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


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#421 BlunterII

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Posted 29 June 2013 - 01:19 AM

I believe I found what was causing the random crash. It wasn't my script or the template. It was the original 'Rain' effect. Removing it fixed the issue.
__________________________________________________

BlunterMod v2.3 is out

__________________________________________________

ReadMe for v2.3:

Bug Fixes and corrections:

1. The "Rain" effect (original) from the "Castle Linden" encounter turned out to be the culprit and was the cause of random crashes for some users (18 for me). Removed. Tested 6 times successfully!

2. Various spelling corrections of original character Acks and item descriptions (some Hero and L.A.'s Acks, Gold, Golden Goblet, Amber Room part).

3. Corrected the round count description for the 30-06 boxes from 40 to 60.

New additions:

1. Added 4 uniforms: DW Female officer, "Midnight" Allied Scout outfit (beret/red bun versions), Liebermuster saboteur)

2. The base has a new part called "The Bank" where the player can exchange currency at better rates and get some additional missions from the banker or their associates.

3. Zinaida's rifle "Pobeda" is chambered for .303 British now (weapon's values have been readjusted as well)

4. Luger .45 is a bit more expensive than P-08 (as it is a 'better' pistol now after we changed its native ammo to .45)

5. Mauser pistols' prices have been readjusted (since the 1926 and M712 ones are somewhat weaker now)

6. Added .303 British Incendiary (I) rounds and placed them in some charaters' inventories and as loots in various encounters and missions.

7. "Castle Linden" changes:

   - Bridge is truly indestructible (I'd forgotten to make the floor of UD material) and doesn't feature a passage anymore (to eliminate 'path not found' pop-up when crossing the bridge).
   - Placed a few bandit and zombie corpses in the courtyard
   - Sting is back in action
   - More weapon variety found on the table in the Castle on the 2nd floor (sniper rifles, LMGs, SMGs and Rocket launchers with their respective ammos)
   - Added longer SleepForTurn before waves for: 7, 1, 2, 2, 6 turns respectively.
   - Durand has a new weapon Astra 900 Silenced (chambered for .30 Mauser) - a superior version of M712.
   - Changed mercs' locations
   - Removed some ladders
   - Rebuilt the perimeter walls' stairs (widened them)
   - Got rid of the balcony
   - Made flatter walkable roof and usable roof window
   - Switched chests, added grenade, rifle ammo and Panzerfaust chests
   - flattened the building's terrain to improve unit pathfinding
   - Added bandit waves (4th and 5th) instead of Zombies. The 5th features a Vickers MG PK.
   - The escape becomes available after the 3rd wave.
   - Added 'Hint messages' to alert the player in some situations.
   - After the cutscene the Hero starts on the second floor next to the table with weapons, ammo and a supply chest
   - The diplomacy checks "OnUnitDamageUnit" and "OnUnitKillUnit" are back, i.e. attacking allies (even if by accident) will make them hostile (and will forfeit any possible rewards and future quests from that group).
   - Added extra light sources inside the building while the overall encounter lighting is darker now.
_______________________________________________________________

I'll address your post in a bit, LCJr.
_______________________________________________________________

(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~


#422 BlunterII

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Posted 29 June 2013 - 02:55 AM

And here are the screenshots of the Bank:

Posted Image

Now there is a door marked "B". Clicking it will lead your squad to the Bank offices.
____________________________________________________________

Posted Image

Upon 'materializing' in the bank you will be greeted with a hint about the new part of the base.
(done in the same style and spirit as the other hints, well I'd like to think so)
_____________________________________________________________

Posted Image

The view from inside the bank. Features fine leather and exquisite wood paneling.
The armored metal door is LOCKED!
___________________________________________________________________

Posted Image

I might expand the dialog options later... depends.
_________________________________________________________________

Posted Image

Currently, the bank will proccess only one pack of the same currency type at a time. So, if you have 2 packs of U.S. Dollars, 1 pack of Pounds Sterling and 3 packs of Soviet rubles - 1 pack of Dollars, 1 pack of Pounds and 1 pack of Rubles will be proccessed when pressing the 'deposit some cash' option. You'll need to talk to the clerk again to deposit the rest.
__________________________________________________________
(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~


#423 orc01

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Posted 29 June 2013 - 11:34 AM

Hello. I'm russian. Silent Storm - very cool and our favorite game.
This mod is be AWESOME! Many new weapon, many new equpment, many new uniform!
Thanks for create this, guys, and sorry for my bad english :\

P.S. What you think about this is idea - new mercenaries? Not hiring in base, but finded in unical random encounters(need more random encounters, guys - in russian mods we use encounters from silent storm (Not Sentinels).
Thanks and good luck!

