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


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#141 Jessefries

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Posted 17 March 2013 - 01:42 AM

Hey, just created an account to participate in this thread. i've been following this mod for a while now and although i did read over the thread, i'm just wondering if you would consider making "backpacks" more available. I've ben playing through S2 and one of my biggest gripes is that the outfits for the Allies either have awful outfits or no backpacks. And, well.. I like backpacks.

Anyways, not sure if this gripe translates to S3 but if it does, i'm wondering if you might consider putting more backpacks on your models. :)

Just a suggestion, i've been looking forward to this mod.

#142 Ecthel013

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Posted 17 March 2013 - 01:50 AM

View PostLt.Havoc, on 16 March 2013 - 01:22 PM, said:

Well, actually the Warhammer 40K Commissars of the Imperium of Man are based on the Red Army/Soviet political Commissars, see here: http://en.wikipedia.org/wiki/Commissar
They are, but they have different outfits. I don't recall real-life Commissars being quite as fashionably dressed. Posted Image

#143 Space Voyager

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Posted 17 March 2013 - 07:50 AM

Welcome to the forums, Jessefries!

#144 BlunterII

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Posted 18 March 2013 - 07:01 AM

@TR
Zombie encounters will be present in the scenario we are discussing here (I believe Lt. addressed it as well). I think I have an idea how to script several waves and process corpse removal (once there are too many). I prefer to spawn groups of enemies by placing templates  with them at waypoints, since all the necessary work: units' diplomacy settings, pose, rotation, sentry or guard behavior, guard animations and AI fear - is already done there.
We can do it in various ways - defending a building with multiple entrances (i.e. Pavlov's house), initially unreachable areas opening up with waves of zombies coming out of them, etc. We'll see when we get there.

@Lt.
I am glad you liked the kinky outfits. They were fun to make. And thanks for posting new images. Btw, they had an NKVD officer uniform in Sentinels already. Here it is:

Posted Image

But in case you had an idea to modify his outfit somehow I'll consider it. I like it the way it is though.
_____________________________________________________________

Now the Commissar (I tried to stick to Tugodoomer's drawing as closely as possible including the color). Doug, the UK engineer mercenary, was used to match the face in the picture (I made a new gray moustache material for that). Prison Leader model was used for the body and NKVD officer uniform model - for the folded uniform. Take a look:

Posted Image  

(I couldn't do the cape as there are no models supporting that look, no loudspeakers either.. )
Anyway, what do you think?

I'll see what I can do with the German operative and the Americans. The latter's headgear is possible (maybe) but with several meshes combined - meaning even if I am successful at making those outfits they'll probably be only available to the NPCs (because a redressable uniform can carry only one). Give me a couple of days.
________________________________________________________

@ Ecthel013
I haven't played Warhammer. What do you think I need to add to Hanke's look (I did check out the link, but I'm still unsure) to make senior "Die Wolfe" officers. Here he is:

Posted Image

Oh, and this:

Quote

The Honor Guard must be incredibly disciplined to put up with impractical outfits like those, which are barely succeeding at protecting their honor.
was hillarious. I couldn't stop laughing. I don't know if you intended it that way, but thank you nonetheless. Posted Image
_______________________________________________________

@Jessefries
I try to add backpacks to any uniform that can support it.
If you have any suggestions - here are all the allied and axis PC character uniforms (mercs have them too) along with all the 29 backpacks. Keep in mind that some of them are used by TH, German or UK saboteurs, or Italian troopers.

Posted Image

_____________________________________________________

Posted Image

_____________________________________________________

Posted Image

You mentioned you didn't like some of the allied uniforms. Which ones? And what changes would you like me to make? (model to use, picture of desired look, specific texture if any).

____________________________________________________
(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#145 TokyoRose

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Posted 18 March 2013 - 01:58 PM

Hey Blunter.

I love it! Very much looking forward to seeing how this progresses :)

In the meantime, I've PM'd you about a script to spawn enemies. Please reply when you have time.

