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rip31st

31st NORMANDY MOD - WW2  -BETA RELEASE

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WoW nice! I will have to put those in there too! Good job! We can add a lot of retards to the map biggrin_o.gif

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lol whoever thought a groyne would cuase so much fuss. smile_o.gif

We'll agree to disagree, I'm pretty sure tho the allies wouldn't have chosen a beach with docks? else why take there own along?

It's your map you can be as creative as you like smile_o.gif

Southy

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Hello. I live near slapton Beach in Devon that was used for the training for D-day. The beach there has no groynes so perhaps this is an indicator that the normandy one was groynless as well. :-)

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If you have a root around the site Old Bear posted, you find loads of pictures showing the sea defences here

1939Descente.jpg

beachpic2.jpg

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k

I´ve spend most of the evning last day to mess around with the mod. And I have some construtive critism:

negative stuff:

- Textures really needs alot of work!

- the SS camo arent that accurate/same goes for the german paras

- the flak 88 camo needs a overall re-work.

- the sounds are horrobile on the allied side, ect. rip the dod sounds.

positive stuff:

+ large selection of units/vehicles

+ a good wwII feeling

I hope you will accecpt my feedback and meet it with positive mind.

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Wow. Great pics of some old retards biggrin_o.gif

At least at the west end of the beach those lines clearly have been retards.

I see two kind of those. One with horizontal planks and large gaps between them. Another one with vertical planks and very few if any gaps between.

@zippa

Many of those are OFP converts IIRC and 88 is one of those. They are quickly made so that you can have more stuff to play with than just one endlessly polished model in the first phase. Rip has done insane amount of work (the map and the WW2 warfare conversion to mention a few) and it is amazing that we have even this much in such a short time.

EDIT: No. I'm sure Rip won't rip (excuse the pun) anything for which he dones't have a permission.

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If you have a root around the site Old Bear posted, you find loads of pictures showing the sea defences here

1939Descente.jpg

beachpic2.jpg

Its so hard to see in that picture what they are.  It's really inconclusive at this point.  I will give the benefit of the doubt.  I will have to include both.  It's a nice pic though, it will help out with the placement of the buildings.

biggrin_o.gif

this photo reveals more...(docks and whatever they are called thingys)

DescenteVoiture.jpg

Another problem is...IS this Vierville-sur-mer or St Laurent-sur-mer.  Two diff locations.  Pic says the prior.  And also the postage says 1915. Site claims 1939  icon_rolleyes.gif

Looks like Les Moulins in the pic.

google map of the area

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Another problem is...IS this Vierville-sur-mer or St Laurent-sur-mer.  Two diff locations.  Pic says the prior.  And also the postage says 1915. Site claims 1939  icon_rolleyes.gif

Looks like Les Moulins in the pic.

Vierville and St Laurent sur Mer are the same town (ie same zip code).

From the picture label, it's clear that Vierville is (was?) the main town, compared to St Laurent sur Mer (french way, don't ask smile_o.gif ).

Also, if you look at this picture:

http://vierville.free.fr/PhotosDocuments4/Cauvigny1939R.jpg

Don't you think that the postcard is displaying the Cafe Le Gallois ?

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k

I´ve spend most of the evning last day to mess around with the mod. And I have some construtive critism:

negative stuff:

- Textures really needs alot of work!

- the SS camo arent that accurate/same goes for the german paras

- the flak 88 camo needs a overall re-work.

- the sounds are horrobile on the allied side, ect. rip the dod sounds.

positive stuff:

+ large selection of units/vehicles

+ a good wwII feeling

I hope you will accecpt my feedback and meet it with positive mind.

yeah i will concur with the textures a lot were quick to get the beta released.

ESPECIALLY the Pershing, every time i look at it it sort of hurts my eyes XD.

at the minute having a few RL problems to deal with.

but as soon as that's all done and dusted i'll be starting on the textures properly.

the Pershing and Go242 will be completely redone.

Tiger and Panther will be Tweaked a lot and polished.

along with anything else that is needed.

i very much doubt that these will achieve fruition before the next release.

hopefully rip will trickle them out in quick fix patches.

as and when they are done.

the sounds are being redone,

in fact i think they already have been redone.

As for the 88 or any other OFP conversions.

we have sought and received permission for all this content.

and only took part in the conversion process.

no new textures we're added.

all of these addons has been added "as is"

and will need extra permission to be altered and changed with new textures and such.

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Rip31st good work with your project!

I wanted to make a version for my vehicle DM.

Yet i have bad news. Unfortunately you didn't use OFPEC tags. confused_o.gif

So I cannot filter for your classes.

I know it will be quite some effort, yet please check this out:

http://www.ofpec.com/tags/index.php

Thanks and keep up!

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Another problem is...IS this Vierville-sur-mer or St Laurent-sur-mer.  Two diff locations.  Pic says the prior.  And also the postage says 1915. Site claims 1939  icon_rolleyes.gif

Looks like Les Moulins in the pic.

Vierville and St Laurent sur Mer are the same town (ie same zip code).

From the picture label, it's clear that Vierville is (was?) the main town, compared to St Laurent sur Mer (french way, don't ask smile_o.gif ).

Also, if you look at this picture:

http://vierville.free.fr/PhotosDocuments4/Cauvigny1939R.jpg

Don't you think that the postcard is displaying the Cafe Le Gallois ?

I stand to correct you.  Vierville-sur-mer and St Laurant-sure-mer are 1km apart and are two different towns.  Also the draws that come down to the beach from the higher hills are similar, BUT NOT the same.

