
there are some kind of invisible borders.

@forlik: Could you help? Do you know how to expand these borders?

Pictures:
#1 One of the passages to the area. See ingame map marked by me
#2 After removing the obstacles; View from the other side.

AHO
01-10-2009, 02:04 PM
Corpses of soviet soldiers

I wanted to place bodies of dead soviet soldiers to level "Wintercold",
with full accessable inventory. This would be more realistic.

Unfortunately I there are problems with spawning NPCs via script,
so I made a workaround by bug-using the feature of adding new clothes.

The bug at creating new clothes is that you can spawn them, but you
cannot put them on. I used this bug to create the corps of a soviet soldier.

Now I can place him via script and I can turn him to every angle I want.

See pictures

Note: The Class/Object name is: Equipment.Wear:dead ;)

forlik
01-10-2009, 02:21 PM
That would not be legal!
Of course, my friend! It was a russian joke :mrgreen:

@forlik: Could you help? Do you know how to expand these borders?

No. I think it's like map border. So, you can't find something interesting in these areas. As I understand, these borders defined in swd-file, but I don't know where :(

AHO
01-10-2009, 02:29 PM
Corpses of soviet soldiers

I wanted to place bodies of dead soviet soldiers to level "Wintercold",
with full accessable inventory. This would be more realistic.

Unfortunately I there are problems with spawning NPCs via script,
so I made a workaround by bug-using the feature of adding new clothes.

The bug at creating new clothes is that you can spawn them, but you
cannot put them on. I used this bug to create the corps of a soviet soldier.

Now I can place him via script and I can turn him to every angle I want.

See pictures

Note: The Class/Object name is: Equipment.Wear:dead ;)

I added bloodstaines to the body of the dead soviet soldiers.
What do you think guys?

I also want to put a soviet weapon near the corpses and spread some
dead to the occupied city...

Update://

I also added blood to his face. See last two picturers


...

Sgt.Schnitzel
01-10-2009, 03:51 PM
To be honest, I would prefer there would be no blood.

AHO
01-10-2009, 04:24 PM
To be honest, I would prefer there would be no blood.

To be honest. He did not die by heart attack or cancer.
What did you expect?

He was shot! It's war...

hykao
01-11-2009, 11:54 AM
I think those Russian bodies would not be so realistic! Vitebsk territory was occupied from 1941 till 1944. So in 1943 it has been occupying for two years! A two years old body not so nice like in your pics! ;)

AHO
01-12-2009, 08:42 AM
I think those Russian bodies would not be so realistic! Vitebsk territory was occupied from 1941 till 1944. So in 1943 it has been occupying for two years! A two years old body not so nice like in your pics! ;)

Ohhh, that's of course not good. How about the occupied village in
Rasplate/Paycheck? Could I implement corpses there? Or was the
whole work for nothing?

forlik
01-12-2009, 09:01 AM
How about the occupied village in Rasplate/Paycheck? Could I implement corpses there? Or was the whole work for nothing?

Why you so want to add corpses? As for me, I don't like this idea at all.

AHO
01-12-2009, 09:28 AM
Why you so want to add corpses? As for me, I don't like this idea at all.

Well just for ambience. Don't take it personal. I could also add
dead Germans instead of Soviets?! :o

forlik
01-12-2009, 10:13 AM
Well just for ambience. Don't take it personal. I could also add dead Germans instead of Soviets?! :o

No, it's not a personal. I don't like corpses at all :)

AHO
01-12-2009, 12:57 PM
I translated my complete change log to English.
Everybody who is interessted can find the current
state of work here (http://mitglied.lycos.de/webhDD/changelog.html)
------------------------------------------------------------------

Beta2 is online, also english and hungarian language packs.
See my DtS site at http://aho.6x.to (http://aho.6x.to)

Liz Shaw
01-12-2009, 01:20 PM
I translated my complete change log to English.
Everybody who is interessted can find the current
state of work here (http://mitglied.lycos.de/webhDD/changelog.html)
------------------------------------------------------------------

Beta2 is online, also english and hungarian language packs.
See my DtS site at http://aho.6x.to (http://aho.6x.to)

Thank you so very much!!!:grin: I'm downloading your modifications now!!!:grin:

AHO
01-12-2009, 01:23 PM
Thank you so very much!!!:grin: I'm downloading your modifications now!!!:grin:

Have fun, and I thank you for your advices ;)

Liz Shaw
01-12-2009, 01:27 PM
Well, okay, I was going to download it now, but I can't access the link!:(

AHO
01-12-2009, 01:30 PM
Well, okay, I was going to download it now, but I can't access the link!:(

I fixed the link. Try now!

Liz Shaw
01-12-2009, 01:33 PM
I fixed the link. Try now!

Thanks, it works! I salute you!:grin:

forlik
01-12-2009, 02:02 PM
Everybody who is interessted can find the current state of work here (http://mitglied.lycos.de/webhDD/changelog.html)

Wow! So huge list of changes! I congratulate you, great work!

AHO
01-12-2009, 03:14 PM
Thanks, it works! I salute you!:grin:

It's my pleasure. Have fun with it.

Wow! So huge list of changes! I congratulate you, great work!

Yes, I've been working since mid August on this mod.

But reconsider this. I only implemeted 25% of all possible features.
The scripts (lua and shadvs) are so powerful.

Jason
01-12-2009, 03:25 PM
Do you think you could share your knowledge and post some modding tutorials? :grin:

AHO
01-12-2009, 03:29 PM
Do you think you could share your knowledge and post some modding tutorials? :grin:

Well I would, but I do not have the time for that. But I can send you
my project file. It contains a huge reference to the most important
scripting commands etc. But unfortunately it's completely in German ;)

If you wanna mod the game, then don't hesitate to ask forlik, Sgt. Schnitzel or me.

AHO
01-12-2009, 03:59 PM
Lieutenants in level "Project Y"

In level "Project Y" all of the american officers where generic Colonels.
I made the target person Colonel Scott Baker unique before. You
remember.

Now I replaced the rank insiginia of all other US officers to Lieutenant.

See attached picture.

Left original Colonel insignia
Right new Lieutenant insigia

---

AHO
01-12-2009, 05:46 PM
New rank for black US soldiers

The rank and complete uniform of US soldiers. No matter if black or white,
was the same. Both had a rank of a Corporal.

I changed the rank of the black soldier now to a "Private 1st Class".

See attached picture with before and after!

----------

Be careful to set higher rank for the white soldier

Your wish is my command :mrgreen:


...

AHO
01-12-2009, 06:57 PM
Asian lady

Long ago I replaced the not so good looking (because of bad face texture)
woman in embassy with a unused blond woman's model.

Now I experimented with the old womans model and texture and
created an asian lady.

I do not know where to place her. But only levels "Hotel" and/or
"Embassy" would be adequate.

What do you think?

Liz Shaw
01-13-2009, 12:49 AM
I checked the rooms in "Hotel", but I can't find the clothes you added in! Are there any missing or corrupted files, and how do I know where to find them?

Liz Shaw
01-13-2009, 02:01 AM
Guess what? The same also goes for the doctor's outfit in "Removal"!

Jason
01-13-2009, 08:51 AM
New rank for black US soldiers

The rank and complete uniform of US soldiers. No matter if black or white,
was the same. Both had a rank of a Corporal.

I changed the rank of the black soldier now to a "Private 1st Class".

See attached picture with before and after!

----------



Your wish is my command :mrgreen:


...

When I first saw these American soldiers I thought why are the Airborne guarding a US research base? and why is there an African-American in the infantry - both of these details seem historically wrong

AHO
01-13-2009, 08:57 AM
Guess what? The same also goes for the doctor's outfit in "Removal"!

Do you installed the new English language pack (Beta2) ?

Always use the same version for mod base files and English lang pack.

The spawning of this objects is defined in the scripts, so if you have used
the old language pack with obsolete script files, it will of course not
work.

AHO
01-13-2009, 08:58 AM
When I first saw these American soldiers I thought why are the Airborne guarding a US research base? and why is there an African-American in the infantry - both of these details seem historically wrong

Really, no black soldiers in WW2?
Can you help me out with the correct insignias?

forlik
01-13-2009, 09:02 AM
When I first saw these American soldiers I thought why are the Airborne guarding a US research base? and why is there an African-American in the infantry - both of these details seem historically wrong

Are you sure? What kind of soldiers can be guard Los Alamos? Maybe it will be better to use civilian security?

