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#1
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Mod Collection WIP report
Hi, since the SW pack is due this week I'll let you know what I'm planning (theoretically, I still need to find out how to handle the new CD check when three CDs are required) - Well, no, it's not that funny ... anyway ...
The Mod Collection RtR will become Mod Collection PLUS (RtR & SW). The idea is the same as with the RtR expansion ... all vehicles on all maps, all vehicles edited, more functionality, no realism ;-)) This time, it's a little different ... I will not touch the stupid jetpack, I hate the ridiculous midget planes and I don't know what to do with those jumbo tanks (we will see). I think we should keep the game in the WW2 era. If you don't know the current MCRTR, go here and take a look: www.mokingen.com/MCRTR1.43Gallery/ Changes (so far implemented): Wirbelwind Flakpanzer (also with desert camo) gets new coax MG (like all tanks in MCRTR) with limited rotation instead of the default static one. Will be placed on certain maps but it's a hell of a weapon, so don't expect it everywhere. Maybe I'll remove my FlakTruck with the old "hand made" Flakvierling. Not sure. Porsche Schwimmwagen gets 4wheel drive, necessary to drive the vehicle out of a river, and less top speed. Water Buffalo - amphibious APC gets smoke discharger and will be on several maps. BMW and HD bikes on certain maps, top speed reduced. The new SW infantry weapons are available for all - Brit. Assault gets the Bren, German sniper -> G43 etc.; "Battle atmosphere" added to a handful of maps - random artillery explosions outside the main battle area. Maybe I'll remove them after thorough testing because some effects can cause lag. Certain vehicles and stationary weapons get a "autozoom" function when you enter them - representing optics used for AA guns. Wirbelwind, AT guns, AA guns ... no tanks or APCs New desert uniforms for the Germans (should have done that a year ago, the "green" was hurting my eyes). Cosmetic surgery for Fritz "Neander" Schiller (that's the guy with the ugly face). Katyusha now with only two layers of rockets (in fact, they built it with one or two layers). Tiger wheelbase/tracks stabilized - no more rock 'n' roll while firing Added dust effects to all Axis trucks / Katyusha (DICE forgot that) All Allied fighter planes got more precise AT rockets (Spit, Mustang, Corsair). Aiming is easier now. Oh, and finally I told the bots how to use the rockets, they're quite good at it - not too precise though. I also decided to give the bots the manual of the Hanomag main gun, so they're using it now as well. And now, most importantly - Gameplay change: I removed the entire AT class Nobody spawns with a bazooka or panzerschreck anymore. I added a second Assault class instead (with different main gun, like ... Brit Assault #1 gets the Bar, Brit. Assault #2 gets the Bren, German Assault #1 G43, #2 StG 44 etc.) AT kits will only be available by picking them up on a map, they will be on every map, on every Ammobox, in most bunkers, barracks ... I'll make sure there will be bazookas, but you don't get them when you enter a map. To make up for the hassle, I've given the bazooka 15 ammo. I know, this has been discussed since BF42 was released, and I remember the pros and cons, I discussed that with other modders (one mod with the "realism" label even removed them after the discussions where they were told that those panzerschrecks were quite rare in WW2 and even large US infantry units had only a few bazooka teams - and they got bad press because players wanted their bazookas back). By adding AT kits as spawn objects to a map, I can effectivly reduce the number of AT infantry - which is a little more realistic than the current class system where every vehicle is a death trap except for heavy tanks. But this is not about realism ... this is meant to change gameplay and strategies. Now you can use a truck/APC or the Willy and actually drive where you want to go. Infantry should better run for cover when they see a tank. They should, however, make use of their mines, ExpPacks, the AT guns (on almost every map) and they better remember that there are vehicles in MCRTR that can place AT/artillery guns wherever required. Other vehicles can place minefields or tank obstacles. Of course, there are more changes which I can't remember now or which are not really important. Maybe I'll never release the new Mod Collection PLUS b/c of the 1.45 CD check though. Note to all 1.43 users: The 1.45 patch by JD777 has been sent to bf1942files.com days ago and will be released to the public soon. Hopefully. Some pics (WIP) ![]() ![]() ![]() ![]() ![]() ![]()
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#2
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![]() ok, i must try to write on topic posts, ![]() hmm, i liked your modpacks, but i wont buy sw, its just too expensive for an ordinary addon. thats one less mc user here...and btw, does mc stand for merciless creations or mod collection? im
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Hail to the smiles!
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#3
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Quote:
![]() MCRTR means Mod Collection RtR. I should have chosen a better name for this ... but I didn't know it would become a series. Which will now end, probably. I'm not too happy with the SW addon myself ... requires 1.45, only a few good vehicles, but 8 full quality maps and nice hand weapons. I understand why you refuse to buy it. (BTW, the new features do not require 1.45 - except for the additional positions in planes maybe - I'm running 1.40 with the jetpacks and spawning kits without any problem, Hellendoorn is fully functional under 1.40) |
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#4
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Nice update Mr. Snyder... Looking out for when this gets updated.
