H&D Deluxe; the ultimate mod; Mission overhauls

Discuss your upcoming modding & editing projects here or shout out some ideas.
User avatar
p.jakub88
SAS Soldier
Posts: 2471
Joined: Fri Dec 30, 2011 1:48 pm
Location: Poland

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Oct 10, 2017 9:27 am

Myron wrote:
Tue Oct 10, 2017 9:19 am
Ardennes 1 review
Bad News, the BAR 1918 is a "lay-down-to-fire" weapon.

The 4 black mines (AT or AP?) right next to the tripwire are invisible. They ARE there though. I can still see the wire.

Hey, what makes land into a minefield? Yugoslavia 4, Norway 2, Czech 2, and Ardennes 1 all have these "invisible minefields" where it sounds like you are walking on solid concrete instead of snow or grass.

Ardennes 1

I will look into it.

I made those mines invisible.

It is a material type set to "minefield", that creates an area that is like real minefield.
"Who Dares Wins" - SAS motto.

User avatar
p.jakub88
SAS Soldier
Posts: 2471
Joined: Fri Dec 30, 2011 1:48 pm
Location: Poland

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Oct 10, 2017 9:35 am

OK, BAR 1918 in FFF expansion fixed. Please download the data.dta archive once more. I apologize for that.
Attachments
data.rar
(561.01 KiB) Downloaded 354 times
"Who Dares Wins" - SAS motto.

User avatar
Myron
SAS Soldier
Posts: 1116
Joined: Sun Sep 19, 2010 11:53 pm
Location: USA

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Tue Oct 10, 2017 9:37 am

p.jakub88 wrote:
Tue Oct 10, 2017 9:27 am
Myron wrote:
Tue Oct 10, 2017 9:19 am
Ardennes 1 review
Bad News, the BAR 1918 is a "lay-down-to-fire" weapon.

The 4 black mines (AT or AP?) right next to the tripwire are invisible. They ARE there though. I can still see the wire.

Hey, what makes land into a minefield? Yugoslavia 4, Norway 2, Czech 2, and Ardennes 1 all have these "invisible minefields" where it sounds like you are walking on solid concrete instead of snow or grass.

Ardennes 1

I will look into it.

I made those mines invisible.

It is a material type set to "minefield", that creates an area that is like real minefield.
How can you make a large black mine invisible on a freshly plowed, solid concrete, road?

I suppose this "minefield" is easier to implement in a game that simply spawning a bunch of AP mines all over the place.

User avatar
p.jakub88
SAS Soldier
Posts: 2471
Joined: Fri Dec 30, 2011 1:48 pm
Location: Poland

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Oct 10, 2017 9:39 am

Myron wrote:
Tue Oct 10, 2017 9:37 am
p.jakub88 wrote:
Tue Oct 10, 2017 9:27 am
Myron wrote:
Tue Oct 10, 2017 9:19 am
Ardennes 1 review
Bad News, the BAR 1918 is a "lay-down-to-fire" weapon.

The 4 black mines (AT or AP?) right next to the tripwire are invisible. They ARE there though. I can still see the wire.

Hey, what makes land into a minefield? Yugoslavia 4, Norway 2, Czech 2, and Ardennes 1 all have these "invisible minefields" where it sounds like you are walking on solid concrete instead of snow or grass.

Ardennes 1

I will look into it.

I made those mines invisible.

It is a material type set to "minefield", that creates an area that is like real minefield.
How can you make a large black mine invisible on a freshly plowed, solid concrete, road?

Ask the H&D Deluxe developers that question, not me.
"Who Dares Wins" - SAS motto.

User avatar
Myron
SAS Soldier
Posts: 1116
Joined: Sun Sep 19, 2010 11:53 pm
Location: USA

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Tue Oct 10, 2017 10:09 am

p.jakub88 wrote:
Tue Oct 10, 2017 9:39 am
Myron wrote:
Tue Oct 10, 2017 9:37 am
p.jakub88 wrote:
Tue Oct 10, 2017 9:27 am



Ardennes 1

I will look into it.

I made those mines invisible.

It is a material type set to "minefield", that creates an area that is like real minefield.
How can you make a large black mine invisible on a freshly plowed, solid concrete, road?

Ask the H&D Deluxe developers that question, not me.
But you admitted that you did it. Why do such an unrealistic thing? There are no "invisibility spells". funny02

User avatar
p.jakub88
SAS Soldier
Posts: 2471
Joined: Fri Dec 30, 2011 1:48 pm
Location: Poland

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Oct 10, 2017 10:23 am

Myron wrote:
Tue Oct 10, 2017 10:09 am
p.jakub88 wrote:
Tue Oct 10, 2017 9:39 am
Myron wrote:
Tue Oct 10, 2017 9:37 am


How can you make a large black mine invisible on a freshly plowed, solid concrete, road?

Ask the H&D Deluxe developers that question, not me.
But you admitted that you did it. Why do such an unrealistic thing? There are no "invisibility spells". funny02

Because, it will be too simple to just spot those mines on the road. I will NOT change this.
"Who Dares Wins" - SAS motto.

User avatar
p.jakub88
SAS Soldier
Posts: 2471
Joined: Fri Dec 30, 2011 1:48 pm
Location: Poland

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Oct 10, 2017 10:25 am

Myron wrote:
Tue Oct 10, 2017 9:16 am

I think it would be easier to make a summer skin for the Sherman tank, and then say it's a Lend-Lease tank. But if you prefer the challenge of making a T-34, then you have my blessing. Will it be a T-34/76 or a T-34/85? :cool:

There is already an usable T-34/85 tank model with textures. I want to use it in Prague1. However, i didn't create it.
"Who Dares Wins" - SAS motto.