AHO
01-13-2009, 09:04 AM
Are you sure? What kind of soldiers can be guard Los Alamos? Maybe it will be better to use civilian security?

:) But this would be historical incorrect. It was a military nuclear research base.
Perhaps mok could help you, by using a MoT model file with references to the US
soldier uniform texture. He could make it fit to new model file...

Jason
01-13-2009, 09:13 AM
They were in the army, my bad but they weren't in the same units as white-americans.

African-American soldiers played a significant role in World War II. More than half a million served in Europe. Despite the numbers they faced racial discrimination: prior to the war the military maintained a racially segregated force. In studies by the military, blacks were often classified as unfit for combat and were not allowed on the front lines. They were mostly given support duties, and were not allowed in units with white soldiers. from: http://www.voanews.com/english/archive/2005-05/2005-05-10-voa47.cfm

So the mix of black/white is not correct in the level? Guarding a home-base facility would be a support role though.

Sorry I thought they weren't allowed to serve until 1944.

forlik
01-13-2009, 10:36 AM
But this would be historical incorrect. It was a military nuclear research base.
It's not quite true. As I see, it's something more global:
Los Alamos National Laboratory (LANL) (previously known at various times as Site Y, Los Alamos Laboratory, and Los Alamos Scientific Laboratory) is a United States Department of Energy (DOE) national laboratory, managed and operated by Los Alamos National Security, LLC (LANS), located in Los Alamos, New Mexico. The laboratory is one of the largest science and technology institutions in the world that conducts multidisciplinary research for fields such as national security, outer space, renewable energy, medicine, nanotechnology, and supercomputing.
And I don't know what kind of soldiers/civilians will be more realistic here.

UPD: Maybe here is answer?
The Manhattan Project was the project to develop the first nuclear weapon (atomic bomb) during World War II by the United States, the United Kingdom, and Canada. Formally designated as the Manhattan Engineer District (MED), it refers specifically to the period of the project from 1939–1946 under the control of the U.S. Army Corps of Engineers, under the administration of General Leslie R. Groves. The scientific research was directed by American physicist J. Robert Oppenheimer.

AHO
01-13-2009, 11:54 AM
5920 Views
344 Replies

Most views, most replies Yipeee :grin:

I established a record ;)

AHO
01-13-2009, 01:04 PM
UPD: Maybe here is answer?

I think we should let it as it is ;)

Sgt.Schnitzel
01-13-2009, 03:46 PM
So is the statue of Lenin throwable yet?

If you really want to mod as much as possible, you can place some small soviet weapon stockpiles on Maps like Winter Cold. It was a soviet city it would most likely have some soviet equipment lying around.

E.g. You can place a ppsh and some mags. in a corner of a room or a pps and one or two magazines in the middle of the park. Stuff like that.

AHO
01-13-2009, 03:49 PM
So is the statue of Lenin throwable yet?

No but you can now throw houses :P

Sgt.Schnitzel
01-13-2009, 03:54 PM
You know what would be awseome? Vehicles that you can carry in your pouches or backpack.

AHO
01-13-2009, 08:49 PM
I had an idea. Inspired by hykao, who renamed the mission names to
better descriptive titles for his hungarian language patch.

What do you think? Should I rename the mission names.



Training
Cannibal
Winter Cold
Stronghold
Hotel
Paycheck
Project Y
Die Spies!
8 Snipers
Removal
Embassy



My first concept is:
Training Camp
Cannibal - The Ferdinand files
Winter Cold - The messenger
Polyakov - Operation Stronghold
Hotel Metropol - The traitor
Operation Paycheck
Project Y (stays same!)
? (I dunno)
The bridge
Removal - The informer
Volkov - The renegade
What do you think?

Jason
01-14-2009, 08:35 AM
You know what would be awseome? Vehicles that you can carry in your pouches or backpack.

:shock: interesting, not sure if that would improve gameplay or realism

AHO
01-14-2009, 10:34 AM
:shock: interesting, not sure if that would improve gameplay or realism

Don't take him serious :mrgreen: He is just spamming my thread...:evil:

Jason
01-14-2009, 11:35 AM
I had an idea. Inspired by hykao, who renamed the mission names to
better descriptive titles for his hungarian language patch.

What do you think? Should I rename the mission names.





My first concept is:
Training Camp
Cannibal - The Ferdinand files
Winter Cold - The messenger
Polyakov - Operation Stronghold
Hotel Metropol - The traitor
Operation Paycheck
Project Y (stays same!)
? (I dunno)
The bridge
Removal - The informer
Volkov - The renegade
What do you think?

I like winter cold, think that should stay the same. The Ferdinand files is really good. The bridge is good... The Traitor is good but how about "The Traitor at the Hotel Metropol" - a bit long :(
Removal... the informer... Double Agent Extraction? :-P

Okay... I'll stop with my suggestions :oops:

AHO
01-14-2009, 11:38 AM
Okay... I'll stop with my suggestions :oops:
No do not stop. That's why I'm asking for your opinion! I need your suggestions...

AHO
01-15-2009, 11:08 AM
Some new cloth textures

I replaced some of the clothes of NPCs with better hires ones.
The textures are taken from MoT. Thanks to hykao for providing me.

Pictures:

#1 New uniform for second german female soldier
#2 Lady in blue in embassy and hotel
#3 Lady in green in embassy


---
Note: Before and after pictures contain also formerly made modifications.
So do not wonder if before pictures do look different on your system.
---

Jason
01-15-2009, 01:28 PM
Looks good, I like the uniform one the best =)

Jason
01-15-2009, 02:46 PM
I tried to install the MOD and got the following error:

Failed to find hud_act_prog sprite

AHO
01-15-2009, 03:30 PM
I tried to install the MOD and got the following error:

Failed to find hud_act_prog sprite

Ooops. Never got this error. What did you exactly do?
You have to install my addon in the right order:
1. Mod base files
2. English language pack

Both have to be the same version. Current state of work is: Beta2

Jason
01-16-2009, 09:38 AM
I didn't add the english pack but I did just try that and it still didn't work :(

[EDIT]
So I extract all the .vfs files, run the .bat file and it puts all the .vfs files in a backup folder and deletes the .vfs files in the DTS root directory?

AHO
01-16-2009, 03:50 PM
I didn't add the english pack but I did just try that and it still didn't work :(

[EDIT]
So I extract all the .vfs files, run the .bat file and it puts all the .vfs files in a backup folder and deletes the .vfs files in the DTS root directory?

Yes, after that you have to put my addon to the gamefolder.

Ahhh, I think I know the problem: You have to copy the subfolders to
DtS folder. These are have the same name as the VFS-archives.

hykao
01-17-2009, 12:18 AM
Well, this is why I prefer the automatic installers...

AHO
01-17-2009, 02:07 PM
Well, this is why I prefer the automatic installers...


Well your'e right, but my mod is still work in progress (Beta2) and
I plan to put this feature in final version.

BTW: Could you send me this console version unpacker?

AHO
01-17-2009, 11:23 PM
I think those Russian bodies would not be so realistic!
Vitebsk territory was occupied from 1941 till 1944. So in 1943 it has been
occupying for two years! A two years old body not so nice like in your pics! ;)

Thats why I updated my work. The dead soldier now is decayed.
I plan to put him into one of the ruined houses in occupied city.
Beside him a sniper rifle and ammo. He is a dead sniper...

See picture.

Jason
01-18-2009, 03:11 AM
Thats why I updated my work. The dead soldier now is decayed.
I plan to put him into one of the ruined houses in occupied city.
Beside him a sniper rifle and ammo. He is a dead sniper...

See picture.

:shock: dude that is shocking, I think there is a reason why people don't put decaying bodies in games - maybe a bit too much detail? It's like putting body parts in a game, it's not in good taste or is it just me?

Jason
01-18-2009, 09:08 AM
When I use SmershVfs.exe to unpack the levels it comes up with a whole lot of errors, is that normal? :|

forlik
01-18-2009, 02:08 PM
When I use SmershVfs.exe to unpack the levels it comes up with a whole lot of errors, is that normal? :|

Of course it's not normal. Perhaps something is wrong. This tool works ok.

