Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: SPWAW 1960-1979 mod (work in progress)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> RE: SPWAW 1960-1979 mod (work in progress) Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: SPWAW 1960-1979 mod (work in progress) - 1/14/2017 7:27:37 PM   
Kuokkanen

 

Posts: 3545
Joined: 4/2/2004
Status: offline
quote:

ORIGINAL: RyanCrierie

Who made the Cold Will/SS Viking/Stalingrad disks?

I have forgotten.

[edit]
Also in your page you have written disk, but in post before this one you wrote disc.

< Message edited by Matti Kuokkanen -- 1/14/2017 7:30:57 PM >


_____________________________

You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.

MekWars

(in reply to RyanCrierie)
Post #: 31
RE: SPWAW 1960-1979 mod - 1/29/2017 2:02:19 PM   
Riitaoja2


Posts: 208
Joined: 2/10/2016
Status: offline
Final update! (the mod should be complete now). All 27 nations (and 28 oob files) have been converted to the 1960-1979 time period. This update adds the final 8 nations into the mod.

Some minor fixes here and there in the OOB files. Also added Cargo aircraft to some oob's (SP2 did not have this unit type at all). The Cargo aircraft graphics are in the icon0215 & icon0315.shp files. The aircraft are C-47, C-123 and Noratlas.

Again if you have already installed the mod you only need to download part 4 to update it.

(in reply to Kuokkanen)
Post #: 32
RE: SPWAW 1960-1979 mod - 1/29/2017 4:02:12 PM   
sami heimola

 

Posts: 425
Joined: 5/8/2000
From: kouvola finland
Status: offline
Wow thanks Riitaoja about all nations. Hopefully someday we will have 1980-99 mod too...

(in reply to Riitaoja2)
Post #: 33
RE: SPWAW 1960-1979 mod - 1/31/2017 11:34:11 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
Updated my website with the final update in ZIP format.

http://alternatewars.com/Games/SP/SPanthers.htm
Webpage it's on

http://alternatewars.com/Games/SP/SPWAW/SPWAW_60-79_Final.zip
Direct download link to the final patch.

_____________________________


(in reply to Riitaoja2)
Post #: 34
RE: SPWAW 1960-1979 mod - 2/27/2017 3:37:10 PM   
sami heimola

 

Posts: 425
Joined: 5/8/2000
From: kouvola finland
Status: offline
Riitaoja, I played recently as Israel vs. Syria 1967 and noticed that every time as I fired M113/TOW, I hear mg sound (not tow sound). What are numbers of mg sound and TOW sound (I could change it myself via OOB Editor)?

< Message edited by sami heimola -- 2/27/2017 3:44:54 PM >

(in reply to RyanCrierie)
Post #: 35
RE: SPWAW 1960-1979 mod - 2/27/2017 5:14:18 PM   
Riitaoja2


Posts: 208
Joined: 2/10/2016
Status: offline
quote:

ORIGINAL: sami heimola

...every time as I fired M113/TOW, I hear mg sound (not tow sound). What are numbers of mg sound and TOW sound (I could change it myself via OOB Editor)?


Strange. That is not happening on my end.

The TOW (like the other anti tank missiles in the game) should not make any sound when fired. The only sound effect you should hear is when the warhead hits something. That should then play the "Tank Gun" sound effect (usually 381.wav). See: SoundMap.pdf

Some possibilities:
1. Perhaps just a random bug?
2. Maybe you have changed the sound files in the SND folder?
3. A corrupted Steel.prf file in the \Save folder? (Try deleting it)

(in reply to sami heimola)
Post #: 36
RE: SPWAW 1960-1979 mod - 3/3/2017 1:50:54 PM   
Riitaoja2


Posts: 208
Joined: 2/10/2016
Status: offline
By the way how do you feel about the accuracy of ATGM and SAM in the game? In the original Steel Panthers 2 game these were quite accurate and a miss was rare. In SPWAW these weapons have a significantly reduced chance to hit.

Looking at the OOB data it seems that all the SAM and ATGM weapons start at number 125 and proceed from there. So changing the accuracy values should be fairly simple since one does not need to hunt down these weapon types in the oob data.

I have been playing around with the values and an increment of 100 seems to make them closer to the Steel Panthers 2 behavior. That is to say for example the "SA-7 SAM" has an accuracy rating of "30" and this is changed to "130". A TOW has an accuracy of "90" and that would change to "190" and so on...

(in reply to Riitaoja2)
Post #: 37
RE: SPWAW 1960-1979 mod - 3/3/2017 6:24:07 PM   
Kuokkanen

 

Posts: 3545
Joined: 4/2/2004
Status: offline
Why don't you make comparison with WinSPMBT?

_____________________________

You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.