User avatar
Myron
SAS Soldier
Posts: 1116
Joined: Sun Sep 19, 2010 11:53 pm
Location: USA

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Tue Oct 10, 2017 10:31 am

"I will NOT change this", sounds mean. Don't be mean.

Anyway, I was thinking; there were survivors of the Malmedy massacre, which depicted in Ardennes 2, so here is an idea, double or triple the number of POWs, and have them spawn facing the other direction, and have them flee to the escape point, and let's see how many make it.

https://www.youtube.com/watch?v=Ty7--b5mOyc
Last edited by Myron on Tue Oct 10, 2017 10:46 am, edited 1 time in total.

User avatar
p.jakub88
SAS Soldier
Posts: 2471
Joined: Fri Dec 30, 2011 1:48 pm
Location: Poland

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Oct 10, 2017 10:40 am

Myron wrote:
Tue Oct 10, 2017 10:31 am
"I will NOT change this", sounds mean. Don't be mean.

And you don't be annoying, lol fingers01
"Who Dares Wins" - SAS motto.

User avatar
Myron
SAS Soldier
Posts: 1116
Joined: Sun Sep 19, 2010 11:53 pm
Location: USA

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Tue Oct 10, 2017 10:59 am

As to those mines, they look like AT mines, but a little smaller. And they explode like AP mines. How do you explain that?

Also, before your... "tampering", my men could walk on them, set them off, and NOT be hurt. And yet they would destroy the jeep (after a second hit). Weird.

I was wondering if you could have had two of those mines on the secret bridge of Germany 5, but making them invisible is silly and (probably) unrealistic. Granted, the bridge is made of stone plates that could be replaced by a mine, but not the concrete road in Ardennes.

User avatar
Myron
SAS Soldier
Posts: 1116
Joined: Sun Sep 19, 2010 11:53 pm
Location: USA

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Tue Oct 10, 2017 11:06 am

One thing I totally forgot to do was ask that you increase the "health" of the tanks, making it necessary to hit a tank multiple times to kill it.

Like in the Normandy add-on, where the wandering "Panther Ace" tank requires multiple hits to take out.

Aside from what I said about the POWs and the massacre, you should add a few Sherman carcasses in Ardennes 2.

One more thing about Ardennes 1, good job adding Germans on the other side of the river. Their absence was silly.

User avatar
p.jakub88
SAS Soldier
Posts: 2471
Joined: Fri Dec 30, 2011 1:48 pm
Location: Poland

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Oct 10, 2017 11:15 am

Myron wrote:
Tue Oct 10, 2017 11:06 am
One thing I totally forgot to do was ask that you increase the "health" of the tanks, making it necessary to hit a tank multiple times to kill it.

Like in the Normandy add-on, where the wandering "Panther Ace" tank requires multiple hits to take out.

I won't change the ressistance value of tanks, because the result would be i.e. a tough Sherman tank - which will be unrealistic.
"Who Dares Wins" - SAS motto.

User avatar
p.jakub88
SAS Soldier
Posts: 2471
Joined: Fri Dec 30, 2011 1:48 pm
Location: Poland

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Oct 10, 2017 11:17 am

Myron wrote:
Tue Oct 10, 2017 10:59 am
As to those mines, they look like AT mines, but a little smaller. And they explode like AP mines. How do you explain that?

Also, before your... "tampering", my men could walk on them, set them off, and NOT be hurt. And yet they would destroy the jeep (after a second hit). Weird.

Maybe those mines are placed too "deep" into the ground, so the explosion could not be triggered properly and make less damage.
"Who Dares Wins" - SAS motto.

User avatar
Myron
SAS Soldier
Posts: 1116
Joined: Sun Sep 19, 2010 11:53 pm
Location: USA

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Tue Oct 10, 2017 11:20 am

p.jakub88 wrote:
Tue Oct 10, 2017 11:15 am
Myron wrote:
Tue Oct 10, 2017 11:06 am
One thing I totally forgot to do was ask that you increase the "health" of the tanks, making it necessary to hit a tank multiple times to kill it.

Like in the Normandy add-on, where the wandering "Panther Ace" tank requires multiple hits to take out.

I won't change the ressistance value of tanks, because the result would be i.e. a tough Sherman tank - which will be unrealistic.
What? You mean if you change the health one tank, you've changed them all?

That there is no way to make the Tiger and Panther have more health than Sherman?

User avatar
p.jakub88
SAS Soldier
Posts: 2471
Joined: Fri Dec 30, 2011 1:48 pm
Location: Poland

Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Oct 10, 2017 11:37 am

Myron wrote:
Tue Oct 10, 2017 11:20 am
p.jakub88 wrote:
Tue Oct 10, 2017 11:15 am
Myron wrote:
Tue Oct 10, 2017 11:06 am
One thing I totally forgot to do was ask that you increase the "health" of the tanks, making it necessary to hit a tank multiple times to kill it.

Like in the Normandy add-on, where the wandering "Panther Ace" tank requires multiple hits to take out.

I won't change the ressistance value of tanks, because the result would be i.e. a tough Sherman tank - which will be unrealistic.
What? You mean if you change the health one tank, you've changed them all?

That there is no way to make the Tiger and Panther have more health than Sherman?

Maybe there is a way, but by default all tanks and halftracks in H&D Deluxe use value 6 from the Resistance table.
"Who Dares Wins" - SAS motto.

Post Reply

Who is online

Users browsing this forum: No registered users and 153 guests