AHO
01-18-2009, 03:03 PM
Dead soviet Sniper in occupied city

You can now find a dead soviet sniper at the sout-western wall
by the trees. Beside him there is a Mosin sniper rifel with silencer
and one package of ammo.


---

Sgt.Schnitzel
01-18-2009, 10:04 PM
Any luck with custom vehicles yet?

Also did you figure out how to spawn Uniforms with different colours?

Hows the MG-42? Does it work yet?

AHO
01-18-2009, 10:09 PM
Hi comrade. Haven't been around for a while! :)

Any luck with custom vehicles yet?

Unfortunately not everyting in the template shadvs files is
clonable :( But I find the correct burned model for the ZIS, and
how to use it...


Also did you figure out how to spawn Uniforms with different colours?

Creating new uniform is also buggy like vehicles. They appear, but
you cannot put them on, becaue the action menu is not popping up.


Hows the MG-42?
I found out how to add alpha channel to TGA files. So I hope, I can
add it to the inventory bitmap file. This means it will be correcly
visible in inventory screens...

Sgt.Schnitzel
01-18-2009, 10:21 PM
Too bad about the vehicles. Oh well.

EDIT ///////

Is it possible to clone a mission, you know having two versions of the same mission, but with differences. It could increase replay value.

AHO
01-18-2009, 10:57 PM
Too bad about the vehicles. Oh well.

EDIT ///////

Is it possible to clone a mission, you know having two versions of the same mission, but with differences. It could increase replay value.

Yes it is possible :) Also to add new mission tasks ;)
If you have a idea for a mission, then let me know!

Liz Shaw
01-20-2009, 03:14 AM
Do you installed the new English language pack (Beta2) ?

Always use the same version for mod base files and English lang pack.

The spawning of this objects is defined in the scripts, so if you have used
the old language pack with obsolete script files, it will of course not
work.

Yes, I have installed the new English language pack, but I still can't find those clothes...:(

AHO
01-20-2009, 08:50 AM
Yes, I have installed the new English language pack, but I still can't find those clothes...:(


Sorry you were right again ;)
I'v missed to update the english script file for "Hotel" and "Removal".:o

I updated now both english and hungarian language packs.
You can download them as usual from my site (http://aho.6x.to)


PS: Always use the links on my DtS web site, because they are
changing due to Rapidshare.

Jason
01-20-2009, 09:01 AM
Of course it's not normal. Perhaps something is wrong. This tool works ok.

I finally got it to work, thanks to help from my friend. I had to extract the files to my desktop then copy then to the DTS directory - this prevents the extractor errors (error 1 (http://www.hidden-and-dangerous.net/junk/dts-extract-01.jpg), error 2 (http://www.hidden-and-dangerous.net/junk/dts-extract-02.jpg)). When I start the game with the mod it crashes the game, so I have to quickly press Esc to skip the intro movies.

It works now, yay! I went BMW Nazi bowling :D

AHO
01-20-2009, 09:12 AM
I finally got it to work, thanks to help from my friend. I had to extract the files to my desktop then copy then to the DTS directory - this prevents the extractor errors (error 1 (http://www.hidden-and-dangerous.net/junk/dts-extract-01.jpg), error 2 (http://www.hidden-and-dangerous.net/junk/dts-extract-02.jpg)). When I start the game with the mod it crashes the game, so I have to quickly press Esc to skip the intro movies.

It works now, yay! I went BMW Nazi bowling :D

The movies are compressed with DivX perhaps your Codec is outdated or
incompatible.

But you can avoid the game from loading and showing the intros by
renaming or deleting the movie files (*.avi).

AHO
01-20-2009, 09:52 AM
British Newspaper

One of the german soldiers in level "Wintercold" was reading
the "Times" a british newspaper.

I corrected this by changing the newspaper to a german one.

---------------
Pic#1: Before
Pic#2: After
Picä#3 Corrected top of the newspaper

---------------

Liz Shaw
01-20-2009, 09:55 AM
I got the clothes now! Thanks!:grin:

AHO
01-21-2009, 09:04 AM
Lenin statue

In level "Wintercold" there was a Lenin statue inside the park of the
occupied city. Also a german soldier seemed guarding it.

This was unrealistic because the Germans destroyed every sign of the
Soviets in occupied areas and this city was occupied for two years
at that time.

I decided to replace the statue with more adequate wreckage.

See before and after picture below:

----------------------------------------------------------

Thanks to forlik for the coordinate infos in SWD map files :)

----------------------------------------------------------

forlik
01-21-2009, 09:11 AM
I decided to replace the statue with more adequate wreckage.

Very good, but what the strange darkness on the right screenshot?

AHO
01-21-2009, 09:24 AM
Very good, but what the strange darkness on the right screenshot?

There was to much snow on both screenshots, so I made them brither.
I used a automatic function of a graphic tool, but It seems that the
tool was on the blink ;)

Don't worry in game everything looks well. :)

UPDATE: O shit, you're right it's a huge shadow :(
Heeelp :(

AHO
01-21-2009, 10:24 AM
Very good, but what the strange darkness on the right screenshot?

Unfortunately there was always a huge shadow (like from a building),
when I replaced Lenin with wreckage.

This is why I decided to replace it again with a flagpole incl. german ns flag.

This is also better, because the soldier beside went always to the statue
and stared at it.

See attached pix:

forlik
01-21-2009, 12:39 PM
Heeelp :

Very strange... Try to replace Lenin with another object. Truck for example.

UPD: As for me, there are no sense in the flag in this place.

Jason
01-21-2009, 12:49 PM
I agree that a flag doesn't seem right for that spot

AHO
01-21-2009, 12:50 PM
Very strange... Try to replace Lenin with another object. Truck for example.

UPD: As for me, there are no sense in the flag in this place.

I do not agree. At that time the city was occupied for two years and
the germans exchanged the symbol of Communism (Lenin) with their
flag because of defiance.

Jason
01-21-2009, 12:53 PM
Is there a statue of the nazi symbol or an eagle? maybe that would be better

AHO
01-21-2009, 01:02 PM
Is there a statue of the nazi symbol or an eagle? maybe that would be better

I don't think that the germans would have installed a statue during
war in a occupied city. But I'm not sure...

I don't know if there is a statue and/or a eagle. I must search
the texture files. Perhaps I find something useful.

Liz Shaw
01-29-2009, 08:57 AM
I know you said there are problems about making new clothes, but I think I should let you know...

1. The nude body of the new peasant in "Paycheck" is completely black (literally).
2. You should also make a new texture file of Strogov wearing the new scientist's clothes ("Project Y") so the game doesn't crash.
3. Some or all of the new clothes don't seem to reflect light very well (the most clear example being the Colonel's ("Project Y").

AHO
01-29-2009, 12:04 PM
I know you said there are problems about making new clothes,
but I think I should let you know...

Not this kind of clothes. I meant clothes lying on the ground.


1. The nude body of the new peasant in "Paycheck" is
completely black (literally).

I fixed this, please take the fixed file from the attachement #1 below.
The problem was, I uploaded an unfinished file (rasplata_ded2_nude.SMF).
Please put the fixed file into folder: "\Players\Nude\".


2. You should also make a new texture file of Strogov wearing the new scientist's
clothes ("Project Y") so the game doesn't crash.

Oops, I've forgotten to put the file "SemenScientist2.SMF" to my upload
package. Please take the one from the attachement #2 and put it into
the folder: "\Players\Sabouter\"


3. Some or all of the new clothes don't seem to reflect light very well
(the most clear example being the Colonel's ("Project Y").

I don't know why this appears on some new skins, and I don't know where this
is defined. But I will work on it.

Thanks for reporting these bugs. What would I do without you :)
---

Liz Shaw
01-29-2009, 12:57 PM
Thanks, this will save a lot of players going "WTF" whenever they try to put on the new clothes. And yes, I can see the problem about the new clothes lying on the ground - they disappear...

AHO
01-29-2009, 05:27 PM
Thanks, this will save a lot of players going "WTF" whenever they try to put on the new clothes. And yes, I can see the problem about the new clothes lying on the ground - they disappear...

Yes thats one of the problems.
Second is: When I try to spawn these new clothes like I did with the
standard clothes in hotel or concentration camp. They appear, but you
cannot put them on :(

warrant officer
02-05-2009, 05:58 PM
Dear AHO, how are you? What new in your Enhancement Addon?

