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


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#181 TokyoRose

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Posted 06 April 2013 - 12:49 PM

Thanks Blunter -- the Axis Scout with the bun was my request.

I want to help, but I'm embarrassed to say I don't quite understand what you need help with. (I haven't been following this thread as closely as some of the others.)

Are you looking for people to test all the uniforms once 2.0 is released? I can certainly do that.

#182 BlunterII

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Posted 06 April 2013 - 04:44 PM

I am glad I got that right, TR.

You know, I could use help testing. I am thinking of adding a couple of chests to the base with all the new uniforms in them to make it easier. We'll see. (I'll remove them in the next version)

I could also add a zombie encounter or two. That is something I could really use help with. Scripting, Nazi zombie looks, the structure layout... Actually the overall plan of what is going to happen on that map... How do we start, how do we introduce zombies, do they carry anything in their inventories. What weapon choices will we offer... The size of the map...

Think about it
_____________________________________________________________

I am finished entering the Italians in the database.

Well, back to the uniforms.

A military dressed in civilian clothes always looks suspicious. So, I am thinking about using them as secret agents, spies, bodyguard escorts, or intelligence officers trying to be discreet, etc.

Four uniforms here.

Posted Image

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And now the Professor and his entourage.

Posted Image

When I was putting these outfits together I decided to make a matching logo for his faction. Featuring six uniforms.
_______________________________________________________________________

And the sentinel uniforms (six):

Posted Image

I will be entering these in the database and moving to the Soviet uniforms.
_______________________________________________________________________
(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~


#183 TokyoRose

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Posted 06 April 2013 - 05:39 PM

Hey Blunter.

I'll be happy to test anything you like, if you tell me what to look out for. My scripting "abilities" are non-existent, however, so I think I'm dead to you in that respect.

#184 BlunterII

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Posted 06 April 2013 - 09:23 PM

Soviet Uniforms are finished and entered in the database as well.

Posted Image

(the original was Tounushi's texture, provided by Lt.)

Four uniforms here. (no hooded version)
I added Elite Backpacks to their uniforms. Female models are always trickier because of their narrow waists.
Since most of the uniform items have to be a certain distance from the body - most are a little further away from where they are supposed to be. I used only those that fit.
_____________________________________________________________________

Posted Image

As the image indicates there are more insignia available. Let me know if you think there needs to be more.
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Posted Image

(The original Dusty texture is DieZel's work. I changed it, of course, to fit my needs. And the Commissar look is based on Tugodoomer's concepts, provided by Lt.)

Hey, Lt.
Do I need to keep Doug's face with gray moustache for the Commissar NPC? I can create a separate Complex head specifically for this NPC (Commissar). Doug's will remain intact.
Reminder: Doug is one of the UK hirelings.
_____________________________________________________________________

Posted Image

I still find the TTsMKK patern facinating. I don't know why. It was fun working with it.
(no Hooded Version)
(reworked Tounushi's texture, provided by Lt.)
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Posted Image

(the swamp texture is based on DieZel's work, borrowed from Hammer and Sickle)
This time there is a hooded female version as well.
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Posted Image

...and finally the winter versions of Rifle soldier (the model that was and is a real pain to work with).

TH, Brits and X-tras are left Posted Image
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View PostTokyoRose, on 06 April 2013 - 05:39 PM, said:

Hey Blunter.

I'll be happy to test anything you like, if you tell me what to look out for. My scripting "abilities" are non-existent, however, so I think I'm dead to you in that respect.

Thank you for offering to test, TR. I recall our PM communications and think we could make a nice "zombie wave defense" encounter for v 2.1 Well, it doesn't have to be zombies necessarily (TH, Germans, Allies, etc.)

Your idea of a half destroyed, multi story building, with multiple points of entry, and various creatively placed (scattered) supplies - is something that stuck with me. I don't have superior scripting skills either - what I actually need help with is planning and brain-storming to make the encounter fun. I'll script it and put it together myself.

