!!SCHWARZT!! Part1-version (beta) for S^3


  • Please log in to reply
42 replies to this topic

#1 KoMik

KoMik

    Lieutenant

  • Members
  • PipPipPipPip
  • 295 posts
  • Location:Finland

Posted 22 January 2006 - 12:25 PM

!!SCHWARZT!! Part1-version (beta)
(Modded with Silent Storm - Sentinels)
(sorry about my bad english... try to hold on... I will edit this post later)


2.3.1939
"Okay... It was a mistake coming here. This island is a hellhole, but I needed the money and I'm sure it's going to be war back home. I don't know which is worse. This island and it's strange owner/leader or nazis threatening everyone."

2.3.1940
"Information from the outside world takes time to get here. Anyway, I just heard... War has begun back home. Maybe I stay here a bit longer. I have nothing waiting me there. Here at least I have a decent salary."

SWZ_DEMOpic1.jpg SWZ_DEMOpic2.jpg


History:
The year was 1922 when a ship called M/S Seagull ran into the rock of a uninhabited island. After the shipwreck ship's captain Captain Allmän set up a small community with his crew.  Other sailors and familys from the mainlands expanded this community during years. Harbours, villages, roads, and a railroad were built.

Until 1935, everything was well. Then a corporation called Schwarzt came ashore. Without a warning they attacked to villages and occupied the whole island with force. Weak resistance - mostly low armed civilians - was overthrown after two months fighting. Schwarzt named the island to Swarnic and began immediately build structures for projects and manufacturing SWZ-products.

Schwarzt didn't had lots of servicemen so he made a deal with Fühler when the WWII began. Weapon deliverys, military electronics and other SWZ-products was traded to Axis soldiers. These hired army men were stationed on the Swarnic mainly to guard areas - at least so they were told.

Beginning:
Gamer start as a Schwarzt worker who fall into troubles and get against his/her employer. Under the pressure, hero must somehow get a general picture of the island and use it for escaping attempts.

<<DOWNLOAD HERE>>

-------------------------------------------------------------------------------------
To install/uninstall:
Unpack zip-file to your S^3 directory to get a "SWZ_demod" folder. Activate mod from the game's main menu custom game screen and start a campaing. To uninstall --> remove folder. It's not a mod for the orginal game's scenario so AddMod doesn't work.

Notes for all (prepare):
(!) Beta... Demo... Part1... (no special adds and not a new type of game) (!) No weapon value/name edits (!) Some mobs are armed with melee weapons and the game's AI isn't very well supported for melee fighting (stucks and waits the Grim Reaper) (!) Civilians turns sometimes cause momentarily jams (thinking and thinking some more, I'm trying to fix/use more stabile script-functions in the future... still learning) (!) Inludes big boys language, a weird story and lot's of digital entertainment based on violence. You sould be over 15 years. (also some bad humor, no comments) (!!) If you are playing H&S at the moment then we won't recommend this. (version is more unfinished than finished)

Some known bugs/errors:
!!! Don't press esc during a dialog because it will start 'ghost-sounds'. (no speechs added)
!! Fast made and not full fixed and tested. (time is limited, we are lazy and so much to see and do...)
! Solecisms and misspellings.

Missing from the illusion/show:
One zone/mission (from the P2P1-area), new textures, speechs, music (old scifi jingling&rattling), charcter's acks, some lip-syncs in dialogs, lot's of journals and other strings and the never ending fine-tuning. Version number will not raise above 0.5 before planned textures, sounds and music are added. All zones time of day is set to day for low graphic gards but if your machine can run lighting effects smoothly then open console and write SetTimeOfDay( NIGHT ) to get the meant ambience.

