Jump to content

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


BlunterII

Recommended Posts

Hey Blunter.

 

I just backed up the music in the S3 music folder and overwrote the main music file (under S3->Res->Music->MainmenuSA.wav).

 

I don't actually know how to add new music without replacing existing music, unfortunately.

 

I'll throw together a list of music that might suit the zombie scenario and send it to you. Give me a day or two.

 

Thanks, TR.

 

Generally, I try to avoid overwriting anything out of fear that later, after thousands of various entries have been made - I will simply forget what was where and why (even if I backed it up since the changes are so massive)

 

There is an option of doing Sound through scripts. I haven't tried it yet. I don't even know whether the looped sound is going to work at all.

 

I am interested in checking out the music for the zombie encounter.

 

The colt uses .38 Speical as ammo and these come as a speedloader. Interesting is that so far I have yet to find one in game.

 

The DeLise Carbine uses .45 ACP ammo, the same you use for the Colt pistol and Thompson's.

 

I am not sure that the clip for the MMS 41 was changed in name. I think it would simply say 7.92mm MSS-41 AP Magazine.

 

No the Mausers use the 20 round clips, I think that is due to the fact that the M712 uses a 20 round mag while the original mausers where loaded via stripper clips of 10 rounds. There isnt any 10 round clip in the game, I guess Nivial just wanted to avoid having too many ammo types.

 

I will look again and post some screenshots if you want.

 

Also the MoH game has extensive dialogue, I have all of them from all the missions in the game, including the briefing dialogues and whatnot (including idle, wounded, shouting orders etc.). Also all the dialogue for the Allies is in British or US English while the Axis talk German.

 

Right. I finally figured out the .38 Special problem. There was no ammo for .38 JHP at all (it requires a seperate ammo type). The models, RPG item clips, etc were there - but without ammo - it was crashing. I am making new JHP ammo for the S&W right now.

 

I changed DeLisle successfully. smile.png

Thompson as well...

 

Thank you for confirming the Mauser 20 round clip phenomenon, Lt. The weird thing is that the 1926 Mausers did have a 10 round clip model in the game. However it was unused for whatever reason - they just didn't create any clips for those.

 

Well, I did. smile.png

 

Take a look:

 

Weapons_Mauser_C-96_1926_10_RoundClip.png

 

Voila!

A fully functioning clip.

____________________________________

 

What is the name for the MSS-41 ammo (as in 'shell type')? I have: "7.92mm MSS-41 AP" (I might have changed it inadvertently). Or is it acceptable?

 

I am interested in the dialogs (I remember they were well done in MoH). Short phrases can be easily incorporated in the game. I'd like to check them out.

____________________________________

____________________________________

 

Ok, I am going to finish this Ammo - Clip - Weapon name fixing. Then I'll finish the dialog import (I adopted Ecthel's version and redid them completely)... and see if I can make later waves more difficult and/ or numerous in the Castle Encounter...

 

After that v 2.1 will be available for testing.

 

EDIT: Finished the Ammo fixes. The new JHP ammo fixed the crash as I suspected.

____________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Okay the shell type just says "7.92mm MSS-41 AP Clip"

 

As for the Mauser pistols: There is a 20 round mag for the M712 and all the other Mausers use 10 round clips. However, from what I understand, the M712 could also use 10 round box mags and I also believe that later versions of the regular mauser where converted to magazine use as well.

Link to comment
Share on other sites

Okay the shell type just says "7.92mm MSS-41 AP Clip"

 

As for the Mauser pistols: There is a 20 round mag for the M712 and all the other Mausers use 10 round clips. However, from what I understand, the M712 could also use 10 round box mags and I also believe that later versions of the regular mauser where converted to magazine use as well.

 

Thank you for looking it up, Lt.

I'll change the shell name to ".... clip" (frankly, I find it strange they'd have a "...<something>... clip" within Clip itself... hmm. Sounds redundant to me.

I think I'll leave the 10 round magazine the way it is for now.

 

This mod is awesome! Thank you for your hard work!

 

I am glad you like it, storander. And thank you for the kind words.

 

Blunter, did you get the music I sent?

 

I just discovered it, TR. (My appologies, i don't check that account very often). Thank you, I'll listen to it tomorrow.

___________________________________________________

 

I've done a lot of changes to the Castle encounter since my last post:

 

- revised the script. Improved a whole lot of things (~600 lines now and growing)

- adopted Ecthel's dialogs, wrote new MExcel files and imported them.

