#4077198 - 02/11/15 06:41 PM
More infantry!
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Joined: Dec 2012
Posts: 1,382
thealx
Member
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Member
Joined: Dec 2012
Posts: 1,382
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hello everyone. let me introduce to you new mod! it was started by magitek originally, but it was never announced and stuck on early testing stage. now it's improved and adjusted to current insertion scripts, Soczkien have made additional animation for units so it's kind a collective work. v01 features:- all keysites and other important objects has patrol groups. 4 units walking around the base and waiting for enemies; there is no manual routes yet so they can walk through buildings, helicopters etc.; there is no units reserve so if they will be killed, new group will appear (for 5 minutes or less). - medium-lift and heavy-lift helicopters groups can be applied for insertion task. they have different units capacity so larger helicopter will give more chances for capture. - defend task will be applied on allied side same time insertion task was created by enemy; usually patrol group have no chance to protect the base, but if backup will arrived before enemy forces - some action will happen. - insertion will started away from keysite, so troops should reach base to capture it. - machine gunners has bullet proof vest; MANPAD units has assault rifle (there is no handgun in the game) - units can engage enemy from standing or kneeling position (randomly), but collision calculations are poor so it's more for visuals. v02 features:- after last patrol route waypoint will be reached, task will be updated automatically; - after capture/defend group reach center of the keysite, troops will be linked with it (if capture was successful) and patrol task will be created for them; - defend task will be not created if keysite already has 2 or more infantry groups around; - landing of troops happens for all helicopters in the group; it will be started when all helicopters will take their positions, but if you are leader and you will land before wingmen are ready, troops will appear on the ground where helicopters was at this moment; - vehicles and aircrafts targeting and engagement rules improved; - insertion waypoint radius increased up to 500 meters, you can land far from keysite or close to it's center, depends on amount of enemy troops; v03 features:- several fatal and minor gameplay bugs fixed; - military base's fence collision object fix, allow ground units fire through the fencing mesh (compatible with not-modded version); - distance from insertion point to keysite depends on task type - it will be further if it capture task for enemy keysite. it will increase survival chances for helicopters and decrease - for infantry groups. features for modders:- manual route for patrols can be created, add nullobjects with label "PATROL_ROUTE" as child of "WAYPOINT_ROUTES" subobject in the keysite scene, order is critical; - collision object can be used for forest trees scene, will work for LOS check, weapons and dynamics collision detection; - troops objects can be placed inside of helicopter, just make subobjects with label "TROOPS_ONBOARD" in the helicopter (external) scene; will appears when helicopter get insertion task and dissapear when troops put down waypoint reached; - static firing points added (for bunkers, pillboxes etc., no proper models - just example scenes), place linkobjects with these labels in the keysite scene: US_LIGHT_FIRING_POINT
RS_LIGHT_FIRING_POINT
US_MEDIUM_FIRING_POINT
RS_MEDIUM_FIRING_POINT
US_HEAVY_FIRING_POINT
RS_HEAVY_FIRING_POINT installation:- unpack archive into your 1.15.2FIX5 game folder: https://app.box.com/s/xowmy7h7j3r2eyp7i48xy5uurvpg73f5- open eech.ini file and change GWUT filename to GWUT1152inf.CSV- start cohokum_inf.exe to play original version change GWUT filename to GWUT1152.CSV in eech.ini please remember that this test version is not compatible with save files and multiplayer sessions, created by stable or previous mod versions.
Last edited by thealx; 04/18/15 11:44 AM.
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#4077421 - 02/12/15 08:57 AM
Re: More infantry!
[Re: thealx]
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Joined: May 2013
Posts: 413
SKIP2008
Member
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Member
Joined: May 2013
Posts: 413
ITALY
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Amamzing!, can i use it with 1.15.4 version?
Last edited by SKIP2008; 02/12/15 09:11 AM.
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#4077427 - 02/12/15 09:18 AM
Re: More infantry!
[Re: thealx]
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Joined: Dec 2012
Posts: 1,382
thealx
Member
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Member
Joined: Dec 2012
Posts: 1,382
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#4077495 - 02/12/15 01:55 PM
Re: More infantry!
[Re: thealx]
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Joined: Apr 2001
Posts: 7,365
Stratos
Hotshot
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Hotshot
Joined: Apr 2001
Posts: 7,365
Amposta, Spain
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Reinstalling everything. thanks for creating the mod.
-Sir in case of retreat, were we have to retreat?? -To the Graveyard!!
sandbagger.uk.com/stratos.html
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#4077727 - 02/12/15 09:47 PM
Re: More infantry!
[Re: SKIP2008]
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Joined: Dec 2014
Posts: 3,552
CG2015
Senior Member
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Senior Member
Joined: Dec 2014
Posts: 3,552
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Amamzing!, can i use it with 1.15.4 version? 1.15.4? I only have 1.15.2 with the Fix.
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#4078165 - 02/13/15 05:24 PM
Re: More infantry!
[Re: thealx]
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Joined: Apr 2001
Posts: 7,365
Stratos
Hotshot
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Hotshot
Joined: Apr 2001
Posts: 7,365
Amposta, Spain
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To me it CTD while loading, it says "Current Player Profile is Corrupted". Any idea?
