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

Posted: Sun Jul 28, 2019 7:54 pm
by p.jakub88
So now i will look again into the Italy 1 mission.

Changes that i implemented in the Italy 1 mission so far:

-> all enemies resistance set to 50%;

-> default Flak 20 mm models replaced with new custom ones (the same models as used in my edited Italy 3 mission).

Below i uploaded an updated Italy 1 mission with all the changes listed above. Please download and test it.

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

Posted: Wed Jul 31, 2019 10:03 pm
by p.jakub88
So now i will look again into the Italy 2 mission.

Changes that i implemented in the Italy 2 mission so far:

-> all enemies resistance set to 50%;

-> default Flak 20 mm model on the main refinery building's roof replaced with new custom one (the same model as used in my edited Italy 3 mission).

Below i uploaded an updated Italy 2 mission with all the changes listed above. Please download and test it.

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

Posted: Thu Aug 01, 2019 9:49 pm
by p.jakub88
So now i will look again into the Italy 4 mission.

Changes that i implemented in the Italy 4 mission so far:

-> all enemies resistance set to 50%;

-> default Flak 20 mm model on the train replaced with new custom one (the same model as used in my edited Italy 3 mission).

Below i uploaded an updated Italy 4 mission with all the changes listed above. Please download and test it.

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

Posted: Thu Aug 08, 2019 8:14 pm
by p.jakub88
Speaking of Italy i visited today the Monte Cassino monastery (rebuild after WW2) and Polish military cemetery - famous places regarding the bloody battle of Monte Cassino that took place in May 1944 during the Italian campaign (see picture below taken from the monastery complex balcony). :cool:

Military cemeteries with fallen German and Commonwealth soldiers are also located in the area (in the vicinity of the Cassino city that was destroyed during the offensive). I also visited them. Busy day i must say, but i am verry happy. :grin:

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

Posted: Fri Aug 09, 2019 5:36 pm
by Myron
And I am feeling a bit jealous. ;)

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

Posted: Fri Aug 09, 2019 9:40 pm
by p.jakub88
Recently i played and tested the Italy 4 mission - those are further changes that i implemented in it:

-> fixed some bugs in the tactical map view;

-> new mission start point (see picture below);

-> removed one enemy sniper on the hill close to the mission start point (a necessary change as a result of moving the mission start point);

-> removed one friendly partisan sniper (there are still 3 of them left on the mountain range on the other side of the river);

-> more dense checkpoint grid to make the AI easier to navigate;

-> slightly decreased the range of fire of armored railway cars for a more balanced gameplay (they are still dangerous though);

-> spawning German reinforcements will be more aggressive (will hunt the player and his team when they spot them).


Below i uploaded an updated Italy 4 mission with all the changes listed above. Please download and test it.

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

Posted: Fri Aug 09, 2019 10:24 pm
by Myron
Whoa, when did you get back home?

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

Posted: Sat Aug 10, 2019 5:56 am
by p.jakub88
Myron wrote:
Fri Aug 09, 2019 10:24 pm
Whoa, when did you get back home?
I am still on vacation in Italy - i just took my laptop with me. :mrgreen:

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

Posted: Tue Aug 13, 2019 5:31 pm
by p.jakub88
OK Myron. As i promised i implemented further changes / bug fixes into the Italy 4 mission:

-> i decreased the firing range of MG operators inside armored railway cars (from 200 to 150 meters), so they will be not able to hit the player and his team on the mountain ridge above the farm;

-> spawning German reinforcements will occupy now defensive positions inside various farm buildings to cover themselfs against partisans sniper fire.


Below i uploaded an updated Italy 4 mission with all the changes listed above. Please download and test it.

P.S. See attached pictures showing Germans killed by partisans snipers - pictures taken directly from the mission during my gameplay on hard difficulty. Remark: the quantity of enemy casualties may vary each time you play the mission (it is random).

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

Posted: Fri Aug 16, 2019 6:06 pm
by p.jakub88
So now i will look again into the Germany 1 mission as i informed you in my latest PM.