- Added facial animations to the characters' faces during dialogs. (The female hero doesn't move her lips on half of the dialogs. Not fixed yet! Looking into that right now...)

- added climbable containers inside the courtyard (to make climbing the tall walls easier. For PCs and NPCs including zombies)

- added a diplomacy change to enemy in case the player attacks allies (Durand, Mercs, U.S. troopers).

- the aftermath of the Castle battle, specific survivors and the player's behavior directly affect the rewards.

- the rewards are given to player via a parcel upon visiting the base and entering the armory (storage room). A short list of rewards is printed on the screen (monetary from Durand along with a letter, rare items from Mercs and a note, and XP from U.S. commander along with a commendation letter from their HQ at Bad Tolz). I wrote a whole new script just for that and incorporated it in the "base" script (~50 lines). In short if they all survive and are friendly upon exiting the "Castle" zone you get a lot of good things.

- If the truck is destroyed - the LeaveZone becomes available only after the 15th wave.

- Leaving early is recommended if you come alone or bring only a few units with you (or low level)

- The zombies run now (most of them, some still walk). I made them more powerful, faster and deadlier in melee. Officers (the ones with swastika) are the most dangerous.

- The name of the Castle is Linden (it is referred to as such in letters and correspondence you'll receive)

- After completing the "Castle" and entering it again the place is occupied by bandits looting the place. There are two kinds of bandits: bad and really nasty. The possibility of encountering the nasty ones is low (they carry somewhat better loot).

- Zombies are called "Unknown Creature" now

- After a specific wave extra zombies show up in additon to the usual spawn.

- revised the supplies (to better fit the player's needs. Open to further revisions)

- Created 3 new weapons (improved versions of the existing ones).

___________________________________________________________________________

 

One of my kids ran the encounter several times and found a bunch of bugs:

 

a. Units getting instantly killed and thrown to the -2 floor with -4000 HPs when attempting to open a rotated chest. I had to stick with 0, 90, 180, 270 degrees rotations to avoid that. (Fixed)

b. Mercenaries' guns jamming making them easy pray for the creatures/ zombies. Gave them different guns. (Fixed)

c. Giving mercs too many grenades led to a very strange phenomenon. When they ran out of grenades they stopped using their regular weapons. Removed extra grenades. (Fixed)

d. Some script inconsistencies visible only in console (not fatal but worrisome nonetherless)

e. Zombies would suddenly stop for some reason and wouldn't do anything. (Still looking into that. I didn't turn their AI off at any time... so I am not sure yet.)

f. Zombies do pick up weapons and grenades from killed NPCs and player characters (God forbid!). They are ineffective when using them though. (No idea how to block them from equipping them)

g. Only one crash so far (related to some "fatal loop cycle"). Unlocking zombies' poses (I had them locked to keep them running) fixed it. I suspect some of them just couldn't get out of the ditch near the bridge.

h. some of the NPCs set to "Guard" logic with a tiny (1 or 2) roaming radius sometimes leave their positions and wander off to fight the "good fight". My tester called it 'retarded', I called it a glitch... smile.png

__________________________________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

So any ETA for version 2.1?

 

It's ready, Lt. I am just trying to get rid of as many bugs as I can catch during initial tests, before the release, that's all.

So far (in addition to the things I mentioned in my previous post):

 

- Added head sequences matching the dialogs (approximate, of course). And reorganized the whole AckInfo folder for future use (~ 4-5K of entries). The lip synch is far from perfect but it is the best I can do at this point.

- The loading screen with the Castle on it (btw, it shows up, hooray!) had a brief gray screen before the picture became visible. I changed the castle texture to 'instant load'. Now it loads properly (i.e. no gray screen in between)

- Implemented the 'OnUnitDamageUnit' and 'OnUnitKillUnit' in relation to attacking allies. Works properly now. Before you could attack their dead body and their buddies would turn on you (Not any more). Another thing I discovered was that using 'OnUnitDamageUnit' would completely skip if you managed to instantly kill one of your allies (with a long burst in their face, for instance). Adding 'OnUnitKillUnit' rectified that.

- Made it rain with lighting.

- Added check for various groups' validity

- Made zombies run (more of them). It makes it much harder, especially when coming there alone.

- Made REs available right after the "Meeting Boris" (SM1) encounter.

- Made 'murdered men' really dead (in SM1). For some reason they were still alive in the truck.

- Made sure that Hero faces Durand when talking to him for the first time (sometimes he'd just look in a different direction:silly...)

________________________________________________

 

I am going to run through it one more time in the actual game, check the rewards at the base and if everything is ok, I'll upload it today.

