Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   Death to Spies (http://forum.fulqrumpublishing.com/forumdisplay.php?f=91)
-   -   Mod/Patch/Enhancement (http://forum.fulqrumpublishing.com/showthread.php?t=3754)

AHO 12-27-2008 09:01 PM

1 Attachment(s)
I replaced the Kubel jeep in front of the HQ in level "Cannibal" with a
Mercedes. This is more realistic, because the Officers usually did not
use Jeeps.

The second Kubel jeep cannot be replaced due to an unknown Bug.
It's the car near the officer who is talking with an SS-guard. This car
is also not accessable and therefore not drivalbe... :(

Thanks for Sgt. Schnitzel for this idea.

AHO 12-27-2008 10:17 PM

Level Wintercold
 
1 Attachment(s)
In level Wintercold there is now a drivable Mercedes in front of the
building with the first marked Officer.

The other one, which were in front of the other building, is not
accessable due to the fact, that it uses an other model without
animations. Sorry ;)

Thanks again to Sgt.Schnitzel

AHO 12-28-2008 06:06 PM

2 Attachment(s)
In Level "8 Snipers" I added one rifle magazin to the inventory of each of
the eight snipers. See pic #1

In the same level I added a drivable motor cylce in front of the house
near the train station (where some soldiers are sleeping). See pic #2

----
Thnaks to Sgt. Schnitzel for this ideas. So I implemented everything
which was possible...

@ Sgt. Schnitzel: any new ideas?

----

AHO 12-28-2008 06:14 PM

Courier
 
2 Attachment(s)
Am I wrong, or is the courier in level "Wintercold" wearing an soviet uniform?
At least he has got a red star at his hat.

If it's really an uniform, I had to change his clothes, because it is not
logical that he enters a occupied city in a enemie's uniform.

So what's right?

Sgt.Schnitzel 12-28-2008 08:22 PM

Also, soldiers with rifles only carry like one or two magazines. give them at least four or six. Thereis wayyyyy too little rifle ammunition of the maps. Its not like as if the rifle is that powerfull of a weapon anyways. Its so damned inaccurate.

I had a red crosshair over an enemy's soldier's head and when I fired it didn't hit him, I mean WTF? If its red hes dead. Yeah thats another problem, rifles need to be more accurate in this game.

Even sniper files can directly hit an enemy without going into aim mode! It makes the regular rifles useless.

Try to fix that If u can.

AHO 12-29-2008 06:33 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63414)
Also, soldiers with rifles only carry like one or two magazines. give them at least four or six. Thereis wayyyyy too little rifle ammunition of the maps. Its not like as if the rifle is that powerfull of a weapon anyways. Its so damned inaccurate.

Well I don't think so. The accurancy is ok and realistic. But moving targets
are hard to hit. That's normal. Also all weapons without silencer are
useless, due to they are too loud, and every soldier nearby will run to
your position.

Quote:

Originally Posted by Sgt.Schnitzel (Post 63414)
I had a red crosshair over an enemy's soldier's head and when I fired it didn't hit him, I mean WTF? If its red hes dead. Yeah thats another problem, rifles need to be more accurate in this game.

Well as I said, I don't think so.

Quote:

Originally Posted by Sgt.Schnitzel (Post 63414)
Even sniper files can directly hit an enemy without going into aim mode! It makes the regular rifles useless.

Yeah that's right.

Quote:

Originally Posted by Sgt.Schnitzel (Post 63414)
Try to fix that If u can.

Well even if I wan't I cannot fix that, because I do not know where this
attributes are stored.

Thanks anyway ;)

Sgt.Schnitzel 12-29-2008 08:04 PM

It might be considered realistic but its think of stupid because you can never be sure of when you will hit an enemy or when you will not hit an enemy.

I went into prone mode with a K98 then went into aim mode and aimed for the head of an enemy guard while he was walking and unaware and it didn't hit him when I fired. This is frustrating, there was no way I could know whether it will him or not. This leads to trial and error gameplay which is not good. And we are talking about a very close range here. A sniper rifle can hit an enemy without using the scope from a very long distance. This renders regular rifles useless. Regular rifles need to be better in closer range combat. They need to have 100% accuracy in aim mode. Otherwise what the point of going into aim mode if it doesn't help you?

Sometimes you have to sacrifice realism in a few areas.



Also I don't think the jeep is necessary next to the three guards besides the church because the BMW R-75 motorcycle actually has three seats.

But maybe You should replace one of the trucks besides the command office in Paycheck with a jeep. I'm not sure.

One more thing since Paycheck and Winter front take place in occupied territory, Maybe it would be wise to place a Zis-5 somewhere, becuase it could of been captured by the Germans from the Soviet army. I'm going to try to replace the Soviet emblem with a German one on the Zis-5. I'm still experimenting with different paint programs.

AHO 12-29-2008 08:25 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63540)
It might be considered realistic but its think of stupid because you can never be sure of when you will hit an enemy or when you will not hit an enemy.