AHO
02-06-2009, 09:16 AM
Dear AHO, how are you? What new in your Enhancement Addon?

Hello warrant officer,
I'm fine thank you :) How are you?

Well the last days I was working on my other mod (another game),
so I do not had the time to add new thins to my addon.

But I already posted the new features of Beta3, which I will upload soon,
before...

At the moment, I have not so many ideas, though I have, but not everything
works, or it only works partially...

Next I think I wil implement the MG42 with real sound and inventory
picture...

Let's wait and see ;)

Sincerely
AHO

warrant officer
02-06-2009, 08:46 PM
How are you?
I'm fine too :)

But I already posted the new features of Beta3, which I will upload soon, before...
I wait with impatience ;)

Next I think I wil implement the MG42 with real sound and inventory picture...
I think, that idea of the machine gun is very successful. It will be very well, if you realize it completely and machine gun will become efficient weapon in the game.

Good luck.

Liz Shaw
02-09-2009, 01:26 AM
Looking through the sound files, I found these:

muz5_eng_loop
muz6_eng_loop
muz7_rus_loop

Are these actually used in-game? Maybe you should sort it out...

Okay, at least ONE of them is used, but these listed sound files are BARELY HEARABLE! Perhaps you should sort it out...

AHO
02-09-2009, 10:07 AM
Looking through the sound files, I found these:

muz5_eng_loop
muz6_eng_loop
muz7_rus_loop

Are these actually used in-game? Maybe you should sort it out...

Okay, at least ONE of them is used, but these listed sound files are BARELY HEARABLE! Perhaps you should sort it out...

#5 & #6 are played in some offices of the embassy.
#7 is played in some huts in training camp.

I cannot do much, becaue the loudness is defined via the
game engine. That means, you hear the music louder, the
nearer you got to the grammaphone or radio.

Liz Shaw
02-09-2009, 10:21 AM
Do you know the names of these songs? I know of a few...

muz1_ger_loop = Alten Kamaraden
muz2_ger_loop = Panzerlied
muz4_ger_loop = Panzer Rollen In Afrika

There's no need to ask what muz8_eng_loop was in the unmodded game since you replaced it with machinery SFX.

AHO
02-09-2009, 09:38 PM
Do you know the names of these songs? I know of a few...

muz1_ger_loop = Alten Kamaraden
muz2_ger_loop = Panzerlied
muz4_ger_loop = Panzer Rollen In Afrika

Aha:rolleyes: Do you know the meanings?

Alte Kameraden = Old comrades
Panzerlied = Panzer/tank song
Panzer rollen in Afrika = Panzers/tanks are rolling in Africa

:grin: ;) :)


There's no need to ask what muz8_eng_loop was in the unmodded game since you replaced it with machinery SFX.
Well as I remember It was a Swing like melody...

But all these are unimportant, aren't they?

Liz Shaw
02-14-2009, 04:51 AM
Aha:rolleyes: Do you know the meanings?

Alte Kameraden = Old comrades
Panzerlied = Panzer/tank song
Panzer rollen in Afrika = Panzers/tanks are rolling in Africa

:grin: ;) :)

But all these are unimportant, aren't they?

I just wanted to know what the names were in the other four because those songs were actually real...

Anyway, a thought just occurred to me...

Instead of adding dead Russian soldiers in "Winter Cold", how about adding dead Belarusian peasants? Vitebsk did not escape the Nazi atrocities, plus the upcoming stealth game Velvet Assassin will show the horrors of WWII, including evidence of Nazi atrocities against civilians. I thought maybe the same should happen in the DtS addon for realism reasons.

You can find the developer interviews for Velvet Assassin on YouTube, those are what got me the idea, because Belarusians are an East Slavic people, the kind of people who would have been targets in Hitler's War of Annihilation.:( There were also Jews in the Byelorussian SSR, and the Jewish population in that country never fully recovered from the Holocaust as of today...:(

AHO
02-14-2009, 11:36 AM
I just wanted to know what the names were in the other four because those songs were actually real...


OK no problem ;)



Anyway, a thought just occurred to me...

Instead of adding dead Russian soldiers in "Winter Cold", how about adding dead Belarusian peasants? Vitebsk did not escape the Nazi atrocities, plus the upcoming stealth game Velvet Assassin will show the horrors of WWII, including evidence of Nazi atrocities against civilians. I thought maybe the same should happen in the DtS addon for realism reasons.

You can find the developer interviews for Velvet Assassin on YouTube, those are what got me the idea, because Belarusians are an East Slavic people, the kind of people who would have been targets in Hitler's War of Annihilation.:( There were also Jews in the Byelorussian SSR, and the Jewish population in that country never fully recovered from the Holocaust as of today...:(

Good idea, but before I added the dead soldier, my thought was adding
many dead soldiers as "item providers" and for atmospheric purposes.

Unfortunately (according to hykao) tat that time the city was
already occupied for two years, and it's sure, that the corpes were
removed from the streets.

This is why I added just one dead. He wasn't seen by the Germans,
because he was hiding behind the trees. Whatever, I do not think
that adding dead civilians would fit to time and date of the mission.

Thanks anyway for your good advices. Keep on :)

Greetings
AHO

PS: It seems, that you are my only Beta tester ;)

Jason
02-14-2009, 03:33 PM
You can always change the date of the mission...

AHO
02-14-2009, 06:44 PM
You can always change the date of the mission...

But that would not be historical correct ;)

Liz Shaw
02-15-2009, 02:04 AM
I think I know the problem with the new clothes disappearing when you take them off:

Are there any files of the clothes found throughout the game? Maybe you should make new files of the clothes you made yourself...:grin:

PS:

The files for the clothes are probably those examples listed here:

wear_scientist.SMF
wear_aofficer.SMF

Maybe you can make files like:

wear_professor.SMF
wear_colonel.SMF
wear_scientist2.SMF

And hopefully they'll solve the problem with the new clothes...

AHO
02-15-2009, 06:55 PM
I think I know the problem with the new clothes disappearing when you take them off:

Are there any files of the clothes found throughout the game? Maybe you should make new files of the clothes you made yourself...:grin:

PS:

The files for the clothes are probably those examples listed here:

wear_scientist.SMF
wear_aofficer.SMF

Maybe you can make files like:

wear_professor.SMF
wear_colonel.SMF
wear_scientist2.SMF

And hopefully they'll solve the problem with the new clothes...

Hi Liz,
good idea, but I already testet this and it's not working.

The clothes you put off disappear anyway. I also tried to spawn
some via console and script. They appear, but you cannot
put them on, becaue the action menu is not visible.

Till now, I do not understand how this things work internally,
perhaps I will find a solution some day.

PS: It's very strange, some things function like creating new NPCs,
but new clothes only partially.

Creating throwable objects work fine, other objects like binocular etc.
do not work.

Creating new weapons work fine but creating vehicles also only
partially...

Thanks anyway for thinking about this ;)

Sincerely
AHO

Liz Shaw
02-18-2009, 09:14 AM
I've got a couple of improvement suggestions for "Embassy":

Volkov: I think you should replace his Colt 1911 pistol with a silenced Nagant, like what you did with his anonymous counterpart in "Hotel". It's really weird having a Soviet defector carrying an American pistol, plus everyone else carries a Colt as their sidearm.

The archives chief: Maybe you should take away his pistol and reset his AI to that of a civilian (ie. cowers at the first sign of trouble). The reason is, why would someone in a civilian position like running the embassy's archives be issued with a gun??? British soldiers are guarding the freakin' place, why would the archives chief have a gun? Also there's a clone of the archives chief somewhere on the second floor, and he has civilian AI...

And by the way, how did you add music to levels that didn't have music before? Just wondering if you came up with a breakthrough for adding new sound files, that's all...

AHO
02-18-2009, 09:38 AM
I've got a couple of improvement suggestions for "Embassy":

Great ;)


Volkov: I think you should replace his Colt 1911 pistol with a silenced Nagant, like what you did with his anonymous counterpart in "Hotel". It's really weird having a Soviet defector carrying an American pistol, plus everyone else carries a Colt as their sidearm.
Sure, you're right. I will fix that...



