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


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#21 KoMik

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Posted 31 January 2006 - 09:31 AM

Oh, really :lovetammy:? It should be near mr Janitor and i-highlighted after hero have spotted him. Then holding ALT helps to pick it up.

This have never happened to me or my mod-testers from Suomi (damn barbarians), so it really should be there...
---Maybe the zone was loaded/builded erroneous. :)

Edit:
I know one error: There is a wrong sergeant in the prison. He should be "Sgt. Kluizeb Brundo" ;). But I'm not making a update for that.

#22 Shirker2006

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Posted 10 February 2006 - 07:56 PM

I apologize for how I speak in English. Has very much liked SCHWARZT.
I express the author gratitude. It is pity, that Mr. KoMik has not increased a loss from the weapons and from a pomegranate.
A question: I can not pass further the destroyed building. Has found a fragment of a note, has killed all enemies, and I can not leave. That it is necessary to do further ? This building is shown at you on first picture.

#23 KoMik

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Posted 12 February 2006 - 04:10 AM

View PostShirker2006, on 10th February 2006, 10:56pm, said:

not increased a loss from the weapons and from a pomegranate.
In the demod, enemies XP-levels are higher than was actually supposed to be.
That cause hardy baddies, more shooting and that's why less realistic weapons
lethality is way too easy to perceived. Sorry about that...

Edited 14.02.06:
All my available moding time&interest goes now with maps, scripts and textures
but I try to find also time for values. I have planned to make a separated and
independent values mod (called maybe SWZ-ValuesMod ...you may
compare the name to "Family Values" :cool: ) which would work with all RS3_mods.

About this project; SWZ-Part1 will be shorter (=faster finished) than planned because we
want to have fun with our H&S-SWZ_mod as soon as possible ;) (RPG ála Schwarzt!).

Quote

A question: I can not pass further the destroyed building.
...This is a short game. On one go, gamer can play not more than intro-mission and 3-5
escaping 'missions'. There is 9 e-missions in different cardinal points but because those
are not reentertable - gamer have to choose one route and follow it to the end.

Demo's (Part1) final mission is what you mentioned.
-After that the 'real game with base' should begin.

#24 Gox

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Posted 17 February 2006 - 07:56 PM

KoMik, I'm new to this forum. I've stumbled upon it today, downloaded your game... and I was stunned! You made a better, more intriguing start than the both original games. Someone in the company should seriously think about this:

You JooWooD guys (if anyone of you are realy reading this) should be ashamed. You are notorious for the extremely short games. One just starts to worm up to your game... and there's the end! Put more levels! Contact the people from the forums, here's the gem for you! This KoMik has just given us almost a third od your entire game (SS2 or SS3), and what a third it is! Take this guy, encourage him to work, and give us new entire mods. Follow his inspiring idea, build upon that with him, give us more add-ons. Every once in a while a short several-level packages, put them on forums. Work with KoMik. It will boost the sales of the game. After all, we've all given you money for the game - don't leave us just with a game that is several years old, still atracts huge interest, but to what avail? Is it like you've made your financial plan and that's about it? No, people, do a little bit more. It'll help your company, and we will all benefit from it.

Please take this as a friendly suggestion, given in a good will.

KoMik, you ROCK!

#25 KoMik

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Posted 18 February 2006 - 10:04 PM

Thanks Gox. I'm glad you noticed that we actually just tried to show and inspire gamers to a new Silent^Feeling. It started years ago and now we all can have fun with S^2, S^3 and H&S (+NW). Good games all right - but I still think that there could be greater amount of add-ons and modifications. I mean, loaded with different tales and game world tastes. How about a wild Spaghetti Western mod?

We are not skilled enough and our time is too limited to make a whole new 3D-game and programmed stuff but we want to have fun at least. Publishers and developers need to manage financial and underwrite their big projects - on and off modders don't. RS3_mod crew are friends of B-movies so we dunno how to make salable games... It's some kind of occultism, isn't it? ;)

Anyway, !!SCHWARZT!! is ours small non-commercial/professional regards to gamers, modders, developers or publishers... whoever :cool:. It's made to honor orginals and comic-styled ideas. We try to keep it's weird greets up and stuttering.

So long.