I went into prone mode with a K98 then went into aim mode and aimed for the head of an enemy guard while he was walking and unaware and it didn't hit him when I fired. This is frustrating, there was no way I could know whether it will him or not. This leads to trial and error gameplay which is not good. And we are talking about a very close range here. A sniper rifle can hit an enemy without using the scope from a very long distance. This renders regular rifles useless. Regular rifles need to be better in closer range combat. They need to have 100% accuracy in aim mode. Otherwise what the point of going into aim mode if it doesn't help you?

Hmm, I will investigate the weapons.shadvs for such option.

Quote:

Originally Posted by Sgt.Schnitzel (Post 63540)
Sometimes you have to sacrifice realism in a few areas.

Yeah, you're right.

Quote:

Originally Posted by Sgt.Schnitzel (Post 63540)
Also I don't think the jeep is necessary next to the three guards besides the church because the BMW R-75 motorcycle actually has three seats.

Well I don't think that three soldiers used one single motor bike. It was
unneccessary that one soldiers was seated behind another.


Quote:

Originally Posted by Sgt.Schnitzel (Post 63540)
But maybe You should replace one of the trucks besides the command office in Paycheck with a jeep. I'm not sure.

Perhaps. I will think about it.


Quote:

Originally Posted by Sgt.Schnitzel (Post 63540)
One more thing since Paycheck and Winter front take place in occupied territory, Maybe it would be wise to place a Zis-5 somewhere, becuase it could of been captured by the Germans from the Soviet army. I'm going to try to replace the Soviet emblem with a German one on the Zis-5. I'm still experimenting with different paint programs.

I could send you the dds converter so can use your favorite image
editor. By the way interessting idea. I will think about it.


Thanks
AHO

PS: How about the courier is he wearing an uniform or not? :o

Sgt.Schnitzel 12-29-2008 08:36 PM

Quote:

Originally Posted by AHO (Post 63549)
Well I don't think that three soldiers used one single motor bike. It was
unneccessary that one soldiers was seated behind another.

http://www.side-cars.it/img4A.gif

Its really up to you though, if you think the jeep is suitable in that place then OK.

Quote:

Originally Posted by AHO (Post 63549)
I could send you the dds converter so can use your favorite image
editor. By the way interessting idea. I will think about it.

I just installed Gimpshop. I'm going to try to paste the German cross (http://en.wikipedia.org/wiki/File:Balkenkreuz.svg) over the red star. It does not support .dds though. I can find a .dds converter don't worry.

Quote:

Originally Posted by AHO (Post 63549)
PS: How about the courier is he wearing an uniform or not? :o

[/QUOTE]

I think its similar to the soviet uniform. I'm not sure if it is an actual uniform.

AHO 12-29-2008 08:42 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63550)
Its really up to you though, if you think the jeep is suitable in that place then OK.

Well I think the Kubel is suitable and IMHO more comfortable to drive.
Second think there is no Kubel in the whole level.
The pic looks really .... or let's just say funny instead ;)


Quote:

Originally Posted by Sgt.Schnitzel (Post 63550)
. It does not support .dds though. I can find a .dds converter don't worry.

OK, you know better.


Quote:

Originally Posted by Sgt.Schnitzel (Post 63550)
I think its similar to the soviet uniform. I'm not sure if it is an actual uniform.

Hmm...

Sgt.Schnitzel 12-29-2008 09:22 PM

This is taking much longer than I thought but I'm still working on it.

AHO 12-29-2008 09:25 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63556)
This is taking much longer than I thought but I'm still working on it.

What excactly are you trying to do at the moment?

Sgt.Schnitzel 12-29-2008 09:32 PM

1 Attachment(s)
Never mind it worked!!! Haha!!!. But I need to do some retouching.

Btw, this modified texture is not a .dds file. Its a .bmp file! I used a hex editor to change the texture paths in the Zis model file and it works. I guess .bmp textures work on vehicles.

AHO 12-29-2008 09:37 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63558)
Never mind it worked!!! Haha!!!. But I need to do some retouching.

Btw, this modified texture is not a .dds file. Its a .bmp file! I used a hex editor to change the texture paths in the Zis model file and it works. I guess .bmp textures work on vehicles.

Congratulations. But is the Zis in training level also replaced?

Sgt.Schnitzel 12-29-2008 10:27 PM

1 Attachment(s)
Yes it does replace all Zis trucks. I'm having trouble creating a new vehicle entry. The game keeps on crashing.

It looks a little better now I think.

AHO 12-29-2008 10:43 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63562)
Yes it does replace all Zis trucks. I'm having trouble creating a new vehicle entry. The game keeps on crashing.

It looks a little better now I think.

Use the shadvs decompiler copy and paste the zis entry and rename it to
zis2. Replace all references for the model file with another name e.g. zis2.smf
copy your modified model file to this name.