Would you be willing to participate and provide feedback? Anyone else interested in it is welcome to jump in too. And if you are, here are the questions I have:

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

1. What size of the map?

Most Random encounters are 32, 48 grid cells along X and Y (width/length).
Example: this Bandit Camp sub-template from my blog is 40x48:

Posted Image


There is not very much room here especially for a decent size building. I found 48x64 to be great for small skirmishes as in this Soviet Checkpoint, for instance:


Posted Image

But for a destroyed building and a bit of a space around it we'd probably need to go with 64x72 or even larger.
One thing is important though - not to go over a certain size. I know the original (S^2) featured some huge templates (up to 128, I believe), but my concern is the potential performance hit we might experience on really large templates. Another problem I forsee is the AI pathfinding issues because unlike usual missions or randoms where the enemies are sitting ducks - in this case they will be in large numbers and will be supposed to go after the player. Just something to consider.

Now, 72x80 is manageable and large enough to house all the things you mentioned. This Bernau Hotel is that size:

Posted Image

So, what are your thoughts?

----------------------------------------------------
2. What kind of building? Please, describe it or post a picture of it. (btw, this one is important!)
Points of entry, stories, chests, potential sniper nest spots, dangerous areas, etc.
---------------------------------------------------
3. What is the general plan for the encounter?
3.1  We get there throught a Chapter Map (I can make a Random with 100% probability of showing up - i.e. always available).
3.2  Is there an allied unit that needs our help? Why do we go into the building? Do we have to protect something or somebody? Or want to get something inside? ...
___________________________________________________________________________________
___________________________________________________________________________________

Lt.Havoc said:

Well, that looks good. Great job. Also, I just dawned on me that we may need some Allied officer Uniforms as well and not just Axis/Die Wölfe and THO. So here are some Allied officer Uniforms.

Thanks, Lt.
Great idea!

If I remember correctly you asked if I could throw a couple of encounters in as well. So maybe we could plan it together if you have time.

I examined all the images you posted and found them very inspirational. We'll get back to working on the v 2.5 right after the v 2.0 is released.

Now, looking at the Soviet officer uniforms I made using the reworked original texture I think I'll need to scrap them and use one of the images you provided as reference. Hmm...
_______________________________________________________________________________
(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~


#185 TokyoRose

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Posted 06 April 2013 - 10:18 PM

Blunter:

Those maps are all awesome. I like the first one the most, with the high wood fences, the campfire and the towers.

These are the basic ideas I had for the zombie scenario, which I think should be kind of like Gears of War's Horde mode:

1) Death is inevitable. That is, zombies should keep spawning, keep coming -- the challenge is how long you can last before you're overwhelmed. After a while, your squad should start to run out of ammo. I think there should be ammo in the house, but perhaps there should also be an ammo dump outside the house -- this will eventually force players to make a desperate run for the ammo. Perhaps the zombies become progressively stronger (or more numerous) with each wave.

2) I think the house (two levels or three levels?) should be located in the middle of the map, with ideal nests for everyone -- sniper, heavy MG, you name it. There should also be a Vickers turret, an MG motorcycle outside the house, windows with good sight lines, and potential bottlenecks, etc. Every aspect of the house should offer some kind of strategic advantage, the zombies should also be able to breach the house at all points. I'd like to see this scenario at night, in the rain, possibly with fog. Perhaps there should also be a small basement, as a last resort the players can fall back to. I'd keep the house fairly open and accessible inside. In my experience with S3, the AI doesn't deal well with corridors and doors. At first I thought the house should be half-demolished, but now I think it should start in good shape. Part of the fun will be seeing the house get destroyed in the chaos. I think the map itself should be medium to large, and the zombies should spawn, out of sight, at the far ends of the map.

3) No weapons for the zombies (this might also require a script to keep the zombies from picking up weapons). I would, however, give them high AP, VP, and melee -- if they reach you their attacks should be deadly. I think of the zombies from 28 Days Later ... fast and brutal. Also, I'm not sure what script options there are here, but I the zombies should go after the squad full-on. They shouldn't be taking cover, or flanking, and taking a few steps forward then a few steps back, like the AI sometimes does. The should be in a full-out sprint to reach the player.

4) The areas surrounding the house -- north, south, east, west -- should each be different. So, for example, perhaps to the east it's all open fields, so you can see the zombies coming. But then maybe to the west, it's dense forest, and you can't see the zombies till they're close to the house. Same for north and south. The house should have strong points, but also a clear vulnerable point.

5) Perhaps every now and then an extremely powerful zombie should spawn -- sort of like a boss zombie. Again, I'm thinking of Gears of War's Horde mode.

