H&D Deluxe; the ultimate mod; Mission overhauls

Discuss your upcoming modding & editing projects here or shout out some ideas.
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p.jakub88
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 11:29 am

Myron wrote:
Wed Oct 04, 2017 11:22 am
One last note, did you change the uniform of the guy guarding the truck outside? I could have sworn he worn the greenish-gray (no backpack). I'm just curious.

Maybe i replaced the stock guard near the truck with another one, but i really don't remember - i changed the mission for the first time a very long time ago.

However, in the recent changes i didn't touch him for sure.
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Myron
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Wed Oct 04, 2017 11:31 am

Bad news, the German timed grenade, the gray one, is still impact.

Edit: Further bad news, I cleaned out Steiner's house again, 20 dead enemies, and still no "objective complete".

What were the changes? The objective still says "eliminate all guards".

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

Unread post by p.jakub88 » Wed Oct 04, 2017 12:03 pm

Myron wrote:
Wed Oct 04, 2017 11:31 am
Bad news, the German timed grenade, the gray one, is still impact.

Edit: Further bad news, I cleaned out Steiner's house again, 20 dead enemies, and still no "objective complete".

What were the changes? The objective still says "eliminate all guards".

I will look into this grenade again.

Very strange. Maybe you missed one guard? This is a simple objective, there shouldn't be any problems to accomplish it.

I will look into this mission again.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 12:12 pm

OK, i edited the Germany4 mission. thup01

Now, SAS commandos will be dressed in green German uniforms with backpacks at the mission start.

I replaced the stock halftrack model with the one from FFF expansion.

I created a possibility to shoot through metal fence and i opened closed small gates.

Please download and test this mission.
Attachments
germany4.rar
(870.71 KiB) Downloaded 446 times
Last edited by p.jakub88 on Wed Oct 04, 2017 12:23 pm, edited 1 time in total.
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p.jakub88
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 12:22 pm

Myron wrote:
Wed Oct 04, 2017 11:31 am
Bad news, the German timed grenade, the gray one, is still impact.
OK, i edited the data.dta archive once again. Download it now.

See the picture below - those are the settings of the "gray" German grenade (notice the value "Time").

I tested this grenade and it exploded after 5 seconds in my H&D Deluxe, so the changes were applied.
Attachments
data.rar
(562.19 KiB) Downloaded 456 times
German grenade settings.JPG
German grenade settings.JPG (116.99 KiB) Viewed 16066 times
Last edited by p.jakub88 on Wed Oct 04, 2017 6:45 pm, edited 1 time in total.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Wed Oct 04, 2017 12:24 pm

To be safe, we need a head count. I killed 20 and couldn't find any more in the house.

I must sleep now. I dropped off my suggestions for German 4. sleep01

Please don't go too far that I must catch up.
For Germany 5,

1.) add a little bit more fuel to the second halftrack, and make it as fast as the one that spawns with you. :cool:

2.) Of the two beach tiger tanks, one of the crews have MP44s, can you give the other crew MP44s too? Also, is it possible for their bodies to be made visible so one doesn't have to "feel around" for their body to take the gun? :-?

3.) Please, redirect the Tiger chasing you so that it follows the road like it's supposed to. That, or replace the 1 tiger with 2 Panzer IVs chasing you. :cool:

4.) On the parking lot where the second halftrack sits, can you add two unoccupied Panzer IVs that have fuel (1,000 liters each) and ammo (at least 50 rounds)? Pretty please? grin01

5.) The three unoccupied tigers have 100 rounds each, but zero fuel. I LOVE vehicle choices, so can you add at least 1,000 liters of fuel in each of them. grin01

6.) The Kubelwagen found somewhere on the road; it only goes half the speed all other Kubelwagen; it must be stuck in first gear. That must be fixed. :lol:

7.) Here is an idea; you know that limo that's parked outside the HQ?
Why not open the gate, put fuel in the car, and have one or more officers evacuating the place with it, only for it to be shot-to-hell by my vehicle. If we are on foot, he will escape. :mrgreen:

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

Unread post by p.jakub88 » Wed Oct 04, 2017 12:42 pm

OK, i edited again the Germany2 mission. I restored the objectives to stock values.

I never came across this problem in the Germany2 mission. If the "eliminate all enemies" objective still won't work, i will need to personally test this mission at home.
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germany2.rar
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 12:45 pm

Myron wrote:
Wed Oct 04, 2017 12:24 pm

For Germany 5,

1.) add a little bit more fuel to the second halftrack, and make it as fast as the one that spawns with you. :cool:

2.) Of the two beach tiger tanks, one of the crews have MP44s, can you give the other crew MP44s too? Also, is it possible for their bodies to be made visible so one doesn't have to "feel around" for their body to take the gun? :-?

3.) Please, redirect the Tiger chasing you so that it follows the road like it's supposed to. That, or replace the 1 tiger with 2 Panzer IVs chasing you. :cool:

4.) On the parking lot where the second halftrack sits, can you add two unoccupied Panzer IVs that have fuel (1,000 liters each) and ammo (at least 50 rounds)? Pretty please? grin01

5.) The three unoccupied tigers have 100 rounds each, but zero fuel. I LOVE vehicle choices, so can you add at least 1,000 liters of fuel in each of them. grin01

6.) The Kubelwagen found somewhere on the road; it only goes half the speed all other Kubelwagen; it must be stuck in first gear. That must be fixed. :lol:

7.) Here is an idea; you know that limo that's parked outside the HQ?
Why not open the gate, put fuel in the car, and have one or more officers evacuating the place with it, only for it to be shot-to-hell by my vehicle. If we are on foot, he will escape. :mrgreen:

A.D. 1 OK.

