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#4077198 - 02/11/15 06:41 PM More infantry! *****  
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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:

Code:
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.
#4077212 - 02/11/15 07:10 PM Re: More infantry! [Re: thealx]  
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yes yes yes yes yes yes yes yes !!! biggrin

#4077256 - 02/11/15 09:51 PM Re: More infantry! [Re: thealx]  
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WOW! WOW! WOW! WOW! WOW!

THANKS! THANKS! THANKS! THANKS! THANKS!

#4077421 - 02/12/15 08:57 AM Re: More infantry! [Re: thealx]  
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Amamzing!, can i use it with 1.15.4 version?

Last edited by SKIP2008; 02/12/15 09:11 AM.
#4077427 - 02/12/15 09:18 AM Re: More infantry! [Re: thealx]  
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no.

#4077470 - 02/12/15 11:29 AM Re: More infantry! [Re: thealx]  
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yes!

thanks thealx!! biggrin

#4077495 - 02/12/15 01:55 PM Re: More infantry! [Re: thealx]  
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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
#4077647 - 02/12/15 07:13 PM Re: More infantry! [Re: thealx]  
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Wow…amazing stuff!


Asus Z87 Sabertooth motherboard
Windows 7 64 bit Home edition
Intel I5 4670K @ 4.4 ghz
16 gig 1866mhz Corsair Vengence Pro memory
EVGA GTX 970 Superclocked 4gb Video Card
Intel 510 series 120gb SSD (boot drive)
Samsung 840 1TB SSD
Onboard Realtek sound
______________________________________________________

Oddball from Kelly's Heroes: "If we're late, it's cause we're dead"



#4077727 - 02/12/15 09:47 PM Re: More infantry! [Re: SKIP2008]  
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Originally Posted By: SKIP2008
Amamzing!, can i use it with 1.15.4 version?


1.15.4?

I only have 1.15.2 with the Fix.

#4077733 - 02/12/15 09:54 PM Re: More infantry! [Re: thealx]  
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1.15.4 IS WITH CLICKABLE COCKPITS - no infantry compatible.

#4077748 - 02/12/15 10:09 PM Re: More infantry! [Re: thealx]  
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I started a new campaign on blue and teleported over to an enemy helicopter base and their infantry started running toward me from 0.6 km away and started firing at me with everything they had and I got shot down!

#4077923 - 02/13/15 06:47 AM Re: More infantry! [Re: thealx]  
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Hey Comrade!

I think that little green soldier is shooting at us!


#4078084 - 02/13/15 02:59 PM Re: More infantry! [Re: thealx]  
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This mod crash in my computer after several minutes.
I have 1152fix5 instaled.
When I start cohokum with the proper gwut1152.csv runs good, but not with cohokum_inf with his gwut1152inf.csv.
Any advice please.
Thank you in advance.

#4078161 - 02/13/15 05:13 PM Re: More infantry! [Re: thealx]  
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anything appears in the debug_log.txt file? (after debug_log enabled in eech.ini)?

#4078165 - 02/13/15 05:24 PM Re: More infantry! [Re: thealx]  
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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
#4078181 - 02/13/15 05:54 PM Re: More infantry! [Re: thealx]  
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delete playersv.bin

#4078182 - 02/13/15 05:55 PM Re: More infantry! [Re: thealx]  
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....And read first post.

#4078459 - 02/14/15 08:54 AM Re: More infantry! [Re: thealx]  
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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
#4078465 - 02/14/15 09:15 AM Re: More infantry! [Re: thealx]  
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it's in the game folder - eech_keyguide_3.pdf

#4078482 - 02/14/15 10:37 AM Re: More infantry! [Re: thealx]  
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Thanks a lot!


-Sir in case of retreat, were we have to retreat??
-To the Graveyard!!

sandbagger.uk.com/stratos.html
#4079089 - 02/15/15 08:01 PM Re: More infantry! [Re: thealx]  
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Sorry by the delay Thealx, this appear in my debug_log.txt:

***************** Fatal *****************
EXPLOSION : unknown component type 1852795252

Thanks.

