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 » Sun Jul 28, 2019 7:54 pm

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.
Attachments
italy1.rar
Updated 29.07.2019
(740.3 KiB) Downloaded 290 times
Flak position 2.JPG
Flak position 2.JPG (55.47 KiB) Viewed 10900 times
Flak position 1.JPG
Flak position 1.JPG (68.09 KiB) Viewed 10900 times
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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 Jul 31, 2019 10:03 pm

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.
Attachments
Flak 20mm on the roof.JPG
Flak 20mm on the roof.JPG (99.41 KiB) Viewed 10861 times
italy2.rar
Updated 01.08.2019
(1.03 MiB) Downloaded 287 times
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p.jakub88
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Thu Aug 01, 2019 9:49 pm

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.
Attachments
Flak 20mm on train.JPG
Flak 20mm on the train
Flak 20mm on train.JPG (104.14 KiB) Viewed 10851 times
italy4.rar
Updated 01.08.2019
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p.jakub88
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Thu Aug 08, 2019 8:14 pm

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:
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DSC_1106.JPG
Polish military cemetery - view from monastery
DSC_1106.JPG (187.36 KiB) Viewed 10807 times
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Myron
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Fri Aug 09, 2019 5:36 pm

And I am feeling a bit jealous. ;)

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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 Aug 09, 2019 9:40 pm

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.
Attachments
italy4.rar
Updated 12.08.2019
(1.04 MiB) Downloaded 289 times
New mission start point.JPG
New mission start point.JPG (100.53 KiB) Viewed 10790 times
Last edited by p.jakub88 on Sun Aug 11, 2019 10:29 pm, edited 2 times in total.
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Myron
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Fri Aug 09, 2019 10:24 pm

Whoa, when did you get back home?

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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 Aug 10, 2019 5:56 am

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

Unread post by p.jakub88 » Tue Aug 13, 2019 5:31 pm

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).
Attachments
patrol killed by partisans.JPG
patrol killed by partisans.JPG (106.55 KiB) Viewed 10730 times
bridge patrol killed by partisans.JPG
bridge patrol killed by partisans.JPG (89.13 KiB) Viewed 10730 times
italy4.rar
Updated 13.08.2019
(1.04 MiB) Downloaded 293 times
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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 Aug 16, 2019 6:06 pm

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.
Attachments
big room in the loft.JPG
Notice one of the few new lamps in the room.
big room in the loft.JPG (85.32 KiB) Viewed 10673 times
archive room.JPG
Notice the fire extinguishers.
archive room.JPG (127.16 KiB) Viewed 10673 times
searchlight.JPG
searchlight.JPG (65.25 KiB) Viewed 10690 times
Last edited by p.jakub88 on Sat Aug 17, 2019 11:05 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 » Sat Aug 17, 2019 6:14 pm

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.
Attachments
New escape point.JPG
New escape point.JPG (69.09 KiB) Viewed 10629 times
edited video briefing.JPG
edited video briefing.JPG (138.16 KiB) Viewed 10668 times
Last edited by p.jakub88 on Mon Aug 19, 2019 3:09 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 » Mon Aug 19, 2019 9:41 am

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:
Attachments
Germany1.rar
Updated 19.08.2019
(1.18 MiB) Downloaded 275 times
models.mod.rar
New destroyable chateau gate and asphalt road models
(1.55 KiB) Downloaded 272 times
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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 Aug 21, 2019 9:38 am

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.
Attachments
replaced SAS models.JPG
replaced SAS models.JPG (90.66 KiB) Viewed 10587 times
key.JPG
key.JPG (117.27 KiB) Viewed 10587 times
edited video briefing.JPG
edited video briefing.JPG (92.81 KiB) Viewed 10587 times
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Myron
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Thu Aug 22, 2019 10:37 am

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.

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

Unread post by Myron » Thu Aug 22, 2019 10:47 am

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.

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