Now you just use the script command for spawning ;)
Et voilà a second Zis is there :)

Sgt.Schnitzel 12-29-2008 10:59 PM

doesnt work, it does spawn the vehicle but the game crashes when i try to get in. must be something to do with the model files.

Forget it wasn't a good idea to begin with.

AHO 12-30-2008 01:09 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63566)
doesnt work, it does spawn the vehicle but the game crashes when i try to get in. must be something to do with the model files.

Forget it wasn't a good idea to begin with.

I do not agree. The idea is good.
But it seems you made a mistake
When copying and pasting. Perhaps
you did not modified the references
Inside the shadvs correctly because
There must be two entries with the
Reference to the model.

It must function because I did
this many times with NPCs and
It is the same procedure...

Sgt.Schnitzel 01-01-2009 12:45 AM

Thats not the problem. I cloned the Zis truck entry without making any changes and it worked. But there something else which is causing the game to crash. Besides its just one vehicle.

Also I find that the Kubel needs some tweeking. It should accelerate faster. It feels way too heavy.

// edit

I don't know if you covered this but there needs to be a few more Medikits on each map.

AHO 01-01-2009 09:20 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63792)
Thats not the problem. I cloned the Zis truck entry without making any changes and it worked. But there something else which is causing the game to crash. Besides its just one vehicle.

You must made an mistake, because it must function. Also corrupt
shadvs files make the game crash, I encoutered this many times.
Anyway, forget it.


Quote:

Originally Posted by Sgt.Schnitzel (Post 63792)
Also I find that the Kubel needs some tweeking. It should accelerate faster. It feels way too heavy.

Really? I think it is ok. You do not use the car all the time, so it is not
that important...


Quote:

Originally Posted by Sgt.Schnitzel (Post 63792)
// edit

I don't know if you covered this but there needs to be a few more Medikits on each map.

I put some medikits into the inventory of some NPCs earier before. I also
enabled a medi kit in the equipment selection screen in one of the levels,
where it was missing.

I did not spawned some, because at that time I did not know, how to
acquire coordinates.

Any ideas where I could spawn some?

Sgt.Schnitzel 01-01-2009 10:23 PM

Storage buildings are good for placing medikits. They are best placed on the boxes.

I really can't think of anything else. If you could get rid of the cutscenes it would be good because they just take up time.

AHO 01-01-2009 10:39 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63916)
Storage buildings are good for placing medikits. They are best placed on the boxes. .

OK Thanks.

Quote:

Originally Posted by Sgt.Schnitzel (Post 63916)
I really can't think of anything else. If you could get rid of the cutscenes it would be good because they just take up time.

Well my aim is to improve the game, not to crop it. So the cutscenes will stay.


But If you want to remove it then do following:
  1. Open the text file: \Scripts\startup.shad
  2. Add the following command to the end: setv cl_skiprolik true
  3. save the file
  4. start game
The file is the automatic startup script, so the commands inside
have permanent effect as long you do not remove them.

The commands are standard console commands, so you can also
use cheat codes etc.

Have fun
AHO

Sgt.Schnitzel 01-03-2009 01:17 PM

Also try to place a german backpack in some of the open levels besides enemy soldiers or inside buildings.

AHO 01-03-2009 03:02 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 64049)
Also try to place a german backpack in some of the open levels besides enemy soldiers or inside buildings.

Which level and place would you suggest?

AHO 01-03-2009 04:00 PM

2 Attachment(s)
You all know my modification of the kissing couple in hotel.
I can replace the man with another woman.

What do you think?

See test pictures below!

Liz Shaw 01-03-2009 06:57 PM

Quote:

Originally Posted by AHO (Post 64071)
You all know my modification of the kissing couple in hotel.
I can replace the man with another woman.

Well, it's better than a guard, but what the HELL???;)

Sgt.Schnitzel 01-03-2009 06:58 PM

Quote:

Originally Posted by AHO (Post 64071)
You all know my modification of the kissing couple in hotel.
I can replace the man with another woman.

What do you think?

See test pictures below!

no comment




next topic

Ok concerning the German backpack, you should place one or two inside storage buildings besides boxes. try placing one besides soldiers who are leaning against walls. Place them also in sleeping rooms. there should be at east two or three in each level that is open (Outside levels).

AHO 01-03-2009 07:19 PM

Courier
 
4 Attachment(s)
The clothes of the courier in level "Wintercold" looked to much like a
soviet uniform so I changed the colors. I also removed the red star from
the hat.

This was necessary because it would be unlogical, that a soviet soldier
would enter a occupied city in enemy's uniform!

Pic #1 Original clothes
Pic #2-4 New colors

----

forlik 01-03-2009 07:57 PM

Quote:

Originally Posted by AHO (Post 64071)
I can replace the man with another woman. What do you think?

Your next step will be a couple of kissing german soldiers? :mrgreen:

Quote:

Originally Posted by AHO (Post 64094)
This was necessary because it would be unlogical, that a soviet soldier would enter a occupied city in enemy's uniform!

Sure! Red star was absolutely unlogical (also, as a martial cloak).