#424 kenobi87

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Posted 30 June 2013 - 07:06 AM

Hello could someone help me with installing this mod? I've tried putting the extracted folder "BlunterMod_v2.3" in my silent storm sentinels folder and running the game and the mod doesnt take effect. I've tried taking all the contents in that folder and dropping them in my silent storm sentinels folder, it asks me to replace files, I say yes then when I try to start the game it crashes..

Dont know if it matters I have silent storm gold from gog.com

please someone tell me how to install this mod, thanks alot!

#425 BlunterII

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Posted 30 June 2013 - 11:10 AM

View PostLCJr, on 25 June 2013 - 04:55 PM, said:

Surprised this account still works.

BlunterII nice uniform textures.  Good timing too as I've been seeing how well these games run on Linux w/Wine.  You said to tell you if you're going overboard and I think you are on several things.  I'd also say your weapon research needs improvement but you're the one doing work and maybe you're just not that concerned about it.

The doubling the uses of engineering/medical items seems unnecessary to me.  The skill system in Sentinels is such an improvement over the original.

On your Mauser Astra it should just be Astra 900.  Astra is a Spanish firearms manufacturer.  .30 Mauser wouldn't really be any different than 7.62x25mm Tokarev.  Technically there are some very minor differences between the 7.63x25mm Mauser and 7.62x25mm Tokarev but for all practical purposes they're the same cartridge.  Also wouldn't be a good choice for adding a suppressor.  Although the Chinese did produce suppressed SMG's and subsonic Tokarev rounds starting in the 60's.

A few other things.  I really don't see 7.62x25mm Tokarev damaging a Panzerklein.  From what I've read the API was intended for the gas tanks of German trucks.  I've never seen any specifics on core either just 'steel core'.  No mention of it was even hardened steel.  Pretty much all the Soviet ammo has a steel core although for the standard rifle rounds it's about the same as the metal used in wire coat hangers.

.30 Carbine KTW, KTW is a company that was founded in the 70's and made armor piercing ammo.  They're the ones the media tagged with the 'cop killer bullet' label and started the myth of teflon coated bullets defeating soft body armor.

Haven't looked at all of it yet and again you may not care.

Thank you, LCJr.

I am always interested in feedback.

- Early on I got a request to increase the number of uses for engineering and medical items along with decreasing the skill requirements for them. Since the game doesn't improve the skills by more than 1 per use the increased number of uses seems to help with that. Especially taking into consideration the new skill caps for Engineering and Medicine (200+).

- Now the new pistol is called 'Astra 900', thanks for the correction.

- .30 Mauser came with the 'Ammo Fixes" mod by Quintin Stone  that I incorporated into mine upon another request. As for Tokarev and .30 Mauser rounds being interchangeble - from what I've read on various gun boards and forums - there is no consensus on whether they are. Some say Tokarev rounds will ruin the Mauser internal parts and therefore are incompatible in the long run. Some say quite the opposite. Changing all the AI mobs inventories to Tokarev instead of .30 Mauser seems like a tedious task to me with small to no returns at the end (if we actually decided to go with Tokarev only, for instance, and scrap the .30 Mauser). I can't make Mausers accept both types of ammunition (Tokarev and .30 Mauser)

- Tokarev API rounds were made to provide some sort of variety and added utility to otherwise pretty useless (in-game) ammunition. Now if one uses PPSh most of the game and encounters a PK they can simply load API rounds and at least stand a chance against the 'metal man'. I realize it might not be very historically accurate - that's why I limited the number of API magazines (and other special clips) one can get their hands on during one playthrough.

View Postorc01, on 29 June 2013 - 11:34 AM, said:

Hello. I'm russian. Silent Storm - very cool and our favorite game.
This mod is be AWESOME! Many new weapon, many new equpment, many new uniform!
Thanks for create this, guys, and sorry for my bad english :\

P.S. What you think about this is idea - new mercenaries? Not hiring in base, but finded in unical random encounters(need more random encounters, guys - in russian mods we use encounters from silent storm (Not Sentinels).
Thanks and good luck!