________________________________________________

 

TR, listened to the soundtrack you sent me. Nice. Brought some good memories, I remember how spooky it was to do that "Sniper Town" mission.

 

What do you think we should do with it? (Save it for Axis/DW - Allies/Sentinels types of confrontations, maybe?)

_______________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Blunter:

 

I figured you'd want to use the music for the zombie RE (it does sound tense and horror-y, after all), but as always, I trust in your judgment. If you have a better use for it, then by all means use it as you see fit smile.png

 

Thank you, TR.

Frankly, I am just not sure how to do it yet. I'll have to test it in a separate mod before proceeding with adding new music.

_____________________________________________________________

 

All right, the Castle is ready to be tested.

 

-------------- [EDIT] --------------

 

(05/03/13)

All Uniforms v 2.1 is out!

This Version is bugged (crashes blocking the players from continuing the campaign)

 

Use >>> BlunterMod v 2.2 instead

 

Thank you.

 

-------------- [EDIT] --------------

 

____________________________________________________________

 

ReadMe for 2.1:

Note: Do not use modifications v 1.0, v 2.0, and v 2.1 at the same time. Use only one of them. The latest version V 2.1 includes v 1.0 and v 2.0

 

1. This version incorporates "AmmoFixes v1.1" by Quintin Stone (in its entirety)

 

2. Binoculars don't cause a crash when switching them to a firearm in one of the active slots. They've been given a pistol idle animation (visible only in that character's inventory)

 

3. Most 'surplus' uniforms are ~50% cheaper now.

 

4. A random encounter was added to 'Germany' Chapter map. It is called "Castle", comes with its own script and dialogs. Upon entering the template the player is asked to help defend the Castle from strange creatures (Zombies currently). After several waves of fast melee attackers American Special Forces' detachment shows up with a truck - allowing the player to leave the place (leaving the zone is blocked prior to that). Depending on player's behavior (attacking allies, succesfully escorting the Castle owner to safety, etc.) - the player will be rewarded for their actions the next time they travel to the base (head to the armory/storage room for it to be triggered). To accomodate some of the items the player's inventory will be moved to the storage (no need to worry smile.png)

 

5. Snipers use their special animations properly.

 

6. 4 new weapons added (custom Lee-Enfield Mk4, custom FG42, custom G41(W), custom ZB 26 )

 

Weapons_LeeEnfield_Piggy.png

 

I remember being frustrated when playing sniper characters as there were no scoped rifles available in the first few missions. Now you can use "Piggy" until you come across something better. It only has 'Snap' and 'Snipe' shot modes (no 'Aimed' or 'Careful' selections)

 

Available in "Meeting Boris" behind the locked door in the basement where you start.

__________________________________________________________

 

The next batch is part of the awards for succesfully finishing the "Castle Linden" encounter.

 

Weapons_FG42_Dust.png

 

Mercenaries are equipped with custom weapons (regular weapons with modified statistics and improved durability decay)

___________________________________________________________

 

Weapons_G41%2528W%2529_Sting.png

 

 

Weapons_ZB_Perforator.png

___________________________________________

 

7. Germany and Poland Chapter maps feature new background textures.

_________________________________________________________________

_________________________________________________________________

 

 

I've played throught the encounter twice without hiccups. Hopefully that will be your experience as well.

Play through the "Castle" and, please, let me know what you think.

 

Report any problems and I'll see what I can do.

 

(short break is in order, I think)

_________________________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Legendary! Thanks so much, Blunter.

 

I can't wait to play this. I'm buried under a mountain of work, but I'll find time to play this weekend.

 

The custom weapons are a welcome surprise, and a better solution than modding the main weapons in the game. I wonder if you'll consider adding a custom BAR down the road. I've always found it sadly underpowered in S3 ...

Link to comment
Share on other sites

Here are the strings for the notes the player will receive upon "Castle Linden" completion.

 

They are ready for editing:

(if you think it's necessary, that is...)

 

1) Reward Notes: All alive and allied

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

Durand's Note

Mon ami, I am forever grateful to you for saving our behinds.

Please, accept these with my gratitude. We shall meet again.

Merci beaucoup!

(-- a high amount of cash is given to the player --)

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

A Note

Appreciate your assistance at Linden. Durand must be ecstatic.

My squad and I managed to escape right before the creatures overran the place.

Here is part of the pay we got from Durand. I think you've earned it.

And a few pieces I thought you'd find useful. "

Signed 'Dust', Carlton Group.