-Sir in case of retreat, were we have to retreat?? -To the Graveyard!!
sandbagger.uk.com/stratos.html
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#4078182 - 02/13/15 05:55 PM
Re: More infantry!
[Re: thealx]
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Joined: Aug 2011
Posts: 808
Member
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Member
Joined: Aug 2011
Posts: 808
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#4078459 - 02/14/15 08:54 AM
Re: More infantry!
[Re: thealx]
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Joined: Apr 2001
Posts: 7,365
Stratos
Hotshot
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Hotshot
Joined: Apr 2001
Posts: 7,365
Amposta, Spain
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It works now. Thanks. Now I need to found a keyboard list for the game as long time since I last played.
-Sir in case of retreat, were we have to retreat?? -To the Graveyard!!
sandbagger.uk.com/stratos.html
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#4079523 - 02/16/15 06:14 PM
Re: More infantry!
[Re: thealx]
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Joined: Dec 2012
Posts: 1,382
thealx
Member
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Member
Joined: Dec 2012
Posts: 1,382
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#4080948 - 02/19/15 03:04 PM
Re: More infantry!
[Re: thealx]
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Joined: Jul 2010
Posts: 89
Magitek
Junior Member
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Junior Member
Joined: Jul 2010
Posts: 89
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Nice work thealx, I didn't expect you to get these guys in proper working order, just awesome. These should add some much needed life to the ground. My original goal was to have infantry covering forests and near stationary tank columns to catch pilots off-guard more often, and to eventually extend their movement system to allow tanks to detach from their regiments to roam offroad for more realistic defensive positioning; instead of tanks all huddled together with a bulls-eye painted on them I'm a little busy working on a Homeworld 2 mod right now but I'll be sure to check this out ASAP. Excited to see what sort of battlefields you can create with these as support for main forces.
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#4081190 - 02/19/15 11:41 PM
Re: More infantry!
[Re: thealx]
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Joined: Jul 2010
Posts: 89
Magitek
Junior Member
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Junior Member
Joined: Jul 2010
Posts: 89
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honestly I'm trying to not go too far - before continue to work in that direction everything should be properly tested, this game already has amazing collection of bugs, no need to add more =) Can't blame you there, sometimes EECH feels like a lost cause in that department. Everything I ever did while coding EECH was bugfixing, with the sole exception of those test infantry. I love EECH but it can feel a little 'experimental' at times.
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#4102370 - 04/06/15 08:39 PM
Re: More infantry!
[Re: thealx]
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Joined: Dec 2012
Posts: 1,382
thealx
Member
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Member
Joined: Dec 2012
Posts: 1,382
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just in case if some of you still playing this version. these FARP scenes gives two features: they have patrol routes so infantry will avoid walking through objects, and landing pads heading angles fixed so helicopters shouldn't damage tail rotors because of HESCO barriers. but, you can't use these files with stable version (farps will not be loaded at all), so you should remove these files before launch the game. Installation:Unpack archive into \cohokum\3ddata\objects\FARP directory Deinstallation:Remove RUSSIAN_FARP**.EES and AMERICAN_FARP**.EES files from \cohokum\3ddata\objects\FARP directory Download:https://app.box.com/s/gs4qj784p0z2dr03k7hlsa7tjmyf1qjs
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#4108189 - 04/18/15 11:50 AM
Re: More infantry!
[Re: thealx]
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Joined: Dec 2012
Posts: 1,382
thealx
Member
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Member
Joined: Dec 2012
Posts: 1,382
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some kind of final version of the mod. all fatal errors that I found was fixed, also campaign flow not so fast like in previous version - it usually takes from day to a week for AI to finish it. some random crashes happens, but I'm not sure is it gameplay issue or some system error. usually they not repeatable and happens after 10-20 virtual hours of non-stop playing, it's hard to track down the problem in such cases. dynamic campaign nature always complicated and there is a chance that some uncommon situation that can cause problems will happen. using autosave feature is recommended.
Last edited by thealx; 04/18/15 11:54 AM.
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#4185694 - 10/24/15 03:04 PM
Re: More infantry!
[Re: thealx]
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Joined: Jun 2005
Posts: 675
FireBird_[WINE]
Member
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Member
Joined: Jun 2005
Posts: 675
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Sorry, there's a small terminological problem. The D3D9 rendering we have now is made by graphic card, so it is not software. Software one was in Doom/Quake. But yes, there are a lot of actions made on CPU right now, which can be made by GPU. For example, vertex processing. And of course, the code does not utilize many of modern GPU features, it thinks we have Voodoo 3 overclocked by a thousand times or something like that. As for Ogre, there are a lot of things to be done. As for effects - I even didn't try to implement them on Ogre's basis. But yes, modern "particles" way of effects implementation should allow to produce more complex effects with less fps influence. Support of more complex materials (including shaders, for example) will help even more. Ogre will allow to import much more complex graphics entities (models, effects) than current EECH supports. But it means current EECH code would not be allowed to manipulate them directly, thus it should be modified. And all of these will take time - Ogre wrappers, EECH code modificication and new improved models, effects and other artist's creations. But this is "infantry"'s thread! Please release!
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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