AHO 01-03-2009 08:05 PM

No Comment
 
3 Attachment(s)
Do you wanna drive a tank?

No comment! :cool::cool::cool:

....

Sgt.Schnitzel 01-03-2009 08:16 PM

Do the treads rotate?

Does the puma work also?

AHO 01-03-2009 08:19 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 64097)
Do the treads rotate?
Does the puma work also?

At the momentI dunno anything. Thre are many bugs, but also many
options in vehicles.shadvs. Maybe I be able to make the Tanks and the
sdkfz251 drivable.

Lets see...

Edit://
The sdkfz251 works
The sdkf puma not!

warrant officer 01-03-2009 08:34 PM

Quote:

Originally Posted by AHO (Post 64096)
Do you wanna drive a tank?
No comment! :cool::cool::cool:

O, my God! :) Will you make the shooting machine gun?

AHO 01-03-2009 09:01 PM

No Comment II
 
2 Attachment(s)
Do you wanna drive a Lenin?

Unfortunately it does not work properly
See picture #2

You can also drive other objects even the Lenin statue. :)
....

forlik 01-03-2009 09:07 PM

Quote:

Originally Posted by AHO (Post 64106)
Do you wanna drive a Lenin?

LOL!!!
AHO, what kind of cigarettes have you smoke today? :mrgreen:

AHO 01-03-2009 09:09 PM

Quote:

Originally Posted by forlik (Post 64108)
LOL!!!
AHO, what kind of cigarettes have you smoke today? :mrgreen:

I do'nt know KASBEK or BJELOMORSKAJA ;)

forlik 01-03-2009 09:19 PM

Quote:

Originally Posted by AHO (Post 64109)
I do'nt know KASBEK or BJELOMORSKAJA ;)

It seems that you have bought something else :mrgreen:

Sgt.Schnitzel 01-03-2009 09:21 PM

Quote:

Originally Posted by AHO (Post 64106)
Do you wanna drive a Lenin?

Unfortunately it does not work properly
See picture #2

You can also drive other objects even the Lenin statue. :)
....

You should make a youtube video!!!!!!

Lenin statue chasing German soldiers!!!!!!!!!!!!!!!!!!

AHO 01-03-2009 09:24 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 64112)
You should make a youtube video!!!!!!

Lenin statue chasing German soldiers!!!!!!!!!!!!!!!!!!

*LOL* Lenin's late revenge ;)

hykao 01-04-2009 12:33 AM

Quote:

Originally Posted by AHO (Post 64109)
I do'nt know KASBEK or BJELOMORSKAJA ;)

Oh man...that Беломорканал (Belomorkanal = White Sea Canal) is hell strong...I've smoked yet...long time ago...but I remember it was hell strong...I almost spat my lung out... :grin:

Sgt.Schnitzel 01-04-2009 12:37 AM

It would be cool if the player can be allowed to go the village on the other side of the river in Paycheck. Is it possible to expand mission boundaries?

AHO 01-04-2009 02:30 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 64122)
It would be cool if the player can be allowed to go the village on the other side of the river in Paycheck. Is it possible to expand mission boundaries?

Only if you have got the map editor.
There is also a region in level Wintercold,
Which you cannot enter.

AHO 01-04-2009 08:29 PM

Machinge Gun
 
3 Attachment(s)
Machine Gun

According of an idea of Warrant Officer (reported to me by forlik)
I tested it an it seems to be possible to use the machine gun (MG42).

There are two ways to add it to the game:
  1. By replacing it with an existing weapon e.g. Mosin Sniper with
    Silencer, because there are two of them available.

    Bug: In inventory selection screen and in inventory there will be
    still the pictures of the Mosin.
  2. By creating a new weapon in weapons.shadvs.
    Bug: This weapon is only available in levels where you can pick it up
I tested version #1 and it worked. I will test #2 because this seems to
be the cleanest method.

I just need some infos about the weapon (weight etc.) but I will ask
later, when I analyzed the shadvs.

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

forlik 01-04-2009 08:38 PM

Quote:

Originally Posted by AHO (Post 64205)
According of an idea of forlik I tested it an it seems to be possible to use the machine gun (MG42).

Congratulations! But that's not my idea. I'm only translate it to english and sent to you ;)

AHO 01-04-2009 08:45 PM

A question
 
A question:

Was the ZIS truck only used by soviet army or where there
civil version at that time. If yes which color?

AHO 01-04-2009 08:55 PM

Mg 42
 
1 Attachment(s)
MG 42

Method #2 worked. The weapon is now fully spawnable. Also via console.
Only Bug: The inventory picture. But I will work on it. But the TGA image
is tricky....

Edit:// I succeeded in adding a MG42 picture to the inventory & selection screen.
But the other pictures now become dirty. TGA with saved marks are hard to handle...

But I will try...

Sgt.Schnitzel 01-04-2009 09:35 PM

Quote:

Originally Posted by AHO (Post 64207)
A question:

Was the ZIS truck only used by soviet army or where there
civil version at that time. If yes which color?