(-- 3 rare items are given to the player--)

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

U.S. Commander Letter (--at least 1 American survived -- and -- friendly)

A commendation letter from the Bad Tolz U.S. Base commander.

(-- XP is given to the player-- )

_______________________________________________________________________

_______________________________________________________________________

 

2) Reward Notes: Durand and most Mercs are fine (and allied)

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

Durand's Note

Mon ami, I am very grateful to you for your help.

Most of the mercenaries made it out safely, thanks to you.

Please, accept these with my gratitude. We shall meet again.

Merci beaucoup!

(-- a somewhat high amount of cash is given to the player--)

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

A Note (--Bruiser Dead--)

"Appreciate your assistance at Linden. Durand must be ecstatic.

Sting and I managed to escape right before the creatures overran the place.

Bruiser didn't make it. Here is part of the pay we got from Durand.

I think you've earned it.

And a few pieces you might find useful. "

Signed 'Dust', Carlton Group.

(-- 2 rare items are given to the player--)

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

A Note (--Sting Dead--)

"Appreciate your assistance at Linden. Durand must be ecstatic.

Bruiser and I managed to escape right before the creatures overran the place.

Sting didn't make it. Here is part of the pay we got from Durand.

I think you've earned it.

And a few pieces you might find useful. "

Signed 'Dust', Carlton Group.

(-- 2 rare items are given to the player--)

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

U.S. Commander Letter (--at least 1 American survived -- and -- friendly)

A commendation letter from the Bad Tolz U.S. Base commander.

(-- XP is given to the player-- )

_______________________________________________________

_______________________________________________________

 

3) Reward Notes: Durand and only Dust are fine (and allied)

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

Durand's Note

Mon ami, I am safe, thanks to you.

Only Mr. Dust escaped, the other two perished.

I'd like to compensate you for the trouble.

Merci beaucoup!

(-- average amount of cash is given to the player--)

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

A Note

"Appreciate your assistance at Linden. Durand should be happy.

I managed to escape right before the creatures overran the place.

Bruiser and Sting didn't make it. Here is part of the pay we got from Durand.

I've got no squad to share it with.

Here is a piece you might find useful. "

Signed 'Dust', Carlton Group.

(-- 1 rare item is given to the player--)

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

U.S. Commander Letter (--at least 1 American survived -- and -- friendly)

A commendation letter from the Bad Tolz U.S. Base commander.

(-- XP is given to the player-- )

______________________________________________________________

______________________________________________________________

 

4) Reward Notes: Durand alone fine (and allied) / Mercs are all dead

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

Durand's Note

Mon ami, thanks to you, I survived the slaughter at Linden.

However all the mercenaries I hired are dead. I don't know

what happened. Somehow I feel responsible for the tragedy.

Here is some money for your trouble. Merci beaucoup!

(-- a somewhat small cash reward is given to the player--)

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

U.S. Commander Letter (--at least 1 American survived -- and -- friendly)

A commendation letter from the Bad Tolz U.S. Base commander.

(-- XP is given to the player-- )

______________________________________________________________

______________________________________________________________

 

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

5) Reward Notes: Durand dead (while being allied) / Mercs are fine (only Dust matters here)

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

A Note (from Dust)

"Thank you for joining me at Linden. Glad you made it out in one piece.

It's a shame what happened to Durand. I've never lost a client until now.

I managed to escape right before the creatures overran the place. Here is

part of the pay we got from Durand. I think you deserve it."

Signed 'Dust', Carlton Group.

(-- a small ammount of cash is given to the player--)

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

U.S. Commander Letter (--at least 1 American survived -- and -- friendly)

A commendation letter from the Bad Tolz U.S. Base commander.

(-- XP is given to the player-- )

______________________________________________________________

______________________________________________________________

 

6) Reward Notes: All are dead (except the U.S. troopers)

 

U.S. Commander Letter (--at least 1 American survived -- and -- friendly)

A commendation letter from the Bad Tolz U.S. Base commander.

(-- XP is given to the player-- )

 

______________________________________________________

 

Z_Items_4%2528LettersFromLinden%2529.png

 

______________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Legendary! Thanks so much, Blunter.

 

I can't wait to play this. I'm buried under a mountain of work, but I'll find time to play this weekend.

 

The custom weapons are a welcome surprise, and a better solution than modding the main weapons in the game. I wonder if you'll consider adding a custom BAR down the road. I've always found it sadly underpowered in S3 ...

 

You are welcome. smile.png

And, please, post some feedback, problems, wishes.