#146 Lt.Havoc

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Posted 18 March 2013 - 02:38 PM

Great job with the Commissar Uniform, no need to change anything on it and good to know we already have a NKDV uniform.
"War. War never changes"

#147 TokyoRose

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Posted 18 March 2013 - 02:43 PM

Since we seem to have hit on the topic of uniform styles and preferences: I don't know about the rest of you, but my uniform preferences for my squad are the commando-style camouflage uniforms, like the Splinter Camo, the UK commandos, the original Commando (getitem 650), and the default Allied Sniper and default Axis Female Scout uniforms.

I never put my squad in the civilian gangster-style clothes, or the more formal uniforms ... who would wear that into combat?

#148 Ecthel013

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Posted 18 March 2013 - 07:04 PM

Well, I've got several ideas:
1) Pop up the collar like on the NKVD Officer (or perhaps just use that one as the basis, but with the color scheme of Hanke's Uniform).
2) Remove the scarf (if the above is not used).
3) Red and/or gold trim on the coat and/or cap.
4) Body armor of some sort under the coat.
5) Die Wolfe logo or skull symbol on the cap and/or body armor (if added).
6) Some or all of the above.

Personally, the way I see it is that the officer needs to be more visible so their soldiers can see and thus be inspired by their presence, but also require additional protection since they're more likely to be shot at as a result.

#149 Space Voyager

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Posted 19 March 2013 - 05:21 AM

That Hanke looks feersum!

#150 BlunterII

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Posted 21 March 2013 - 07:47 AM

All right, folks. Iron Maiden is ready (well mostly). Have a look:

Posted Image

The more changes I made to our German Operative the more she looked like something else. So, I scrapped the sickly looking damosel, added chainmail looking armor, tubes, straps, metal plates, etc. A lot of various textures involved here including a new mask, face, eyes (cyborg like) and neck. I am going to go ahead and finish her up and then start on the American Tesla team (or whatever we decide to call them).

@Ecthel013 Thanks for sharing your ideas. I'll try to use them as guidance when creating DW senior officer uniforms. I am not sure if the scarf can be removed but .. I'll figure it out.
________________________________________

@Lt. You said something about a new plot summary or an update? Could you share it here, please?
________________________________________

@TR. I don't know if you checked your PM box but the script I wrote works fine. I tested it in the editor and the game. I am not sure what else to suggest.
The good news is that now I am certain I can script those multiple waves of zombies we were talking about (or enemies in general) Posted Image
________________________________________
(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#151 Lt.Havoc

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Posted 21 March 2013 - 06:06 PM

Well then here is the updated story. Tell me what you guys think about it.

Attached Files


"War. War never changes"

#152 BlunterII

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Posted 22 March 2013 - 12:29 AM

View PostLt.Havoc, on 21 March 2013 - 06:06 PM, said:

Well then here is the updated story. Tell me what you guys think about it.
Good stuff, Lt.
Just a couple of questions:
- Why Egypt? What's in there? I know they have a chapter "Egypt" in Sentinels - we can create our own chapters unless there is a reason to stick with Egypt. Is there one?
- I still don't see the Russians allying with the Germans then (in any capacity, except for destabilizing western grasp on Europe, perhaps). Just doesn't sound right to me. Even the most insane Stalin hater would have to rely on the people's support after the overthrow of the Soviet government. And I don't believe there'd be any support whatsoever.
- Ecthel had some really good points about the U.S. involvement (a few pages back). We could look into that too.
________________________________________________

Anyway, how about the first 3 encounters of our scenario. This is for everyone participating in this thread. How do we begin the adventure:

- Introduction to our Hero
- Introduction to Sentinels
- Specific people involved
- Dialogs
- Dialog choices
- Message pop ups
- First fight
- Scenario splits
- Base (we don't need it, but in case there is one - a description of services there, people in charge, above ground, underground, etc.)
- Detailed description of each zone: buildings and their architecture, passages, points of entry, secret rooms, chests, dangerous environments (radiation, poison, traps), enemies (numbers, types, levels, positions, behavior, advantages, perks), objectives, documents (related to the mission's success, related to side quests and other types).