MekWars

(in reply to Riitaoja2)
Post #: 38
RE: SPWAW 1960-1979 mod - 3/8/2017 12:02:01 PM   
Riitaoja2


Posts: 208
Joined: 2/10/2016
Status: offline
quote:

ORIGINAL: Riitaoja2

quote:

ORIGINAL: sami heimola

...every time as I fired M113/TOW, I hear mg sound (not tow sound). What are numbers of mg sound and TOW sound (I could change it myself via OOB Editor)?


Strange. That is not happening on my end.

The TOW (like the other anti tank missiles in the game) should not make any sound when fired. The only sound effect you should hear is when the warhead hits something. That should then play the "Tank Gun" sound effect (usually 381.wav). See: SoundMap.pdf

Some possibilities:
1. Perhaps just a random bug?
2. Maybe you have changed the sound files in the SND folder?
3. A corrupted Steel.prf file in the \Save folder? (Try deleting it)



I saw the issue now. It looks like a bug/oversight in the game code.

Shooting the ATGM weapon class at an enemy unit may trigger a pre-emptive opfire before the missile is launched. If this opfire includes machine gun fire then the ATGM will "copy" this sound effect and use it instead of the proper sound effect.

Unfortunately since it is a code issue rather than an OOB error changing the weapon sound in the OOB makes no difference. Luckily it does not happen always and it is just a minor inconvenience.

(in reply to Riitaoja2)
Post #: 39
RE: SPWAW 1960-1979 mod - 3/8/2017 8:03:59 PM   
sami heimola

 

Posts: 425
Joined: 5/8/2000
From: kouvola finland
Status: offline
Thanks about bug confirmation Riitaoja. Okay it's just rare & minor bug and in this case (unfortunately) hard coded thing ...

(in reply to Riitaoja2)
Post #: 40
RE: SPWAW 1960-1979 mod (work in progress) - 3/11/2017 4:12:33 PM   
Alby


Posts: 4855
Joined: 4/29/2000
From: Greenwood, Indiana
Status: offline
wow I know first hand, you had to have put in a lot of hours on this, Kudos and
congrats!

_____________________________



(in reply to RyanCrierie)
Post #: 41
RE: SPWAW 1960-1979 mod (work in progress) - 3/12/2017 1:35:44 PM   
Riitaoja2


Posts: 208
Joined: 2/10/2016
Status: offline
SPWAW 6079 scenario pack 1:

Here is a small collection of 12 scenarios and one campaign for the SPWAW 6079 mod. You can rename the original ww2 "scen" and "Campaigns" folders and then unzip these into the SPWAW main folder.

The scenarios are mostly conversions of the original SP2 ones.

DL link:
http://www.matrixgames.com/forums/forceddownload.asp?file=0;4050168

(in reply to Alby)
Post #: 42
RE: SPWAW 1960-1979 mod (work in progress) - 3/13/2017 11:53:07 AM   
sami heimola

 

Posts: 425
Joined: 5/8/2000
From: kouvola finland
Status: offline
Riitaoja I suppose you meant 1960-79 scenario pack? 6079 sounds very futuristic...

Thanks anyway!

< Message edited by sami heimola -- 3/13/2017 12:15:02 PM >

(in reply to Riitaoja2)
Post #: 43
RE: SPWAW 1960-1979 mod (work in progress) - 3/29/2017 6:37:33 PM   
Riitaoja2


Posts: 208
Joined: 2/10/2016
Status: offline
SPCAMO patch for the SPWAW 1960-1979 mod.

This is a small patch for those who use the SPCAMO repainted icons with the mod. It includes the following corrections:

- T-55 and T-62 turrets swapped. "Icon0005.shp"
- Infantry icons shadows added. "Icon0010.shp - Icon0013.shp & Icon0028.shp - Icon0031.shp"
- T-64 turret position corrected. "Icon0048.shp"
- Included the SPWAW compatible Icon0035.shp & Icon0036.shp with camo. (landing barge graphics)

To use simply unzip the files into your SHP directory.
Only use this patch if you are using SPWAW 1960-1979 mod with the SPCAMO repainted icons!

DL link:
http://www.matrixgames.com/forums/forceddownload.asp?file=1;4055646




Attachment (1)

(in reply to sami heimola)
Post #: 44
RE: SPWAW 1960-1979 mod (work in progress) - 3/30/2017 8:00:22 AM   
sami heimola

 

Posts: 425
Joined: 5/8/2000
From: kouvola finland
Status: offline
Thanks again about corrections Riitaoja

(in reply to Riitaoja2)
Post #: 45
RE: SPWAW 1960-1979 mod (work in progress) - 5/2/2017 12:43:35 PM   
sami heimola

 

Posts: 425
Joined: 5/8/2000
From: kouvola finland
Status: offline
It's been quiet here lately... Riitaoja, can we get part 2(1980-99) sometimes in future? I would like to see Abrams/Bradley/T-80 etc. in SPWAW environment...