_____________________________________________

 

I understand they tried to spread the power and availability of various weapons over the course of the scenario for a reason but making some extremely under- or overpowered is going a little too far, in my opinion.

 

Here is the default BAR in-game stats:

 

Weapons_BAR_Default.png

 

What do you think we can do with it? Or, perhaps, leave it alone and make a custom one as well?

_______________________________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Blunter:

 

I was hoping you might make a custom one, eventually. I'm not too knowledgeable about the technical aspects of the BAR (someone else here could probably offer insight) but I do know that it's often mentioned as one of the greatest weapons of the Second World War. In S3 it's strictly a below average weapon, largely because of its limited range.

Link to comment
Share on other sites

Blunter:

 

I was hoping you might make a custom one, eventually. I'm not too knowledgeable about the technical aspects of the BAR (someone else here could probably offer insight) but I do know that it's often mentioned as one of the greatest weapons of the Second World War. In S3 it's strictly a below average weapon, largely because of its limited range.

 

Well, perhaps, Lt. or Ecthel will be able to shed some light on this for us. (As I am afraid my exposure to weapon specifics has been very limited as well)...

______________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

I find it odd that the mercenaries are not only giving up some of their pay, but also handing you their heavily customized personal weapons. I mean, don't they need the latter to do their jobs? (unless Durand's paid them so much that they can afford to retire/buy better weapons even after giving you a cut) I can understand and appreciate them being grateful, but they seem like they're overdoing it.

 

Anyway:

1) Durand's Note

All alive and allied

Mon ami, I am forever grateful to you for saving all of us.

Please, accept these with my gratitude. We shall meet again.

Merci beaucoup!

 

Durand and most Mercs are alive and allied

Mon ami, I am very grateful to you for your help.

Most of the mercenaries made it out safely as well, thanks to you.

Please, accept these with my gratitude. We shall meet again.

Merci beaucoup!

 

Durand and only Dust are alive and allied

Mon ami, I am safe, thanks to you.

Unfortunately, both of Mr. Dust's comrades perished. He has managed to escape, at least.

I would like to compensate you for your trouble.

Merci beaucoup!

 

Only Durand alive and allied

Mon ami, thanks to you, I survived the slaughter at Linden.

However, all the mercenaries are dead. I feel somewhat responsible.

Here is some money for your trouble.

Merci beaucoup!

 

2) Dust's Note

All alive and allied

"Appreciate your assistance at Linden. Durand must be ecstatic.

My squad and I managed to escape right before the creatures overran the place.

Included a share of our pay for the assignment. You've earned it.

Also included a few pieces you might find useful.

Would be happy to work with you again."

Signed 'Dust', Carlton Group.

 

Durand and most Mercs are fine (and allied)

Bruiser Dead

"Appreciate your assistance at Linden. Durand must be ecstatic.

Sting and I managed to escape right before the creatures overran the place, but Bruiser didn't make it.

Included a share of our pay for the assignment. You've earned it.

Also included a few pieces you might find useful.

Would be happy to work with you again"

Signed 'Dust', Carlton Group.

 

Sting Dead

"Appreciate your assistance at Linden. Durand must be ecstatic.

Bruiser and I managed to escape right before the creatures overran the place, but Sting didn't make it.

Included a share of our pay for the assignment. You've earned it.

Also included a few pieces you might find useful.

Would be happy to work with you again"

Signed 'Dust', Carlton Group.

 

Durand and only Dust are alive and allied

"Appreciate your assistance at Linden. Durand should be happy.

I managed to escape right before the creatures overran the place, but Bruiser and Sting didn't make it.

Included a share of our pay for the assignment, I don't have a squad to share it with anymore.

Also included a piece you might find useful."

Signed 'Dust', Carlton Group.

 

Durand dead (while being allied)/Mercs are alive (only Dust matters here)

"Thank you for joining us at Linden. Glad you made it out in one piece.

I managed to escape right before the creatures overran the place.

It's a shame what happened to Durand. I've never lost a client until now.

Included a share of his up-front payment for our contract.

It's not like we can return it to him now."

Signed 'Dust', Carlton Group.

 

3) Commendation Letter

A commendation letter from the commander of the U.S. base at Bad Tolz.

 

Regarding the BAR, it's not that great as a LMG compared to the alternatives during WW2. As the name says, it's more of an automatic rifle. Would it be possible to reflect that by making it more accurate and slightly reducing the AP costs for firing it? Probably could do with a range increase to about the same as or slightly less than the Garand or Springfield as well.

