H&D Deluxe; the ultimate mod; Mission overhauls

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

Unread post by p.jakub88 » Sat Sep 07, 2019 12:26 pm

Myron wrote:
Sat Sep 07, 2019 11:14 am
Woweee, the paint job, (no pun intended), looks good. :)
Thanks, it took me a while to actually re-texture the Panther tank model. thup01

So, here you have my newest Germany 5 mission update with the edited Panther tank model. :cool:

Download also the models.mod.rar (edited Panther tank model) and maps.mod.rar (edited Panther tank textures) archives.

Please give me later some feedback! I am especially curious about the Panther tanks behavior and if the new mountain ranger snipers are finally present.
Attachments
maps.mod.rar
Edited Panther tank texture.
(56.31 KiB) Downloaded 11 times
models.mod.rar
Edited Panther tank model.
(18.95 KiB) Downloaded 10 times
Germany5.rar
Updated 07.09.2019
(1.29 MiB) Downloaded 12 times
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Sat Sep 07, 2019 3:59 pm

Next changes in the Germany 5 mission:

-> increased the speed of the chasing Tiger and Panther tanks in the parking lot at the military camp;

-> moved both Panther guard-tanks into their final positions at the beach to avoid problems with the AI drivers pathfinding;
Attachments
Germany5.rar
Updated 08.09.2019
(1.29 MiB) Downloaded 12 times
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Mon Sep 09, 2019 3:50 pm

After the tests that i performed yesterday i implemented further changes / bug fixes into the Germany 5 mission:

-> now halftrack and tanks tracks move while driving those vehicles (i "animated" the tracks by selecting appropriate option in the vehicle's settings); :cool:

-> fixed some problems related to the enemy snipers located at the villa's balcony and tower (the villa located near the mission extraction point);

-> since we arrived to the final mission of the German campaign by stolen enemy halftrack from the Germany 4 mission i made it mandatory to use the halftrack in the Germany 5 mission in order to reach the mission extraction point. As a result, destroying the "player's halftrack" in the Germany 5 mission will result in a mission failure. Now the whole story makes more sense;

-> replaced 2 Panther tanks at the military camp car park with 2 Panzer IV tanks (one is drivable, while the other not - still its cannon could be used);

-> moved one Panther tank from the military camp car park to a defensive position at the beach (so now we have 3 Panther tanks there);

-> added a PAK 40 75 mm anti-tank gun (with gunner) in the village. The gun protects the road that runs through the village. Don't forget to actually download the PAK 40 75 mm gun model with textures from the "H&D Deluxe, the ultimate mod: Guns" thread.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Sep 10, 2019 8:19 am

Below i attached the newest Germany 5 mission update with all the changes listed in my previous post.
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Germany5.rar
Updated 10.09.2019
(1.48 MiB) Downloaded 12 times
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Sep 10, 2019 1:37 pm

After your latest feedback i implemented further changes into the Germany 5 mission:

-> the player's halftrack fuel capacity increased to 140 liters;

-> now both Panzer IV tanks parked at the military camp car park are driveable;

-> increased the speed of both Panzer IV tanks parked at the military camp car park;

-> fixed the problems with the PAK 40 anti-tank gun;

-> edited the default "metal obstacle" model - optimized its static collision;

-> placed an Opel truck at the village, since the PAK 40 anti-tank gun is not self-propelled, but towed artillery piece (see picture below);

-> reorganized the German defense at one of the stone bridges (see picture below);

-> added metal obstacles at the village (see picture below).
Attachments
bridge defense.JPG
bridge defense.JPG (140.78 KiB) Viewed 676 times
metal obstacles.JPG
metal obstacles.JPG (156.22 KiB) Viewed 676 times
Opel truck.JPG
Opel truck.JPG (123.59 KiB) Viewed 676 times
Last edited by p.jakub88 on Wed Sep 11, 2019 10:57 pm, edited 1 time in total.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Sep 11, 2019 10:19 pm

Below i attached the newest Germany 5 mission update with all the changes listed in my previous post.

Please download also the models.mod.rar archive and unpack the models.mod folder into your main H&D Deluxe directory.
Attachments
models.mod.rar
Edited PAK 40 gun and metal obstacle models.
(36.77 KiB) Downloaded 10 times
Germany5.rar
Updated 12.09.2019
(1.46 MiB) Downloaded 11 times
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Thu Sep 12, 2019 7:48 am

After your latest PM i implemented further changes into the Germany 5 mission:

-> edited the mission's objective text description (see picture below);

-> made more space by re-positioning collision volumes near the mission start point (just past a fallen tree across the road, on the left side of the road). You could prepare an ambush there on the incoming Tiger tank.


Download the newest Germany 5 mission update and the updated data.dta archive attached below.
Attachments
Germany5.rar
Updated 12.09.2019
(1.46 MiB) Downloaded 10 times
data.rar
Updated 12.09.2019 - edited mission's objective.
(559.43 KiB) Downloaded 12 times
edited objective.JPG
edited objective.JPG (113.59 KiB) Viewed 658 times
Last edited by p.jakub88 on Thu Sep 12, 2019 3:08 pm, edited 1 time in total.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Thu Sep 12, 2019 1:45 pm

After your latest PM i implemented further changes into the Germany 5 mission:

-> 2 Germans laying on the ground guarding main road armed previously with MP-40 are armed now with light machine-guns (one with MG-34 and the second with ZB-26). See picture below.


Below you have my newest Germany 5 mission update with the changes listed above.