Thank you, orc01. I am glad you liked it.

I was thinking about the same thing. Do away with the hiring screen, have a small default group (1-2 hirelings) to start with... And have additional mercenaries/ soldiers/ specialists join the player's squad later depending on players decisions and actions.

I'll be making new REs. We could recycle the old ones (they'd need a face lift, big time)

View Postkenobi87, on 30 June 2013 - 07:06 AM, said:

Hello could someone help me with installing this mod? I've tried putting the extracted folder "BlunterMod_v2.3" in my silent storm sentinels folder and running the game and the mod doesnt take effect. I've tried taking all the contents in that folder and dropping them in my silent storm sentinels folder, it asks me to replace files, I say yes then when I try to start the game it crashes..

Dont know if it matters I have silent storm gold from gog.com

please someone tell me how to install this mod, thanks alot!

Hi, kenobi87. It sounds you are doing something wrong. Hmm...

Try these steps:

- Reistall the game (if your installation got corrupted).
- Unpack the folder with contents in your "Sentinels" main directory (it should not ask you to overwrite anything)
- Start the game
- Press Custom
- Activate the mod v2.3 (select it, move it to the left and press 'Apply')
- Try not to use any other mods
- Play the campaign

View PostLt.Havoc, on 15 June 2013 - 09:56 PM, said:

BTW: is it possible to make a Robotics Expert uniform for females? I use these uniforms for my PK pilots.

Did you want me to make the same looking uniform for the girls, Lt? I can do that.

What type of headgear should I include. Just a wig? Or some sort of mask, perhaps (they'll be bald in that case 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~


#426 Lt.Havoc

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Posted 30 June 2013 - 02:08 PM

View Postkenobi87, on 30 June 2013 - 07:06 AM, said:

Hello could someone help me with installing this mod? I've tried putting the extracted folder "BlunterMod_v2.3" in my silent storm sentinels folder and running the game and the mod doesnt take effect. I've tried taking all the contents in that folder and dropping them in my silent storm sentinels folder, it asks me to replace files, I say yes then when I try to start the game it crashes..

Dont know if it matters I have silent storm gold from gog.com

please someone tell me how to install this mod, thanks alot!

Well you are not doing it right. Just put the mod folder into your Silent Storm Sentinels folder, DO NOT copy the mod files directly into your Sentinels folder, that wont work! After you have put the mod folder into your game directory, start the game and select "Custom Game". It will show a menu where you then select Blunters mod to mod your game. After you selected blunters mod and modded your game, start it normally.

Quote

Did you want me to make the same looking uniform for the girls, Lt? I can do that.

What type of headgear should I include. Just a wig? Or some sort of mask, perhaps (they'll be bald in that case )?

Well no idea, either a wig or tanker hat or maybe the earphones or something.
"War. War never changes"

#427 orc01

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Posted 30 June 2013 - 04:41 PM

Quote

I was thinking about the same thing. Do away with the hiring screen, have a small default group (1-2 hirelings) to start with... And have additional mercenaries/ soldiers/ specialists join the player's squad later depending on players decisions and actions.

I'll be making new REs. We could recycle the old ones (they'd need a face lift, big time)

Owww, this is be very good news, guys! If this is possible - need more random encounters with panzerklain. (If we have armor-piercing bullets - need appropriate enemy)
About non-hired mercenra - this is may be like this - chain unical encounters(We capture enemy's officer and he say about, where need find our new frend. We going - but new mercenary in the prisioner camp. Ehhh. i guess you understand my bad english :\
Also i'm interest this is - what you think about new weapon? Not retextured, but new weapon with new model. What about weapon from Hammer and Sickle? I heard this is very hardess

#428 kenobi87

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Posted 30 June 2013 - 04:47 PM

Thanks a TON! It worked once I went to custom game and enabled the mod. Thanks again, this is one of the best mods I've played I am very grateful there are people who still like this game as much as me lol.

#429 orc01

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Posted 30 June 2013 - 04:49 PM

Also you see this is russian mod (not my, i'm noob in the ss editor)
http://rghost.ru/47124583
This is mod add new class - kozak. There more realistic weapon damage, more realistic die animation, more blood. (Also i'm gaming you mod with this is - and it working!) But he is  russian language, this is sorrowfully

Edited by orc01, 30 June 2013 - 04:50 PM.