6) I don't know how the scenario should start, but I do think your squad should be given at least a few rounds to set up, dig in, lay mines, grab ammo, whatever.

That's my brainstorm. More ideas will come. I think the first step would be to build the house/map, then go from there.

#186 BlunterII

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Posted 07 April 2013 - 05:03 AM

This zombie idea sounds interesting, TR. Do you have a plan (a drawing or a photo) of the house you have in mind? I can create my own, of course, in case you don't have it.

Tougher = more hitpoints, I guess (for later waves and boss characters)

No idea how to prevent them from picking up weapons, except for not putting them anywhere but on the upper levels of the building where the human player team is.

Setting "No AI fear" to "true" - will make them attack disregarding their own safety (no hiding or side stepping). They might crouch though. Well, that I think I could cure with the "Lock Pose" command (setting it to Run).

Now, the inevitable demise is something I might have a problem with. I wasn't happy with it in MW3 "survivial" mode either. What kind of survival is that if you get killed anyway despite all your efforts? Posted Image

I understand you want intensity - we can do that. But inevitablility - I am not sure about that... What if we offer evacuation every 5 or 10 turns by unblocking the "Leave" button for several rounds? And the reason to stay would be - experience, of course, and some rare items the boss enemies would drop. The further you are into the turn count the better the rewards.

What do you think?

All right. It seems feasible on paper. Let me finish and release the v 2.0 and then we'll see what we can do. If you (or anybody else interested in it) have any other ideas, suggestions and remarks - shoot. I am interested.
_____________________________________________________________________

Back to "All Uniforms".

TH uniforms are ready:

Posted Image

I am still trying to figure out whether my idea of adding armor rating to the uniforms actually does anything ( yes, I tend to doubt things at the most inopportune times Posted Image ). Perhaps, more testing will show.
Anyhow, these two winter uniforms feature new winter backpacks with TH hammer on it and a few winter clips and boxes.
One of Tounushi's textures was used for this.
___________________________________________________________________

Now, it's the U.K. saboteurs turn. Their ammo layouts are geared towards Allied ammo first, everything else later. The following screenshot demonstrates it rather well, I think.

Posted Image

There are six uniforms here:

Posted Image

They utilize Elite U.K. backpacks. The NPC soldiers will be equipped with Brens, Stens and Thompsons 28 (as Lt. pointed out a while back in this thread).
_______________________________________________________________________

When looking through various original graphics I uncovered a nice gloss testure for MG soldier and decided to try and make something out of it. That's how the "Mercenaries" were born. I recall Lt. talked about D.W. working as mercenaries (or using merc services) - so I figured they could be useful.

Posted Image

NPCs will have a few more options appearance wise. This is how the PCs will look like: Caps, Berets, Sunglasses. A hooded female version is included too.

Posted Image

_______________________________________________________________________

That's it for now.
I'll run a few last tests and will release v 2.0 shortly.
_______________________________________________________________________
(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~


#187 Ecthel013

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Posted 07 April 2013 - 05:22 AM

I think a modified version of the "German Military Base" random encounter from S2 might work (not sure how big it is, though). It's got:
1) A 2-story main building with a stationary MG pointed at its main entrance and several equipment lockers inside. It also has roof access and several windows on the upper floors for sniping. I'm also pretty sure there were several points where people could climb up onto the second floor.
2) A 2-story secondary building containing the garrison's sleeping quarters and more equipment lockers/chests, could serve as the additional ammo dump that was suggested. Also has a MG-motorcycle pointed at the gate just outside the entrance.
3) Several watchtowers on the outskirts. Riskier sniping positions, but they could work depending on which direction the zombies are coming from.
4) A single-story guardhouse. Could serve as a tertiary defense point/ammo dump.
Just knock a few holes in the walls and wire fence big enough for people to walk/crawl through, and you have the perfect deathtra... I mean defensible hideout.

If we're going with "How many waves can you survive before you inevitably get killed?", then I think using a squad specifically made for the map instead of the one you're playing the campaign with (which also means how far you can get is more dependent on your skill and less on how much level grinding you did) would be a good idea. If not, then I think a more traditional "Hold the line for x amount of time until reinforcements arrive" might work. Or we could do both. One would be the "inevitable death - just for fun/bragging rights" Survival mode, while the other is a campaign mission where the player has to defend their position against a horde of zombies for a certain amount of time.