This my last update regarding this mission, unless noticeable bugs will be found. I would like to focus now on the Germany 6 mission.
Attachments
mg gunners.JPG
mg gunners.JPG (88.92 KiB) Viewed 644 times
Germany5.rar
Updated 12.09.2019 (new MG gunners)
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Thu Sep 12, 2019 5:51 pm

So now i will look again into the Germany 6 mission.

Changes that i implemented in the Germany 6 mission so far:

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

-> optimized static collision volumes of various objects;

-> replaced the previous halftrack model with the one used in the Danube 3 mission with optimized collision volumes;

-> added a fixed Vickers MG emplacement (see picture below);

-> removed both fixed German machine-guns (still we have the new Vickers MG and MG mounted on the halftrack). This will be more fair and realistic - how the Catalina pilot manage to obtain German MGs? In addition the place don't look like an important military object. The player's defensive measures needed to be placed in a hurry - knowing that Germans are on our tails.
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Vickers MG.JPG
Vickers MG.JPG (83.52 KiB) Viewed 631 times
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Thu Sep 12, 2019 8:46 pm

Further changes that i implemented in the Germany 6 mission:

-> placed Browning 1919 in a crate at the wooden pier (see picture below);

-> replaced both Tiger tanks with Panzer IV tanks.
Attachments
weapons.JPG
Bazooka, Browning 1919 and anti-tank mines.
weapons.JPG (98.42 KiB) Viewed 625 times
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Thu Sep 12, 2019 9:27 pm

OK Myron. Here you have my newest Germany 6 mission update with all the changes listed in my previous 2 posts.
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germany6.rar
Updated 12.09.2019
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Fri Sep 13, 2019 12:38 pm

Here you have my newest Germany 6 mission update regarding the optimized static collision volumes of the porch's fence.
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germany6.rar
Updated 13.09.2019
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Sat Sep 14, 2019 10:05 am

OK Myron. Let's start now with modding the Norwegian campaign. I will look again into the Norway 1 mission.

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

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

-> increased visibility range from 70 to 100 meters;

-> optimized static collision volumes of various objects (including the metal fence);

-> default locomotive model replaced with the edited one used first in the Italy 3 mission;

-> some patrolling guards are armed now with MP-44 assault rifles;

-> some patrolling guards are armed now with Mauser K98 non-scoped rifles. Since the complex is far behind enemy lines (away of the actual fights on WW2 fronts at that time) it would be unrealistic to have all the guards armed with automatic weapons needed elsewhere more (i.e. on the Eastern Front);

-> video briefing edited - one of the guard towers shown on the mission briefing was facing the wrong direction, i fixed this (see picture below);

-> video briefing edited - corrected enemy patrol routes shown on the mission briefing (see comparison pictures below).
Attachments
edited patrol routes.JPG
edited patrol routes.JPG (132.64 KiB) Viewed 567 times
default patrol routes.JPG
default patrol routes.JPG (141.37 KiB) Viewed 567 times
turned tower.JPG
turned tower.JPG (75.12 KiB) Viewed 569 times
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Myron
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Sat Sep 14, 2019 2:13 pm

p.jakub88 wrote:
Sat Sep 14, 2019 10:05 am
OK Myron. Let's start now with modding the Norwegian campaign. I will look again into the Norway 1 mission.

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

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

-> increased visibility range from 70 to 100 meters;

-> optimized static collision volumes of various objects (including the metal fence);

-> default locomotive model replaced with the edited one used first in the Italy 3 mission;

-> some patrolling guards are armed now with MP-44 assault rifles;

-> some patrolling guards are armed now with Mauser K98 non-scoped rifles. Since the complex is far behind enemy lines (away of the actual fights on WW2 fronts at that time) it would be unrealistic to have all the guards armed with automatic weapons needed elsewhere more (i.e. on the Eastern Front);

-> video briefing edited - one of the guard towers shown on the mission briefing was facing the wrong direction, i fixed this (see picture below);

-> video briefing edited - corrected enemy patrol routes shown on the mission briefing (see comparison pictures below).
Good. Now bolt-action rifles won't feel under-powered. smile01

I dunno if that's a good idea; they can already see, (and identify), us from a long way away, it's snowing, which hampers visibility, and we're wearing the Arctic-camo.

I'm not sure what you mean by that, but it might have solved the problem I am going to show you in a picture.

Ah, no more flaming locomotives. ;)
To justify why it's not covered in frost and snow from the cold, you should add that huffing-and-puffing sound that one locomotive of Italy 3 had. smile01 After all, the Germans wouldn't want the Engine to freeze. Possibly a bit of smoke coming from the chimney as well.

Fair enough about the weapons; Norse partisans aren't too big a threat, I wager. Plus they have Laddie, son of Lassie, on their side.

WOW, I never noticed that before, that the tower is facing the wrong way in the briefing. :shock:
Same with the patrol path going through the building.

In the briefing, the instructor confuses me and others; "if the enemy succeeds" , so if you can and are willing, I suggest adding arrows from the buildings to the inner towers.
Attachments
Picture from Haraldholm #1.png
The enemy sees and shoots me right through that marked building.
Picture from Haraldholm #1.png (1.27 MiB) Viewed 565 times

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

Unread post by Myron » Sat Sep 14, 2019 2:20 pm

I gotta wonder, if this is a power-plant, where are the electricity poles/towers, and why don't the facilities of Norway 2 and 3 go dark? :)

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