Yes there is its called the Ford AA.

Colours? Probably many.

http://en.wikipedia.org/wiki/Ford_AA

AHO 01-04-2009 09:36 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 64212)
Yes there is its called the Ford AA.

Colours? Probably many.

http://en.wikipedia.org/wiki/Ford_AA


No I meant a civil SOVIET ZIS. Thats an american Ford!

Sgt.Schnitzel 01-04-2009 09:38 PM

Quote:

Originally Posted by AHO (Post 64213)
No I meant a civil SOVIET ZIS. Thats an american Ford!

The ZIS is an Armerican Ford!

AHO 01-04-2009 09:39 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 64214)
The ZIS is an Armerican Ford!

WHAAAT!?!
Damned capitalist Soviets ;)

Whas it used by soviet civilists?

warrant officer 01-04-2009 09:42 PM

Quote:

Originally Posted by AHO (Post 64207)
Was the ZIS truck only used by soviet army or where there
civil version at that time. If yes which color?

ZiS-5 (Zavod imeni Stalina - Plant im Stalin) is the automobile of civil designation (output of these cars began in 1933). Then they began to be made for the Red Army too. Civil car was not differed from serviceman except the Red Star and the special numbers on the doors.

Sgt.Schnitzel 01-04-2009 09:45 PM

Wait!!!

Stop everything.

The Gaz-AA was a copy of the Ford-AA

The Zis-5 was a copy of Amercian Autocar trucks.

Both the Zis-5 And Gaz-AA were used by the Soviet Union in WWII.

Both trucks are similar.

I confused them together.



Zis-5

http://www.o5m6.de/ZIS-5_small.jpg

Gaz-AA

http://www.o5m6.de/GAZ-AA_small.jpg

AHO 01-04-2009 09:48 PM

Thanks for infos guys. I will implement a drivable civil ZIS in game.

@Warrant officer: No red star (of course) and no numbers at doors? Right?
And the color? Could it be brown or grey?

Thx

Sgt.Schnitzel 01-04-2009 09:49 PM

Quote:

Originally Posted by AHO (Post 64218)
Thanks for infos guys. I will implement a drivable civil ZIS in game.

@Warrant officer: No red star (of course) and no numbers at doors? Right?
And the color? Could it be brown or grey?

Thx

Blue, Dark blue. Also black.

warrant officer 01-04-2009 09:52 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 64214)
The ZIS is an Armerican Ford!

No, Ford AA was prototype of the GAZ-AA. ZiS-5 was the continuation of AMO series (AMO-5, for example). But soviet AMO was based on the american truck "Autocar".

Sgt.Schnitzel 01-04-2009 09:55 PM

yeah look at my previous post.

warrant officer 01-04-2009 09:59 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 64221)
yeah look at my previous post.

Excuse me ;)

AHO 01-04-2009 10:06 PM

1 Attachment(s)
I was able to add the MG 42 to inventory screens, but I have problems
with the Alpha Channel.

See dirts on picture below.

Sgt.Schnitzel 01-04-2009 10:14 PM

Does it fire like an MG-42?

AHO 01-04-2009 10:17 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 64226)
Does it fire like an MG-42?

At the moment of course not. The attributs of this weapon I had to
change in weapons.shadvs and I had to add a new sound file with
authentic sound.

But I will abandon this work for the moment, because of the graphical
errors in inventory screens.

---
Next I try to create a civil ZIS truck ;)

warrant officer 01-04-2009 10:33 PM

1 Attachment(s)
Quote:

Originally Posted by Sgt.Schnitzel (Post 64219)
Blue, Dark blue. Also black.

Interesting colour of ZiS-5

AHO 01-04-2009 10:53 PM

Civil ZIS Truck
 
3 Attachment(s)
Civil ZIS Truck

This is my concept for a civil ZIS truck.
Does it look authentic guys?


---

warrant officer 01-04-2009 11:11 PM

I think, that it's realistic. It looks well.

AHO 01-04-2009 11:35 PM

The civil ZIS truck is now spawnable. I also found the real burned model ;)
But one problem is there. If I try to enter the car, the game crashes.

Sgt. Schnitzel encountered the same problem....
I will try my best...




Update:// Another possibility is to replace the original ZIS with the neew one.
Disadvantage: It will be visible in Training Mission.

What do you think better than nothing?

AHO 01-06-2009 03:37 PM

American Uniforms
 
1 Attachment(s)
American Uniforms

I discorvered, that both, the white and the black american soldier, are
using the same uniform with same rank and insignias.

I would like to change one of them, so they look different, but I'm no
military expert. Can somebody help me out?


---
BTW I'm trying to add a new black male NPC to level Hotel.
See attached picture below.
---

forlik 01-06-2009 06:56 PM

Quote:

Originally Posted by AHO (Post 64374)
I discorvered, that both, the white and the black american soldier, are using the same uniform with same rank and insignias. I would like to change one of them, so they look different, but I'm no military expert. Can somebody help me out?