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

Thank you for your interest - we are now having a restorative break. !!All feel the power of Schwarzt!!

koMik&S (RS3_mod crew Finland/Tampere/Äpäläpä)

#2 brandeburg

brandeburg

    Lieutenant

  • Members
  • PipPipPipPip
  • 235 posts
  • Location:FRANCE

Posted 22 January 2006 - 12:59 PM

:lovetammy: nice job, looks fine to me, I will try tonight!
Thank you a lot KoMik to share your game!
"pillerit Saksan oli parhaita"

#3 Novik

Novik

    Sergeant

  • Members
  • PipPipPip
  • 98 posts

Posted 22 January 2006 - 01:04 PM

Common script warning.
Don't use constructions like
	local fgg = GroupCanFightSize( group )
	local i
	for i = 0, fgg - 1 do
		... do something with GroupGetUnit( group, i )...
	end
GroupCanFightSize may be greater zero, but GroupGetUnit( group, 0 ) may be invalid or dead. As result - script freeze or crash.
Correct variant is:
	for i = 0, GroupGetSize(group) - 1 do
		local unit = GroupGetUnit( group, i )
		if(usrUnitIsActive( unit )) then
		... do something with unit...
		end
	end


#4 Slaughter

Slaughter

    Colonel

  • Admin
  • PipPipPipPipPipPip
  • 6,409 posts
  • Gender:Male
  • Location:Norway, Oslo

Posted 22 January 2006 - 01:53 PM

Good stuff KoMik! I'll add it to the files section, but maybe you want to look into the stuff Novik mentioned first?


#5 KoMik

KoMik

    Lieutenant

  • Members
  • PipPipPipPip
  • 295 posts
  • Location:Finland

Posted 22 January 2006 - 06:55 PM

Lots of thanks-thanks to Novik, you checked these scripts and reported about the error. I'm still a novice scripter and actually pretty suprised that you didn't found more stoOopid errors... ;)

I fixed it - now it should be more stabile.

@Slaughter:
How do I update attachments - just remove and add new? That's how I did it, period. :lovetammy:

#6 Slaughter

Slaughter

    Colonel

  • Admin
  • PipPipPipPipPipPip
  • 6,409 posts
  • Gender:Male
  • Location:Norway, Oslo

Posted 22 January 2006 - 07:20 PM

Great! From now on, just send it to the e-mail address I'm PMing you. I deleted it from your post and added it to the files section.


#7 Novik

Novik

    Sergeant

  • Members
  • PipPipPip
  • 98 posts

Posted 22 January 2006 - 08:39 PM

View PostKoMik, on 22nd January 2006, 9:55pm, said:

I'm still a novice scripter and actually pretty suprised that you didn't found more stoOopid errors...
I think, of course errors exists (this is a normal situation), but you write so many code, and i is so lazy :lovetammy:
Some athers tips (if you want it, of course).
1) Add external script file name to table AutoLoadScripts and put common functions (like usrUnitIsActive) to this file. This make process of scripting more comfortable to you.
2) Check for usage of function UnitIsDead. May be, you need to use (not UnitCanFight) instead? What happen, if unit will be unconscious (but not dead)? UnitIsDead will return false is this case...
3) Standard decoration of function OnTalk is:
function OnTalk( unit, pers )
	BeginSequence()
	UnitLookAtUnit(unit, pers)
	UnitLookAtUnit(pers,unit)
	WaitForUnit(pers)
	...
	EndSequence()
end
4) OnUnitDamageUnit - check it parameters for valid before do something with it.

#8 brandeburg

brandeburg

    Lieutenant

  • Members
  • PipPipPipPip
  • 235 posts
  • Location:FRANCE

Posted 23 January 2006 - 12:55 AM

I am happy to test the game! I tried on difficult level with 2 different class: a soldier and an engineer!
I like the random items, very effective!
The weapons are not enough powerful to kill all these BAs.....
What I really appreciate is that following an alert, Schwarzt guys really try to find you, and all together! It is why we need more firepower!
paysage are really nice.
The trouble was about delivering the other prisonners! impossible,My engineer with 36% lockpicking didn't open a door. I save every time and try and try again! No ways!
REally nice job on the otherpart.
I am putting some screenshot in a new topic at the forum, name Schwarzt screenshot!