#26 Sandfox

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Posted 19 February 2006 - 01:32 PM

View PostKoMik, on 18th February 2006, 5:04pm, said:

Thanks Gox. I'm glad you noticed that we actually just tried to show and inspire gamers to a new Silent^Feeling. It started years ago and now we all can have fun with S^2, S^3 and H&S (+NW). Good games all right - but I still think that there could be greater amount of add-ons and modifications. I mean, loaded with different tales and game world tastes. How about a wild Spaghetti Western mod?

We are not skilled enough and our time is too limited to make a whole new 3D-game and programmed stuff but we want to have fun at least. Publishers and developers need to manage financial and underwrite their big projects - on and off modders don't. RS3_mod crew are friends of B-movies so we dunno how to make salable games... It's some kind of occultism, isn't it? :)

Anyway, !!SCHWARZT!! is ours small non-commercial/professional regards to gamers, modders, developers or publishers... whoever ;). It's made to honor orginals and comic-styled ideas. We try to keep it's weird greets up and stuttering.

So long.
Amen. I'm not out to make money at all, so what I release I let people do whatever they want to and release as long as they cite my name. I also use my personal works to try to help people figure it all out. :cool:

#27 Gox

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Posted 19 February 2006 - 01:34 PM

View PostKoMik, on 18th February 2006, 11:04pm, said:

How about a wild Spaghetti Western mod? RS3_mod crew are friends of B-movies so we dunno how to make salable games... It's some kind of occultism, isn't it? :cool:

No man, you are too modest. You guys managed to hit just the right buttons in those four levels. Let's face it - the way the soldiers move in SS is a bit funny, and when I first encountered PK's, they looked like a wasted idea which had a potential to be great. They turned out to be just the huge borring and annoying hard targets. Too clumsy, too self-important, without a bit of self-parody.

Yes, game developers placed some good elements in there - secret projects, scientist and stuff - but those scientist were not crazy enough and their projects are mediocre. Spaghetti Westerns are cool, but let's be completely crazy: how about giant mutant spiders who spurt green beams (or something in a Plan 9 From Outer Space style - they already placed the UFO in the game, let's give them exclusivity for Sci-Fi weapons), zombie bad guys with SMG's, something along the lines of Re-Animator / Dawn of The Dead... or even The Mars Attacks. Ed Wood rules!

As far as salability is concerned, I'm lost there. The way this corporate world of game developers is conctructed, by default tends to dilute any original, non-conventional idea. Their marketing teams of analysts and psychologist will say some "no, this is not hard-core enough, people won't buy that" s**t, and the fresh ideas will go down the drain. It looks like we can't fight against the machine (only to rage about it), but...

Your approach to the game is so fresh and funny that it struck a chord in me. You managed to hit just the right ballance of seriousnes, tough gameplay and self-parody. It's fresh, funny and chalenging. Maybe the people from JoWooD are reading this. Maybe, if they are not authistic or something, maybe they have someone in charge of new ideas for their old stuff. Maybe it'll struck a chord in them too. I gues that it won't be too expensive for them to encourage you guys to pursue your great idea further. They already have an old game, and this will help company to gain more on the old investment. You can not do it on yourselves, but with JoWooD behind you, it is something completely different. I'm in an entertaining business myself (TV), and I know a thing or two about the spin. Here, on the forums, people like you have the oportunity to generate spin, and that's the only way to get into the system - salability and stuff.

Just keep up the good work, raise the spin on the forums. Maybe that's the way.

#28 WangChangZhang

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Posted 17 March 2006 - 01:09 PM

Greetings KoMik,
great mod! Had a lot of fun, although I had the same problem as the gamer above who didn't know that he had finished already.  ;)
And I had a hard time killing goons too... I suggest you'll write the preferred settings (difficulty settings and nighttime setting) in the readme, so that people can actually set it up the right way without having to look here first.
But it's cool - I liked how the bartender shot me in the back after an order from the Schwarzt supervisor - well, okay, my character wasn't too happy about it and just knocked him out cold after the quickload  :mad:

If you should need any help with German - just the language, not historical facts or something - just pm me. Your mod is cool and I'd rather have to be better than those Hollywood movies with awfully speaking German soldiers. Not that I encountered *big* mistakes.
So, keep it up, brother.  :D

#29 KoMik

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Posted 19 March 2006 - 05:24 PM

View PostWangChangZhang, on 17th March 2006, 3:09pm, said:

If you should need any help with German
OK and sorry about the long period of this reply. Thanks that you offered to help us but project !!SCHWARZT!! for S^3 is past. RS3 crew had a some selfish fun out of it and left it 'just for our eyes'. We are now planning/scratching a new SWZ_mod for Hammer & Sickle's editor. I don't even know when we are going to start actually MAKING it but I will report about that later then.

