ProfTournesol 956 Posted April 15, 2006 MAPS : My old (not reworked) Waterloo map A new map : 19century map, which is a generic 19th century map (with a big fortified city, a fortress, a swamp, an harbour, a steppe, farming areas etc..) ERA COVERED BY THIS RELEASE : Lots of Napoleonic units of the 1812/1815 era, mainly to figure 1813-1814 France campaign then 1815 Waterloo campaign. I did pay much attention to uniforms' accuracy and evolution between the early napoleonic wars covered by the first release and the late napoleonic wars covered by this release. UNITS : As in the first release : line infantry, light infantry, Guard, artillery, cavalry and staff officers New : French and British Navy (modified PC ships, sailors and marines) COUNTRIES : - East side : France, French foreign troops (Swiss and Polish) - West side : Prussia, Russia, Austria, Great-Britain, Brunswick, Dutch-Belgian, Hanover, Sweden - Guerrilla side : Nassau, Bavaria, Wurtemberg (changing sides after 1813 Leipzig battle), French Royal troops (restauration) NEW FEATURES : - to avoid lag and increase numbers of flags, the flag is now a pickable weapon (waving flags are kept for cavalry units) and new units do have a flagbearer in each groups (not historically accurate but funnier) ; - drums and buggles are now "weapons" (buggle is a primary, drum a secondary weapon) so each group has got a musician ; - always 4 crew artillery canons but with no "eject problem" anymore (see below) ; - groups for every kinds of units : 1812-1815 groups include re usable units of the first release (units for which uniform didn't change) ; - ships do have 14 canons (7 each side) ; - dammage and destroy script for the ships (masts are randomly falling under dammage, a fire may appear and progessively destroy the boat, the fire may decrease and stop, or may create explosion aboard the boat). MISSIONS EDITOR'S DEMO MISSIONS : - a first demo mission is included to show how some simple scripts may be used to create 19th century battle atmosphere : groups walking in line with weapon on back (self stoppable when units are fired at), very powerfull line defence script (units kneeling after each shot, and stoppable with a simple trigger), dammage script that make severly wounded units swinging, falling then randomly screaming, etc... - a second demo shows a naval battle and British marines and sailors attacking a French harbour. - a third demo shows a big battle with a group walk script (4 squads walking and fighting together, featuring a company) : 6 French companies (240 units=a small battalion) attacking 5 Russian companies (200 units), with the support of 45 cavalrymen, 2 canons each side, with no major lag. - a fourth demo shows how you can control with radio command and a "clicking on the map" command a French Battalion. Temporary download link (Waiting for hosting) Â The previous Napoleonic pack is needed, you can find it there : First link (ofp.info) Second link (ofp.info) Third link (ofpbase) Share this post Link to post Share on other sites
POPKA 0 Posted April 15, 2006 Thankyou! ive been waiting for this, i cant wait to download it as always rapidashare is being useless and giving me "invalid download" messages Share this post Link to post Share on other sites
jackx 0 Posted April 15, 2006 Awesome. Simply awesome. I'll try to get it uploaded for others with ©rapidshare problems ASAP. Link If this link stops working, it's due to the owner of that site currently being in kindergarten mode. Share this post Link to post Share on other sites
POPKA 0 Posted April 15, 2006 I didnt realise you played ofp jackx (im presuming its the jackx from bgmod) Share this post Link to post Share on other sites
biggerdave 56 Posted April 15, 2006 *gasp*! Must get non-crapuid share link! Must play British! (Sharpe's on tonight too! ) Share this post Link to post Share on other sites
jackx 0 Posted April 15, 2006 You have bad memory then, Popka, I even asked you for one of your ACW missions/mini-campaigns about a year ago after you posted on bgmod about ACWmod Share this post Link to post Share on other sites
POPKA 0 Posted April 15, 2006 oh yeah i remember now that mission was not very good anyway, Outlaws was much better ,nvm ofp.info links are up link1 link2 Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 15, 2006 Yep, i warned them this afternoon and soon it has been hosted !!! Thank you ofp.info  Share this post Link to post Share on other sites