#4079105 - 02/15/15 08:54 PM Re: More infantry! [Re: thealx]  
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really strange. you sure you changed GWUT name in the EECH.INI and it appears on loading screen?

#4079123 - 02/15/15 09:53 PM Re: More infantry! [Re: thealx]  
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Yes, I m sure.

Dont worry, I reinstal it.

#4079523 - 02/16/15 06:14 PM Re: More infantry! [Re: thealx]  
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massive invasion! coming soon.


#4079695 - 02/17/15 12:05 AM Re: More infantry! [Re: thealx]  
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So if my troops land during an insertion mission and there are already enemy troops on the ground there at that base, will they shoot at each other?

Also if it's a big enemy airbase that has tanks and IFV and other armor, will the armor engage my ground troops and will my ground troops fire back?

#4079856 - 02/17/15 08:35 AM Re: More infantry! [Re: thealx]  
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yes.

yes, no (they have no weapons against armored vehicles).

#4080466 - 02/18/15 01:45 PM Re: More infantry! [Re: thealx]  
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Very interesting. This is a revolution. I m glad to hear that.

#4080467 - 02/18/15 01:46 PM Re: More infantry! [Re: thealx]  
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Very interesting. This is a revolution. I m glad to hear that.

#4080948 - 02/19/15 03:04 PM Re: More infantry! [Re: thealx]  
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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 smile

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.

#4081057 - 02/19/15 07:06 PM Re: More infantry! [Re: thealx]  
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hey, I'm glad to hear you. I'm mostly done with all my planned changes, but still some things I like to make work different. I thought about infantry escort for ground units, but problems will happen when these units will get advance or retreat task. maybe later I will be able to attach people entities to vehicles so troops will be able to get inside of them, it will gives more freedom for infantry use and make insertion task process more smooth (now troops just appears under helicopter and it looks not always great). 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 =)

#4081139 - 02/19/15 10:09 PM Re: More infantry! [Re: thealx]  
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WOW, this is awesome indeed!
This basically solves what I consider EECH greatest fault:
- The lack of infantry in the game.

#4081190 - 02/19/15 11:41 PM Re: More infantry! [Re: thealx]  
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Originally Posted By: thealx
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.

#4081225 - 02/20/15 01:00 AM Re: More infantry! [Re: thealx]  
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Will the infantry will still stand still and scratch their butts?

#4081704 - 02/21/15 11:42 AM Re: More infantry! [Re: thealx]  
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Something not right with cohokum.inf.exe

I can start the game, pick a campaign (and I started a brand new one) and play but when I click on SAVE or one of the menu items on top like payload and map, it will minimize to desktop (nothing else running, not even a browser).

Then if I try to maximize the game back it says cohokum.inf.exe has experienced a problem and Windows will shut it.

Before I put the more infantry on version 1.15.2, I didn't have any problems.

#4081806 - 02/21/15 05:59 PM Re: More infantry! [Re: thealx]  
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can you check that "fs" (full screen mode) in eech.ini has value 1? all latest mods based on dx9 code so some differences in work are possible.

#4081920 - 02/21/15 10:29 PM Re: More infantry! [Re: thealx]  
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Yes, it's set to 1.

The game also flickers on Full Screen like it wants to minimize.

It didn't do that before I put the infantry mod on it.

#4084482 - 02/26/15 08:46 PM Re: More infantry! [Re: thealx]  
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I had a similar problem so I download again and reinstall 1150 to 1152 and 1152fix5. Now runs good.

After that I could see that my new 1150to1152 was bigger 56mb than the old 46mb.

#4084662 - 02/27/15 03:50 AM Re: More infantry! [Re: thealx]  
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I re-installed and was able to play for 4 hours yesterday (before I got tired and couldn't keep my eyes open anymore) and constantly save and switch from the mission map to different view screens and it didn't crash once.

