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 » Wed Oct 04, 2017 10:15 pm

Myron wrote:
Wed Oct 04, 2017 10:12 pm
p.jakub88 wrote:
Wed Oct 04, 2017 10:06 pm
Myron wrote:
Wed Oct 04, 2017 10:03 pm
Ah, ok, then yes. He's not there.

I will now download your upgraded Germany 2 mission. And see if it's fixed.

Wait a second. He will only show up after a signal, but this signal will probably never came, because i removed the detector.

So, this is my fault. I will fix that, so he will be visible at the mission start.
Lol, wow, that was weird, after supposedly only killing 17 badguys, I got close to Steiner, and completed objective #2 WITHOUT completing #1. Mission passed!

Oh dear. I will check that. What a mess... no_02
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 10:32 pm

OK, there were apparently something wrong with the mission objectives settings in Germany2.

Indeed, you could complete the mission by just getting close to Stainer (within 3 meters), when he is still alive (killing him will result in mission failure).

So, there was no need to eliminate all the German guards first, lol.


Download this mission again - i posted it below. I made this German guard in the corridor visible and i fixed the mission objectives (hopefully...).

If this won't help, i will use another method of setting mission objectives, that i used successfully in my add-ons.
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Germany2.rar
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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 10:34 pm

Just did Germany 3; like 2, there seems to be no way complete objective 1, so I simply blew up every fuel drum, truck, and explosive box, and the locomotive, and then went to the escape point. Objective 2 got complete, and so we passed.

No rocks fell, but having every kraut charge at the office was awesome!

No penal-laborers.
And nobody spawns at the barracks.

Thanks for the MP44 prototypes.

As for the "mess", well, that's another reason why I beg you to slow down a bit.

I'm gonna see if I haven't already downloaded German 4. And see what was changed.

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

Unread post by Myron » Wed Oct 04, 2017 10:37 pm

I guess we just broke into his room, put chloroform on his face, and dragged him out before his guards knew what was happening! :lol: funny02

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

Unread post by p.jakub88 » Wed Oct 04, 2017 10:50 pm

Myron wrote:
Wed Oct 04, 2017 10:34 pm
Just did Germany 3; like 2, there seems to be no way complete objective 1, so I simply blew up every fuel drum, truck, and explosive box, and the locomotive, and then went to the escape point. Objective 2 got complete, and so we passed.

For completing objective 1 you will need to blow up all trucks, locomotive and 2 railway cars with cargo on it.

Just as i thought, there were problems with mission objectives. You could actually complete the mission by just heading to the complex exit without blowing anything. Now i fixed that (hopefully).

First you will need to complete objective 1, then a signal will be send to an invisible detector near the complex exit, so when you arrive there with all your survived commandos, the mission should be completed. This way you cannot complete the mission while only one objective is fulfilled.
I used this technique to set mission objectives for most of my H&D Deluxe add-ons. The only problem with this method is, that the mission objectives must be completed in proper order, otherwise the player won't be able to complete the mission.

EDIT: I just completed the updated Germany3 mission. I fulfilled the 1st objective by blowing all trucks, locomotive and 2 railway cars with cargo boxes.
However, i noticed that the tactical map does not match the actual mission situation. I will try to fix this.
Last edited by p.jakub88 on Thu Oct 05, 2017 12:02 am, edited 1 time in total.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Wed Oct 04, 2017 11:54 pm

OK, i managed to edit the tactical map to match better the actual situation in edited Germany3 mission. See picture below.

However, it is not perfect, because outside the mission area you could notice rocks (the same that were falling from above in the stock mission) - i don't know how to get rid off them. Moreover, some models would be not visible on the tactical map (like the locomotive and railway cars). This problem was also present in some of the stock missions, but i assume that the map given for SAS commandos could not be so detailed, lol.

Please download this mission again. It has working briefing. I hope, that there won't be any need for future changes in Germany3 mission.

I am tired and it is almost 2 a.m. here in Poland, so i will go sleep. I will continue the modifications of stock H&D Deluxe missions tomorrow. Good night!
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Germany3.rar
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edited tactical map.JPG
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Thu Oct 05, 2017 8:05 am

Germany 2 now works!
Germany 3 now works!
Germany 4 was a great improvement!
Good Job! thup01

Nice job replacing the halftracks. smile01
I also noticed a bar-cross that appears on the back of the destroyed model only. :-?

Now, the bad news about Germany 5.

1A.) The halftrack you start with lacks the 1,000 rounds it needs to make it to the end of the mission. The 300 that it has now is all spent up by the time you reach the black pavement, IF you manage to stretch the ammo.

1B.) Is it possible to change the fire rate of the halftrack, from burst to single?
I noticed that there are also 2 different sound effects used for either single or burst fire rate.

2.) The German manning the 2nd halftrack is now "ducking", so he is impossible to kill without destroying the halftrack.

3.) The tiger tanks try to move, but they act like there is some kind of "invisible barrier" that they can't cross. :sad:
Also, they burn fuel faster than I thought, :shock: they will need 2,000 liters to make it to the end.

4.) Is it possible to transfer the pursuing Tiger tank to it's beach position, or instead place a Panther on that spot?
I think someone has remade the summer model for the Panther.