 

Also, would it be possible for the firing animations to be changed for certain stances? Personally, I think it should be fired like a rifle when standing and crouching, but fired like a MG when prone.

Link to comment
Share on other sites

Okay, for those of you who wanted to use Random Strom with this mod, I can say there are still some strange issues going on. I noticed that when using the Random strom mod, certain Uniforms have totally bugged textures. The Italian Para trooper, Tesla, Ghost Team and SS uniforms are the ones affected by this. I am not sure how or why, seeing that Blunter changed a lot in Version 2.1 to make it work with Random Strom but yeah, the issues exist. That and that the sniper in the "Test of Loyalty" mission was switched with some random named NPC who was unarmed.

 

I did remove Random Strom via Add Mod tool and now most problems are fixed, so it was that mod causing problem once again. Ah well, too bad, I was so hyped to play the new random encounters.

Link to comment
Share on other sites

I find it odd that the mercenaries are not only giving up some of their pay, but also handing you their heavily customized personal weapons. I mean, don't they need the latter to do their jobs? (unless Durand's paid them so much that they can afford to retire/buy better weapons even after giving you a cut) I can understand and appreciate them being grateful, but they seem like they're overdoing it.

 

Thank you for editing the notes, Ecthel. I corrected all the 'offending' entries.

 

Regarding the rewards: What do you think needs to be changed?

 

Regarding the BAR, it's not that great as a LMG compared to the alternatives during WW2. As the name says, it's more of an automatic rifle. Would it be possible to reflect that by making it more accurate and slightly reducing the AP costs for firing it? Probably could do with a range increase to about the same as or slightly less than the Garand or Springfield as well.

 

Also, would it be possible for the firing animations to be changed for certain stances? Personally, I think it should be fired like a rifle when standing and crouching, but fired like a MG when prone.

 

Most of the things you mention are possible.

 

This iteration of the BAR is more accurate (longer range, less recoil), less APs for firing, has a 'Careful Shot', has higher penetration values (increased initial velocity), higher damage, doesn't have a 'Long Burst' option, features slightly better overall reliability and decreased durability decay.

 

Weapons_BAR_Modified_RifleAnimStand.png

 

It has a rifle animation in all stances. I don't think I can do MG animation for prone alone (I'd rather avoid messing with animations). The bipod is always folded (I haven't figured how to have it open in prone position only or if it is possible at all).

 

Weapons_BAR_Modified_RifleAnimOtherPoses.png

 

Now it is a powerful automatic rifle.

 

Any ideas on what to name this pup?

And I should probably change the "Type: machine gun" to something else. "Automatic rifle"???

 

 

Okay, for those of you who wanted to use Random Strom with this mod, I can say there are still some strange issues going on. I noticed that when using the Random strom mod, certain Uniforms have totally bugged textures. The Italian Para trooper, Tesla, Ghost Team and SS uniforms are the ones affected by this. I am not sure how or why, seeing that Blunter changed a lot in Version 2.1 to make it work with Random Strom but yeah, the issues exist. That and that the sniper in the "Test of Loyalty" mission was switched with some random named NPC who was unarmed.

 

I did remove Random Strom via Add Mod tool and now most problems are fixed, so it was that mod causing problem once again. Ah well, too bad, I was so hyped to play the new random encounters.

 

That's unfortunate, Lt. He must have changed quite a few things. Simple addition of new encounters wouldn't cause any conflicts (all my templates start with 1700000, textures start with default 1000001). Italian Para trooper texture was the first one n: 1000001. If it conflicts - he added a few textures of his own, not many but enough to interfere with some of the ones I imported early. (Tesla, Ghost.. are also in the 1000010 - 1000030 range).

_______________________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Great mod. Even though I haven't tried it yet, I can tell this mod has revitalized the game for me. Also, regarding the mod name, will it still be called "All Uniforms" mod with later versions? Just wondering because this mod looks like it's shaping up to be more than just a uniform mod. I'm looking forward to what else you'll cook up for the mod.
Link to comment
Share on other sites

Blunter, the second image you posted isnt working it just shows a "You are not allowed to view this" symbol. Also, I can talk a bit about the BAR if you guys want, its history and whatnot to clear up some stuff.

 

Of course. Especially in relation to other guns in the game (HMGs, LMGs...).

I read a little bit about the BAR on Wiki (and whatever I experienced playing MoH, CoD, etc.). That's the extent of my knowledge at this point. smile.png

 

About the image: I reuploaded it, Lt. It should work fine now.

 

Awesome! Is the custom BAR included in v 2.1?