Be careful to set higher rank for the white soldier :mrgreen:

AHO 01-06-2009 07:42 PM

Quote:

Originally Posted by forlik (Post 64382)
Be careful to set higher rank for the white soldier :mrgreen:

@forlik: <Kein Kommentar!!!>

@ALL: Come on guys help me out. Answer my questions please...

forlik 01-06-2009 08:23 PM

Quote:

Originally Posted by AHO (Post 64383)
@forlik: <Kein Kommentar!!!>

Entschuldigen, AHO. Es ist mein spezifischer Humor. Vergiss es, bitte.

UPD: I'm not a military uniform expert too. But I'm sure somebody will necessarily helps you.

AHO 01-06-2009 09:19 PM

Quote:

Originally Posted by forlik (Post 64386)
Entschuldigen, AHO. Es ist mein spezifischer Humor. Vergiss es, bitte.

Don't worry, I'm just joking ;)


Quote:

Originally Posted by forlik (Post 64386)
UPD: I'm not a military uniform expert too. But I'm sure somebody will necessarily helps you.

And how about the problem with the second ZIS truck?

AHO 01-06-2009 09:48 PM

Suitman
 
3 Attachment(s)
Suitman

In level "Hotel" there are two visitors with the same face.
Technicly its one model with two different skins for clothes.

I was able to change the face of one of the two skins.

At picture #1 you see at the right side the original face,
the old man at the left side is the new face skin.

Note: I had three convenient old man faces, but this one looked the best.
I know I used it already in level "Embassy" ;)


Have Fun
AHO

forlik 01-07-2009 08:41 AM

Quote:

Originally Posted by AHO (Post 64389)
And how about the problem with the second ZIS truck?

See your inbox.

Liz Shaw 01-07-2009 09:28 AM

Other suggestions for improvement:

You added chloroform to Strogov's inventory in "Hotel", perhaps you could add chloroform to the equipment window in "Winter Cold", because it's now the only mission without being issued chloroform.

AHO 01-07-2009 09:43 AM

Quote:

Originally Posted by Liz Shaw (Post 64424)
Other suggestions for improvement:

You added chloroform to Strogov's inventory in "Hotel", perhaps you could add chloroform to the equipment window in "Winter Cold", because it's now the only mission without being issued chloroform.

Done, now you have three bottles for selection.
Thanks for reporting.

Please inform me if there are other weapons/items missing in inventory
selection screens. I know there are some things missing...

hykao 01-08-2009 12:08 AM

Those new hotel people seem a little bit rurally, don't they? :rolleyes:

AHO 01-08-2009 08:57 AM

Quote:

Originally Posted by hykao (Post 64478)
Those new hotel people seem a little bit rurally, don't they? :rolleyes:

I implemented just one, the old man. But what do you mean with rurally?
I just changed the face and the face looks typically british.

The clothes are original, I did not changed one pixel.
---
I decided not to implement the black man. There are now enough
different characters in hotel.

I will focus on other levels...
Maybe I change the faces of the professor and colonel of the
"Project Y" level, because they have generic faces...
---

Liz Shaw 01-08-2009 09:31 AM

Quote:

Originally Posted by AHO (Post 64504)
I will focus on other levels...
Maybe I change the faces of the professor and colonel of the
"Project Y" level, because they have generic faces...
---

That's what I suggested you should do, since you're sorting out the issue with clones. Maybe you should also change the faces of:

The officer you're supposed to steal the layouts from (Winter Cold)
The officers you're supposed to steal permits from (Stronghold)
The officer who's clothes you're supposed to steal in order to lure the spy school's deputy principal away from the instructors (Die Spies!, optional)

I know you already changed the latter's face, but hasn't his face been seen a few times as well?

AHO 01-08-2009 09:55 AM

Quote:

Originally Posted by Liz Shaw (Post 64508)
That's what I suggested you should do, since you're sorting out the issue with clones.

I know, I thought about it, and discovered, that almost every
face of target persons are diffent from generic ones, so I decided
to change the prof and Colonel.


Quote:

Originally Posted by Liz Shaw (Post 64508)
The officer you're supposed to steal the layouts from (Winter Cold)
The officers you're supposed to steal permits from (Stronghold)
The officer who's clothes you're supposed to steal in order to lure the spy

1. the first yeah, good Idea.
2. No, since he is no target person and not that important too.
3. I did that already, but only because his face is used for three
officer actors (with little changes)...

Quote:

Originally Posted by Liz Shaw (Post 64508)
school's deputy principal away from the instructors (Die Spies!, optional)

I know you already changed the latter's face, but hasn't his face been seen a few times as well?

No I did not changed the deputy principals face. There no need, because
he has already a unique face. You are confusing something...

---------------------------------------------------------------------------
Shortly:
I will change only the face of the officer in Wintercold (SS-Standartenführer Paul Weber),
Colonel Scott Baker and Professor
Charles Brown (funny Peanuts!).