The archives chief: Maybe you should take away his pistol and reset his AI to that of a civilian (ie. cowers at the first sign of trouble). The reason is, why would someone in a civilian position like running the embassy's archives be issued with a gun??? British soldiers are guarding the freakin' place, why would the archives chief have a gun? Also there's a clone of the archives chief somewhere on the second floor, and he has civilian AI...
...this also...


And by the way, how did you add music to levels that didn't have music before? Just wondering if you came up with a breakthrough for adding new sound files, that's all...

Unfortunately not :(
The ambient musics are added to the levels a different way.

Sound FX etc. are defined in the SWD map file. It's a binary file with
almost unknown structure.

The ambient musics are defined in the LUA script file of every level.
It's very simple to add, edit or remove them.

The script commands are:

Level.AddMusic( Level.MUSIC_MOOD_ATTENTION,"sounds\\music\\danger.ogg");
Level.AddMusic( Level.MUSIC_MOOD_ACTION, "sounds\\music\\action_3.ogg" );
Level.AddMusic( Level.MUSIC_MOOD_DEFAULT, "#0.50#sounds\\music\\loud_speaker.ogg" );


Arguments are:
Event state ("Attention" is before an alert, "action" is during alert, "default" is the normal state)
[optional: volume in decimal percent this means 0.5 = 50%]
Path to music file in Ogg-Vorbis format (*.ogg)

Liz Shaw
02-18-2009, 01:23 PM
By the way, I think you should also remove the doctor's pistol in "Removal" and reset his AI, as well, while you're at it. Just seems ridiculous, either that or give the two nurses guns too...

AHO
02-18-2009, 01:27 PM
By the way, I think you should also remove the doctor's pistol in "Removal" and reset his AI, as well, while you're at it. Just seems ridiculous
I did this already long ago ;)


either that or give the two nurses guns too...
Funny :):) :)

AHO
02-18-2009, 01:37 PM
Beta3 is online, also
english and hungarian
language packs!

Liz Shaw
02-18-2009, 01:37 PM
I did this already long ago ;)

Really? I'd better take a closer look...

Liz Shaw
02-18-2009, 01:40 PM
Beta3 is online, also
english and hungarian
language packs!

That was quick!!!

AHO
02-18-2009, 01:47 PM
That was quick!!!
No not really how many weeks are gone since Beta2?

Liz Shaw
02-18-2009, 03:30 PM
Okay, the updates are great, but the archives chief still has the AI of an armed guard, even though he no longer carries a weapon.

AHO
02-18-2009, 08:11 PM
Okay, the updates are great, but the archives chief still has the AI of an armed guard, even though he no longer carries a weapon.

I know, but I couldn't fix that... :(

Liz Shaw
02-19-2009, 03:45 AM
I did this already long ago ;)

Hang on, you removed the doctor's pistol long ago? I checked "Removal" to see if he no longer has a gun, and he still has one...:( It's just stupid having a civilian medical staffer carrying a pistol, even in the most notorious of concentration camps.:(

AHO
02-19-2009, 09:21 AM
Hang on, you removed the doctor's pistol long ago? I checked "Removal" to see if he no longer has a gun, and he still has one...:( It's just stupid having a civilian medical staffer carrying a pistol, even in the most notorious of concentration camps.:(

Oh you're right. I just remembered it falsely, because first I removed it,
thenI added it again. But his AI is not hostile anymore.

Well, many of the cc doctors were not civilians, but SS officers,
like the internationally well known "Angel of Death" Dr. Josef Mengele.
He was a SS officer, so it is probable, that he beared a gun.

Update: // Look here http://en.wikipedia.org/wiki/Josef_Mengele

forlik
02-19-2009, 09:23 AM
Beta3 is online, also
english and hungarian
language packs!

Congratulations! I'll try to download tonight.

Liz Shaw
02-19-2009, 09:57 AM
Oh you're right. I just remembered it falsely, because first I removed it,
thenI added it again. But his AI is not hostile anymore.

Well, many of the cc doctors were not civilians, but SS officers,
like the internationally well known "Angel of Death" Dr. Josef Mengele.
He was a SS officer, so it is probable, that he beared a gun.

Update: // Look here http://en.wikipedia.org/wiki/Josef_Mengele

The Doctor of Death himself was an SS officer?

Liz Shaw
02-19-2009, 10:03 AM
Okay, I've got a couple more questions about the Beta 3 modifications:

The new American uniform: You've replaced the rank of the black soldier's uniform, but when Strogov puts one of those on, the rank changes back into the original as if he just stole a white soldier's outfit. Maybe you should make a file showing Strogov wearing the new PFC outfit.

The dead Russian sniper: How am I supposed to find him? Is he marked on the map as a black dot just like any other body?

AHO
02-19-2009, 12:03 PM
The new American uniform: You've replaced the rank of the black soldier's uniform, but when Strogov puts one of those on, the rank changes back into the original as if he just stole a white soldier's outfit. Maybe you should make a file showing Strogov wearing the new PFC outfit.

I know, but I could not fix that. :(


The dead Russian sniper: How am I supposed to find him? Is he marked on the map as a black dot just like any other body?.
No he is not marked. It should be more challenging to find him...
He is in the south-west by the trees near the walls...

-----------
Something other:
I still want to spawn clothes, items, weapons to some places in various missions... Do you have a suggestion?

Liz Shaw
02-19-2009, 12:23 PM
Something other:
I still want to spawn clothes, items, weapons to some places in various missions... Do you have a suggestion?

I don't know what to think, but...

Clothes: In "Stronghold", maybe you could place a warden's uniform in the bedroom near the conference room (a secretary is sitting next to the door).

Items: You could place more glasses and breakable mugs throughout various offices in "Project Y" and "Embassy".

Weapons: No ideas about placing new weapons, but what's the difference between an M1 Garand and an M1 Carbine? Aren't they the same weapon? Some American soldiers carry an "M1 Garand", while others carry an "M1 Carbine".

AHO
02-19-2009, 06:51 PM
I don't know what to think, but...

Clothes: In "Stronghold", maybe you could place a warden's uniform in the bedroom near the conference room (a secretary is sitting next to the door).

Items: You could place more glasses and breakable mugs throughout various offices in "Project Y" and "Embassy".

Hmm, the wardens uniform idea is good...



Weapons: No ideas about placing new weapons, but what's the difference between an M1 Garand and an M1 Carbine? Aren't they the same weapon? Some American soldiers carry an "M1 Garand", while others carry an "M1 Carbine".

Start a new game and select "Removal" mission, then in the inventory
selections screen select these weapons and look at the rotating
picture of these rifles, then you see the difference.


M1 Garand M1 Carabine
Weight: 4.42 Kg 2.56 Kb
Bullets: 8 15
Charge type: Bullets Magazine

You see they are a different kind of weapon. I'm no expert but I think
the carabine is a more recent version of the M1 rifle...

Liz Shaw
02-20-2009, 02:47 AM
I've got some more ideas:

Items: In "Project Y", maybe you could add chloroform bottles in the room with the marked scientist, the smokestation room's cubicle, the laboratory and in the classroom. You could also add a first aid kit on the teacher's desk as well...

Weapons: Besides the cooks in "Hotel", there are also two cooks in "Die, Spies!", and one in "Embassy". In "Hotel", you added a knife in each cook's inventory, maybe you should do the same with the cooks in the other two levels. And speaking of knives, I think you should add one on top of the sink in the embassy's kitchen, next to the two stacked plates...

Divebomb
02-25-2009, 04:36 PM
This looks really nice, AHO!

Liz Shaw
03-02-2009, 08:00 AM
I couldn't find the decaying sniper in "Winter Cold". You said he is found behind the trees near the walls, but I checked and couldn't find him. Did you post another unfinished or corrupted file?

AHO
03-02-2009, 09:57 AM
I couldn't find the decaying sniper in "Winter Cold". You said he is found behind the trees near the walls, but I checked and couldn't find him. Did you post another unfinished or corrupted file?

I checked it and everything is OK!

Update:// I marked the position on the map. See attachment!

Liz Shaw
03-02-2009, 11:11 AM
I still can't find it, even in the position you specified...:(

Also, I found another oddity, not related to the Beta3 modifications:

In "Embassy" the man who distracts most of the people in the staff lounge by playing the piano is one of Volkov's bodyguards, but he does not carry a gun and has civilian AI (ie. cowers at the first sign of trouble).