----------------------------------------------------------------------------------------------
Here is some screenshots from the 'orginal-demo' Schwarzt (just maps which weren't in the release).
I have scripted and played them with friends but the scenario structure and plots are still unfinished.

. SWZ_211.jpg . SWZ_212.jpg . SWZ_213.jpg . SWZ_214.jpg .

. SWZ_221.jpg . SWZ_222.jpg . SWZ_223.jpg . SWZ_224.jpg .

We would like to thank all who helped us, dared to try this beta (intro-preview) or just hung around.
----------------------------------------------------------------------------------------------


And these are screenshots from RS3 main mod. It is full Finnish language mod and we are still making it. It's called 'Invaasio Yritysvaltaus' (hard to translate well because of compound: It's 'Invasion Takeover' but directly 'Enterprice Occupation' or if little funny then 'Storming Attempt'). I want to use Finnish because it's faster to write, more fun to play/joke around and I also would like to support our strange but dear to us language - otherwise it may become poorer. There is not *too* much Finnish action games to play (about 5 - as I know - all are mods or some sort of freeware ... Yes).

http://koti.mbnet.fi...enies/Inva1.jpg (190kb, 960x770)
http://koti.mbnet.fi...enies/Inva2.jpg (200kb, 960x770)
http://koti.mbnet.fi...enies/Inva3.jpg (150kb, 960x770)


I have also made a RS3_Values mod (more lethal) but it's still so beta that ... Well, you know.

#30 WangChangZhang

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Posted 19 March 2006 - 06:14 PM

[quote name='KoMik' date='19th March 2006, 6:24pm' post='63138']
[quote name='WangChangZhang' post='63047' date='17th March 2006, 3:09pm']If you should need any help with German[/quote]
OK and sorry about the long period of this reply. Thanks that you offered to help us but project !!SCHWARZT!! for S^3 is past.

Well... but that doesn't mean you won't need any help with German for Schwarzt! for H&S, right?
And ask Novik for Russian  ;)
I remember some weird word appearing in Schwarzt! that looked as if you tried to type it the way it was pronouced... without knowing German pronunciation. Or perhaps it was suomi, but it looked like "Schwarzstab" is pronounced (black staff, like Khelben Blackstaff from D&D: Forgotten Realms).  

Anyway, if you need help with the German language, pm me :D

#31 Novik

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Posted 19 March 2006 - 08:43 PM

View PostKoMik, on 19th March 2006, 8:24pm, said:

We are now planning/scratching a new SWZ_mod for Hammer & Sickle's editor.
http://vif2ne.ru/s3/...MapEditBeta.rar [4M] - replace for H&S MapEditor.exe (only exe). Some errors fixed.

Quote

And ask Novik for Russian
Russian - is OK, but i have big problems with English and Finnish... :D

#32 KoMik

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Posted 21 March 2006 - 03:21 PM

OK. I got some spare time to install/run the H&S's editor - also created an own database. Loading image is quite familiar :D.
*Hmm ...* Seems to include new stuff inside. :smile3:

I haven't builded (with tool) a mod yet but I'll report about that later then... :sawning:

View PostNovik, on 19th March 2006, 10:43pm, said:

Some errors fixed.
Thanks to Novik that you made this unofficial program possible. ;)

#33 Slaughter

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Posted 21 March 2006 - 04:21 PM

View PostNovik, on 19th March 2006, 9:43pm, said:

http://vif2ne.ru/s3/...MapEditBeta.rar [4M] - replace for H&S MapEditor.exe (only exe). Some errors fixed.
Should I update the editor in our files section then?


#34 BlunterII

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Posted 21 March 2006 - 11:43 PM

Good work Komik! I really enjoyed your mod demo.
Didn't experience any problems... well maybe only one - it ended toooo soooon...  ;)

Can't wait to play the rest of it...  :D


Blunter II

- 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~


#35 Novik

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Posted 22 March 2006 - 09:22 AM

View PostSlaughter, on 21st March 2006, 7:21pm, said:

Should I update the editor in our files section then?
No, wait. As KoMik told me, european (and may be US?) installation of game has different directory structure (with compare of russian version). Installation has subfolder with name "RUN", etc...
I think, editor will not work properly.
I try to fix that in short time.