(in reply to sami heimola)
Post #: 46
RE: SPWAW 1960-1979 mod (work in progress) - 5/14/2017 9:04:23 PM   
Riitaoja2


Posts: 208
Joined: 2/10/2016
Status: offline
I have no plans to create a 1980-1999 mod at the moment.

However if anyone wants to improve this mod or use it as a basis for a new mod that is fine by me.

(in reply to sami heimola)
Post #: 47
RE: SPWAW 1960-1979 mod (work in progress) - 5/15/2017 3:55:55 PM   
sami heimola

 

Posts: 425
Joined: 5/8/2000
From: kouvola finland
Status: offline
Hopefully somebody will take pt.2 as challenge sometimes in future...

(in reply to Riitaoja2)
Post #: 48
RE: SPWAW 1960-1979 mod (work in progress) - 5/20/2017 5:25:07 PM   
sami heimola

 

Posts: 425
Joined: 5/8/2000
From: kouvola finland
Status: offline
Btw, does anyone here (Riitaoja?) know if there's similar program (like DXWnd) to DOS games (SP2 for example)too? I'd like to play with windowed "stretched" screen...

edit:Sorry that I didn't posted this into DXWnd topic. Just forgot it's existence...

< Message edited by sami heimola -- 5/21/2017 8:49:38 AM >

(in reply to sami heimola)
Post #: 49
RE: SPWAW 1960-1979 mod (work in progress) - 5/21/2017 6:06:43 PM   
Riitaoja2


Posts: 208
Joined: 2/10/2016
Status: offline

quote:

ORIGINAL: sami heimola

Btw, does anyone here (Riitaoja?) know if there's similar program (like DXWnd) to DOS games (SP2 for example)too? I'd like to play with windowed "stretched" screen...

edit:Sorry that I didn't posted this into DXWnd topic. Just forgot it's existence...


DosBox has all the options needed for running in windowed mode and changing the window size as needed.

For example in the DosBox config file the following lines:

fullscreen=false
windowresolution=1024x768
output=ddraw

Would make DosBox run in a 1024x768 resolution window.

If you change the output line to read:
output=opengl
then a much better image quality can be achieved. This however may not work on all computers.

I also wrote some basic instructions about DosBox configuration in this post a while back:
http://www.matrixgames.com/forums/fb.asp?m=4054489

(in reply to sami heimola)
Post #: 50
RE: SPWAW 1960-1979 mod (work in progress) - 5/21/2017 8:06:10 PM   
sami heimola

 

Posts: 425
Joined: 5/8/2000
From: kouvola finland
Status: offline
Yes I know Dosbox and it's features but it allows only small windowed screen and full screen (alt+enter). At least what I have seen by using it. If there's more screen size options let me know...

(in reply to Riitaoja2)
Post #: 51
RE: SPWAW 1960-1979 mod (work in progress) - 5/21/2017 9:01:11 PM   
Riitaoja2


Posts: 208
Joined: 2/10/2016
Status: offline

quote:

ORIGINAL: sami heimola

Yes I know Dosbox and it's features but it allows only small windowed screen and full screen (alt+enter). At least what I have seen by using it. If there's more screen size options let me know...


The reason you get only a small Window in DosBox is that by default output is set to "surface".

As I explained in my post above you need to set the output line to read "ddraw" or "opengl".

You can then use the desired window size by typing in the resolution in the windowsresolution line of the config file. In my example 1024x768 resolution was used but this can be what ever you want.





Attachment (1)

(in reply to sami heimola)
Post #: 52
RE: SPWAW 1960-1979 mod (work in progress) - 5/22/2017 11:58:48 AM   
sami heimola

 

Posts: 425
Joined: 5/8/2000
From: kouvola finland
Status: offline
Thanks. I somehow forgot that config file and how to change default options... Hmm that 1024x768 is better size that full screen/small screen imho.

(in reply to Riitaoja2)
Post #: 53
RE: SPWAW 1960-1979 mod (work in progress) - 11/18/2017 3:49:17 PM   
Falcon1


Posts: 171
Joined: 4/30/2012
From: United States
Status: offline
R2 this can be posted at the Depot of course as you know.

_____________________________


(in reply to RyanCrierie)
Post #: 54
RE: SPWAW 1960-1979 mod (work in progress) - 11/18/2017 5:28:01 PM   
Riitaoja2


Posts: 208
Joined: 2/10/2016
Status: offline
quote:

ORIGINAL: Falcon1
R2 this can be posted at the Depot of course as you know.


Yes, of course. I see no reason not to post it there also. I just wasn't registered at the Depot a year ago.

(in reply to Falcon1)
Post #: 55
RE: SPWAW 1960-1979 mod (work in progress) - 5/3/2021 11:29:53 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
Revised my page to host the scenario pack and icon fix.

_____________________________


(in reply to Riitaoja2)
Post #: 56
Page:   <<   < prev  1 [2]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> RE: SPWAW 1960-1979 mod (work in progress) Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.641