#430 LCJr

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Posted 30 June 2013 - 06:51 PM

Yes, the 7.63 Mauser and 7.62 Tokarev is pretty confusing.  If cruffler.com is still alive they used have an article, 'I think' in the Technical Trivia' section, on the two.  IIRC there are some tiny dimensional differences but nothing stopping them from being used in either weapon.  Also working off memory the some of Tokarev rounds are loaded a little hotter so in the real world I wouldn't risk a valuable antique over cheaper ammo.  Also 10-20 years ago there was a batch of very hot loaded 7.62 Tokarev(intended for SMG's only, Bulgarian maybe) that hit the surplus market.  That ammo did damage several valuable guns and gave surplus 7.62 Tokarev a bad rep.

If you really want to do something out of the ordinary with the Mauser look up 9x25mm Mauser Export.  Very close to a standard .357 Magnum load with the same weight bullet.  The only military usage I know of is the Hungarians used it during WW2 in their Kiraly/Danuvia 39M and 43M SMG's.

Question, have you tested the increase grenade range mod at higher skill levels?  I'd suspected for awhile skill increased throwing distance and finally tested it out in S2.  At level 1 a grenadier standing with Throwing 29 has a max range of 12 with a RG-42(medium).  At 95 skill and no perks max range is 19.  At 170 skill max range is 29.  In Silent Storm I really doubt you'd hit those numbers without using Skill Watchdog but it might be possible in Sentinels.

#431 dimovski

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Posted 03 July 2013 - 05:20 PM

Im sorry, I dont really feel like reading thru 22 pages, so Im gonna be a bit derpy and ask : is ther a WWII campaign for this mod? and if not, are you going to do it one day?

#432 Lt.Havoc

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Posted 03 July 2013 - 05:45 PM

View Postdimovski, on 03 July 2013 - 05:20 PM, said:

Im sorry, I dont really feel like reading thru 22 pages, so Im gonna be a bit derpy and ask : is ther a WWII campaign for this mod? and if not, are you going to do it one day?

Well, this mod only adds you uniforms, some new weapons and random encounters to the game, at least for the moment. There is a plan to do a bigger mod with a custom campaign that is set in the year 1948, after the war and deals with a crazy russian researcher trying to get the world to do his bidding with a super virus. So new maps, new dialogue, new uniforms and weapons as well as new factions etc. However, right now we want to finish this mod and use it as a testing bed for all the stuff we want to see in the other modification.
"War. War never changes"

#433 dimovski

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Posted 04 July 2013 - 07:08 PM

Is the super virus thingy already decided? I mean there sure must be something more plausible for the year of 1948...even if you just dont want a large-scale global conflict.

#434 Lt.Havoc

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Posted 04 July 2013 - 07:17 PM

I think it is pretty much decided at this point, but you have to ask Blunter, I only provided the background story. I´ll go an attach it once again.

Attached Files


"War. War never changes"

#435 BlunterII

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Posted 05 July 2013 - 04:39 AM

All right, a new map is ready (just the map so far).

Location: East Germany

Mission: 1st Bank Mission called "Counterfeit" (subject to change, of course)

Idea: The banker asks you to investigate and find the source of the fake Deutschemark banknotes that recently started flooding the FRG's financial market. Since the suspected place of origin of the counterfeit money is located somewhere in East Germany, your group has to contact the Soviet Intelligence (Lt. Colonel Mikhalev - H&S reference) and work with them to find the culprits.

A short briefing (a short cutscene) with Mikhalev reveals that the Soviets have a lot of problems of their own:
- disappearing officers,
- strange corpses washing up on the Havel shores (river in Berlin),
- disturbing radio transmissions (full of misinformation) triangulated to a location in Dahlem (U.S. occupied part of Berlin),
- rumors of a sudden quarantine in West Berlin and the " Havel Green Mist of Death" hysteria spreading among local population.

Mikhalev informs the Hero that they have an agent, Cpt. Danilov, in Potsdam playing a role of a "corrupt" Soviet officer who supplies alcohol to a group of Smugglers (led by Linz, an ex-Werhmacht officer) who in turn smuggle it in West Berlin. A few weeks ago Linz asked Cpt. Danilov to obtain several boxes of rag paper...
Your official task is to contact Danilov and assist him. Unoffically, Mikhalev wants you to check on Danilov who might have gone rogue or might not be Danilov at all...
___________________________________________________

I am done with the template for the "Counterfeit" encounter and the draft script for it.