I've got two solutions to this:

1. Set the pianist's AI to that of an armed guard and give him a Colt 1911 with ammo.

2. Change his character model to another employee.

forlik
03-02-2009, 11:57 AM
In "Embassy" the man who distracts most of the people in the staff lounge by playing the piano is one of Volkov's bodyguards, but he does not carry a gun and has civilian AI (ie. cowers at the first sign of trouble).

As for me, I'm planning to use hotel manager model (mission#4) for him because of the new model for Volkov's bodyguard:

http://img45.imagevenue.com/loc1164/th_61337_m10bg01_122_1164lo.jpg (http://img45.imagevenue.com/img.php?loc=loc1164&image=61337_m10bg01_122_1164lo.jpg)

This man isn't looks like a pianist :)

AHO
03-02-2009, 07:18 PM
I still can't find it, even in the position you specified...:(

I can't understand why :o



2. Change his character model to another employee.

I think this is the best solution. I'm going to make it like forlik wrote...



Update://

Did you post another unfinished or corrupted file?
Unfortunately yes. I did not add the new "Object" to english version of "equipment.shadvs".
I was confused (like often) because I'm editing the german version, then I had to update
the english and hungarian language files...

I will fix it now.

Update 2:// Take the updated file from attachement an put into folder: \scripts\templates\

AHO
03-02-2009, 08:18 PM
Better Pianist in Embassy

Replaced the pianist in embassy with a man in tuxedo (Hote Manager NPC),
because he was a generic british agent.

Liz Shaw
03-02-2009, 11:02 PM
Update://


Unfortunately yes. I did not add the new "Object" to english version of "equipment.shadvs".
I was confused (like often) because I'm editing the german version, then I had to update
the english and hungarian language files...

I will fix it now.

Update 2:// Take the updated file from attachement an put into folder: \scripts\templates\

I'm still not getting anything, and those trees make it very difficult to find...

AHO
03-03-2009, 09:25 AM
I'm still not getting anything, and those trees make it very difficult to find...


OK, we try another way: ;)

Do you have activated the console?

If not, then do the following steps:
If yes then start with #4
Right click the desktop icon of DtS
Select "Properties"
Add the parameter -console to the end of the EXE file name
e.g. "C:\Games\DEATH_TO_SPIES\Death to Spies.exe" -console
Copy the content of the attached zip file to the game folder
(beside the exe file)
Start the level Winter Cold new! Do not load a savegame!!!
Open the console with button left of "1" (I dunno which one
on english/american keyboards)
Type the command PL_RESTOREPOS and push enter key
et voilà you're spawned to the that place ...

Liz Shaw
03-03-2009, 09:33 AM
While you're still online, I came up with an idea...

In "Project Y", when you fiddle with the smokestation, the nearby female scientist rushes off to inform her male counterpart in the cubicle about the "faulty" machine. You added texted dialogue between characters before, maybe you can add texted dialogue between those two NPCs.

After all, doesn't MoT have this feature?

Liz Shaw
03-03-2009, 09:36 AM
OK, we try another way: ;)

Do you have activated the console?

If not, then do the following steps:
If yes then start with #4
Right click the desktop icon of DtS
Select "Properties"
Add the parameter -console to the end of the EXE file name
e.g. "C:\Games\DEATH_TO_SPIES\Death to Spies.exe" -console
Copy the content of the attached zip file to the game folder
(beside the exe file)
Start the level Winter Cold new! Do not load a savegame!!!
Open the console with button left of "1" (I dunno which one
on english/american keyboards)
Type the command PL_RESTOREPOS and push enter key
et voilà you're spawned to the that place ...


I did what you asked with success, but unfortunately, the sniper wasn't there...:(

AHO
03-03-2009, 09:55 AM
I did what you asked with success, but unfortunately, the sniper wasn't there...:(


I'm so sorry, I get confused when I have to edit multiple files at the
same time... It's hard....

I just have forgotten to update the english version of:
\Levels\Posilka\Posilka.lua

Please take the updated version from the attachement.

Liz Shaw
03-03-2009, 10:15 AM
I'm so sorry, I get confused when I have to edit multiple files at the
same time... It's hard....

I just have forgotten to update the english version of:
\Levels\Posilka\Posilka.lua

Please take the updated version from the attachement.

Okay, now I got him! Thanks a lot!:grin:

AHO
03-03-2009, 11:26 AM
Okay, now I got him! Thanks a lot!:grin:

No I thank you for debugging my mod ;)

Liz Shaw
03-04-2009, 05:13 AM
Are you still thinking about changing the mission names?

By the way, another thing is bothering me...

Every time an objective has been completed, the game says "the mission has been accomplished:...". It makes it sound like the mission's over already! Can you change the text to "objective completed:..." instead, please?

AHO
03-04-2009, 09:38 AM
Are you still thinking about changing the mission names?

By the way, another thing is bothering me...

Every time an objective has been completed, the game says "the mission has been accomplished:...". It makes it sound like the mission's over already! Can you change the text to "objective completed:..." instead, please?

Sure :)

The funny thing is internally, inside the shadvs script the key names
were correct but the localization not ;)

"objcomplete" = 0 "Objective completed";
"miscomplete" = 0 "MISSION ACCOMPLISHED";


OK take the updated file from the attachement as usual and put into
folder: "\UI\"

Have fun ;)

Liz Shaw
03-05-2009, 09:25 AM
Remember the snipers you have to kill in "Eight Snipers"? How you added a magazine for each one's sniper rifle in their inventory? There are snipers in "Die Spies" and "Removal" as well. Maybe you could add a magazine to their inventory too?

AHO
03-05-2009, 01:14 PM
Remember the snipers you have to kill in "Eight Snipers"? How you added a magazine for each one's sniper rifle in their inventory? There are snipers in "Die Spies" and "Removal" as well. Maybe you could add a magazine to their inventory too?

The bad thing is that I need the script ID of an NPC. These are defined
in the SWD map file. I don't know where and how. It's seems that they are
encrypted or something like that...

Short: There are some IDs in the scripts and I can only modify them
unfortunately :(

forlik
03-05-2009, 03:19 PM
These are defined in the SWD map file. I don't know where and how. It's seems that they are encrypted or something like that...

IDs are not encrypted and you can find them using search command in any hex-editor. But they stored as numbers, not as strings. So, to find them you should reverse your request. You can modify these IDs or create your own (DWORD with offset 0x3D after NPC's name).

Example for D. Meltzer (YAZK):
http://img204.imagevenue.com/loc537/th_69663_ID_122_537lo.JPG (http://img204.imagevenue.com/img.php?image=69663_ID_122_537lo.JPG)

AHO
03-06-2009, 09:01 AM
IDs are not encrypted and you can find them using search command in any hex-editor. But they stored as numbers, not as strings. So, to find them you should reverse your request. You can modify these IDs or create your own (DWORD with offset 0x3D after NPC's name).

Example for D. Meltzer (YAZK):
http://img204.imagevenue.com/loc537/th_69663_ID_122_537lo.JPG (http://img204.imagevenue.com/img.php?image=69663_ID_122_537lo.JPG)

Interesting:
I found his ID at adres 0x00EF68FC as a reverse string (KZAY).
But it is not a stored as a number? It's just a reverted string :o

Update://
If a NPC does not have an ID, can I give him a new one?
Is the space inside the swd empty? How long have the
ID to be? I think four bytes (chars)?

forlik
03-06-2009, 09:27 AM
But it is not a stored as a number? It's just a reverted string :o
I mean reverse form, like for numbers (little endian byte order).

If a NPC does not have an ID, can I give him a new one? Is the space inside the swd empty?
Yes, as I say before, you can create new IDs.

How long have the ID to be? I think four bytes (chars)?
DWORD (4 bytes).

AHO
03-06-2009, 11:22 AM
I mean reverse form, like for numbers (little endian byte order).

I see...



Yes, as I say before, you can create new IDs.
Great, this opens up new possibilities :)



DWORD (4 bytes).
OK

Liz Shaw
03-11-2009, 06:18 AM
By the way, where did you get the German voice clips? Some of them came from Commandos and Call of Duty...