Well done KoMik
"pillerit Saksan oli parhaita"

#9 fgbrooks

fgbrooks

    Squaddie

  • Members
  • Pip
  • 33 posts

Posted 23 January 2006 - 08:32 AM

View Postbrandeburg, on 23rd January 2006, 12:55am, said:

I am happy to test the game! I tried on difficult level with 2 different class: a soldier and an engineer!
I like the random items, very effective!
The weapons are not enough powerful to kill all these BAs.....
What I really appreciate is that following an alert, Schwarzt guys really try to find you, and all together! It is why we need more firepower!
paysage are really nice.
The trouble was about delivering the other prisonners! impossible,My engineer with 36% lockpicking didn't open a door. I save every time and try and try again! No ways!
REally nice job on the otherpart.
I am putting some screenshot in a new topic at the forum, name Schwarzt screenshot!

Well done KoMik
To release the prisoners, there is a switch on the wall in both rooms that unlocks the cells.  My problem is in completing the mission.  I can't get the Escape objective to show completed.  I have killed all of the bad guys, freed all of the prisoners, found the maps, gotten my troops to the arrows at the edge of the map, but I don't get the objective complete.  What am I missing???

#10 KoMik

KoMik

    Lieutenant

  • Members
  • PipPipPipPip
  • 295 posts
  • Location:Finland

Posted 23 January 2006 - 08:41 AM

@Novik:
I tried to make UnitIsDead check for workers (civilians)... I think if they attack (after friendly fire or order from the senior) then gamer should be able to knock them out without having 'a bad reputation'. :lovetammy:

@fgbrooks:
Red arrow leave objectives are quite lousy made... you have to gain your group under it... and I mean shoulder against shoulder. After that you should hear a goal-sound and get a free leave. Maybe I should make the 'activate area under arrows' much wider... Now it's 4-4. One of my friends has a same problem. ;)

#11 brandeburg

brandeburg

    Lieutenant

  • Members
  • PipPipPipPip
  • 235 posts
  • Location:FRANCE

Posted 23 January 2006 - 11:17 AM

View PostKoMik, on 23rd January 2006, 9:41am, said:

Hee hee, those cell doors are not openable with lockpicks... find a other way around :lovetammy: Good to know that you dare to test the beta, Brandeburg.
I found the buton to open cellar, really ggod idea to guard them, but IO believe first buttons were alarms.
ScrnShot_230106_112203.jpg
I test the second version! The MP38 is really welcome, and the mine for my female engineer too.
Sorry I am playing mainly engineer or medic as they are In RPG the more polyvalent (snipe from far away is for myself a little bit boring after a while, but as you change perks tree... I will see!)
Really good job ;)
"pillerit Saksan oli parhaita"

#12 KoMik

KoMik

    Lieutenant

  • Members
  • PipPipPipPip
  • 295 posts
  • Location:Finland

Posted 23 January 2006 - 04:16 PM

I just sent a new updated file to Slaughter... I think.

Updates:
- Edited and added some script stuff + strings
- Missed in 'hurry' waypoint is not missing anymore
- New variants to four missions and some new chest-variants
- More enemies to 'Barracks, Support-Center and Final' missions (watch out!)

That's all. I didn't change/edit the (frustrating small) red arrows activate areas... sorry.
If you have already started a campaign then you should restart to get new variants
available.

@Brandeburg:
Items in mobs/closets/chests will come as random... so maybe you will next time
get absolutely nothing or MP38 or MP40 or MP28 or ... oops (spoiler?). :lovetammy:

Version number is left as it was (0.2).