As for why the player's squad is in that position, I see a couple of possibilities:
1) If the player fails to stop the Professor from launching the virus attack, then this could serve as an alternate final mission where the only objective is to hold out as long as possible, basically the main character's last stand. Works better with the "inevitable death" version, for obvious reasons.
2) While investigating one of the Professor's test sites, the player's squad encounters the zombies and withdraws to the encounter location. The zombies follow and surround the place, so the only thing they can do is try to hold out until help arrives.

#188 Space Voyager

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Posted 07 April 2013 - 06:17 AM

View PostBlunterII, on 06 April 2013 - 04:44 PM, said:


Posted Image


Posted Image

Was I perhaps drunk and placed a special skinning order? ;)

#189 TokyoRose

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Posted 07 April 2013 - 03:58 PM

Blunter:


1) I agree. After posting, I realized it probably wouldn't be much fun if death were inevitable. I suppose every few turns your squad should have the option to escape -- or use the breather to fetch ammo, reset defenses, etc.

2) And on second thought: I'm not a huge fan of VPs, on either side. I like S3 to be lethal. So, for that reason, I wouldn't make the zombies too tough, except for the occasional super-zombie. However, I do think the Nazi zombies should become more and more numerous with each wave. Perhaps when the first wave starts, three zombies spawn on each side of the house, then next round another three or four, then four or five, etc. My computer can certainly handle 50 enemies on screen at one time. I've tried it with the script you gave me.

3) I think the house should have four levels, and a fortified courtyard: Ground floor, second floor, and a roof accessible by ladder (flattish roof, for sniper access?) and perhaps a small, bunker-style basement, possibly with a corridor leading to an escape hatch somewhere else on the map.

There should be lots of big, double windows -- at least two on each side of the house. Maybe a big balcony. MG turrets. Can you put some sandbags on the roof, for the sniper? And if enemies picking up weapons is a problem, then maybe the ammo/weapon crates can be put on the roof.

The house and the courtyard should have a bit of a ramshackle, improvised look, perhaps suggesting that someone had dealt with zombie waves before and made defenses: Sandbags stacked outside, an MG motorcycle/MG turrets, one or two towers, high fencing on one or two sides of the house, maybe a trench on one side of the house, a few burning oilcans, a campfire (this will look good at night in the rain). Maybe also a floodlight. Some barriers (razor wire, stacked crates).

The goal is to set up lots of fortified spots inside and outside the house so you can dig in and fire away -- good killzones. It could be fun to start combat outside the house, and then fall back inside once the waves start to overwhelm the squad.

Again, as a starting point, I love the bandit camp you posted -- probably because it has that improvised look. (Alternatively, another interesting option, given the whole fortification/defense theme, would be a castle or keep. Of course, we can take castle-inspired defenses and apply them to the cabin.)

4) I don't know about a plot element. Perhaps it should be a rescue mission, which will add to the zombie tension, if you have to keep the rescued character alive. Perhaps the rescued character is a high-level German intelligence operative, or scientist, who knows more about the zombies than he's letting on -- cliched, but effective. Since it's a standalone encounter, I wouldn't worry too much about the "why" … maybe there can be a quick scenario description once the random encounter is activated. I think the mission should start with the squad arriving in the courtyard.

5) Is it possible to put the random zombie encounter in an exact place? For example, can you have the random encounter appear (roughly) in the Black Forest, for example?

6) Inside the house, I think the shape should be basically rectangular, and the design should be open. The second floor should have elevated walkways, wide enough for two people across, so you can move from window to window. I don't think there should really be rooms, per se. Could you link the second-floor walkways with a bridge?

#190 TokyoRose

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Posted 07 April 2013 - 04:12 PM

I'm not an artist, and I absolutely can't draw, so bear with me here ... some loose ideas for the first draft of the house:

The cabin:

Posted Image

Another inspiration for the cabin:

Posted Image

This is what I mean by elevated walkways on the second floor. I picture these walkways (only made of wood, not metal) running along all the walls of the second floor, and perhaps linked by a bridge:

Posted Image

More elevated walkways for the interior of the house. Again, I picture these made of wood, if we go with a cabin theme:

Posted Image

I'll try to upload more pics as I find things that match what I have in my head. I might also try to use AutoDesk Homestyler to draw blueprints.

