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Triglav

US Civil War Mod ver.1.0 Beta Released

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Quote[/b] ]Also what is the status of people in this mod, as i find it hard to know whose in it and lol whose still in it, and it would be nice to clarify that as apart from profT i think im the only guy making more addons? er (apart from contributions from guys outside the original cwmod team like lt. hunter, and zalmoxis)

Well, i'm not a member of any team, and don't want to, just doing things i'd like to see in this mod without asking all the time "could you do this". And share them with pleasure to anybody who want to use or modify them.

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bless your heart profT ur as they say in my country,

'a scholar and gentleman' and your help has been to enormous benefit, i hope to look forward to what contributions you make in the future also.

Progress continues, as you can see lt hunter is just damn great with his contributions, he is now working on a flintlock pistol that was used by both sides early in the war.

Zalmoxis will work with me on our cavalry units including as follows:

Remodel based on the animated frame already made in the pchorse addon,

re-design of that said horse units animation, including movement of the rider.

Retexture, and addition of saddle models, more details to cavalry.

Design of new cavalry units, including the banner carrying cavalry prof T is a big fan of it seems (let that be our tribute to uuuu sir!)

So expect a day or so till we get that done, as its a bit more ambitious lol

As far as units are concerned everything that was in the cwmod 1.2 release, as far as infantry and weapons is concerned is pretty much done or redone ;) with new models, lods and textures and blood textures for all. There are some new units too, including (corporals, sergeants, sergeant major) and not just for infantry but artillery too and for zouaves, and other special regiments. This is so u can make missions for example from a VMI perspective, but have a variety of units from that said regiment to build a mission around.

I think its safe to say all the innovations uve done their prof t will be applied and integrated.

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@ProfTournesol

Glad to see that you could get bayonets working, and let the AI use them even when they still had ammo left. Do you think you could email me the config, so I could see exactly how you implemented it? I've been meaning to configure some other melee weapons, so this would be great to learn from. Might also be able to add a buttstroke attack into the ECP this way...

Oh, and about the anims: there is no need to modify the game's core config or anim.pbo. It is possible to easily create a custom set of animations for a unit in an addon. So these CW units could have their strokegun/strokefist anims replaced without having to modify anything outside of the addon. I can show whomever needs to know how to do this.

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yeah me barron! me me me! id like to know about the custom anim cpp per unit, as we have been altering the anim.pbo in the mod directory, but it would rock to expand the range of custom animations etc for specified unit types etc.

for example, say the guy with a rifle (berden) but no bayonet, well he could have an animation where he clubs with his rifle instead of thrusts etc, perhaps u have a default cpp for such things, or some kind of cpp brain drug etc smile_o.gif

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Ah, ok I just wrote this in an email to the good professor:

Quote[/b] ]Now, I'm not sure if you have looked at anim configs before, but making a new cfgMoves class shouldn't be too hard. I'm going to assume that you have a copy of BIS's commented game config, because you will need to look at the cfgMoves.hpp file for this.

All of the default anims are defined in a class called cfgMovesMC. "Man" type units are configed to use this as their moves class. All it takes is one line in a unit's config to make it use a different moves class:

moves="CfgMovesMC";

Just change "CfgMovesMC" to whatever your new CfgMoves classname is. Next I'll explain how to make a new moves class.

Making a new moves class is really, really simple if you only want to change a few anims. Luckily you can inherit moves classes, so you just need start your class off with this:

class CfgMovesWhatever : CfgMovesMC

Then change only the classes you want to change, and the rest will be the same as in cfgMovesMC. The best way to clear up what I mean is to look at the config in o.pbo (ofp:R's addon). At the very bottom of it, BIS has created a new moves class for women. All they are changing are a few anims (the civilian walk anims), and the rest are the same as the normal cfgMoves.

Here is an example from BIS's resistance addon (o.pbo). They replaced the normal civillian walk anims with feminine ones for their female units:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgMovesMCWoman: CfgMovesMC

{

class StatesExt

{

class CivilBase: Default

{

aiming="aimingNo";

actions="CivilActions";

duty=4294967295

disableWeapons=1

interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};

interpolationSpeed=3

};

class Civil: CivilBase

{

file="\o\anim\zenskastojistat.rtm";

speed=10000000000.000000;

looped=1

soundEnabled=0

variantAfter[]={1,3,6};

variantsAI[]={"Civil",0.200000,"CivilStillV1",0.800000};

equivalentTo="Civil";

interpolateTo[]={"CombatThrowGrenadeStart",1,"CombatRunThrowGrenadeStart",1,"CivilDying",0.100000,"CivilDyingVer2",0.100000};

interpolateFrom[]={"CombatThrowGrenadeEnd",1};

};

class CivilStillV1: Civil

{

actions="CivilActions";

file="\o\anim\zenskastoji.rtm";

speed=4294967286

looped=1

soundEnabled=0

duty=4294967295

};

class CivilWalkF: CivilBase

{

file="\o\anim\zenskachuze0.rtm";

speed=-1.000000;

looped=1

duty=-0.700000;

relSpeedMin=0.700000;

relSpeedMax=1.000000;

