Project Normandy - General Discussion

General discussion of the Project Reality WWII modification.
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Would you like to see a WW2-addon for PR?

Yes, I would like that.
223
68%
Yes, and I have modding experience, so I can help (post your name and experience in this thread)
15
5%
No, thanks.
88
27%
 
Total votes: 326

Ddonegan
Posts: 88
Joined: 2009-05-30 20:27

Post by Ddonegan »

Afterdune, are medics making it in? Seems pretty hopeless, unless you give them rifles, in that case it's historically inaccurate. So what's being done about medics?

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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy (ww2 event/addon)

Post by AfterDune »

Medics will be there and have the same role as they have in regular PR. And yes, they have rifles. Historically accurate or not, I'd rather have that than no medics at all.
Last edited by AfterDune on 2011-06-23 05:29, edited 1 time in total.
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Ddonegan
Posts: 88
Joined: 2009-05-30 20:27

Post by Ddonegan »

Great! I wasn't opposed to rifles.
I reckon it'll be quite hard to heal someone underfire on an open beach.
Do medics still use epipens?

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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy (ww2 event/addon)

Post by AfterDune »

At the moment yes, but I'm looking into using a syrette. This will do the exact same thing, just a different model.
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Ddonegan
Posts: 88
Joined: 2009-05-30 20:27

Post by Ddonegan »

Good idea. If you need any info related to the time period, just let me know.

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AfterDune
Retired PR Developer
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Re: Project Normandy (ww2 event/addon)

Post by AfterDune »

Sgt. Doctor is working on some reskins. Here's a little taste for ya:

(mind you, they're editor-shots and consider it all work in progress)

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Ddonegan
Posts: 88
Joined: 2009-05-30 20:27

Post by Ddonegan »

Looks great, but theme boots could use some work.

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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Project Normandy (ww2 event/addon)

Post by Wakain »

nice, always thought the eod models could be used this way.
the support kit's thigh pack could be used as the iconical waterproof d-day gasmaskbag (well I believe this was it's purpose), which would be worn by most soldiers in a beachassault scenario.
it seems that after the landings most troops ditched them asap.

oh and gaiters ;)
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Project Normandy (ww2 event/addon)

Post by Wicca »

This is just beutiful!
Xact Wicca is The Joker. That is all.
Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: Project Normandy (ww2 event/addon)

Post by Ts4EVER »

Very good models. Could be a bit greener, but meh ;) About the grappling hooks: Now I don't know if you already implemented this or it is only "planned" so far, but making those is not as easy as you might think. For one thing, after FH2 implemented their own PdH long grappling hooks they had to delete all others from the mod. It has something to do with how they read informations form the files. Basically all "short" grapplling hooks int he game would start glitching out. Secondly, grappling hooks don't stick to terrain, meaning you have to create an invisible static over the cliffs (again, that was the FH2 solution). I don't know if that is the kind of lengths you want to go through.
Ratface wrote:^LOL, and I'm attempting to download FH2 but the file keep becoming corrupted, lol, but good work, can't wait to play!!! :D
This might be due to using a FAT or FAT32 partition, they tend to corrupt files that are too big.
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: Project Normandy (ww2 event/addon)

Post by Shovel »

Wicca wrote:This is just beutiful!
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I'm sorry. :(

Anyway, can I model the syrette AfterDune?
Shovel009
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Project Normandy (ww2 event/addon)

Post by Stealthgato »

Later on we could have a map of WW2 Americans or Germans against insurgents or militia lol
Sniper77shot
Posts: 509
Joined: 2009-12-24 04:46

Re: Project Normandy (ww2 event/addon)

Post by Sniper77shot »

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Credits to clive.

If you want to check it out open the link below to an external site. It might be useful, maybe not but I am sure you could ask Clive(A very nice person) for the permissions to use the vehicles. If not, which I can see happening then oh well.