Changes that i implemented in the Germany 1 mission so far:

-> endurance skill of all enemies set to 50%;

-> fixed some bugs regarding the searchlight on the chateau balcony (now it gives light of adequate power - see attached picture);

-> doors leading to the big dining room with crystal chandeliers are now locked - you could enter the chateau through front or back doors;

-> removed unnecessary light sources outside the chateau (i left the moonlight, searchlight and lanterns);

-> entering the chateau by either front or back entrance will alert certain German soldiers that will come to investigate;

-> changed behavior of some stationary guards inside the chateau;

-> a single German soldier armed with MP40 will patrol all around the big room with archives placed in the loft (i re-positioned some shelves with archives to allow him passage in narrow spaces);

-> added fire extinguishers to all 3 rooms with archives (see attached picture as an example); :cool:

-> added lamps to the big room with archives placed in the loft (see attached picture); :cool:

-> added missing light sources (chandeliers) in some chateau rooms.

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

Posted: Sat Aug 17, 2019 6:14 pm
by p.jakub88
Those are further changes that i implemented in the Germany 1 mission:

-> adding missing static collisions to the chateau roof (a bug probably overlooked by H&D Deluxe developers);

-> added fuel to the Opel truck and changed its collision volumes to non-static - so you could actually drive it;

-> edited video briefing (see attached picture showing the patrol route around the chateau);

-> new mission escape point (see attached picture - reach the area marked by me by red circle within 10 meters with team members and rescued prisoners to complete the mission after you fulfilled previous objectives);

-> made a new destroyable chateau gate model (you will need to actually blow it up to reach the new mission escape point);

-> added forest in some places around the chateau outside the fence in the background;

-> added few segments of asphalt road near the mission escape point;

-> optimized patrol routes of enemy soldiers around the chateau;

-> more dense checkpoint grid to make the AI easier to navigate;

-> optimized static collision volumes on various objects.

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

Posted: Mon Aug 19, 2019 9:41 am
by p.jakub88
OK Myron. So here you have my newest Germany 1 mission update with all the changes listed in previous 2 posts. thup01

Please download also the models.mod.rar archive uploaded below (unpack the models.mod folder from that archive into your main H&D Deluxe directory) and don't forget about the newest data.dta archive update that i posted in the "H&D Deluxe, the ultimate mod: Guns" thread (last post on the page). :!:

Please give me later some feedback! :grin:

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

Posted: Wed Aug 21, 2019 9:38 am
by p.jakub88
So now i will look again into the Germany 2 mission as i informed you in my latest PM.

Changes that i implemented in the Germany 2 mission so far:

-> endurance skill of all enemies set to 50%;

-> optimized static collision volumes of various objects including the fence around the Steiner's villa;

-> optimized patrol routes of enemy soldiers outside the Steiner's villa;

-> edited video briefing (see attached picture below - moved red crosses that show the mission start point to a more correct spot, because the previous placement was wrong);

-> since the instructor in the video briefing didn't mention that our team is dressed in German uniforms i replaced the previous SAS models with the ones used in the Germany 1 mission (see attached picture). Moreover, the default mission picture shows that a German soldier alerts the Steiner's villa garrison;

-> the only unlocked entrance to the villa leads through the "French window" as the instructor said. All other entrance doors are locked - the key to open them is located in the room with Steiner (see attached picture);

-> added forest in some places along the road that is located behind the villa outside the fence;

-> added one segment of the road to make it looks more realistic from distance.

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

Posted: Thu Aug 22, 2019 10:37 am
by Myron
Okay, So, I was able find my way back to this site, via IE, as Chrome refuses to do as I wish.

Sorry for my lateness, this internet fiasco happened just when a series of busy events happened to me.

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

Posted: Thu Aug 22, 2019 10:47 am
by Myron
The info-bar during the campaign selection says that we will be wearing German uniforms and will capture Steiner. Wearing the uniforms makes sense, as we will need to approach with stealth to avoid anyone calling for help on the phone or radio.

Perhaps, we can make a compromise, by giving players a choice; we start off with our red-beret-SAS Uniform, and on the ground next to us, are the captured uniforms. Putting them on is optional.

As for the key, I think Steiner's secretary should be carrying it, and all three doors to Steiner locked.

Steiner's secretary should also be wearing the Gendarme uniform.