};

class CivilWalkLF: CivilWalkF

{

file="\o\anim\zenskachuze-45.rtm";

};

class CivilWalkRF: CivilWalkF

{

file="\o\anim\zenskachuze45.rtm";

};

class CivilWalkL: CivilWalkF

{

file="\o\anim\zenskachuze-90.rtm";

};

class CivilWalkR: CivilWalkF

{

file="\o\anim\zenskachuze90.rtm";

};

class CivilWalkLB: CivilWalkF

{

file="\o\anim\zenskachuze-135.rtm";

};

class CivilWalkRB: CivilWalkF

{

file="\o\anim\zenskachuze135.rtm";

};

class CivilWalkB: CivilWalkF

{

file="\o\anim\zenskachuze180.rtm";

};

class CivilRunF: CivilWalkF

{

file="\o\anim\zenskabeh0.rtm";

speed=-0.550000;

looped=1

duty=-0.500000;

};

class CivilRunLF: CivilRunF

{

file="\o\anim\zenskabeh-45.rtm";

};

class CivilRunRF: CivilRunF

{

file="\o\anim\zenskabeh45.rtm";

};

class CivilRunL: CivilRunF

{

file="\o\anim\zenskabeh-90.rtm";

};

class CivilRunR: CivilRunF

{

file="\o\anim\zenskabeh90.rtm";

};

class CivilRunLB: CivilRunF

{

file="\o\anim\zenskabeh-135.rtm";

};

class CivilRunRB: CivilRunF

{

file="\o\anim\zenskabeh135.rtm";

};

class CivilRunB: CivilRunF

{

file="\o\anim\zenskabeh180.rtm";

};

};

};

Notice that all they did was inherit from the base CfgMovesMC class. Then they trace out the path to the states classes they want to change, and then change those classes. For some god awful reason, inheritance doesn't work properly inside of cfgMoves classes, so you HAVE to write out the contents of each states class you inherit from.

To clarify: Normally (with vehicles, weapons, etc) you would just do something like this:

class man: land {};

class MyGuy: man { configure your class here };

If you tried to do the above from inside a cfgMoves class, you would end up making the "man" class be empty {}.

I'm not sure if that is clear, but just look at the example from o.pbo and it should be easy to figure out. Read my message to prof to see how to make your units use your new cfgMoves class.

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Will this guns be in the next release?

Great job on guns!

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I'm just letting you guys know I'm pulling out of OFP modding.

I got a fun job at MTV and I will mainly devote my time to that.

I apologize if things got a bit nasty between me and Gavin at times, but I guess his all-knowing attitude just pissed me off somewhat. After all this project of ours was done with a lot of love and care for detail.

If I see similar devotion and dedication, with paying a lot of attention to the small things in those that will continue work, then I will know our work was not in vain...

In general I wish him and everyone who will continue working on the CW project much luck and mainly a lot of fun with the mod.

The CWMOD page will be up for a while longer, though you should start thinking about setting up one of your own, as I most likely won't have much time to update this one (or if someone wants to take over designing-or redesigning it, I can still keep uploading it to the server).

Regards,

T.

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Well, after a lenghty consideration and the fact that this mod is going into a stage where i can no longer keep up (ability wise) im stepping aside as well.

It's been a fun time and i learned a lot on the way, thanks again to all that contributed and helped me (us) along.

Many new names appeared lately in this forum and and it looks like the mod will continue to grow.

I did what i was capable to do, but it's time to realise that i reached my limits.

Nevertheless i will keep working on the campaign and follow the developements as close as possible, with special attention to historical correct appearance ! (That means you Gavin, lol)

Good luck to the "Next Generation" , looking forward to see where they will take this mod !

Godspeed,

Pickett

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Well i think its safe to say that the original efforts of the cwmod artists will not be forgotten, and i understand lol what u say about my all knowing attitude (rich coming from a stubborn git like u lol)

I think cwmod is ready to enter its next stage of development, and i propose to lead the mod and ensure not just its survival but its ambitious growth to become a kind of 'really really cool' mod er lol.

We are in an excellent position, with new units, and support from talented artists who lend us a hand from mods such as i44, we are progressing in leaps and bounds. By no account is this the demise of cwmod, but just the beginning.

Right now a new flash website is being devised, i propose that any old members of the mod who wish to support its continuation contact me immediately, and we'll integrate the skills and work u have to offer.

I propose also that while im putting my name to lead the mod, i do not intend to so so alone, but i hope that others, the veterans of cwmod, contact me and concerning skills can admin different sections of the mod, including areas of expertise such as missions, and map-making.

Regardless of any changes that do come into affect, the leadership of the old mod, will be immportalised in memorandum hehe, on the new site, a gesture of recognition for the original pioneers that got this mod started.

Email me here, or pvt msg me for my email addy if u dont have it, if you have any questions or concerns.