If one has an idea - describe it, draw a picture of it, link to something similar, etc. I would want to get a visual of it without too much guessing. Thanks.
________________________________
(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#153 Ecthel013

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Posted 22 March 2013 - 07:38 AM

Egypt
I think Lt.Havoc chose that because it'd be a good place to hide out, particularly in the areas covered by the Sahara desert. North Africa's relatively close to Europe, but as far as the Allies are concerned, there's nothing all that important there, so their occupying forces would be fewer in number than they would in Europe. Also, if I recall correctly, there was a special encounter there involving UFOs or something like that in S3, so perhaps Die Wolfe is also there to recover tech.

Russian/German Alliance
Perhaps the Professor is lying to Die Wolfe? His ultimate goal is to stop war altogether, after all, not empower the Soviet Union or restore Germany. I'm pretty sure someone planning to kill everyone if they don't stop fighting is willing to outright lie to well-equipped terrorists as well.

I'll provide a suggestion on the initial encounters later.

#154 Ecthel013

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Posted 22 March 2013 - 12:48 PM

First Encounter
Personally, I feel that the very first encounter should focus on introducing the main character and the reason they must be involved in the main plot, regardless of their personality and/or other motivations.

My idea is that it takes place during the final months of WW2, with the main character taking part in an assault on a secret base in Germany, either commanding a squad of their own or as part of someone else's squad. The initial part of the assault could either be a cutscene or playable (I favor the former, to ease the player into gameplay), but either way, it goes reasonably well until the Allies reach a heavily fortified area containing an early version of the "Lucifer" virus, as well as the scientists working on it. The base is actually under the control of Thor's Hammer. Could use a modified version of the first half of the "German Laboratory" mission from S2 for the vault.

Variants:
1) As the Allies assault the vault, the Thor's Hammer officer in charge decides to executes the scientists so the Allies can't capture them alive. The main character's squad sneaks in through an alternate entrance and manages to save the only surviving scientist, the missing scientist from Lt.Havoc's plot outline, as well as retrieve the virus sample they were working on. The scientist cooperates, since he's definitely having second thoughts about working for Thor's Hammer now.
As they're leaving, however, they're attacked by a mysterious "metal man" (Panzerklein) called back from the main Allied assault. They manage to take it out, but all the squad members, except for the main character, are killed/incapacitated, leaving them as the only one who can escort the scientist back out through the alternate entrance, as Thor's Hammer is still holding off the main assault.
Just before they manage to escape, they're separated (by an explosion/enemy assault/etc.) and are forced to take different exit routes. The scientist tells the main character where he's planning on going before they split up. The main character manages to escape, but can't find the scientist anywhere. The main character either does not mention where or only to a handful of people that haven't been subverted by Die Wolfe/Thor's Hammer.
1.1) Number of encountered guards should be low on both insertion and extraction, since they're distracted by the main Allied assault.
1.2) Die Wolfe/The Professor want the main character alive so they can find out where the scientist was planning on going. Thor's Hammer wants the same thing, then to kill the main character afterwards for helping the scientist escape. Sentinels also want to know the same thing, and can use the likelihood of the previous 2 happening to keep the main character working for them.

2) As the Allies penetrate the vault's defenses, either a stray gunshot or a deliberate release causes the virus sample to flood the vault, killing everyone inside except the main character, who is apparently miraculously immune, and some of the guards, who have gas masks on. The main character must escape and report what happened to their superior officers. Could also have the missing scientist mentioned above included in the list of survivors, with the main character having to escort them out as well.
2.1) Number of encountered guards should be low, since most of them are dead from the virus. Could have the occasional zombie rising up as well.
2.2) All factions want the main character dead or alive so they can examine what makes him/her immune. If missing scientist is included, see 1.2 above. Main character might also want to stop the "Lucifer" virus from ever being used again, since they've seen what happens close up.