POPKA 0 Posted April 16, 2006 im having trouble with getting them to stand with there weapons to shoulder, if i start them off with the waypoints of "Safe" or "Careless" they will pull there weapon down into combat position. Share this post Link to post Share on other sites
loony 0 Posted April 16, 2006 great work! i writing now a news in OFPCPL Share this post Link to post Share on other sites
POPKA 0 Posted April 16, 2006 Im going to make some proper missions for this Share this post Link to post Share on other sites
dieman14 0 Posted April 17, 2006 hey Im a big nap mod fan and I was just curious if some of the problems with multiplayer last release (horses falling over, ammo problems, A.I.s not shooting) were fixed, or maybe if these problems were addressed in a previous forum if there was a solution. Thanks ~Dieman Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 17, 2006 @ POPKA : yes, it's because units are configwise "setunitpos "up"", to enable close combat. If you dislike it, just put a big trigger covering every units, activated by anybody, with in on activation field : {_x setunitpos "AUTO"} foreach thislist @ Dieman14 : as i'm not a multiplayer player, i don't know, but ammo problems remain but it can be corrected scriptwise (see the readme of the first release, where ammo scripts are included), horse is basically the same as CWmod so problems should remain in MP. As i'm working on my own, maybe someone could correct these or part of these, it shouldn't be that difficult...(About horse, the only prob should be the script that creates the horse at the beginning, which isn't maybe MP friendly). Share this post Link to post Share on other sites
Faxnico 0 Posted April 17, 2006 Amazing work... Â Prof, I'd like to know if you're planning to improve Waterloo map with finnish buildings, FML and some resistence objects (like nogova castle ruins). At least Hougoumont... pls... Share this post Link to post Share on other sites
POPKA 0 Posted April 17, 2006 There is one thing that annoys me with the boats, can you remove the sound the row boats make its like deafaning white noise Share this post Link to post Share on other sites
Faxnico 0 Posted April 17, 2006 There is one thing that annoys me with the boats, can you remove the sound the row boats make its like deafaning white noise I agree. BTW when (and if) you'll improve Waterloo map could you make something like this for La Haie Sainte, Hougoumont, etc...? Unfortunely I don't have the knowledges to make it with wrpedit. Building that with mission editor almost killed me. Bye  Nicolň Share this post Link to post Share on other sites
POPKA 0 Posted April 17, 2006 Quote[/b] ]Unfortunely I don't have the knowledges to make it with wrpedit I thought the same thing a couple of days ago, Download WrpTool, its much much much better (and simpler i think) than wrpedit, I managed to get a grasp of it in under an hour, (after some experimenting and quieries.) Share this post Link to post Share on other sites
dieman14 0 Posted April 17, 2006 so no one here has tried multiplayer with the nap. mod? thats...strange... Come on, no one? lol Is it even possible? I got the scripts going but theres SERIOUS lag on dedicated and client servers. just looking for an answer ~Dieman Share this post Link to post Share on other sites
AEA 0 Posted April 17, 2006 Hi! at first I have to say very good mod! realy good work at all. But the scripts are kiling me could anyone please post a short and good to understand tutorial for scripting noobs? just to keep the scripts of the mod working. Share this post Link to post Share on other sites