Thanks anyway

Liz Shaw 01-08-2009 10:31 AM

Quote:

Originally Posted by AHO (Post 64509)
No I did not changed the deputy principals face. There no need, because
he has already a unique face. You are confusing something...

---------------------------------------------------------------------------
Shortly:
I will change only the face of the officer in Wintercold (SS-Standartenführer Paul Weber),
Colonel Scott Baker and Professor
Charles Brown (funny Peanuts!).

Thanks anyway

I did not say anything about the deputy principal's face, I was still talking about example #3 (Colonel Jurgen Resch).

AHO 01-08-2009 10:38 AM

Quote:

Originally Posted by Liz Shaw (Post 64511)
I did not say anything about the deputy principal's face, I was still talking about example #3 (Colonel Jurgen Resch).

Oh sorry, now I understand :)

Was it Jürgen Resh? I just changed his face because his face was used
with little different details ( w/o moustache, with moustache and with
a H'tler like moustache) three times for different officers. That' why you
have seen him often.

I will not change Resh again, because he is no target person and also
he is not that important.

Liz Shaw 01-08-2009 10:43 AM

Okay, thanks anyway!
Quote:

Originally Posted by AHO (Post 64509)
---------------------------------------------------------------------------
Shortly:
I will change only the face of the officer in Wintercold (SS-Standartenführer Paul Weber),
Colonel Scott Baker and Professor
Charles Brown (funny Peanuts!).

Peanuts??? I never thought there was a connection!!!

AHO 01-08-2009 10:46 AM

Quote:

Originally Posted by Liz Shaw (Post 64514)
Okay, thanks anyway!

Peanuts??? I never thought there was a connection!!!

One of the main characters from the cartoon "Peanuts" is called:
"Charly Brown", don't you remember!?

Liz Shaw 01-08-2009 11:45 AM

Quote:

Originally Posted by AHO (Post 64515)
One of the main characters from the cartoon "Peanuts" is called:
"Charly Brown", don't you remember!?

Of course I know what you're talking about, it never occurred to me that the professor may be a reference to Charlie Brown...

AHO 01-08-2009 12:05 PM

Quote:

Originally Posted by Liz Shaw (Post 64519)
Of course I know what you're talking about, it never occurred to me that the professor may be a reference to Charlie Brown...

Well it's just an easteregg (joke) like in other games.
Funny developers ;)

AHO 01-08-2009 12:33 PM

Ambient Room Sounds
 
1 Attachment(s)
Ambient Room Sounds

Inside buildings of some levels like corridors in HQ of level Cannibal,
Stronghold, in WCs of level Embassy, Hotel, Project Y etc. there were
abmient sounds, which were not hearable because the sound files
just contain silence. I replaced the files with adequate room sounds.

Sample is in attachement...

AHO 01-08-2009 03:17 PM

Professor Charles Brown
 
4 Attachment(s)
Professor Charles Brown

In level "Project Y" one of the target persons Professor Charles Brown,
looked like the other generic scientists.

Earlier I replaced the half of the generic male scientists with another,
older man.

Now I isolated and exchanged the professors visual look.

See pictures below:

Pictures:

#1 The original generic scientist
#2 Second scientiest, implemented earlier by me
#3-4 New professor C. Brown.

I hope you like him :)

Notes:
  1. Complete new face texture incl. BumpMap
  2. Grey hair
  3. Light grey shirt
  4. Dark grey trousers
  5. Green tie

AHO 01-08-2009 06:23 PM

Colonel Scott Baker
 
3 Attachment(s)
Colonel Scott Baker

In level "Project Y" one of the target persons Colonel Scott Baker,
looked like the other generic American Officers.

Now I isolated and exchanged the Colonel's visual look.

See pictures below:

Pictures:
#1 The original generic American Officer
#2-3 New Colonel Scott Baker


Notes:
  1. Complete new face texture incl. BumpMap
  2. Grey hair
  3. Name plate
  4. Other military isignias

AHO 01-08-2009 08:00 PM

Paul Weber
 
2 Attachment(s)
Paul Weber

The target person in level "Wintercold": Paul Weber was a generic german
officer with winter coat.

I made him unique ;)

Facts:
  1. Complete new face and hair
  2. He is now wearing a green coat instead of grey
    (the green coat already existed, but was not used in the game!)
Pictures:

#1 Before
#2 After

AHO 01-08-2009 11:19 PM

Clothes
 
2 Attachment(s)
Clothes

In level "Hotel", there are five locked rooms. In three of them there are
now powerful clothes available. They are lying on the beds.

Liz Shaw 01-08-2009 11:20 PM

Good job!

So, when will you release these new modifications?

AHO 01-08-2009 11:22 PM

Quote:

Originally Posted by Liz Shaw (Post 64550)
Good job!

So, when will you release these new modifications?