AHO
03-11-2009, 09:19 AM
By the way, where did you get the German voice clips? Some of them came from Commandos and Call of Duty...
He he yep, I took them from every WW2 game and Mod I could find...

Liz Shaw
03-11-2009, 11:08 AM
Here are some oddities in "Hotel":

1. Taking out the diplomat by non-lethal means (ie. chloroform, punching him or throwing a glass at him) is classed as killing him and instantly results in mission failure. Maybe you should make the game recognize that knocking out the diplomat isn't classed as killing him. You did a similar thing with the courier in "Winter Cold".

2. The game crashes when you attack the diplomat while the meeting is going on.

AHO
03-12-2009, 09:20 AM
1. Taking out the diplomat by non-lethal means (ie. chloroform, punching him or throwing a glass at him) is classed as killing him and instantly results in mission failure. Maybe you should make the game recognize that knocking out the diplomat isn't classed as killing him. You did a similar thing with the courier in "Winter Cold".

The diplomat should not find out that the safe has been opened, or that a stranger has been in the room. Any danger may cause the diplomat to take the documents out of the..."



2. The game crashes when you attack the diplomat while the meeting is going on.

I will check that...

Edit:// On my system the game only crashes when I attack the traitor, not the diplomat :o
It seems to be a scripting error, but I cannot find it :(

Liz Shaw
03-12-2009, 11:06 AM
One of the two anyway! The point is, the text says "Diplomat has been killed" even when you merely knock him out. Alternatively, you could change the text to "Diplomat has been attacked"...

AHO
03-12-2009, 05:21 PM
One of the two anyway! The point is, the text says "Diplomat has been killed" even when you merely knock him out. Alternatively, you could change the text to "Diplomat has been attacked"...

OK :)

Back to the crash thing: Was it there before you installed my mod?

Liz Shaw
03-13-2009, 01:38 AM
OK :)

Back to the crash thing: Was it there before you installed my mod?

I didn't check before then, it was only now that I've discovered the problem. I don't think it's related to your mod...

AHO
03-13-2009, 08:56 AM
I didn't check before then, it was only now that I've discovered the problem. I don't think it's related to your mod...

OK good to know :)

Liz Shaw
03-17-2009, 09:34 AM
Something's been bugging me lately...

Toilets in Embassy: The bathroom where you get to nick the "out of order" sign appears to be the women's toilets, since only female staffers go in and out of that room. For some reason, they don't seem to mind Strogov paying a visit.

For realism concerns, I think you should make everyone on the first floor turn hostile as soon as Strogov enters the ladies toilets, since in real life, people won't take too kindly to this and will call security. You've only discovered how you can replace NPCs with ones with new IDs, didn't you?

However, I don't think it would be a good idea for Strogov to dress up as the cleaning lady who frequently visits both bathrooms...;)

AHO
03-18-2009, 08:00 AM
Something's been bugging me lately...

Toilets in Embassy: The bathroom where you get to nick the "out of order" sign appears to be the women's toilets, since only female staffers go in and out of that room. For some reason, they don't seem to mind Strogov paying a visit.

For realism concerns, I think you should make everyone on the first floor turn hostile as soon as Strogov enters the ladies toilets, since in real life, people won't take too kindly to this and will call security. You've only discovered how you can replace NPCs with ones with new IDs, didn't you?

Yes, you're right, I thought about it before. I will analyse the scripts,
because the behaviour-scripts of NPCs are a little bit tricky...


However, I don't think it would be a good idea for Strogov to dress up as the cleaning lady who frequently visits both bathrooms...;)
:grin:

Liz Shaw
03-23-2009, 01:02 PM
Another thing has been bugging me:

There are a couple of female voice clips in the German dialogue folder. Are they actually used ingame?:confused:

AHO
03-23-2009, 03:48 PM
Another thing has been bugging me:

There are a couple of female voice clips in the German dialogue folder. Are they actually used ingame?:confused:

Yes they should, but the female germans do not speak due to an
unknown bug....

I dunno, I tried, but I could not figure out why...

Liz Shaw
03-26-2009, 02:34 AM
So... How are the Beta4 modifications coming along?

AHO
03-26-2009, 11:49 AM
So... How are the Beta4 modifications coming along?

:) I did nothing till yet, 'cause I was working all the time on my other mod. :)

Liz Shaw
03-27-2009, 06:36 AM
Are you thinking of adding these features in:

1. Texted dialogue between NPCs
2. Extra objectives in some missions

AHO
03-27-2009, 08:31 AM
Are you thinking of adding these features in:
Yes ;)



1. Texted dialogue between NPCs
This is real hard. I had the idea of resistance members in occupied
areas, who help the player. But programming their behaviour and AI
is a little tricky, but possible.

The problem is how to spawn new NPCs.





2. Extra objectives in some missions
Yes,long ago I figured out how to implement this and It woked fine.
I also asked the community for ideas, but nobody replied...

Do you have an idea?

Liz Shaw
03-27-2009, 08:49 AM
Well, now that you've created a new outfit for the Professor ("Project Y"), maybe a custom objective could be to lure the Colonel into his own office by telling the soldier guarding the door that the Professor wants to speak to the Colonel urgently (Strogov has to be disguised as the Professor for this to work), similarly to how in "Die Spies", an optional objective involves Strogov stealing Colonel Jürgen Resch's uniform and telling the soldier on the third floor that Resch wants to speak with the Sturmbannführer Adolf Steinglitz.

By the way, by texted dialogue between NPCs, I meant in events like in "Project Y" when Strogov has to fake a failure with the smokestation.

Pizzadvl
03-27-2009, 03:22 PM
Maybe you can 'Optimize' the game more? so a little older PC's can get Higher Graphics without slow/lag ?

AHO
03-27-2009, 07:11 PM
Well, now that you've created a new outfit for the Professor ("Project Y"), maybe a custom objective could be to lure the Colonel into his own office by telling the soldier guarding the door that the Professor wants to speak to the Colonel urgently (Strogov has to be disguised as the Professor for this to work), similarly to how in "Die Spies", an optional objective involves Strogov stealing Colonel Jürgen Resch's uniform and telling the soldier on the third floor that Resch wants to speak with the Sturmbannführer Adolf Steinglitz.
Oh man, good Idea, but that's a little complicated :)



By the way, by texted dialogue between NPCs, I meant in events like in "Project Y" when Strogov has to fake a failure with the smokestation.
What do you mean exactly?

AHO
03-27-2009, 07:12 PM
Maybe you can 'Optimize' the game more? so a little older PC's can get Higher Graphics without slow/lag ?

Sorry but I dunno how to do that. These kind of technical modifications
can only be done by modifying the engine and I'm not skilled to do this..

Liz Shaw
03-27-2009, 07:33 PM
What do you mean exactly?

Conversations between two NPCs, like for example in "Project Y", the female scientist in the smokestation room rushes to inform her male counterpart in the nearby cubicle that the machine has apparently malfunctioned (after Strogov tampers with it).

Since it is currently impossible to provide voices to the two scientists, let alone the Americans, I was thinking you could write dialogue for these two scientists and display the text on-screen, since it's ridiculous seeing only gestures...

Pizzadvl
03-27-2009, 08:29 PM
Conversations between two NPCs, like for example in "Project Y", the female scientist in the smokestation room rushes to inform her male counterpart in the nearby cubicle that the machine has apparently malfunctioned (after Strogov tampers with it).

Since it is currently impossible to provide voices to the two scientists, let alone the Americans, I was thinking you could write dialogue for these two scientists and display the text on-screen, since it's ridiculous seeing only gestures...

Talking without sound :P. Strange I think, but its an Idea.

Sorry but I dunno how to do that. These kind of technical modifications
can only be done by modifying the engine and I'm not skilled to do this..

Ok, maybe forlik can do it?

And also a Idea:

Maybe add a 'Hold Breath' option for the sniper rifles? Because it's almost impossible to shoot someone with the sniper rifles.

And what about a FPS view? Like Hitman ( Third Person and First Person view. )

Liz Shaw
03-27-2009, 09:42 PM
Talking without sound :P. Strange I think, but its an Idea.



Ok, maybe forlik can do it?

And also a Idea:

Maybe add a 'Hold Breath' option for the sniper rifles? Because it's almost impossible to shoot someone with the sniper rifles.

And what about a FPS view? Like Hitman ( Third Person and First Person view. )

A "Hold Breath" option for sniper rifles already exists...