 

No, but I can include it in a small update with a few other weapons. I was thinking about creating an older sibling of "Sea Devil" without the scope that shoots single grenades (13.2mm French) or some scary armor piercing stuff... hmm...(ideas???)

 

Possible names:

 

Big Ass Rifle (BAR)

Thumper

Lady Liberty

Big Baby

 

Lady Liberty sounds appealing (in patriotic sense I mean).

I changed the Type to 'Automatic Rifle' for now (had to create yet another weapon type smile.png).

 

Weapons_BAR_LadyLiberty.png

 

It has a little eagle on its stock.

__________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

I love it! For the purposes of perks, etc., is Lady Liberty a rifle or a machine gun?

 

I like the Sea Devil "big brother" idea, and I'm all in favor of new and experimental weapons. I'd also be curious to know if rifle grenades could be implemented. To some extent, I think the Big Joe Arrow (or whatever it's called) was somewhat like a rifle grenade.

Link to comment
Share on other sites

Regarding the rewards, I think they're fine as is. I just find it a bit odd that mercenaries would give up their weapons so willingly. Well, Dust did mention losing 2 of his people before the player arrives at Linden, so I suppose either two of the guns are theirs, or they had better guns which the survivors took as replacements.

 

About "Lady Liberty" (and the "Sting" G41), I think it should be under Rifle, since perks and skills might not work properly on an all-new weapon type (and if they ever wind up in the store for whatever reason, the game might have trouble putting them in a category). I might be wrong, though, since I'm don't know too much about how the weapon types are handled. I like the insignia on the stock, it's a nice touch. Definitely seems like it's a paratrooper's weapon.

 

For the custom "Sea Devil", what about a burst-fire version? Probably would be overkill, though. A grenade launcher sounds interesting too.

Link to comment
Share on other sites

Okay then lets talk about about the BAR.

 

The Browning Automatic Rifle was designed by the famous American arms designer John Moses Browning late in the First World War, on the request from US Expeditionary corps in Europe. Initially it was just like that - the Automatic Rifle, a selective fire weapon, intended for use by infantry men to fire from the shoulder or from the hip when advancing onto the enemy positions, and to provide mobile firepower to every squad, since the standard machine guns were heavy and much less maneuverable. But the BAR M1918 was way too heavy for a shoulder fired weapon, being more that 2 times heavier than a bolt-action Springfield M1903 rifle and exactly 2 times heavier than a latter M1 Garand semiautomatic rifle.

 

On the other hand, it was too light to be controllable in full automatic mode, especially when firing such a powerful round from a shouldered unsupported position. Anyway, the M1918, made by the Colt Firearms co. were issued to some US troops by the end of the war. After the war, the development of the BAR continued. In 1922, US Cavalry adopted the M1922 light machine gun, which featured a folding bipod under the partially ribbed barrel, a removable monopod ("third leg") under the butt, and a M1917machine gun sights. The Colt company also produced a lightened semi-automatic version of the BAR, called a Colt model 75 "Monitor" rifle. This wasintended mostly for police use, but also found its way into the hands of outlaws, too.

 

During the 1930s, next version of the BAR, designated as M1918A1, was briefly manufactured. This gun featured skid-footed folding bipods, attached to the gasblock. The butt was fitted with hinged steel buttplate.

 

n 1939, the final American version of the BAR appeared, under the designation of M1918A2. This version, manufactured by Colt, Marlin-Rockwell, and Winchester,served in the Squad Automatic Weapon role with US troops during the 2nd World War and latter Korea War. Many of earlier M1918A1 guns were converted to the M1918A2 configuration, which featured skid-footed adjustable bipod under the flash hider,M1917 sights, smaller forend and metal heat shield between barrel and cylinder/spring, single shots replaced bytwo selectable full auto modes, with fast (~650 rpm) and slow (~450 rpm) ratesof fire. The bipod, however, was somewhat awkward, uncomfortable and heavy, so many M1918A2 were used with bipod removed.

 

The BAR also found its way into many European armies, when Browning sold his design to the famous Belgian company Fabrique Nationale. In more or less modified form, BAR served with Poland, Sweden, Belgium, Baltic states and so on.The ultimate BAR version, however, appeared only after the 2nd World War, when FN introduced its BAR Type D light machine gun, with quick detachable barrel and return spring moved into the butt. This gun had seen not too much service, being adopted only by Belgian army prior to switch to the smaller 7.62mm NATO cartridge. There were numerous attempts in the USA to convert the BAR for this new ammunition, but the design was poorly suited to modern manufacturing, so with the adoption of the 7.62x51mm NATO as a standard ammunition the US army wasleft without its Squad Automatic weapons until the 1982, when the M249SAW (FN Minimi light machine gun) was introduced into service.