Avro Lancaster WIP - Battlefield SinglePlayer Forum
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy (ww2 event/addon)

Post by AfterDune »

Ts4EVER wrote:Very good models. Could be a bit greener, but meh ;) About the grappling hooks: Now I don't know if you already implemented this or it is only "planned" so far, but making those is not as easy as you might think. For one thing, after FH2 implemented their own PdH long grappling hooks they had to delete all others from the mod. It has something to do with how they read informations form the files. Basically all "short" grapplling hooks int he game would start glitching out. Secondly, grappling hooks don't stick to terrain, meaning you have to create an invisible static over the cliffs (again, that was the FH2 solution). I don't know if that is the kind of lengths you want to go through.
Hmm, I haven't encountered that issue yet. The Germans are using the default PR hook, the US gets their own version, which they can throw higher. If I'm correct, only the US hook can be thrown that high, the German version stays the same. I tested that by accident actually. I had a German kit once and when I was near steep cliffs, couldn't manage to get the hook to the top. Then when I tried with a US kit, it worked fine.

But I'll re-test, to make sure. Either way, it won't effect regular PR, as the hook is in separate zipfiles, only PN loads them.

I placed rocks on the tops of the cliffs, otherwise indeed the hook won't stick, learned that along time ago :D .
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Ddonegan
Posts: 88
Joined: 2009-05-30 20:27

Post by Ddonegan »

Do you plan on getting folks to test it, afterdune?

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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy (ww2 event/addon)

Post by AfterDune »

Sniper77shot wrote:Image
Looks nice :) .

But I'm afraid the map is too small to use it though (for PR standards). And it's a British plane, right?

I am thinking about paradrops, but I haven't figured that one out yet. If they are introduced, of course it would be nice if there was a plane flying over where you'd "jump out off".



@Ddonegan: Of course. When it's time, people can join by invite ;) .
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Eat Uranium
Posts: 24
Joined: 2010-05-12 20:10

Re: Project Normandy (ww2 event/addon)

Post by Eat Uranium »

[R-DEV]AfterDune wrote:But I'll re-test, to make sure. Either way, it won't effect regular PR, as the hook is in separate zipfiles, only PN loads them.
Although it sounds like it won't affect you, I'll explain the effects of the FH2 ropebug so you know what to look for.

Well, as I remember, both the short and long ropes were the same weapon, with some file at the map load changing the rope length and throw strength on the fly. The problem was that this files was not being loaded properly on subsequent maps. So playing PdH after first loading another map would result in long ropes being thrown short distances. Playing another map after first loading PdH would result in short ropes getting thrown long distances. The bit that caused the hilarity was that the short ropes would act normally for about 2-3 seconds, then they would go flying. You could climb on them for the ride, and then find yourself 200m away climbing along a rope laying on the floor. If everyone else had loaded PdH first and switched to map B while you had only joined on map B, your ropes would not be affected unlike everyone else's. Anyway, we all had a good laugh about it, the ropes got deleted and that's why you can't climb the walls of Giarabub any more.

So as an aside, maybe this PN and the PRV will be the things that get me to download a newer version of PR and maybe even play it online.
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy (ww2 event/addon)

Post by AfterDune »

Eat Uranium wrote:Although it sounds like it won't affect you, I'll explain the effects of the FH2 ropebug so you know what to look for.

Well, as I remember, both the short and long ropes were the same weapon, with some file at the map load changing the rope length and throw strength on the fly. The problem was that this files was not being loaded properly on subsequent maps. So playing PdH after first loading another map would result in long ropes being thrown short distances. Playing another map after first loading PdH would result in short ropes getting thrown long distances. The bit that caused the hilarity was that the short ropes would act normally for about 2-3 seconds, then they would go flying. You could climb on them for the ride, and then find yourself 200m away climbing along a rope laying on the floor. If everyone else had loaded PdH first and switched to map B while you had only joined on map B, your ropes would not be affected unlike everyone else's. Anyway, we all had a good laugh about it, the ropes got deleted and that's why you can't climb the walls of Giarabub any more.

So as an aside, maybe this PN and the PRV will be the things that get me to download a newer version of PR and maybe even play it online.
Ooh, like that. Perhaps I'm being too simple now, but why use the same weapon for both short and long range? The file that gets loaded on mapload is probably only loaded once, hence the problems?
Shovel wrote:Anyway, can I model the syrette AfterDune?
I already have a model for that ;) .
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Project Normandy (ww2 event/addon)

Post by Wakain »

I already have a model for that . ;)
would that be the eod syringe? ;)
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy (ww2 event/addon)

Post by AfterDune »

Nope. I found a German and US variant of the Syrette in the BGF files:

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