A.D. 2 NO, after destroying tanks the crew bodies should remain inside.

A.D. 3 I will try.

A.D. 4 NO. I didn't encounter a drivable PZ IV tank in stock H&D Deluxe, so i don't know which settings i need to put in the HD editor to make those tanks usable. You will still have 3 usable Tiger tanks to your disposal, when i finish making changes.

A.D. 5. OK.

A.D. 6. OK.

A.D. 7. NO, because this will be too complicated and still something could goes wrong.


I will make the changes marked by "OK" and "I will try" when i find some free time.
Last edited by p.jakub88 on Wed Oct 04, 2017 4:42 pm, edited 2 times in total.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 12:56 pm

Myron wrote:
Wed Oct 04, 2017 12:24 pm
To be safe, we need a head count. I killed 20 and couldn't find any more in the house.
I opened the Germany2 mission in the HD editor to count myself the enemies on the map (i did that twice to be 100% sure).


6 guards outside the Steiner's villa + 6 guards ground floor + 9 guards first floor = 21 guards!!!

So apparently you overlooked one guard! :roll:

Uff, i was starting to get worried. no_03
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 1:23 pm

Myron wrote:
Wed Oct 04, 2017 12:24 pm

For Germany 5,

1.) add a little bit more fuel to the second halftrack, and make it as fast as the one that spawns with you. :cool:

2.) Of the two beach tiger tanks, one of the crews have MP44s, can you give the other crew MP44s too? Also, is it possible for their bodies to be made visible so one doesn't have to "feel around" for their body to take the gun? :-?

3.) Please, redirect the Tiger chasing you so that it follows the road like it's supposed to. That, or replace the 1 tiger with 2 Panzer IVs chasing you. :cool:

4.) On the parking lot where the second halftrack sits, can you add two unoccupied Panzer IVs that have fuel (1,000 liters each) and ammo (at least 50 rounds)? Pretty please? grin01

5.) The three unoccupied tigers have 100 rounds each, but zero fuel. I LOVE vehicle choices, so can you add at least 1,000 liters of fuel in each of them. grin01

6.) The Kubelwagen found somewhere on the road; it only goes half the speed all other Kubelwagen; it must be stuck in first gear. That must be fixed. :lol:

7.) Here is an idea; you know that limo that's parked outside the HQ?
Why not open the gate, put fuel in the car, and have one or more officers evacuating the place with it, only for it to be shot-to-hell by my vehicle. If we are on foot, he will escape. :mrgreen:

A.D. 1 DONE thup01

A.D. 5 DONE thup01

A.D. 6 DONE thup01

When i will be ready with other changes i will upload the Germany5 mission.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 2:06 pm

OK, i edited the Germany5 mission. thup01

Now the SAS commandos will start the mission dressed in green German uniforms with backpacks.

I replaced both stock halftracks with FFF expansion version which is more realistic.

I added 1000 liters of fuel to 3 stationary Tiger tanks.

I added more fuel for the halftrack at the camp plus i made it faster (like the player's halftrack).

I adjusted the settings of Kubelwagen to match the FFF expansion version.

Unfortunately, i wasn't able to fix the chasing Tiger tank behavior. You will need to destroy it at the beginning of the mission with anti-tank weapon, like i always did.

Download the models.mod.rar archive and unpack it to your main H&D Deluxe directory (it contains new PZ IV model used in this mission).

Download the maps.mod.rar archive and unpack it to your main H&D Deluxe directory (it contains textures for the new PZ IV mode used in this mission).

Both those files are important to run the modified Germany5 mission without problems!!!

Any feedback will be appreciated!


Please write any proposed changes for Germany6 mission.
Attachments
models.mod.rar
(7.94 KiB) Downloaded 441 times
maps.mod.rar
(178.32 KiB) Downloaded 433 times
germany5.rar
(1.26 MiB) Downloaded 441 times
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 2:46 pm

OK, i edited the Germany6 mission. thup01

Now the SAS commandos will start the mission dressed in green German uniforms with backpacks.

I replaced the stock halftrack model with the one from FFF expansion, because it is more realistic.

Please download and test this mission.

Any feedback will be appreciated!
Attachments
germany6.rar
(615.63 KiB) Downloaded 449 times
"Who Dares Wins" - SAS motto.

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

Unread post by p.jakub88 » Wed Oct 04, 2017 2:47 pm

I will NOT further modify the missions from the German campaign, unless you will find a significant bug. no_03
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 3:14 pm

OK, i edited the Norway1 mission. thup01

I made a possibility to shoot through the metal fence - i think that this is more realistic.

I updated enemy weapons ID to match the newest data.dta archive version and i got rid off Colt 1911 (Lend-Lease program?).

Small bugs fixed like unwanted objects collisions, etc.

Any feedback will be appreciated!
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norway1.rar
(651.55 KiB) Downloaded 419 times
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 3:30 pm

OK, i edited the Norway2 mission. thup01

I made the possibility to shoot through metal fence - i think that this is more realistic.

I updated enemy weapons ID to match the newest data.dta archive version and i got rid off Colt 1911 (Lend-Lease program?).

Small bugs fixed like unwanted objects collisions, etc.

Any feedback will be appreciated!
Attachments
norway2.rar
(818.23 KiB) Downloaded 400 times
"Who Dares Wins" - SAS motto.

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