Just moved house and it'll take 7 more days before I get a 56K line and probably another month until broadband is switched on, so I've been playing single-player (co-op) for the first-time in a loooong time. The 1.43Collection doesn't like the new patch, getting some CTDs but I suppose you know about most of these already. The 1.45 patch thingy by JD777 you mention, this is just to fix the problems created with the new patch then ? I'll grab it as and when if "yes" ![]() Nice work chap... Keep on truckin'
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#5
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![]() Yes, the patch by JD777 fixes the 1.45 bug, he even made patches for all older Addons (which wouldn't run under 1.45 properly anyway), sent them all to bf1942files.com, they posted all of them except for the latest one (which is the 1.43 BoB patch), he re-sent the patch and now we're waiting for it to be released. I'm trying to add the patch to this message (attachment), not sure about the max. allowed file size, it's 145 kb, I renamed it to .zip, so if it works, grab it and rename to .exe (self installer). Done. |
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#6
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A shame there aren't permantent servers running this to give the whole thing a proper run-for-its money...Cheers for posting the patch here. Downloaded and chucked onto a floppy for later. I'll try it tonight when I get home and see how it goes. Laters chap, |
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#7
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Looks great so far! Just one objection, I don't think you should lower the speed of the motorcycles...it's easy enough to shoot people off as is. I think the top speed is justified.
Whynot try making a short range scope for the FG42, lower it's clip capacity to 20, and add some kickback? That's historically correct... Anywho...I'm not sure what you're talking about, the "3 CD swap" problem. You only need the CD of the current mod expansion you're using. Suppose I'm missing something, as you usually know what you're talking about. =\ Anywho, try my SpeedPatch out. Updated for 1.45, and the custom game menu routine has been repaired. It will bypass all CD checks: http://www.devilsquad.de/forum/threa...id=6&styleid=1 and then try this out: http://www.devilsquad.de/forum/threa...id=6&styleid=1 Both patches will merge once I get all the code sorted out.
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<=>\/\/ï§h/\/\ã§tër<=> XP =merc $=$TeamXP Merc Squad$=$ ============================ Samurai Shodown LIVES! ----------------- SNK master artist: Aoi Nanase |
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#8
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to solve teh disc problem, i just made an image of my CDs and used Daemon tools to run the images, so i never have to change, and it reads at 220x, so everything is nice and smooth.
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#9
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..but then you waste 700+ megs of HD space for a image, and you need the mounting app running in the background....when you could just hardcode the entire CD checking routine right out of the memory altogether, and cut the loading time in half. Whatever works....
You also have to change image mounts between CD's...
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<=>\/\/ï§h/\/\ã§tër<=> XP =merc $=$TeamXP Merc Squad$=$ ============================ Samurai Shodown LIVES! ----------------- SNK master artist: Aoi Nanase |
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#10
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Well, the disc problem can be solved, but I need a solution that's 100% legal. Initial tests have shown that under 1.45 you need 3 discs in your drives at the same time if you want to play the Mod Collection PLUS beta. So ->
Users would be required to install No_CD hacks. Or ... Users would be required to make images of their official retail CDs. Or ... Users would be required to copy/duplicate the entire RtR (XPACK1) Archives folder to another (new) folder in BF42/Mods which will thereafter be called by my mod and start the Mod Collection PLUS with the BF42 CD and the SW CD in their drives. Waste of HD space; Or ... Users with just one drive would be required to create two new (additional) folders for the RtR Archives *and* for the SW Archives which would be called by my mod. Even bigger waste of HD space; (to be continued) A little complicated ... a mod must be easy to use, Download->Install->Play ... but there's more ... None of the above is "legal" in the sense of the new 1.45 patch which clearly says: No CD, no play. I think I need to examine the SW pack first to find out if it's worth the hassle. I'm not too excited about SW and the contents at the moment. |
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#11
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Is there an alternate link to 143Collection Temp 145 Patch.zip. I get a currupt zip. Thanks.
Also thanks for your mod. I'd buy sw just to play any new stuff you do.
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#12
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Re. SW ... if that's the only reason for you to buy it, please wait ... as far as I can see, the 1.45 CD check (and some other internal changes) will kill my Mod Collection PLUS. It took me several hours to get my little "beta" to work, download size would be around 500 MB, and it would be illegal to release it. But I've not given up hope
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#13
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do i
do i need SW for this to work?
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#14
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Quote:
The text and the pics are about a "planned" addon which would require SW. |
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#15
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gotcha
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