Here are some screens of it:

Posted Image

The template is the same size as the "Castle Linden" (80x80).
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Posted Image

The height map is custom (with small hills, ditches, large rocks, small stones and a lot of trees)
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Posted Image

The warm orange light creates a relaxing atmosphere.  
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Posted Image

Pictures of women and beer ads (from that time period)
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Railed second floor cutout serves as a good lookout (for the guards to keep an eye on what's going on on the first floor)
_______________________________________________

Posted Image

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The flare and the light are part of the model properties now instead of being a separate item attached to the object. It guarantees light destruction when the vehicles are destroyed (the second destruction stage of it has no light/flare effect attached to it). This was done to avoid the silly situations when the light stays on after the car is completely destroyed (similar to "Corrupt Official" opel with headlights problem)
___________________________________________

Posted Image

Some of the items from my previous (unpublished) mod will be making their appearance here, including the "Blunter Distilleries" products (with appropriate for alcohol destruction stages, spilling liquid and shattered glass effects ), Cpt. Danilov and smuggler boss Linz.
____________________________________________
(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~


#436 BlunterII

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Posted 05 July 2013 - 06:11 AM

View PostLCJr, on 30 June 2013 - 06:51 PM, said:

Yes, the 7.63 Mauser and 7.62 Tokarev is pretty confusing.  If cruffler.com is still alive they used have an article, 'I think' in the Technical Trivia' section, on the two.  IIRC there are some tiny dimensional differences but nothing stopping them from being used in either weapon.  Also working off memory the some of Tokarev rounds are loaded a little hotter so in the real world I wouldn't risk a valuable antique over cheaper ammo.  Also 10-20 years ago there was a batch of very hot loaded 7.62 Tokarev(intended for SMG's only, Bulgarian maybe) that hit the surplus market.  That ammo did damage several valuable guns and gave surplus 7.62 Tokarev a bad rep.

If you really want to do something out of the ordinary with the Mauser look up 9x25mm Mauser Export.  Very close to a standard .357 Magnum load with the same weight bullet.  The only military usage I know of is the Hungarians used it during WW2 in their Kiraly/Danuvia 39M and 43M SMG's.

Question, have you tested the increase grenade range mod at higher skill levels?  I'd suspected for awhile skill increased throwing distance and finally tested it out in S2.  At level 1 a grenadier standing with Throwing 29 has a max range of 12 with a RG-42(medium).  At 95 skill and no perks max range is 19.  At 170 skill max range is 29.  In Silent Storm I really doubt you'd hit those numbers without using Skill Watchdog but it might be possible in Sentinels.

LCJr, I have a few questions about the "out of the ordinary" 9x25mm Mauser Export:

1. Is there anything special about this round (aside from it being not very common)?
2. I assume (judging by what I've read about it) it is more powerful than 7.62 Tokarev and .30 Mauser. How much more powerful is it? Where would it be (numbers wise/ ballistically) in Silent Storm ammo hierarchy if I were to create this new ammo.
3. Most weapons in the game (not all) have a cheaper/more commonly found ammo sources. What gun or guns would serve that purpose (for 9x25mm Mauser Export)? I already found one: MP34 (a better and 'badder' brother of MP28 Bergman). Any other ones?

Posted Image

4. Do you have any ideas about unique weapons in this caliber? A pistol (broomhandle), perhaps? Have you thought of any custom names for it?

(anyone is welcome to jump in, please, don't hold back)
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You asked about texture modding. If you have a texture replacement for the weapons you mentioned (in pm) I can include those in the mod. One of them was Webley revolver. Well, here is Smith & Wesson Model 10, for instance:

Posted Image

_____________________________________________________________

To answer your question about the grenade range: Yes, I tested it (the results are on the 1st page of this thread (post 19)). The increase was only incremental without the reduction in grenade weight. That was the reason for the change (which was another request).
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View Postdimovski, on 04 July 2013 - 07:08 PM, said:

Is the super virus thingy already decided? I mean there sure must be something more plausible for the year of 1948...even if you just dont want a large-scale global conflict.

Hi dimovski (even though Lt. already addressed your question, I'll chime in as well),

The 'virus' (or bacteria, or some phychotropic poison) is just one of the many things for the Sentinels to worry about in the "Die Wolfe" scenario. The insurrection of Germany lead by ultra Nationalists "The Wolfpack" is another...

