H&D Deluxe; the ultimate mod; Mission overhauls

Discuss your upcoming modding & editing projects here or shout out some ideas.
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Myron
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Sun Oct 22, 2017 2:16 am

Hard time? I've already caught up.

Sorry, I overslept. But yes, the boat's is up to speed (pun intended).

The Browning .30cal and the Browning .50cal look considerably different, but then again, the .30cal (1919) looks very different than the Browning Automatic Rifle (BAR).
LOL, 3 different models made by ONE company, Browning.

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

Unread post by Myron » Sun Oct 22, 2017 2:19 am

If you read The Good War, you will find one American soldier captured in Ardennes who testified that the Germans were angry at him for destroying his Colt pistol.

He said, "Although their Lugers and Walthers were superior pistols, they liked .45s as souvenirs."

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p.jakub88
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Sun Oct 22, 2017 8:42 am

OK, i decided to make a FINAL UPDATE of the Prague 1 mission. thup01

Beside already implemented changes i made few new ones:

- buildings collisions optimized,

- tactical map updated,

- improved behavior of attacking Russian infantry,

- small bugs fixed.


Please download and test this mission.
Attachments
prague1.rar
FINAL UPDATE 22.10.2017
(1.18 MiB) Downloaded 340 times
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Mon Oct 23, 2017 2:52 pm

OK, i decided to make ANOTHER update of the data.dta archive for You Myron. thup01

Beside already implemented changes i made few new ones:

- anti-tank mines power changed from 4000 to 4100 in both inventory tables,

- grenades power restored back to default 4000 in mat_sound.tab table,

- mines power set to 4100 in mat_sound.tab table,

- resistance value of the resistance ID 6 (tanks, halftracks, etc) set to 4100 and its threshold to 4099.


What those changes actually mean in the H&D Deluxe?

So:

- tanks, halftracks and some destroyable objects won't be destroyed by a frag grenade blast like this happened in stock H&D Deluxe,

- frag grenades will have their default explosion power as you wanted them to have,

- increased explosion power of mines will hopefully fix the situation, when the tank could trigger anti-tank mine explosion and still be intact.


Please download and test this newest data.dta archive version.

Of course it will be only compatible with modified missions from the "H&D Deluxe; the ultimate mod; Mission overhauls" project.
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data.rar
Updated 23.10.2017
(560.6 KiB) Downloaded 331 times
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Myron
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Tue Oct 24, 2017 7:55 am

Sorry, I overslept, twice.

Anyway, is it possible to make AT-mines pressure sensitive, so infantry can set them off?

Thanks for the current upgrades.

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

Unread post by Myron » Tue Oct 24, 2017 8:36 am

BTW, are you able to access the models in the plane of the North Ocean intro?

Are they the same ones in the pilot seats in the Danube 1 cutscene?

And of the Danube 1 cutscene, is there any chance the pilots survived?

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

Unread post by p.jakub88 » Tue Oct 24, 2017 8:36 am

Myron wrote:
Tue Oct 24, 2017 7:55 am


Anyway, is it possible to make AT-mines pressure sensitive, so infantry can set them off?


Well, as far as i know infantry could trigger a AT mine explosion. However, check that in my updated Greece 2 mission, because i am not so sure.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Oct 24, 2017 8:38 am

Myron wrote:
Tue Oct 24, 2017 8:36 am
BTW, are you able to access the models in the plane of the North Ocean intro?

Are they the same ones in the pilot seats in the Danube 1 cutscene?

And of the Danube 1 cutscene, is there any chance the pilots survived?

As for North Ocean mission the plane is a Catalina, i think is the same one as in Germany 6 mission.

As for Danube 1 mission - maybe he survived who knows. The Danube 1 mission descriptions said, that the bombers were on they routine bombing mission (i assume they target was Ploesti oil refinery in Rumania).
Last edited by p.jakub88 on Tue Oct 24, 2017 8:41 am, edited 1 time in total.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Tue Oct 24, 2017 8:39 am

p.jakub88 wrote:
Tue Oct 24, 2017 8:36 am
Myron wrote:
Tue Oct 24, 2017 7:55 am

Anyway, is it possible to make AT-mines pressure sensitive, so infantry can set them off?
Well, as far as i know infantry could trigger a AT mine explosion. However, check that in my updated Greece 2 mission, because i am not so sure.
No, I am talking about the black anti-tank mines from the campaign inventory selection; in the classical H&D, they could be set off by infantry, and I was hoping they could be that way again. If not, then it's ok.