Good luck Trig, picket, (i expect to see u back to test our units and pester the details of them)

Regards

Gavin,

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Too bad to see you go, as Gavin said, you started what has turned out to be a great mod. Terrific job you guys did.

From some experience, I have learned that the leader(s) of a mod should be that/those with the most experience and talent in addonmaking. I think Gavin would be a great leader, as he is dependable and creative.

I hope to see alot more of this mod in the future, and I will try to help where I can smile_o.gif

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Wow ive got to add tsalagikola that is truelly the most incredibly bizarre and surreal website ive ever seen (ur site linked to ur name) its a true achievement to cheese and beauty - i love it ! smile_o.gif

Im just flabbergasted! But whats the secret north and south forums!

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Well, i'm sad to learn that you quit, guys, because this is your mod and the attention you paid to accurately historic details was fantastic. This is why i wanted to mod a little with you...too bad  sad_o.gif . No other historical  mod (before XX century) did achieve what you've done !

I hope you'll continue to be around it...I wish the best to Triglav and Pickett.

@ General Barron : you are - again...- 100% right about specific anims for units. I've spent a few hours to understand how this #@& cfgmovesmc is working, and finally managed to have a soldier use its bayonet ability with a new strokegun anim (in fact the bayonet anim from Taiwan Workshop). And yes, i tested it again, the guys attack each other with the bayonet even if they have ammo left (but maybe the way cwmod soldiers reload after each shots could explain that...) I hope (new) cwmod release will implement this...The only weird thing is that the bayonet suddenly "appears" when guys want to use it, but it decreases so dramaticly the lag in game that it's interesting !

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Thanks Triglav and Pickett. I have certainly learned alot in the few short months we built this awesome creation. And also thanks for tolerating me as the new guy to the mod. We had one hell of a team I think, and it sucks that it has to come to an end, but life goes on. Pickett, I hope you do not drop your campaign project, its looking really promising.

I havnt quite decided if i want to leave the CWMod team yet. I hate modding, but I like creating what I want. Im not as skilled as others. Anyway in a short 30 days ill be of for basic training anyway. I do plan do return to the OFP community on my return in August.

Anyway, thanks again Triglav and Pickett, and once again good luck with your new job Trig.

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Sad, so sad. I almost cried when I saw you guys are quitting.

You did a great job with the mod (and there still is beer in my fridge... I want to get rid of it before celeberating the 200-year anniversary of the end of the US Civil War tounge_o.gif ) and this is the most original mod there is! Maybe the units aren't BAS quality in looks, but they certainly give me more than enough atmosphere. I say you guys should be making your own games!

So it's 19th of April today... Let's call it the "Memorial day of CWMOD veterans) and... and... play CWMOD all night long biggrin_o.gif

I owe you guys more than one. Salut!

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Ah well, like i say chapes, Proft we will be using most of the recommendations regarding the anim configs with these units, the goal now will be to make our units among the most advanced in ofp, particularly required given the unusual type of warfare we are trying to apply to this game system, combat agent if ur sticking around id love to blether to u on msn etc smile_o.gif

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Thanks everybody. You're all a great crowd.

Well I'll still be around, just not really doing anything ;)

I'll still have time to check the debate here, though.

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Right then well i propose a new list is drawn up then so we can confirm who is actually in the cwmod at present.

This may well be the list at present? does anyone want added, excluded or to discuss any of this etc

CWTEAM

GAVIN                 (admin & addons)

ZALMOXIS           (addons)

KLESK                 (new website)

//EDIT PICKET      (Historical Advisor)

//EDIT COMBAT AGENT (CPP editor/coder)

(if you guys can let me know what u do smile_o.gif

tsalagikola?

Unofficial CONTRIBUTERS

PROF T      (scripts)

LT HUNTER (models)

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well this truly is a sad day sad_o.gif

I wish you folks all the best.

I was with you guys all the way and hope

that you'll still contribute even in some small way.

I thought the mod was the most innovative and

original one to come along since the game came out.

(biased CW fans opinion here).

truley a fantastic job! You will be missed!

to the new Mod members all I can say is that

I hope you continue to expand in a positive way

the great work started by the original mod crew.

to profT.... I personally would like to see you

become a member of the mod team. You've got some great ideas. I think they could use your talent.

bigus

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Whenever I try playing the CWMOD now, suddenly I keep getting an error message telling me I'm out of video memory. WTF?!

I can play all other games, but whenever I click on the CWMOD icon I'm rejected in this manner. I can even play the original OFP! But the CWMOD? Ooh no! WTF?! mad_o.gifwow_o.gifrock.gif

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Sad, this topic has turned away from addon released and into a full on toys out of cot team recruitment discussion. Sort this out on your own forum lads. I mean its totally bad PR.

Just give us pics and expected releases please and we'd be more than grateful.

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Sad, this topic has turned away from addon released and into a full on toys out of cot team recruitment discussion. Sort this out on your own forum lads.

This is their forum wink_o.gif

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