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 » Fri Dec 08, 2017 6:47 am

Myron wrote:
Fri Dec 08, 2017 6:43 am
p.jakub88 wrote:
Fri Dec 08, 2017 6:37 am
Myron wrote:
Fri Dec 08, 2017 3:52 am

And the three soldier in the tunnel NEVER spawn if the alarm is off, regardless of how you killed the officer, Be it by your knife, your gun, or executed by a German.

They sprawned when you got through the locked doors heading to the corridor, which made no sense. In addition the alarm was triggered for no reason.
Must be the way we killed; I either knife him, or trick his own men into executing him, and the alarm stayed off, and nobody appeared in the tunnel.
Even if we killed the officer silently those 3 soldiers were spawned in the tunnel in the stock Norway 4 mission which made no sense. This happened as soon as we got through the locked doors. The game developers put there a "detector".

I checked that in HDD editor, so i am not lying.

I will be busy now till Monday evening, so please let stop this discussion - i explained you everything.
Last edited by p.jakub88 on Fri Dec 08, 2017 7:17 am, edited 3 times 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 » Fri Dec 08, 2017 7:06 am

I would like to inform you Myron, that starting from Friday morning till Monday evening (my local time in Poland) i will be busy, so i probably won't have time for H&D Deluxe modding, missions walktrough videos recording and uploading. Thank You for Your understanding!
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Myron
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Fri Dec 08, 2017 9:18 am

p.jakub88 wrote:
Fri Dec 08, 2017 7:06 am
I would like to inform you Myron, that starting from Friday morning till Monday evening (my local time in Poland) i will be busy, so i probably won't have time for H&D Deluxe modding, missions walktrough videos recording and uploading. Thank You for Your understanding!
Oh, worry not. Take all the time you need. I am busy myself. Talk to you later. :grin:

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

Unread post by p.jakub88 » Tue Dec 12, 2017 11:17 am

I am back :grin: .

I recorded a walktrough video from my modified Norway 5 mission. I will upload it on my YouTube account when i have free time - hopefully today.

This mission is a nice mix of stealth action and open shooting :cool: .

So stay tuned for the incoming video thup01 .
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Tue Dec 12, 2017 1:55 pm

Meantime, during the recording process of my few latest walktrough videos i tested the changes that i made in the data.dta archive related to weapons "shoot delay value" and slightly increased default enemy reaction times (from 0,5 sec to 1 sec).

As far as i know, all those changes work well (i played on hard difficulty) and i didn't notice the "shotgunning enemies" bug (unrealistically fast rate of fire of their weapons and lightning speed reaction times). Now the gameplay is more balanced and less frustrating in my opinion.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Dec 13, 2017 9:14 am

I decided to make another update of the North Ocean mission - before i record the gameplay and upload it on my Youtube channel.

Beside already implemented changes i made few new ones:

- objects static collision optimized (staircases, handrails, railings);

- small bugs fixed (improper settings for some enemy soldiers);

- problems with mission objectives fixed.

Please download and test this mission.
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northoc.rar
Updated 13.12.2017
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Thu Dec 14, 2017 9:08 am

Given what he wears, is it not possible to make the Germans non-hostile towards Hans?

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

Unread post by p.jakub88 » Thu Dec 14, 2017 9:18 am

Myron wrote:
Thu Dec 14, 2017 9:08 am
Given what he wears, is it not possible to make the Germans non-hostile towards Hans?
I don't understand You - who the hell is "Hans"? :shock:

If You mean Hans Kliegemann from Czechoslovakia campaign the German soldiers are not hostile towards him.

The scientist has "Enemy Group" ID 2 attached. Our SAS commandos and Germans have ID 0, while the Russian soldiers have ID 1.

That means, that the SAS and Germans are hostile towards each other, as well as Germans towards Russians, but SAS towards Russians are friendly.

As You know, i put some POW workers in Germany 3 mission as well as in my "The Cave of Miracles" add-on and neither SAS or Germans were hostile towards them. They were treated as civilians (blue icon on the tactical map).

So, the instructor lied when he said, that the "Russians could not be so friendly" when we cross the bridge together with the German scientist.

The only way that the Hans Kliegemann could be killed is when he get caught by close explosion (i.e. shot from that Tiger hidden in the cathedral square) or accidentally from small arms fire, but only when the Germans aimed at our SAS commandos. In that case, he would be a victim of so called "friendly fire" :grin: .
Last edited by p.jakub88 on Thu Dec 14, 2017 3:50 pm, edited 2 times in total.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Thu Dec 14, 2017 10:24 am

I left Hans alone in the Mercedes, in Prague 2, while I went off to do something else in the control tower. One of the "tower reinforcement" Germans saw the truck, and shot it till it blew with Hans in the passenger seat.