#13 Slaughter

Slaughter

    Colonel

  • Admin
  • PipPipPipPipPipPip
  • 6,409 posts
  • Gender:Male
  • Location:Norway, Oslo

Posted 23 January 2006 - 05:23 PM

New version added to the files section. Keep up the good work KoMik! :lovetammy:


#14 fgbrooks

fgbrooks

    Squaddie

  • Members
  • Pip
  • 33 posts

Posted 24 January 2006 - 02:33 AM

[quote name='KoMik' date='23rd January 2006, 4:16pm' post='60899']
I just sent a new updated file to Slaughter... I think.

Thanks KoMik, for the hint on the red arrows.  I was able to complete the demo (got the nice "thank you for playing the demo" message), and now I can go back and play version 0.2!!! :lovetammy:   One thing, the weapons damage has to be increased, or the enemies resistance needs to be lowered.  I had Vlad the Sniper shoot an enemy with his Mauser rifle 4 times before the bad guy died.  My main character shot and hit an enemy 6 times out of 7 with her Nagant revolver, reloaded, and then shot and hit 3 more times before death.  Another bad guy took four head shots before he expired.  You get the picture.

#15 KoMik

KoMik

    Lieutenant

  • Members
  • PipPipPipPip
  • 295 posts
  • Location:Finland

Posted 24 January 2006 - 10:58 AM

K, thank you for playing the demo (again) :lovetammy:

Quote

One thing, the weapons damage has to be increased, or the enemies resistance needs to be lowered.
You can increase the damage made by your characters in custom difficulty screen. Lift it to 200% (which should be actually 100% and 200% should be then 300% if you ask my opinion) and see the effect. Also you can lower the damage made by enemies. If you set enemies to higher level then you will cain level-ups faster (but mobs are then more skilled).

Maybe I someday/s edit 5-10 more damage points to all weapons but rather I would like to edit that custom difficulty damage scroll effect.

Quote

I had Vlad the Sniper shoot an enemy with his Mauser rifle 4 times before the bad guy died.
If this happened in Final-'mission' then you maybe shot a supervisor or one or the other officer... these baddies are on high level and boosted.

#16 Sandfox

Sandfox

    Yes, that modder...

  • Members
  • Pip
  • 17 posts

Posted 25 January 2006 - 12:47 AM

This looks really cool, I'll give it a try. :lovetammy:

#17 toxic-nova

toxic-nova

    Squaddie

  • Members
  • Pip
  • 3 posts

Posted 28 January 2006 - 08:36 AM

Great mod. :lovetammy:

#18 Sandfox

Sandfox

    Yes, that modder...

  • Members
  • Pip
  • 17 posts

Posted 29 January 2006 - 06:57 PM

It was fun, but I hit a snag at the Mr. Janitor key part, couldn't get the key. :lovetammy:

#19 KoMik

KoMik

    Lieutenant

  • Members
  • PipPipPipPip
  • 295 posts
  • Location:Finland

Posted 30 January 2006 - 09:40 PM

View PostSandfox, on 29th January 2006, 9:57pm, said:

Mr. Janitor key part, couldn't get the key.
Troubles to pick it up? Shouldn't be a problem and it will open doors right away. (The key is 'useless')

If you meant that the key was removed from the inventory after a intellectual conversation with SWZ-officer? He is to blame. If you ask: But how the hell hero manage to smuggle a lockpick inside the prison?? ...Well, you have to use our own imagination to figure that out (no comments).

Have fun.

#20 Sandfox

Sandfox

    Yes, that modder...

  • Members
  • Pip
  • 17 posts

Posted 31 January 2006 - 03:58 AM

View PostKoMik, on 30th January 2006, 4:40pm, said:

Troubles to pick it up? Shouldn't be a problem and it will open doors right away. (The key is 'useless')

If you meant that the key was removed from the inventory after a intellectual conversation with SWZ-officer? He is to blame. If you ask: But how the hell hero manage to smuggle a lockpick inside the prison?? ...Well, you have to use our own imagination to figure that out (no comments).

Have fun.
As in I couldn't find it to pick up. :lovetammy:




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users