#36 KoMik

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Posted 22 March 2006 - 07:25 PM

I haven't builded anything yet but I seemed to get the editor working (btw, no bugs around so far).

If interested (Gentleman Novik may specify if necessary):
-------------------------------------------------------------------------------------------------
- Unpack archives (update&editor&mods) to the "Run" subfolder
- Run the editor (MapEdit.exe)
- Set the editor's View > Preferences > General options > Export > Resources > "res" directory to your correct one
- Restart the editor
-------------------------------------------------------------------------------------------------

Remainder actions is up to *you*.

#37 Novik

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Posted 23 March 2006 - 08:20 AM

View PostKoMik, on 22nd March 2006, 10:25pm, said:

- Unpack archives (update&editor&mods) to the "Run" subfolder
- Run the editor (MapEdit.exe)
- Set the editor's View > Preferences > General options > Export > Resources > "res" directory to your correct one
- Restart the editor
I think, last two points is required if you already have S^2 or/and S^3 editors on you PC only. But may be this is not true.
1) 2Admins - please, correct describe here - http://www.strategyc...ex.php?dlid=303
2) Link above (http://vif2ne.ru/s3/...MapEditBeta.rar) is a not full editor, this is a corrected exe file only (from patch 1.2, which don't published yet).

Edited by Novik, 23 March 2006 - 08:31 AM.


#38 BlunterII

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Posted 24 March 2006 - 12:01 AM

View PostKoMik, on 22nd March 2006, 11:25am, said:

I haven't builded anything yet but I seemed to get the editor working (btw, no bugs around so far).

If interested (Gentleman Novik may specify if necessary):
-------------------------------------------------------------------------------------------------
- Unpack archives (update&editor&mods) to the "Run" subfolder
- Run the editor (MapEdit.exe)
- Set the editor's View > Preferences > General options > Export > Resources > "res" directory to your correct one
- Restart the editor
-------------------------------------------------------------------------------------------------

Remainder actions is up to *you*.

Hi, KoMik. Glad you got it to work :lovetammy: !

I have a question for you: what did you do with the "res" folder that comes with the editor? "Run" subfolder has its own "res" folder. Did you overwrite it when extracting, or put its contents into the Run/res seperately somehow or did you do something else?


Blunter II

- 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~


#39 KoMik

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Posted 24 March 2006 - 05:50 AM

View PostBlunterII, on 24th March 2006, 2:01am, said:

Did you overwrite it when extracting, or put its contents into the Run/res seperately somehow or did you do something else?
First I 'unpacked' all files separately manually (and I think it was just fine). On the second time, after reintalling all, I unpacked via ZipZipZip. It didn't ask me about any overwrites (update patch1.15 overwrites two files).

If you have already unpacked all files to the 'main folder' AND then ran the editor. I think, you should reinstall (but very carefully!) your SQL desktop engine or remove the HSGAME from the SQL client. I'm not very familiar with the SQL ... So please, don't ask me anything about it (I think it's work of devil himself ... read: MS).

I'm an reinstaller when it comes to the SQL.

#40 BlunterII

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Posted 24 March 2006 - 06:26 AM

Quote

First I 'unpacked' all files separately manually (and I think it was just fine). On the second time, after reintalling all, I unpacked via ZipZipZip. It didn't ask me about any overwrites (update patch1.15 overwrites two files).

If you have already unpacked all files to the 'main folder' AND then ran the editor. I think, you should reinstall (but very carefully!) your SQL desktop engine or remove the HSGAME from the SQL client. I'm not very familiar with the SQL ... So please, don't ask me anything about it (I think it's work of devil himself ... read: MS).

Thanks, KoMik.

I suspected it could be a partially SQL related problem, because I've been having "ghost" errors pop up on the start-up of both SS and SSS editors containing names of the long lost mods  :D , even though I unistalled/ reinstalled SS and SSS many times.
I guess it's time to deal with the SQL beast now  :lovetammy: ...in a radical fashion...

Blunter II

(edit)------------------(the next day)

P.S. Ok, I finally got it to work. Had to reinstall the MSSQL, and extract the archive into C:\Program Files\Hammer & Sicle\Run (in my case)
Thanks KoMik for the tips :D .

- 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~





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