Q - Not sure what you're trying to get at.  All the vehicles in the mod have unique class namespace identifiers such as rip31st,aqu,johns, etc.  Most of them also contain a bisign key.  In the editor they are also filtered by class.  I have no plans to re-class any of them. They shouldn't have any conflicts with other addons. Isn't OFPEC ( Operation Flashpoint Editing Center) anyway?

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Of course Vierville and St Laurent are 2 different villages, but what is shown on this last post card is west end of "Boulevard de Cauvigny" going from Vierville to St Laurent. Here the "Boulevard" connects to the road coming from Vierville , now "Avenue de Bedford", probably showing the area where the "vertical wall across road 12' to 14' high" has been built.

But after all it's your map and you can put any feature you wish on it ...

If we are going to have this kind of discussion on every features of the map, I believe we must open a special section on ArmA-ArmA II and of course ArmA3 forums

wink_o.gif

What will annoy me most will be lacking of a main feature like raised train tracks from Cherbourg to Carentan and Caen for in the flooded zones it was the only part above ground and a major way to move troops or like the Cherbourg Fortress.

I order to enhance the map, I will also suggest to build the sand dunes row from Vauville to Siouville known as "dunes de Biville".

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here is an example of the FFAA MOD:

http://pastebin.com/f2c8b0e33

Please take 5 minutes of your time and read what OFPEC TAGs

is all about. It is a community standard for OFP _and_ ArmA.

You need to have your unique TAG for every new class in

cfgWeapons, cfgAmmo, cfgMagazines, cfgVehicles.

You can stay backwards compatible to your old classes this way:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class rip31st_NEW: tank { // your code };

class OLD: rip31st_NEW { scope = 1; // hide class from editor };

While you use TAGs at times, not always. confused_o.gif

Now for my mission I can only filter for one TAG at the same time.

Well it's not that you have to. Yet its good practice to use one

TAG for a MOD.

Well you may say its an addon collection. Fine. Just saying

it makes filtering in my mission harder. smile_o.gif

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problems with tags in the mod is that not all content is ours.

so not all can be tagged the same.

as Rip said there are works from:

Rip,John,Acu,Atomic,Burner,ATST, and many more.

classing them all as one tag might cause problems in changing the original file for the author going against there wishes for conversion.

anyways.

What do you gain by just adding the tags?

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well no tag at all is likely to cause conflicts with another

addon/mod at some point.

to have the same tag for an addon package/mod isn't required.

it probably makes it easier for the end user and documentation.

its not a big issue here as your work probably isnt mixed that often

with non ww2 addons.

anyway just to give you some more insights in configs.

you can just make a new pbo and change another config from

there.

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

{

class MY_Patching_Addon_For_Addon_X

{

units[] = {MY_Unit_X};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"Addon_X"};

};

};

class CfgVehicles {

class Other_Unit_X_BaseClass;

class Other_Unit_X: Other_Unit_X_BaseClass {

scope = 1; // we hide the old class, yet maintain backwards compatibility for missions

};

class MY_Unit_X: Other_Unit_X {

scope = 2; // make unit with MY Tag shown in the editor

// change other stuff

};

};

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I understand what you're saying Q but it's probably not going to happen right now. It's a bit of work I don't have time for now.

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Yeah no worries. Was meant more as an information. smile_o.gif

That said with regular expressions you can make the change

probably in a few hours in one go:

http://www.regular-expressions.info/

powergrep or notepad++ are tools to mass replace text with regex. yay.gif

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For the tags...I don't think it's a good idea to start replacing tags for stuff which has their own tags. Only for vehicles etc which do not have tags already, it would be worth adding a tag system. You probably break quite a bit stuff otherwise and it won't fix anything.

I'm not quite sure what you are making, but I would probably make a list of vehicles I want to add to the mission. I have suggested already that rip should make a readme file (or similar) which lists all the class names (among other things) for vehicles, ammo, magazines and weapons at least.

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Like I explained above.

You don't have to replace tags. Instead you only add new ones

in addition and change the inheritance tree a little. wink_o.gif

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Like I explained above.

You don't have to replace tags. Instead you only add new ones

in addition and change the inheritance tree a little.  wink_o.gif

The biggest part of the equation is time. Which I don't have much of. Takes time not only to do the configs, but go into the models themselves and change their paths.

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Well like I said, I am not saying you should change them all/now.

Just keep this in mind for the future. smile_o.gif

That said config class name has no relation to model/texture path

at all. Or what do you mean?

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Well like I said, I am not saying you should change them all/now.

Just keep this in mind for the future. smile_o.gif

That said config class name has no relation to model/texture path

at all. Or what do you mean?

For example:

current model name: rip31st_pz4h.p3d

resides in folder name space: rip31st_pz4h

class name: 31stwc

model class: pz4h

proposed change to add OFPEC tag:

model name: 31st_rip31st_pz4h.p3d

folder name space: 31st_rip31st_pz4h

model class: 31st_rip31st_pz4h

-Config paths have to be changed

-name class has to be changed

-paths to textures inside model have to be changed

Could take a while to do that to each and every model.

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Little WIP update with pics:

Nearly done with Vierville-Sur-Mer section of the beach.  I did replace the docks with "retards/groins" whatever you want to call them.  Worked off some older pre-war photography to get it right. Thanks to Aqu again for great work on the trenches,retards etc.

vier4.jpg

vier5.jpg

vier6.jpg

vier7.jpg

Couple more days and I will have Omaha Beach done, then I can move on to another beach.

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Real world:

1939Descente.jpg

Mod map:

vier2.jpg

Real world:

ViervilleVillasDescenteL.jpg

Mod map:

vier3.jpg

I know its not exact or even close, but hey its my best shot!

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