Echtel013:

Good ideas. Can you post a pic of the map you have in mind? I haven't played S2 in years. (I prefer S3.) So I can't remember what that map looks like ...

#191 Lt.Havoc

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Posted 07 April 2013 - 04:24 PM

Quote

Hey, Lt.
Do I need to keep Doug's face with gray moustache for the Commissar NPC? I can create a separate Complex head specifically for this NPC (Commissar). Doug's will remain intact.
Reminder: Doug is one of the UK hirelings.

No you can create a new Comissar face or just randomize the faces or something for them.

As for the Random Encounters: I actualyl thought about run ins with Bandits/Gangsters, the NKDV and similar stuff, nothing too spectacular just some variety then just having to fight THO in the original S3 setting. I also did suggest some other randomize missions you can choose from that do not have anything to do with the original S3 story, like you should retrieve some stolen plans/documents or artifacts etc.

Also you still should try and make a Blake and Mortimer lookalikes just for fun:

Posted Image  

Posted Image

I dont think they will be hard to do and they are just NPCs anyway for random encounters etc.
"War. War never changes"

#192 Fireman

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Posted 07 April 2013 - 04:36 PM

What I missed in the original levels were not enough possibilities to enter buildings.

Would it be possible to make ladders made ouf of vines (you know the ones you see in cheesy romantic comedies where the guy climbs up the vines to enter the girl's bedroom) or just drainage piipes which are climbable. Would make the strategy side much more intereesting.

#193 TokyoRose

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Posted 07 April 2013 - 04:38 PM

I'm having a hard time taking screenshots (I'm playing S3 on a Mac, via Bootcamp), but to best understand what I mean by the elevated walkways, try playing the tutorial mission in S3. Toward the end there's a rectangle of elevated, metal walkways on the second floor or the yellowish building.

#194 TokyoRose

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Posted 07 April 2013 - 04:59 PM

Blunter:

I found these on your website. Some more ideas:

I love the bridge here. It would be cool to have this bridge on one of the approach points to the house -- and even cooler to set a few mines on it and watch it explode when zombies try to cross it:

Posted Image

I like the gates to the monastery:

Posted Image

Love the tower, the MG nest/sandbags and the logs:

Posted Image

Beautiful pine forest:

Posted Image

These MG turrets in the house, with sandbags, are exactly how I picture MG turrets in the zombie house:

Posted Image

Alternatively, this amazing castle you made could probably be retrofitted for an awesome zombie defense scenario:

Posted Image

#195 Lt.Havoc

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Posted 07 April 2013 - 06:40 PM

Well found what I said about random encounters/maps for the mod, let me reqoute it:

Quote

As for the maps: I am not sure if we should redo the whole Sentinels scenario just yet (still need to play the vanilla Sentinels campaign), but having some additional missions (if thats possible) to play would be great, you know for fame and fortune.

I could think of various missions: for example, a mission where you have to capture a ex-Nazi Spy and turn him over to the authorities. He would be hiding in some small house somewhere either in Germany or some other country and be guarded by some bodyguards or something. You have to prevent him from reaching his car.

Or what about some run ins with smugglers and bandits? Thats always fun to raid thier hideouts and take the stuff they have.

Speaking of smuggling: Why not have a mission set in Egypt where a famous Archaeologist asks you for help in recovering an item from tomb raiders? These are just ideas, but you had some very interesting maps like:

Germany: Road and Crop
Germany: Manor
Various Bandit Camps
You redid several German Towns
German Forests (perfect base for criminals to operate from in post war Germany)

Also you did a Castle map, that map would fit more into Silent Storm but Sentinels work just as well. I had this idea, just as the Egypt mission is a homage to the Indy movies, this mission would be a homage to the Wolfenstein games where you have to rescue a US agent named BJ Blazkowicz from THO or some other bad guys.

So yeah, just some of my ideas. Tell me what you think.

No idea if these ideas are any good but here they are.
"War. War never changes"

#196 Ecthel013

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Posted 07 April 2013 - 07:11 PM

Here are the images of the map you requested, TokyoRose. Probably should have cropped out the UI elements to save on space... ah well.