The Penal-laborers in Italy 2 will get shot at IF they move.
Hans seems to have the same thing. In Prague 1, he got sniped while running towards me.

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

Unread post by p.jakub88 » Thu Dec 14, 2017 10:36 am

Myron wrote:
Thu Dec 14, 2017 10:24 am
I left Hans alone in the Mercedes, in Prague 2, while I went off to do something else in the control tower. One of the "tower reinforcement" Germans saw the truck, and shot it till it blew with Hans in the passenger seat.

The Penal-laborers in Italy 2 will get shot at IF they move.
Hans seems to have the same thing. In Prague 1, he got sniped while running towards me.
Hmm i didn't know that - my fault. Sorry for providing wrong info. :oops:

So, it seems that the Germans received an "order" to shot Kliegemann on sight, despite his civilian status seen on the tactical map (probably a detector placed somewhere that told them to attack him).

Hans Kliegemann tried to betray Third Reich by confessing the secrets about Nazi Wonder Weapons to the Allies - no wonder why Germans wanted to kill him, LOL.

As for those Penal laborers that i placed in the modified Italy 2 mission i have no idea why the Germans shoot at them. However, that seems "reasonable" to kill any prisoner that tries to escape - i see nothing wrong with that in terms of realism and war time events (considering the cruelness of WWII in general).
Last edited by p.jakub88 on Thu Dec 14, 2017 2:10 pm, edited 2 times in total.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Thu Dec 14, 2017 12:15 pm

I checked my modified Prague 1 mission in the HDD Editor.

I didn't find any detector responsible for the German soldiers hostility towards Hans Kligemann.

So, it seems that this is hardcoded into the game. As soon as the character with Enemy Group ID 2 moves, all previously "friendly" enemies become hostile - i cannot find any other reasonable explanation. :roll:

You were right - as soon as i shout the voice command "Follow me", Klingemann was killed by Germans hidden behind sandbags on the street where we start the Prague 1 mission.

However, i managed to cross the stone bridge with Klingemann and the Russian soldiers on the other side were friendly. Noone opened fire on us.
Last edited by p.jakub88 on Thu Dec 14, 2017 2:11 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 Dec 14, 2017 12:49 pm

I decided to make another update of the Prague 1 mission - before i record the gameplay and upload it on my Youtube channel.

Beside already implemented changes i made few new ones:

- added "Potato masher" grenades to some enemy soldiers inventory;

- tactical map updated (added missing sandbags placed in front of the cathedral);

- small bugs fixed.

Please download and test this mission.
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prague1.rar
Updated 14.12.2017
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Thu Dec 14, 2017 3:39 pm

I am planning to remove the visible "orange line" present while shooting from weapons in H&D Deluxe.

However, i am waiting for the permission from NilsZ, because this is one of the features used in his H&D Deluxe Extended Mod.

I will let You know Myron, when NilsZ reply to my PM that i sent to him today.

Meantime, i made some tests in my H&D Deluxe for my own use and i must tell you Myron, that shooting from H&D Deluxe weapons is now more enjoyable - when i finally got rid off those annoying "orange lines". There is no such thing in real life, as far as i know from shooting weapons on the shooting range, LOL funny02 .
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Thu Dec 14, 2017 4:00 pm

OK, i just received a permission from NilsZ to use a part of his H&D Deluxe Extended Mod - a feature that removes the "orange lines" seen while shooting from H&D Deluxe weapons.

Unpack the maps.mod.rar archive to Your main H&D Deluxe directory (i.e. C:\Program Files\Take2\Hidden & Dangerous Deluxe) and merge with the existing maps.mod folder if needed.

Then open Your original maps.dta archive located in Your H&D Deluxe / data directory (i.e. C:\Program Files\Take2\Hidden and Dangerous Deluxe\data) and remove the file named "grad_fire1" (make a backup first).

If You have any questions regarding the adding of the new texture feel free to ask.

Credits goes to NilsZ. thup01
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Fri Dec 15, 2017 12:48 am

I know it's realistic to shoot a fleeing prisoner; it's the game mechanic I find weird; how a prisoner's status changes from neutral to hostile just because he took a single step.

Yeah, when I was little, I got curious as to what I would see at the end of that bridge; they didn't shoot Hans, but they did kill me a few times, "accidently".

Still, Hans is dressed as a German officer, so I was hoping that would give him "disguised status" or something. Oh well.

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