Huh, now that I'm reading it, I think this idea could use improvement (funny how things seem better when you're thinking them up). Anyone got any suggestions/feedback?

#155 Lt.Havoc

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Posted 22 March 2013 - 01:20 PM

View PostEcthel013, on 22 March 2013 - 07:38 AM, said:

Egypt
I think Lt.Havoc chose that because it'd be a good place to hide out, particularly in the areas covered by the Sahara desert. North Africa's relatively close to Europe, but as far as the Allies are concerned, there's nothing all that important there, so their occupying forces would be fewer in number than they would in Europe. Also, if I recall correctly, there was a special encounter there involving UFOs or something like that in S3, so perhaps Die Wolfe is also there to recover tech.

Russian/German Alliance
Perhaps the Professor is lying to Die Wolfe? His ultimate goal is to stop war altogether, after all, not empower the Soviet Union or restore Germany. I'm pretty sure someone planning to kill everyone if they don't stop fighting is willing to outright lie to well-equipped terrorists as well.

I'll provide a suggestion on the initial encounters later.

That is what I had in mind but we can change the HQ location of "Die Wölfe" if we want to. Also yes to the second point, its all a ruse as explained. Gurukov does not really plan to overthrow the government or ally Russia with Germany, he is just using "Die Wölfe" for its own gains. I thought I had that already explained in the thread and in the story. Maybe I should be more precise. I also like your other ideas Ecthel013.
"War. War never changes"

#156 BlunterII

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Posted 23 March 2013 - 06:53 AM

All right. Americans are ready. I am not sure if I want to include them though. There are a few problems with their outfits. Eight textures per uniform, four meshes per head, NPC only, some discoloration on the ears and the chin (the way lighting works in the game) just to name a few. But, what the heck, I'll show them anyway.
Here is the Ghost Team ( remember that character from MW2?):

Posted Image

and S.O. Tesla Team:

Posted Image

I didn't specify any ammo packs, grenades, backpacks , holsters, etc. in their uniforms yet. Bare bones pretty much. (The head was a pain to put together, I am glad that's over)

So, are we going to keep them or not? If we are I might convert one of the regular backpacks into some sort of liquid tank (if they are to use energy/ plasma weapons). Simply a cosmetic change, of course.
____________________________________________________

@Ecthel
Now, I have to say I enjoyed reading your first encounter draft. Very nice! Immunity to the virus is an interesting idea. I am not even sure which one of the proposed variants  I'd choose if I had to. They are both really good. (Well, maybe the second one) Thank you.
(if you have any additional thoughts, please, do share.) Posted Image
@Lt.
Thanks for addressing my concerns. I wasn't really asking about the Professor (he's been fleshed out very well), I was just questioning the idea that anyone (DW, TH, Soviets, Americans) would even consider the Soviet - German cooperation remotely viable. But, perhaps they just want the virus and pretend to believe him... Now, when everyone is lying to everyone else - that is something intriguing, isn't it? Posted Image Hmm...

Hey, I am going to give those DW Senior Officers a try and then will start putting it all together.
____________________________________________________

Question: When saying Allied - who do we mean (in the context of this initial assault?)
____________________________________________________

(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#157 Ecthel013

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Posted 23 March 2013 - 10:52 AM

They look pretty good to me, I'd say keep them since you already went to the trouble of making them. On another note, the first thing I thought of when I heard Ghost Team was Ghost Recon. Any chance they can get active camouflage, perhaps represented as an insanely high Hide skill? Posted Image

As for the question, I was thinking the Western Allies, but the Soviet Union or even a joint operation between the two works as well. I was leaning towards the US specifically, since there are several NPC-only uniforms for them, and this would be a perfect place to showcase them.