Soon ;)

Liz Shaw 01-09-2009 12:38 AM

Quote:

Originally Posted by AHO (Post 64549)
Clothes

In level "Hotel", there are five locked rooms. In three of them there are
now powerful clothes available. They are lying on the beds.

What kind of clothes are they?

forlik 01-09-2009 07:56 AM

Great work!

Quote:

Originally Posted by AHO (Post 64540)
(the green coat already existed, but was not used in the game!)

As I know, green coat is used for officers in this level also. I can't check it just now, but try to look at the officer with 3 soldiers near the tank from the left side of entry point.

AHO 01-09-2009 08:28 AM

Quote:

Originally Posted by Liz Shaw (Post 64554)
What kind of clothes are they?

They are the suit of british embassy agents. If you wear them
in hotel, every hostile NPC will become friendlly.

This is due to the fact, that clothes have a kind of priority rank system.

Quote:

Originally Posted by forlik (Post 64567)
Great work!

Thanks but I'm little frustrated, because there are so many things
which do not function properly :(

Quote:

Originally Posted by forlik (Post 64567)
As I know, green coat is used for officers in this level also. I can't check it just now, but try to look at the officer with 3 soldiers near the tank from the left side of entry point.

Oh you're right, but it seems, that this is the only one who wears
this green coat.

Liz Shaw 01-09-2009 10:03 AM

Quote:

Originally Posted by AHO (Post 64568)
They are the suit of british embassy agents. If you wear them
in hotel, every hostile NPC will become friendlly.

This is due to the fact, that clothes have a kind of priority rank system.

So you decided not to have gangster-like guard clothes placed on the beds? The traitor doesn't turn hostile once his meeting with the diplomat is over if you're wearing a guard's suit.

Liz Shaw 01-09-2009 10:04 AM

But finding clothes lying around is much, MUCH better than having to put someone out of action just to find some clothes.:grin:

AHO 01-09-2009 10:06 AM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 64573)
So you decided not to have gangster-like guard clothes placed on the beds? The traitor doesn't turn hostile once his meeting with the diplomat is over if you're wearing a guard's suit.

Aha!?
I will check if he does not turn hostile if he's wearing the suits I placed
on the beds (embassy agent suit).

Update://
The same effect with the embassy agent suit. The traitor does not turn
hostile after the meeting.

It seems that the internal rank of hotel guards and embassy agents are
the same or the latter is even higher...

See attached pic as a proof ;)

AHO 01-09-2009 10:17 AM

Quote:

Originally Posted by Liz Shaw (Post 64574)
But finding clothes lying around is much, MUCH better than having to put someone out of action just to find some clothes.:grin:

Well....
1st: It's realistic
2nd: MoT has this feature
3rd: DtS bases partially upon the Hitman serie and Hitmans has also this
feature

I like it and I'm glad you like it too...

Liz Shaw 01-09-2009 10:56 AM

In "Embassy", Volkov, unlike his anonymous counterpart in "Hotel", is hostile even when you're dressed as an agent. This is unlike "Hotel" where the traitor actually falls for your guard disguise.

My theories of this are:

1. I don't see why a bunch of armed guards are in a hotel. Are they MI5 or something, because they seem to be increased security because of the diplomat's presence...
2. The guards were obviously hired by the diplomat to protect him before and after his meeting with the traitor.
3. Because the guards were assigned to protect the diplomat, the traitor can't tell the difference between a real guard and an impostor (Strogov).
4. This doesn't apply to "Embassy", where the agents were assigned to protect the traitor (Volkov).
5. Because the agents served as Volkov's bodyguards, Volkov would know who's who, explaining why Volkov can still attack Strogov on sight even if he is wearing an agent's suit.

AHO 01-09-2009 10:58 AM

Quote:

Originally Posted by Liz Shaw (Post 64580)
In "Embassy", Volkov, unlike his anonymous counterpart in "Hotel", is hostile even when you're dressed as an agent. This is unlike "Hotel" where the traitor actually falls for your guard disguise.

My theories of this are:

1. I don't see why a bunch of armed guards are in a hotel. Are they MI5 or something, because they seem to be increased security because of the diplomat's presence...
2. The guards were obviously hired by the diplomat to protect him before and after his meeting with the traitor.
3. Because the guards were assigned to protect the diplomat, the traitor can't tell the difference between a real guard and an impostor (Strogov).
4. This doesn't apply to "Embassy", where the agents were assigned to protect the traitor (Volkov).
5. Because the agents served as Volkov's bodyguards, Volkov would know who's who, explaining why Volkov can still attack Strogov on sight even if he is wearing an agent's suit.

Interessting :) Sounds plausible...
Do you mean, I should replace the suits on the hotel beds with hotel guard suits?

Liz Shaw 01-09-2009 11:18 AM

Quote:

Originally Posted by AHO (Post 64581)
Interessting :) Sounds plausible...
Do you mean, I should replace the suits on the hotel beds with hotel guard suits?

It's up to you...


All times are GMT. The time now is 01:52 PM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.