Main Building
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Secondary Building
Remembered wrongly, the MG-motorcycle was pointed at the entrance to the main building instead of the gate.
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Guardhouse
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The map might need some expansion, if you decide to go with this one.

#197 TokyoRose

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Posted 07 April 2013 - 09:21 PM

Those are good Echtel -- but of course, Blunter is the brains and talent here, so everything is up to him. I'm merely suggesting things.

That map does have a lot of good fortifications. But I think, based on the maps on his website, Blunter could build something much better, in terms of fortifications, mood, terrain.

The more I think about it, the more I think the zombie house should in fact be a castle, with MG turrets, sniper nests, etc. It makes more sense, since the goal of the map is to give the player lots of good defenses and barriers to use against wave after wave of zombies.

We'll see what Blunter has to say.

#198 BlunterII

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Posted 07 April 2013 - 11:33 PM

All right, "All Uniforms" v 2.0 is ready for testing! (see my signature)

If you disabled the signatures - here is the link to the download (~19 MB compressed):

All Uniforms v 2.0

(MediaFire, rar).

____________________________________________________

Note: I tested it only in the Editor. If you find any problems, glitches or inconsistencies, please report them here and I'll try to address them as soon as I am able to. Thank you.
____________________________________________________

About the mod:

It comes with a ReadMe file that contains a short description of what's been done so far. Here is the text:

Quote

BlunterMod_AllUniforms v2.0
ReadMe for v1.0:
Installation:
Unpack/Extract "All uniforms" mod folder in your Sentinels main directory "Silent Storm - Sentinels"
__________________________________________________________
Description:
- UNIFORMS:
1. Most of the already existing models have been added as uniforms to the seller (at reasonable prices). 78 new uniforms total.
2. New combinations of vanilla models and materials have been created (leather berets, various caps)
3. All uniforms (with few exceptions) were enabled to wear armor. The best fitting body armors were picked for each new uniform.
4. Terror line of uniforms are named "trooper", "heavy trooper", "armored trooper" uniforms
5. Some uniforms ("armored trooper") have their own armor rating (the option to wear body armor for them - removed)
6. Small camos (black & fall variants are available for females only)
7. Camos with gas masks have been added (Allied - "Alpha", German - "Double filter", Terror - "TRR" versions implemented)
__________________________________________________________
- MEDICAL AND ENGINEERING ITEMS:
1. are now easier to use: ~ 2/3 of the original requirements,
2. lower end items have more uses,
3. The "no use again for N turns" number for medical items now equals the duration of the drug. IOW you can use it again right after its effect expires
__________________________________________________________
- GRENADE RANGE GOT INCREASED:
1. Grenade Range increased (by reducing Grenades' weight by 50%) resulting in grenades being thrown further (also skill and perk dependant)
__________________________________________________________
- CLASS AND BASE VALUE CHANGES:
1. Str., Dex., Int for most mercenaries were changed by reassigning some of the points to Dex.
2. Attribute growth coefficient was changed from 2x to 3x for the primary attribute and from 1x to 2x for Dex unless Dex is the primary. In cases when Dex is the primary Attribute ( i.e. Scout and Sniper) the Dex gets 3x modifier with the Scout getting - Str. 2x, and the Sniper - Int. 2x modifier.
3. Skill points were overhauled to emphasize one's profession. Soldier will have exceptional shooting and burst skills while being very poor at sniping and engineering, for example.
__________________________________________________________
- MERCENARY PERK AUTO SELECT SYSTEM - disabled
1. Mercs upon hiring will have their perks "flashing" (not taken yet) for the player to pick at their discretion.
__________________________________________________________
MINOR CHANGES:
1. First couple of missions yield slightly better rewards
2. A Sniper rifle and a silenced pistol are now available ealier (2nd mission - "Test of loyalty")
__________________________________________________________
__________________________________________________________
ReadMe for 2.0:

Note: Do not use both modifications (v 1.0 and v 2.0) at the same time. They will conflict which will most likely result in a crash. Version 2.0 includes version 1.0 in its entirety (in other words - if you are happy with v 2.0 you won't need v 1.0 and can delete it if you so choose)

Additional changes:

- BINOCULARS:
1. An RPG item "Binoculars" has been added to the game. Place it in the character's weapon slot.
It acts as a sniper rifle scope when the slot it occupies is active. Increases the line of sight but narrows the field of vision.
__________________________________________________________
- NEW UNIFORMS (108 new uniforms added!):
1. All are available for purchase from the base seller.
2. Every new uniform is enabled to wear armor. The best fitting models were picked for each one.
3. Some uniforms carry armor ratings, providing various degrees of protection to the characters who equip them. These uniforms do not belong to any armor groups (i.e. when wearing them additional body armor can not be equipped as they already have armor rating).
4. Most new uniforms come with backpacks, a specific ammo, clip, grenade layout. A few of them have permanent accessories attached to them (i.e. backpack content independent) and and the rest depend on the types of items the character has in their inventory at the moment.
5. Several new backpacks were added (texture changes)
6. Some NPCs feature - NPC only headgear and neck textures (Tesla, Ghost and Iron Maiden). Their modified outfits were made available to PCs as was requested.
__________________________________________________________
__________________________________________________________

So, here we are - 186 uniforms later. Not bad, huh?

Anyway, my initial testing results were satisfactory. A few things I managed to catch before the release:

- I discovered I didn't assign any body armor to D.W. Senior Officer's Coats - fixed that
- Iron Maiden was showing human neck. I stripped her of her race assignment and she went back to being a nice little gray cyborg woman that she is - fixed
- Klaus was still a female - fixed
- Fritz and Rocco had Allied weapons and a bunch of strange items in their inventories - fixed
- A couple of uniforms had bad body armor matches - fixed

Other things I encountered:

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and another one:

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Other than that all is good, untill it isn't, of course.
I think I know how to fix the wig problem. I'll just assign their hair to one of the Meshes slots instead of Hair (where the helmets go) - for NPCs that shouldn't be a problem unless we want to hire them.
_______________________________________________________________________

Tested all the uniforms for body armor compatibility:

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and if the binoculars were operational:

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So far so good, right?

Try the new version out and let me know what you think. Feedback is always welcome (whether praise or constructive criticism).
_______________________________________________________________________

Thanks guys for participating.

Let me catch my breath and we'll make a few heavily scripted randoms for S^3 (zombies, bandits, rescues).

TR, Ecthel and Lt. - I'll get back to you in a bit. I read every post (good stuff, keep developing it).
_______________________________________________________________________
(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~


#199 TokyoRose

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Posted 08 April 2013 - 12:41 AM

Three cheers for Blunter :)

Seriously: I think I speak for everyone here when I say thanks for working so hard on 2.0, and taking our requests. It is massively appreciated.

#200 TokyoRose

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Posted 08 April 2013 - 11:59 AM

OK, some revisions to the zombie defense scenario:

1) Death is not inevitable. The zombie waves should be intense and overwhelming, but after several waves your squad should have a chance to make a run for it. There should also be an escape hatch in the basement, or something along those lines. The players who want to stick it out to the bitter end, though, can choose to dig in and see how long they can last.

2) Since we're talking about the ultimate zombie defense scenario, with lots of defenses, barriers, fortifications, etc., I think a castle would make a much better setting than a cabin. The castle Blunter made in the screenshot above, perched on a hill, would make a great starting point. Snipers can patrol the ramparts, MG nests in the windows, and so on.

3) I think the zombies should be able to charge the castle from three cardinal points: east, west, south. I think the north should be walled off, or otherwise inaccessible, for players who want to beat a retreat. An escape hatch/corridor could also lead players to safety.

4) The main road to the castle could have a bridge like the one pictured above, and a shallow trench. Again, using Blunter's castle as the starting point, I'd open it up to have a large rectangular courtyard, so once the zombies breach the outer defenses, they'll then have to fight through the courtyard. There should be plenty of MG turrets, sandbags, windows, towers, etc. The main castle gate should be defended by a nice, sandbagged MG 34 turret (or two), overlooking the bridge, with plenty of ammo.

5) I still think the scenario should take place at night, in the rain. Fog if possible. Some burning oildrums, or campfires, or any other source of flame, for mood.

6) To avoid potential AI problems, I don't think players should be given extra weapons. But there should be ammo crates/lockers in the castle. I don't think zombies will pick up ammo if they don't have a weapon in the first place.

I'll brainstorm some more. Here again is the castle Blunter made, from various angles. The main thing I'd change is to open up the courtyard.

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