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

Unread post by Myron » Tue Oct 24, 2017 8:42 am

p.jakub88 wrote:
Tue Oct 24, 2017 8:38 am
Myron wrote:
Tue Oct 24, 2017 8:36 am
BTW, are you able to access the models in the plane of the North Ocean intro?

Are they the same ones in the pilot seats in the Danube 1 cutscene?

And of the Danube 1 cutscene, is there any chance the pilots survived?
As for North Ocean the plane is a Catalina, i think the same one as in Germany 6.

As for Danube 1 - maybe he survived who knows.
I know what the plane is, I am talking about the men inside wearing those brown uniforms.

There were two pilots in the bomber, and I was hinting at the possibility of finding them in Danube 1, not necessarily alive.
I did notice that in Danube 5, that a blue SAS commando is in the front gunner seat.

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

Unread post by p.jakub88 » Tue Oct 24, 2017 8:44 am

Myron wrote:
Tue Oct 24, 2017 8:39 am
p.jakub88 wrote:
Tue Oct 24, 2017 8:36 am
Myron wrote:
Tue Oct 24, 2017 7:55 am

Anyway, is it possible to make AT-mines pressure sensitive, so infantry can set them off?
Well, as far as i know infantry could trigger a AT mine explosion. However, check that in my updated Greece 2 mission, because i am not so sure.
No, I am talking about the black anti-tank mines from the campaign inventory selection; in the classical H&D, they could be set off by infantry, and I was hoping they could be that way again. If not, then it's ok.

The black AT mines from the inventory selection use the same model as the AT mines placed on surface in various H&D Deluxe missions. The only difference is, that the AT mines already placed in missions has a "mine" actor attached to them, so they will explode on contact.

As i wrote earlier, check if the AT mines could be triggered by infantry in the updated Greece 2 mission, because i am not 100% sure.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Tue Oct 24, 2017 8:48 am

p.jakub88 wrote:
Tue Oct 24, 2017 8:44 am
Myron wrote:
Tue Oct 24, 2017 8:39 am
p.jakub88 wrote:
Tue Oct 24, 2017 8:36 am


Well, as far as i know infantry could trigger a AT mine explosion. However, check that in my updated Greece 2 mission, because i am not so sure.
No, I am talking about the black anti-tank mines from the campaign inventory selection; in the classical H&D, they could be set off by infantry, and I was hoping they could be that way again. If not, then it's ok.

The black AT mines from the inventory selection use the same model as the AT mines placed on surface in various H&D Deluxe missions. The only difference is, that the AT mines already placed in missions has a "mine" actor attached to them, so they will explode on contact.

As i wrote earlier, check if the AT mines could be triggered by infantry in the updated Greece 2 mission, because i am not 100% sure.
Hmm, on second thought, maybe it's better if you don't do it, since you made those mines invisible. Two or three of the mines were stock FFF, and thus a grenade could blow them up, but not the ones you added.
And no, they don't explode if you step on them.

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

Unread post by p.jakub88 » Tue Oct 24, 2017 8:50 am



I did notice that in Danube 5, that a blue SAS commando is in the front gunner seat.

Yes, indeed i checked that in HDD editor. However, RAF pilots used different uniforms.

As for H&D Deluxe cutscenes i don't remember how to access them in HDD editor, lol.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Tue Oct 24, 2017 8:52 am

p.jakub88 wrote:
Tue Oct 24, 2017 8:50 am


I did notice that in Danube 5, that a blue SAS commando is in the front gunner seat.

Yes, indeed i checked that in HDD editor. However, RAF pilots used different uniforms.

As for H&D Deluxe cutscenes i don't remember how to access them in HDD editor, lol.
Gasp!
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Oct 24, 2017 8:54 am

LOL. Now i remember. I opened the Danube 1 cutscene in HDD Editor. Indeed the Lancaster bomber has 2 pilots inside. However, their models seem to be integrated with the bomber. In addition, the bomber is only a visual not a usable model.
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