P.S. Do you ever miss the old/classical Tiger skin, that you see in the Germany 5 picture, as well as on the armored railway cars?

P.P.S Does this guy ( no_03 ) look like he is waving his middle finger?

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

Unread post by p.jakub88 » Thu Oct 05, 2017 8:16 am

Myron wrote:
Thu Oct 05, 2017 8:05 am
Germany 2 now works!
Germany 3 now works!
Germany 4 was a great improvement!
Good Job! thup01

Thanks! It was a lot of work, but finally those missions are working.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by p.jakub88 » Thu Oct 05, 2017 8:20 am

Myron wrote:
Thu Oct 05, 2017 8:05 am

Now, the bad news about Germany 5.

1A.) The halftrack you start with lacks the 1,000 rounds it needs to make it to the end of the mission. The 300 that it has now is all spent up by the time you reach the black pavement, IF you manage to stretch the ammo.

1B.) Is it possible to change the fire rate of the halftrack, from burst to single?
I noticed that there are also 2 different sound effects used for either single or burst fire rate.

2.) The German manning the 2nd halftrack is now "ducking", so he is impossible to kill without destroying the halftrack.

3.) The tiger tanks try to move, but they act like there is some kind of "invisible barrier" that they can't cross. :sad:
Also, they burn fuel faster than I thought, :shock: they will need 2,000 liters to make it to the end.

4.) Is it possible to transfer the pursuing Tiger tank to it's beach position, or instead place a Panther on that spot?
I think someone has remade the summer model for the Panther.

P.S. Do you ever miss the old/classical Tiger skin, that you see in the Germany 5 picture, as well as on the armored railway cars?

P.P.S Does this guy ( no_03 ) look like he is waving his middle finger?


A.D. 1 A I will look into it.

A.D. 1 B I will look into it.

A.D. 2 I need to edit the "Seat" settings of that halftrack.

A.D. 3 Those 3 Tigers that i made drivable could have a collision problem. I am afraid, that i will need to remove them and add once again manually.

A.D. 4 I will look for the Panther summer camo model.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Thu Oct 05, 2017 8:51 am

Summer Panther. Yay!
http://oldsite.hidden-and-dangerous.net ... hicles.php

If only he did it for the Sherman tanks too.
We Americans gave thousands of our Shermans to the USSR to use against Germany.

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

Unread post by p.jakub88 » Thu Oct 05, 2017 9:12 am

OK, i managed to increase the ammo quantity for mounted MGs on both halftracks to 1000 rounds and i changed their rate of fire to single in Germany5 mission.

I also edited the "Seats" settings in both halftracks, so now the MG operator should standing instead of sitting.


However, i still didn't manage to fix the chasing Tiger strange behavior on road. I will try to remove it and place it again.

I will also try to fix those 3 drivable Tigers.


For now, please download and test the recent changes that i made in Germany5 mission. I will edit the mission further, when i find some free time.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Thu Oct 05, 2017 9:25 am

Germany 6 review
Making the halftrack drivable for one last heroic act was LOVELY. :mrgreen:

But (LOL) you didn't have to refuel it all the way. All it needed was 3 or 4 liters, to demonstrate that it's "running on fumes". nods01

Still, that halftrack and I have been through so much together; it made me cry that I couldn't haul it back home with me. So I had to destroy it once the mission was over. :cry:

P.S. The classical game made the number of men chasing you random. Instead of a stuck 64 men, there could 60-100 men chasing you.

P.P.S. What happened to the fisherman living here?
And why can't we steal the clothes from the clothesline?

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

Unread post by Myron » Thu Oct 05, 2017 9:46 am

Heh heh heh, I knew you would pick that MG sound effect, not the one that sounds like "choyt choyt".

Tell me, how do you do Germany 5?

Do you take the over-the-mountain pass, or do you stick to the main road?

Ever "run the gauntlet", where you take 1 man, and run like hell through the map with the halftrack?

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

Unread post by p.jakub88 » Thu Oct 05, 2017 9:50 am

Myron wrote:
Thu Oct 05, 2017 9:46 am
Tell me, how do you do Germany 5?

Do you take the over-the-mountain pass, or do you stick to the main road?

Ever "run the gauntlet", where you take 1 man, and run like hell through the map with the halftrack?


I am riding through the main road, but then i turn to the mountain pass to a small village to avoid PZ IV tanks on the stone bridge.

The Tigers in the camp could be outflanked using river and then blow up with panzerfausts.

One man is driving halftrack, the second is manning the MG and acts like a sniper in some situations.
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Re: H&D Deluxe; the ultimate mod; Mission overhauls

Unread post by Myron » Thu Oct 05, 2017 10:05 am

Ah man, you never ram-through with just one man? It's a fun challenge, and I beat it.
I even stick to the main road and avoid getting hit by the PZ IVs by keeping a small distance from the mountain on the left side.

If I have 4 men, or my family or 4 friends, we "snipe" the IVs with rockets, and then we ease past the roadblocks with the halftrack, and it's a shortcut to the escape point.

If I take 1 man, after leaving the village, the Tiger across the river has a chance of hitting the stone bridge and actually destroying it!

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