 

It must be noted that while being technically a very good design (typical for Browning's genius), BAR was not too successful in both Automatic Rifle and LMG role. For Automatic Rifle it was too heavy and too uncontrollable in full auto.For LMG, it lacked the magazine capacity and the quick replaceable barrel, being inferior in terms of sustained firepower to the pre-WW2 LMGs like British BREN,Soviet Degtyarov DP-27 and the like.

 

So there you have it. However, as this article from Moder Firearms states, the weapon was totally misused as a squad automatic in WW2. During WW2, the an US Army squad was always outgunned compared to the Germany Squad who had either a MG34 or MG42 Machine gun that was belt fed and could fire up to 1200 rounds per minute. So German MGs where pretty much superior weapons no matter what US propaganda said.

 

However, as a Automatic Rifle, the BAR was really neat and was something like an early assault rifle. That said, the M1941 Johnson MG would have been the better choice for a Squad automatic and compared to the German MGs both weapons fall short. Overall I would say that the BAR is perfect as a automatic Rifle but is a terrible MG choice. Hell even the DP27 due to its large magazine is the better pick, but only for that, because the DP27 also had tons of problems.

Link to comment
Share on other sites

I love it! For the purposes of perks, etc., is Lady Liberty a rifle or a machine gun?

 

I like the Sea Devil "big brother" idea, and I'm all in favor of new and experimental weapons. I'd also be curious to know if rifle grenades could be implemented. To some extent, I think the Big Joe Arrow (or whatever it's called) was somewhat like a rifle grenade.

 

TR, it's a rifle. I checked, all the rifle related perks apply.

New and experimental... (ideas???) smile.png

Hmm...you reminded me of another name you suggested.

See below.

_____________________________________________________________________

 

Regarding the rewards, I think they're fine as is. I just find it a bit odd that mercenaries would give up their weapons so willingly. Well, Dust did mention losing 2 of his people before the player arrives at Linden, so I suppose either two of the guns are theirs, or they had better guns which the survivors took as replacements.

 

I see your point. I was thinking about giving them more advanced weapons (in case our Hero meets them again).

 

About "Lady Liberty" (and the "Sting" G41), I think it should be under Rifle, since perks and skills might not work properly on an all-new weapon type (and if they ever wind up in the store for whatever reason, the game might have trouble putting them in a category). I might be wrong, though, since I'm don't know too much about how the weapon types are handled. I like the insignia on the stock, it's a nice touch. Definitely seems like it's a paratrooper's weapon.

 

Thanks, Ecthel. They are under "rifle", in the storage, in the seller's inventory. All the rifle perks are applicable to them as well.

 

For the custom "Sea Devil", what about a burst-fire version? Probably would be overkill, though. A grenade launcher sounds interesting too.

 

Well, I tried to give it a short burst option (3 rounds per shot). It instantly became a 'super' weapon (destroying houses and having groups of enemies fly across the map). I decided to stick with 'Snap' and 'Aimed' for now. Here are the results:

 

Weapons_Thumper_1.png

 

After trying it out with the default 16 round MG FF clip I realized I needed to tone this bad boy down a bit. I made a new 6 round clip for it and increased the AP requirements. Perhaps, I need to increase them even more (to 30+...)???

______________________________________________________

 

Weapons_Thumper_2.png

 

_____________________________________________________

 

Weapons_Thumper_3.png

 

The result of one well placed shot. The English village (our trio happened to stumble upon) is no more...

___________________________________________________________

 

Weapons_Thumper_4.png

 

I used the M-34 grenade model for the clip. Fits rather well (size wise). Created a texture to fit the MG FF clip's looks

So, what do you guys think?

_______________________________________________________________

 

Sea Devil somewhat resembles some of the anti-materiel rifles I've seen on line. Maybe we could make a powerful (but slow) anti-PK weapon (using this model) that could utilize regular Sea Devil rounds and something like 'Sea Devil Red' ammo rounds???

_______________________________________________________________

 

@Lt.

 

Very interesting

Thank you for the info, Lt.

Should we call the BAR I made ('Lady Liberty' is a unique version of it) - Colt model 75 "Monitor" rifle?

It is a rifle now. (It does have a bipod, though)

 

Now, what are we going to do with the default Browning M1922? It is still an MG and remains unchanged...

_______________________________________________

(to be continued)

 

~Blunter~

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...