Liz Shaw
03-28-2009, 01:39 AM
AHO, I kept checking up the console while playing through "Project Y" and I think I've discovered why the Professor's and Colonel's clothes don't reflect light very well...

Have you made any of the following files:

professor_body.ddn.bmp
colonel_body.ddn.bmp

or concerning the new male peasant in "Paycheck",

de2_body_ddn.bmp

If so, they have to be in the correct folders, and they weren't uploaded in any of your Beta modifications.

Pizzadvl
03-28-2009, 07:12 AM
A "Hold Breath" option for sniper rifles already exists...

No? How?

Liz Shaw
03-28-2009, 09:25 AM
It is explained in the training mission, when zoomed in, hold down the right mouse button to hold your breath.

Pizzadvl
03-28-2009, 10:46 AM
It is explained in the training mission, when zoomed in, hold down the right mouse button to hold your breath.

I didn't played the Tutorial first I think.

AHO
03-28-2009, 02:03 PM
Have you made any of the following files:

professor_body.ddn.bmp
colonel_body.ddn.bmp


They are the so called BumpMaps or in this case NormalMaps.
I did not created them, because I took the ones from the original
NPC.

But I will check that. I gonna create new Bumps and see if it's solving
the problem.

---
Concerning the dialogs. I think this is a good Idea and I will implement
that...
---
Edit:// I created only the BumpMaps of the faces, because the rest
of the body is identical to the original ones.

Jason
03-28-2009, 02:57 PM
I didn't played the Tutorial first I think.
That is where you learn how to do everything and there is a lot to learn :grin:

Pizzadvl
03-28-2009, 04:23 PM
That is where you learn how to do everything and there is a lot to learn :grin:

I know :P.

Liz Shaw
04-04-2009, 07:02 AM
For "Die Spies", maybe you could enhance Objective #2 (where you have to find the files on German agents), by placing more files around the school for Strogov to find.

The reason is, the opening cutscene says that the files can be found in the principal Hans Himmel's safe, but in the actual level, you can't interact with that safe and the files are located in two separate locations.

Can you make the various safes around the school unlockable?

AHO
04-24-2009, 08:36 AM
Can you make the various safes around the school unlockable?
Hmm, unfortunately I dunno how to this. But It's a good idea :)

Pizzadvl
04-26-2009, 08:24 AM
Release date?:rolleyes:

AHO
04-27-2009, 09:51 AM
Release date?:rolleyes:
At the moment Beta-3 is the current version. I did not do anything new
till now.

Wait and see ;)

Pizzadvl
04-27-2009, 10:08 AM
At the moment Beta-3 is the current version. I did not do anything new
till now.

Wait and see ;)

Ok, so what are the full features now?:cool:

AHO
04-27-2009, 06:41 PM
Ok, so what are the full features now?:cool:
On my web site there is a full changelog
direct link: http://death-to-spies.com/aho/changelog.html

Pizzadvl
04-27-2009, 07:35 PM
Nice.

Some enemies are still hostile when you have a Higher rank uniform, can you disable that?

AHO
04-29-2009, 08:40 AM
Nice.

Some enemies are still hostile when you have a Higher rank uniform, can you disable that?

Yes, but I won't 'cause that's the game concept and the game would
become too easy then...

Pizzadvl
04-29-2009, 08:54 AM
Yes, but I won't 'cause that's the game concept and the game would
become too easy then...

Yes I know.

Pizzadvl
04-29-2009, 09:10 AM
Also, maybe you can put the engine from Moment of Truth into DtS. ( better graphics etc ).

And maybe make it so that not the whole level is alerted when you shoot? ( with a pistol )

AHO
04-29-2009, 07:15 PM
Also, maybe you can put the engine from Moment of Truth into DtS. ( better graphics etc ).
This is what forlik is doing exactly...
And by the way: MoT is not published here in Germany...



And maybe make it so that not the whole level is alerted when you shoot? ( with a pistol )
I'm working on this issue...

Pizzadvl
04-30-2009, 04:27 PM
He adds the DtS levels to MoT I read.

AHO
05-01-2009, 04:28 PM
He adds the DtS levels to MoT I read.
Yes with all new effects and enhanced graphix the new engine provides...

bcz
05-14-2009, 04:30 PM
I am having some problems with the mod. I extracted the files as said in the changelog, then I put everything in the directory and did the backup thing. But when I load the game, a new window pops up with the picture of the spy aiming his gun at an officer. Then the game crashes for no reason. Have I done something wrong in the installation process?

bcz
05-16-2009, 06:49 AM
Great mod, at last I can see proper swastikas during the game. It helps a lot for realism's sake. Death to Spies has the most historically accurate German uniforms. Could you mod the Allgemeine-SS Officer Uniforms, because they only had one shoulder patch like in this picture. Sorry, the picture is quite big.
http://www.diggerhistory.info/images/uniforms4/Allgemeine-SS.jpg

Pizzadvl
05-16-2009, 09:05 AM
The mod isn't even out yet?

AHO
05-17-2009, 01:57 PM
I am having some problems with the mod. I extracted the files as said in the changelog, then I put everything in the directory and did the backup thing. But when I load the game, a new window pops up with the picture of the spy aiming his gun at an officer. Then the game crashes for no reason. Have I done something wrong in the installation process?

This occurs on some machines because the logo and intro movie of my mod are encoded with DivX. Just delete the two video files (*.avi)

@Pizzadyl: Current state is Beta-3 and I think there will no other Beta ;)

Liz Shaw
05-21-2009, 01:58 PM
Actually, I've got something odd for you:

German crates in Training mission

Pizzadvl
05-22-2009, 06:13 AM
This occurs on some machines because the logo and intro movie of my mod are encoded with DivX. Just delete the two video files (*.avi)

@Pizzadyl: Current state is Beta-3 and I think there will no other Beta ;)

Since when is my username 'Pizzadyl'? :P.

Where can you download it then ? :).

Liz Shaw
06-04-2009, 08:51 AM
Hey, I just realised:

None of the Germans have backpacks! What's the point of having backpacks in the game if the only one who uses them is Strogov? Maybe you could then give some of them wire-cutters in their inventory or something...

AHO
06-12-2009, 07:44 AM
Hey, I just realised:

None of the Germans have backpacks! What's the point of having backpacks in the game if the only one who uses them is Strogov? Maybe you could then give some of them wire-cutters in their inventory or something...

I experimented with backpacks, but the game crashes if I put on the
backpack of a german soldier...

Liz Shaw
06-13-2009, 01:27 AM
I experimented with backpacks, but the game crashes if I put on the
backpack of a german soldier...

Oh dear, that's not very good! Maybe that problem will be sorted out someday...

Another oddity is that there are German crates in the Training mission, yet it takes place in a Soviet training camp.

Liz Shaw
06-27-2009, 03:31 AM
Hey, I think I've come up with an idea for a new mission objective!

Hotel:

You still remember the kissing couple, right? An optional objective here could be stealing a spare key to the diplomat's safe from the guard in that room. I was thinking you could call this guard the head of security and change his character model to one of Volkov's bodyguards from "Embassy".

AHO
07-27-2009, 03:53 PM
Hey, I think I've come up with an idea for a new mission objective!

Hotel:

You still remember the kissing couple, right? An optional objective here could be stealing a spare key to the diplomat's safe from the guard in that room. I was thinking you could call this guard the head of security and change his character model to one of Volkov's bodyguards from "Embassy".

Interesting idea, but I do not plan to make such "big" changes anymore!"
Thanks anyway.

--------
Something other:
You all know the traiter "Konstantin Volkov" from the last mission.
I found some interesting infos about him:
http://books.google.de/books?id=nI15_m72NMoC&pg=PA214&lpg=PA214&dq=volkov+%2B+konstantin&source=bl&ots=PDKqrapFtZ&sig=j-JG_pvpJgV4TOlGas_FT-lKqPk&hl=de

Xerxes712
07-28-2009, 01:26 AM
How did you place subtitles onto the cutscenes? I wanted to change them to English. In fact, where are the cutscene video located at?

I do say a very nice mod! :)

Edit: OK I found them. It was right in front of me. I used the English Addon mod to change it to English. Very nice. Now I can understand what they are mumbling about in the cutscenes :)