SPQR 0 Posted April 18, 2006 Huge work in all terms (new units, demo missions, 19th Century map). For my old computer, I had to reduce to half the troops engaged in the Coy commander's demo mission. But tyhe result was still stimulating. I was wondering if the horses' sabot sound wasn't too loud and heavy (unadapted for grass or earth ground, but car may have reach its limits). I found the horsemen still too armoured. Could it be possible to lower their armour while, in order to balance the odds, increase their "rate of fire" in close combat while mounting their horse ? Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 19, 2006 Thanks everybody for your support. Â @ Faxnico : no, i don't think i'll upgrade Waterloo map, i did it last year for the campaign with Spad's napoleonic pack and re-release it as a bonus...But WRPtool is very easy to use, if someone was willing to...I really dislike making maps, i'm making them when i'm unable to find a suitable map with no modern stuff anywhere. @ Popka : yes, I agree too, i've done only minor changes to great PC sailingships to fit with my mod. @ Dieman14 : what kind of scripts are you talking about ? Missions' scripts ? Units are "script free", apart from "vehicles" : horses, artillery (creating crew at the beginning and reload anim) and ships (destroy script and setpos script for the canons). @ AEA : there's a "script readme" included to explain how to use them...You can PM me and i'll answer to your questions. @ SPQR : Yes, it's possible to modify sound on grass, normal or road terrain. About armor, the armor of the horse is only 7 for light and line cavalries, and 10 for heavy cavalry. The armor of infantry is 3. I thought it was a way to balance the relative lack of cavalry units on a map as they are not "lag free". And to avoid lag, but still use a lot of units, the only way i've found is to create "reinforcement" waypoints or triggers. More than 150/200 units moving or fighting at the same time create lag. I even made a test with very low polys and textures units (one small texture, 90 polys, 100 faces) and the lag was quite the same as with my units...strange, isn't it ? The lag comes mainly from "AI thinking how to move or how to get a target". Share this post Link to post Share on other sites
POPKA 0 Posted April 19, 2006 Well ive made a beta mission if anyone is interested: (just though i'd say this mission is not just two groups running at each other it took 3 1/2 days to make or around that time, with custom music, explotion sound etc... aswell as intro + outro) also i played it with no lag, if anyone dose get alot of lag tell me because i didnt get any when i tested it. In this mission You play the role of a Seargent who has to escort Major Hawker (an explosives expert) up to the top of a cliff dure in the First Raid and destroy the french cannons so the main force will be able to land safley, Objectives are as follows: -Get off the beach and make sure that Major Hawker is not killed -make sure the French commanding officer is dead - take Major Hawker to the Cannons so he can plant his explosives Pictures: http://cooljack.dajoob.com/OFPPictures/IOE01.jpg http://cooljack.dajoob.com/OFPPictures/IOE02.jpg http://cooljack.dajoob.com/OFPPictures/IOE03.jpg http://cooljack.dajoob.com/OFPPictures/IOE04.jpg http://cooljack.dajoob.com/OFPPictures/IOE05.jpg Im thinking of starting a campaign, this will be the first mission if so, Here is a link: http://cooljack.dajoob.com/ElatiInvasion.zip Required Addons: --------------- Napoleonic Mod version 1.0 - Info: http://ofp.gamepark.cz/index.php?showthis=9386 Link: ftp://ftp.gamepark.cz:8021/ofpd/unofaddons2/NapoleonicModV1.0.rar Napoleonic Wars Mod 1812-1815 Addon Pack - Info: http://ofp.gamepark.cz/index.php?showthis=9740 Link: ftp://www.gamepark.cz:8021/ofpd/mods/Napoleon_addonpack.rar Berghoff's Nature Pack 4 V1.0 + Elati Island - Info: http://ofp.gamepark.cz/index.php?showthis=9711 Link Nature pack: ftp://www.gamepark.cz:8021/ofpd/unofaddons2/OFPR_BRG_N4_1.00.rar Link Elati Island: ftp://www.gamepark.cz:8021/ofpd/islands2/OFPR_BRG_N4_Island.rar Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 19, 2006 Yoohoo !!!!!! Missions for this pack !! Â Â Â Thanks very much, i'll test it as soon as my work let me play... Share this post Link to post Share on other sites
POPKA 0 Posted April 19, 2006 well i hope you like it, im trying to come up with a continueing mission now Share this post Link to post Share on other sites
spad 64 Posted April 19, 2006 excellent work profT, i love your new unit mission are quite fun to play especialy the warg the bigbattle lag me too much very nice anim for the dead and good sound after the battle it was terrific to hear all this men need mission and campaign now hope to see some in the ofp community the cavalery are still long to charge but look better with the new horse. great work Share this post Link to post Share on other sites