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Widerstreit's alternative revamp-mod

11 Nov 2018, 16:11 PM
#1
avatar of Widerstreit

Posts: 1392

I released the first version of my test-mod. If you are interested in my repair-staion and you want to test it, here: https://steamcommunity.com/sharedfiles/filedetails/?id=1562660350

This is my alternaive revamp-mod, to show my ideas and maybe better solutons.
THIS MOD WILL NOT BE FINISHED, itis only for showing and trying alternatives for the vanilla-patch.

Current revamp-changes arn't inclued now.

Included are:
- alternative design for Ostheer's repair-station, buildable by Pioneers.

- alternative Pioneers for Ostheer, equiped with P08-Lugar instead of MP40, upgrade them with K98 and Flamethrower or minesweeper. (changelog coming soon)

Planed are:
- a more detailed version of the Ostheer repair-station.
- some animations for the new content of revamp-patch.
- making the game look more realistic by changing some fx_animations.

NEW VERSION RELEASED! 1.1.

New Version released.

Please test it in a team-game if it is still visible.

Bugs fixed:
- repair-station deformer was visible in fog of war.
- Pios flamerthrower upgrade didn't spawn flamer to entry 0.

extra:
- maybe some counter proposals and changes for some old and new commanders.

---------

NEW VERSION RELESED! 1.2.

-New model for Ostheer's HQ. New upgrade for a repair-station (like Soviet-Medics)




-Ostheer Pioneers are now 3 men with K98. cost: 150mp
-Grenadiers are now in T0, new model.

-StuG E in T3 (not revamp-stats)

-Ostwind now in T4, new stats. Standard-fire now 3 shots and reload. Got a suppression-ability with Vet. 30sec no reload-animation, same stats as OKW-Base.
11 Nov 2018, 16:41 PM
#2
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

11 Nov 2018, 17:52 PM
#3
avatar of SupremeStefan

Posts: 1220

I dont check it yet but what about terrain forming i mean can i see it in fog of war?
11 Nov 2018, 18:02 PM
#4
avatar of Widerstreit

Posts: 1392

I dont check it yet but what about terrain forming i mean can i see it in fog of war?


So, we have our first bug! I know how to fix that, that would be part of my next animator.
11 Nov 2018, 22:04 PM
#5
avatar of Widerstreit

Posts: 1392

New Version released.

Please test it in a team-game if it is still visible.

Bugs fixed:
- repair-station deformer was visible in fog of war.
- Pios flamerthrower upgrade didn't spawn flamer to entry 0. still exist

New repair-station published:
18 Nov 2018, 00:52 AM
#6
avatar of Widerstreit

Posts: 1392

UPDATE:

My stuff will not be part of the revamp-patch. I am Looking into the futur and hope, that we will get a next chance.

I made a new model for German silt-bunker, now it becomes a real bunker. Extra changes: Upgrade will remove the garrison-hold to prevent garrison-bug (accidental blocking of Units)



Video:https://1drv.ms/v/s!Auba63jVJDDGnMZpaop3dVh_sdu1Fg


Edit: next Projects:

-Redesign of Ostwind. Replacing Vet1 ability (Blitzkrieg) with quick-reload add supression for some time.
-Ostheer Pioneers will spawn with K98k instead of MP40 and Lugar (early versions).
18 Nov 2018, 10:08 AM
#7
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1


- making the game look more realistic by changing some fx_animations.


O, i remember your old suggestion in QoL thread. i would like to quote it here, in case balance team would like to investigate and integrate it to the game.

Some vehicles, abilities and other units use confusing "fx_munition_name" and produce impact-animations which don't fit with the effect of their performance. That produces an unreal atmosphere and frustrations for new entrants. (and simply looks unprofessional)

E.g. the Firefly uses same impact like Jagdtiger but it performes like Panther

To bring all similar weapon-types in line with their counter-part of other fractions I made a list
of changes depending on their caliber and AI or AT effect. Also some biasas were found and fixed:

- aef <ballistic_weapon <tank_gun

"m10_m5_3inch_gun_mp" "shell_75mm" -> "shell_medium"
"m10_m5_3inch_ap_gun" "shell_heavy_he" -> ""shell_medium_he"
"m15a1_halftrack_37mm_mp" "20mmShell" -> "flak"
"m26_pershing_90mm_hvap_piercing_shot_mp" "shell_90mm" -> "shell_medium_he"
"m36_m4_90mm_gun_mp" "shell_90mm" -> "shell_medium"
"m36_m4_90mm_ap_gun_mp" "shell_heavy_he" -> "shell_medium_he"