Whether a blinded by revenge madman (regardless of his brilliance) can be successful in achieving his goals is a good question.
Whether the world powers are going to listen to that madman and do his bidding (even after he demonstrates the lethal potency of his creation) is another good question.
Whether the drug or microorganism he creates is actually what he thinks it is...
or whether the elusive Professor and his lab actually exist at all - are all good questions...

What is not plausible about that scenario (I assume you've read through all the deliberations or at least through Lt's plotline)? It is not written in stone yet. We only have a very general outline...

What idea did you have for the year of 1948?..
__________________________________________

Orc01,

I can't import new models. I don't have Maya.

I am familiar with "The Cossacks are coming" thread related to Natrix's mod at ZZima.com

Haven't played it, though.
But I am glad it's compatible and you are enjoying both of them.
__________________________________________
(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~


#437 orc01

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Posted 05 July 2013 - 01:28 PM

Quote

I can't import new models. I don't have Maya.
Awww, this is ... hm, how this is be in English? So pity?
Thanks for create this is mod. I shall try to force it in russian community. Maybe, someone will want to revive old customs^^

#438 dimovski

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Posted 05 July 2013 - 04:48 PM

I dont have many ideas, dont get me wrong, if its gonna be THIS polished you might aswell make it a payware mod, and people would buy it (maybe you actually ARE going to, I havent read thru the thread)...My idea would be german nationalists aswell...
Just an idea for a mission (maybe its already in, again, havent read thru the thread, not much time to do so...):Wolfpack tries to free Nazis from Spandau (I dont know...say Doenitz or Speer for their organisation...that is of course, if you want to have something "serious" in the game) for their needs...I dont know for what, was just an idea...still thinking about it...
Btw, I see you mention a Mikhalev, im Slavic, so I think I may jump in and say that Mikhailev would be far more common and more regular in our language. Also, you could make it as the russians write it (well not in cyrillic anyway), so Mihajlev...or Mihajlov...

#439 LCJr

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Posted 05 July 2013 - 05:12 PM

View PostBlunterII, on 05 July 2013 - 06:11 AM, said:

LCJr, I have a few questions about the "out of the ordinary" 9x25mm Mauser Export:

1. Is there anything special about this round (aside from it being not very common)?
2. I assume (judging by what I've read about it) it is more powerful than 7.62 Tokarev and .30 Mauser. How much more powerful is it? Where would it be (numbers wise/ ballistically) in Silent Storm ammo hierarchy if I were to create this new ammo.
3. Most weapons in the game (not all) have a cheaper/more commonly found ammo sources. What gun or guns would serve that purpose (for 9x25mm Mauser Export)? I already found one: MP34 (a better and 'badder' brother of MP28 Bergman). Any other ones?

Posted Image

4. Do you have any ideas about unique weapons in this caliber? A pistol (broomhandle), perhaps? Have you thought of any custom names for it?

(anyone is welcome to jump in, please, don't hold back)
________________________________________________


~Blunter~

Very nice texture on the S&W.  I've always wondered why Nival chose that model though instead of one of the British service Webley's  or the Enfield No. 2?

1.  It's simply a more powerful round than the 9mm Parabellum.  

2.  I'd say a little more damaging than a 9mm Parabellum and with a little more range.  Ballpark 125 grain/8.1 gram bullet @ 1476 fps/450 mps.  ~0.82 ft/lbs momentum or 605 ft/lbs KE.  But then again with the rate enemies in Sentinels gain VP you can't really go with hard numbers:)

3.  Prototypes were made for the military in 9x25mm 'Broomhandle' but they never got any  contracts.  I'm unsure if any pistols were sold commercially in this caliber but it was used in the Mauser carbines.  Although without a new model that doesn't help. The only other weapons I'm aware of, besides the Steyr, were the Hungarian SMG's  39.M/43.M/44.M  http://hungariae.com/  and SIG MKxx series.  But again no model.  Might be able to fake it with Beretta 38A, MP41 or maybe even the M1 Carbine?

4.  One of the Broomhandle prototypes would be unique.  Any of the SMG's would be uncommon.

#440 dimovski

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Posted 05 July 2013 - 06:02 PM

Finnaly had time to read the storyline.
I love you guys.




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