Hmm, that reminds me, will there be an option to select your main character's nationality like in S2 and S3? Could set it up so that the Allied soldiers will be of the same nationality, I have no idea whether this is possible though. If an Axis nationality is available and chosen, perhaps it could even be set up that the player is initially one of the guards defending against the assault, then everything goes horrifically wrong and now the only goal is to escape from the base.

#158 Lt.Havoc

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Posted 23 March 2013 - 06:25 PM

Well I say we should keep these uniforms, I mean it would be a real shame to not include them for NPCs.Also they should be able to make use of all the regular pouches and backpacks as well, seeing that they use more then just these Tesla Based weapons. also would it be possible to make a helmet less version of this NPC? you know have slight variation in the look and stuff.

That said, the Greatcoats, did you made a version of them for PCs? Just asking because you said you could do that.

Anyway, I have a problem now: there are lots of really nice and interesting uniforms out there of both Axis and Allies as well as all the other nations and factions and was wondering if we should include them or not. The issue is, that if we keep adding uniforms then this mod will never be done because of the cheer amount of uniforms that where worn during WWII not to mention all the Alternative History stuff.

So question: do you guys want more uniforms or do we have enough?
"War. War never changes"

#159 BlunterII

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Posted 24 March 2013 - 08:44 AM

View PostEcthel013, on 23 March 2013 - 10:52 AM, said:

They look pretty good to me, I'd say keep them since you already went to the trouble of making them. On another note, the first thing I thought of when I heard Ghost Team was Ghost Recon. Any chance they can get active camouflage, perhaps represented as an insanely high Hide skill? Posted Image

Thanks,
(We'll keep them then)

You see, in Sentinels all the uniforms are just for looks unfortunately. I can't even check what type of uniform characters are wearing at any given time via script (at least not to my knowledge). In Hammer and Sickle there is a command UnitGetUniform(unit) that allows that; there is no such command in Sentinels. Also, in Hammer and Sickle every uniform has hide skill modifiers (city and nature, i.e. a German Sniper uniform would have negative city and positive forest modifiers.) Ok, I'll fire up the H&S editor and show you what I mean... Here:

Posted Image

Posted Image

Posted Image

The hide bonus in Hammer and Sickle is temporary and is displayed dynamically (the hide bar gets blue "+" or red "-" immediately after putting the uniform on or taking it off depending on the bonus or penalty the uniform provides.) The ability to Hide is disabled for most of the day and enabled during the night, early morning and in the evening (I didn't necessarily like that part, but the external script controlling it could be changed if needed).

There are weight limits (Strength dependent) and time with dynamic light changes and many other things on top of all that I mentioned above.

The ability to identify the uniform the characters are wearing would add significant depth to the RPG values and would allow us to do things we can't in Sentinels. For that we'd need to work in the H&S environment (not S^3). And that is a serious decision to make.
I'd love to add those modifiers and make certain uniforms belong to various nations and factions, be poison or radiation resistant, but regrettably - I haven't figured a way to do it.

If anyone reading this knows of a way to implement it (or merely has an idea), please, share your wisdom and I'll make sure it is included.


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As for the question, I was thinking the Western Allies, but the Soviet Union or even a joint operation between the two works as well. I was leaning towards the US specifically, since there are several NPC-only uniforms for them, and this would be a perfect place to showcase them.

Yes, we could do U.S. I was thinking about doing that too.

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Hmm, that reminds me, will there be an option to select your main character's nationality like in S2 and S3? Could set it up so that the Allied soldiers will be of the same nationality, I have no idea whether this is possible though. If an Axis nationality is available and chosen, perhaps it could even be set up that the player is initially one of the guards defending against the assault, then everything goes horrifically wrong and now the only goal is to escape from the base.