- axis <ballistic_weapons <anti_tank_gun

"75mm_pak_40_ap_mp" "shell_medium" -> "ability_stuncritical"

- * <* <infantry_anti_tank_weapon

"panzerfaust_atw_mp" "rocket_light" -> "shell_medium_heat"

- * <* <tank_gun

"panzer_4_75mm_mp" "shell_medium" -> "shell_75mm"
"panzer_4_75mm_short_mp" "shell_medium" -> "shell_medium_he"
"tiger_kwk36_88mm_mp" "shell_88mm" -> "shell_90mm"

- british <ballistic_weapon <anti_tank_gun

"17_pounder_atg_mp" "shell_jagdtiger" -> "shell_88mm"
"17_pounder_piercing_shot_mp" "shell_jagdtiger" -> "ability_stuncritical"

- * <* <tank_gun

"bofor_emplacement_40mm_autocannon" "20mmShell" -> "flak"
"bofor_emplacement_40mm_autocannon_barrage" "20mmShell" -> "flak"
"sherman_firefly_76mm_mp" "shell_jagdtiger" -> "shell_medium"

- soviet <ballistic_weapon <tank_gun

"su85_d5t_85mm_mp" "shell_88mm" -> "shell_medium"
"t34_76mm_mp" "shell_medium" -> "shell_75mm"

- west_german <ballistic_weapon <tank_gun

"panzer_iv_kwk40_75mm_mp" "shell_medium" -> "shell_75mm"
"tiger_kwk43_88mm_mp" "shell_88mm" -> "shell_90mm"

--------

To explain:

normal shells:

"shell_medium" = small impact without explosion for light/medium tank-hunter
"shell_75mm" = small impact with a small explosion for small/medium battle-tank
"shell_88" = medium impact with medium explosion for medium/heavy battle-tank and heavy tank-hunter
"shell_90" = large impact with large explosion for heavy battle-tank
"shell_jagdtiger"= very large impact for ultra-heavy tank-hunter

heat shells and hollow charge:

"ability_stuncritical" = HEAT with metal lightning
"rocket_light" = small hollow charge with small explosion
"shell_medium_heat" = normal hollow charge with normal Explosion

explosives

"shell_medium_he" = medium explosion
"shell_heavy_he" = large explosion

flak

"20mmShell" = small impact and small aoe
"flak_dense_small" = small impact and medium aoe
"flak" = medium impact and large aoe with shrapnel
18 Nov 2018, 17:08 PM
#8
avatar of Widerstreit

Posts: 1392



O, i remember your old suggestion in QoL thread. i would like to quote it here, in case balance team would like to investigate and integrate it to the game.



Sure! I will present that too. ;)
18 Nov 2018, 22:22 PM
#9
avatar of Olhausen
Modmaker Badge

Posts: 245

Nice job mate congrats !
24 Nov 2018, 00:20 AM
#10
avatar of Widerstreit

Posts: 1392

NEW VERSION RELESED! 1.2.

-New model for Ostheer's HQ. New upgrade for a repair-station (like Soviet-Medics)




-Ostheer Pioneers are now 3 men with K98. cost: 150mp
-Grenadiers are now in T0, new model.

-StuG E in T3 (not revamp-stats)

-Ostwind now in T4, new stats. Standard-fire now 3 shots and reload. Got a suppression-ability with Vet. 30sec no reload-animation, same stats as OKW-Base.
7 Feb 2019, 21:45 PM
#11
avatar of Widerstreit

Posts: 1392

Hey! I made a test-bug-fux for anti-gost-blocking! Would be nice if you could test it!

It is used for Ostheer's sandbags and Ostheers' tanktrap.

- sandbags are passable by infantry while und construction.
- sandbags can be crushed by light verhicles while under construction.

- tank-traps can be grushed by vehicles while under construction.
8 Feb 2019, 10:58 AM
#12
avatar of Widerstreit

Posts: 1392

New update:

- Wire under construction is passable by infantry, verhicles will road-kill them.

- Sandbag under construction is passable by infantry, vehicles (also light vehicles like Kübelwagen, 222, etc. will road-kill them). If finished they become normal entity again.

- Tank-traps arn't passable by infantry, but vehicles (also light vehicles) will road-kill them while under construction. If finished they become normal entity again.

- Trenches under constructing are passable by infantry and vehicles, they will not roadkill them. If finished they become normal entity again.
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