#4088900 - 03/07/15 01:13 PM Re: More infantry! [Re: thealx]  
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finally, everything works fine. also some changes related to AI units targeting and enemy engaging was made. result of all changes - insertion missions created more often and game process goes smooth, so campaign can be finished without player's help. also some minor problems was fixed, looks like currently it's most stable version for last years. please report is something doesn't work properly.

#4088908 - 03/07/15 01:50 PM Re: More infantry! [Re: thealx]  
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Thanks thealx.

If we already installed the previous version, do we just overwrite the similar files that are in this new download?

#4088910 - 03/07/15 01:58 PM Re: More infantry! [Re: thealx]  
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yes, no need to delete anything.

#4089006 - 03/07/15 07:25 PM Re: More infantry! [Re: thealx]  
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Wow Thealx!!!, I am wishing for taste it.
Thousands of thanks, you are incredible, you control the Matrix
matrix

#4089360 - 03/08/15 08:33 PM Re: More infantry! [Re: thealx]  
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So I target an enemy soldier with a manpad standing near a FARP, from a distance of 5 km.

He starts running toward my direction.

If I hold the same position and don not move, will he keep within the confine of the FARP of will he run outside of it and keep running toward me until he gets close enough to fire or until he is below me?

I.E. how far will he run?

#4089472 - 03/09/15 05:09 AM Re: More infantry! [Re: thealx]  
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infantry can move only on the route, so it's just a coincidence - next waypoint was in same direction as you. patrol never leave keysite territory. you can launch debug exe if you interested - moving paths are visible there.

#4089490 - 03/09/15 09:02 AM Re: More infantry! [Re: thealx]  
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Absolutly awesome!!! Nice job.

#4089500 - 03/09/15 10:00 AM Re: More infantry! [Re: thealx]  
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thanks, I like it too. some actions always happens around keysites, also result of insertion missions unpredictable - one more advantage for dynamic campaign.

#4089656 - 03/09/15 03:32 PM Re: More infantry! [Re: thealx]  
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Another milestone by thealx smile

#4102370 - 04/06/15 08:39 PM Re: More infantry! [Re: thealx]  
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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

#4108189 - 04/18/15 11:50 AM Re: More infantry! [Re: thealx]  
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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.
#4108272 - 04/18/15 03:18 PM Re: More infantry! [Re: thealx]  
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Good news,I test my patience,have only 1.15.3 and do not know how it looks wink

#4108274 - 04/18/15 03:21 PM Re: More infantry! [Re: thealx]  
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I will mix it soon, so you can wait for a while.

#4182989 - 10/18/15 05:56 AM Re: More infantry! [Re: thealx]  
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Incredible!
It's time to release 1.16 I think. wink

#4184297 - 10/21/15 12:19 PM Re: More infantry! [Re: thealx]  
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I was hope to finish with cockpit improvements and use it as base for 1.16 version but things went wrong, have no idea now when it will be done. maybe there is will be a point to collect all finished mods and release everything as a new version. some issues appears after latest changes but I think it can be solved.

#4185632 - 10/24/15 09:30 AM Re: More infantry! [Re: thealx]  
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Well, it would be great if all finished mods will be released as a complete version.
For now the installation process is rather complex.

#4185675 - 10/24/15 01:26 PM Re: More infantry! [Re: thealx]  
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...And working hardware rendering in dx 9 wink Alex made many great new effects (burning fire, new lights,etc) without rendering all is disabled frown

#4185681 - 10/24/15 01:45 PM Re: More infantry! [Re: thealx]  
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I suppose OGRE engine implementation will bring a lot of improvements with time.

#4185694 - 10/24/15 03:04 PM Re: More infantry! [Re: thealx]  
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Joined: Jun 2005
Posts: 675
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! wink

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