There is no sure way (that I know of) to identify one's nationality via regular scripts, but we could do an introductory scene where the main character picks certain traits and attributes (i.e. answering their superior officer's questions, or their recruter's questionare...) that would possibly affect their stats, political leanings, possible choices in different missions, initial contacts, etc. (I can do it through Global Variables, no problem. GVs carry that info through the rest of the scenario and can be called at any time)
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View PostLt.Havoc, on 23 March 2013 - 06:25 PM, said:

Well I say we should keep these uniforms, I mean it would be a real shame to not include them for NPCs.Also they should be able to make use of all the regular pouches and backpacks as well, seeing that they use more then just these Tesla Based weapons. also would it be possible to make a helmet less version of this NPC? you know have slight variation in the look and stuff.

Yes, I'll add all the appropriate gear to their uniforms, don't worry. (We'll keep them for the NPCs)

As for "helmet less" - unfortunately not, sorry. I tried - it looks bad. I used German scout mask for the front and it sticks out above the head (doesn't look good at all). If I had a different model ...

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That said, the Greatcoats, did you made a version of them for PCs? Just asking because you said you could do that.

I can make a version with either the helmet or the mask (or both but not combined).

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Anyway, I have a problem now: there are lots of really nice and interesting uniforms out there of both Axis and Allies as well as all the other nations and factions and was wondering if we should include them or not. The issue is, that if we keep adding uniforms then this mod will never be done because of the cheer amount of uniforms that where worn during WWII not to mention all the Alternative History stuff.

So question: do you guys want more uniforms or do we have enough?

That's a very good question.
- We could stop right now and proceed to making a scenario after I release v 2.0 (I'll need to import the textures into "All Uniforms v 2.0" and make all the necessary changes and adjustments. I am doing it in a test mod at the moment in order not to mess anything up). Importing would take me about a week.
- We could make just a few more uniforms (3-4) and agree to stop then (while still working on the plot).
- We could make a lot more uniforms (>10) and continue working on the plot.

There is another question: Should we stick with S^3? (in light of what I mentioned in my response to Ecthel)
And, Lt., did you have some other uniforms in mind? (I am curious). I still haven't used splinter 45... ;)
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(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

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My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#160 Lt.Havoc

Lt.Havoc

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Posted 24 March 2013 - 11:10 AM

Well, I do not own Hammer and Sickle so I am not sure it would be a good idea to change the game now. Also, seeing that H&S uses the same engine then S3, I would say that they simply coded in the changes into the engine or created new scripts for that. I dont think they did radical changes to the engines for that. But that are just assumptions and I am not a coder or scripted, so no idea. Okim might be again the go-to-guy regarding this, methinks.

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I can make a version with either the helmet or the mask (or both but not combined).
Make both, would be nice to have the choice.

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And, Lt., did you have some other uniforms in mind? (I am curious). I still haven't used splinter 45...
Well, fine, here are some uniforms I was thinking about:

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Russian WWII Assault Infantry with frontal armor.

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They mostly wore Amoba camo pattern uniforms or simply the normal uniform under the armor. I would say that we could make a version with front and back armor and russian helmet and call it a day.

I recall that you created a Russian tanker uniform, so I thought why not make a US Army Tanker uniform as well:

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No idea what we would use them for seeing that there are no vehicels in the game, but maybe we could later their looks to make them Panzerklein operators or something

or how about a US Machine gunner outfit:

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Also you said you wanted to use Splittermuster 45

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So have some German Paratroopers We could also make the splittermuster 45 a "Die Wölfe" camo pattern that is used mostly by them.

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Well here is some more examples of how the Splittermuster 45 could be used.

Here are some Italian Uniforms:

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Ah well, lets post some Japanese Uniforms as well while we are at it:

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And well, I could have some ideas for female uniforms as well, but I am not sure if they are not a bit too risqué to post here, I dont want to violate any rules and get into big trouble. Maybe I simply PM them to you instead, that would be safer.

So anyway these are just some suggestions/references, I really dont think we need ALL of these uniforms but I put them up for vote and simply see what the other people would like to see.
"War. War never changes"




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