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Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Fri Feb 22, 2019 12:36 am
by GabeKnight
Thanks, Bob. It's fun, but also a lot of work. And my lack of knowledge in history / equipment begins to show more and more.

For example, I've never care about dates before, but that turns out to be stupid, as I did not notice that most of the Italian units I've modified can't be bought in the stock Sandstorm campaign. During testing I've left the available/expiration dates blank and made most of the tests with the editor, but now that I've looked them up... the Semovente were prototype units from late '43-'44 :shock: :roll: :oops: :oops: :oops: :roll:

Just really dumb of me. Anyways, now I've changed a number of dates with the Italian units to make them available to the player. But only for the last couple of scens (i.e. Kasserine, early '43), of course. :wink:

There's quite the number of units in OoB included that are for scenario builders and modders exclusively, it seems. None of them are used with stock content and can't be bought in the given WW2-timeframe neither. So I've unlocked some of them. :mrgreen:
terminator wrote: Thu Feb 21, 2019 7:33 am Did you try with the unit trait "Limited Replacements" ? :idea:
The problem is, that the "nopurchase" trait is listed within the "classes.txt" file (not units.csv) and - if removed - changes the unit's behaviour in the FOW for some reason. Try it. Maybe there's some work-around, but I don't know of it.

Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Sun Feb 24, 2019 2:30 pm
by terminator
Is the B1 Beutepanzer modified in your mod ?

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Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Sun Feb 24, 2019 10:11 pm
by GabeKnight
terminator wrote: Sun Feb 24, 2019 2:30 pm Is the B1 Beutepanzer modified in your mod ?
No, just wanted to make sure the colors match with the stock captured units. I've reworked your KV2 texture and the unit pic a bit.

Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Sun Feb 24, 2019 10:31 pm
by terminator
GabeKnight wrote: Sun Feb 24, 2019 10:11 pm
terminator wrote: Sun Feb 24, 2019 2:30 pm Is the B1 Beutepanzer modified in your mod ?
No, just wanted to make sure the colors match with the stock captured units. I've reworked your KV2 texture and the unit pic a bit.
I suspected it a little.
For the B1 Beutepanzer the (f) in the name means french and not flamm :( Sixty B1 Beutepanzer became platforms for flamethrowers as Flammwagen auf Panzerkampfwagen B-2 (f).

Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Sun Feb 24, 2019 11:55 pm
by GabeKnight
terminator wrote: Sun Feb 24, 2019 10:31 pm Sixty B1 Beutepanzer became platforms for flamethrowers as Flammwagen auf Panzerkampfwagen B-2 (f).
Would it have to be a whole new model or just a modified weapon effect?

I've always liked the look of the French "Renault Char B1", it reminded me of the "Indiana Jones" Mark VIII tank... :wink: :lol:

Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Mon Feb 25, 2019 11:36 am
by GabeKnight
:mrgreen: I just love my railway guns :mrgreen:

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Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Tue Feb 26, 2019 12:26 pm
by GabeKnight
Kondi's gonna probably slap his hand against his forehead and/or shake his head at the same time seeing those units in the desert, but... :wink: :mrgreen:

And it's definitely not harder this way. Just...slightly different....the way I wanted it: different, but equal. (Sorry :wink: )

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Regrettably the skins don't work on the new models, and it looks a bit strange in the sand scenarios :roll:

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Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Tue Feb 26, 2019 12:56 pm
by kondi754
Gabe, I follow your topic, and if there will be new units, which I'll be able to use "historically" in my mods I'll use them willingly, of course if I receive permission from you :wink: :mrgreen:
Similarly, I'm going to check your unit statistics and maybe also apply to mine

Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Tue Feb 26, 2019 10:18 pm
by GabeKnight
kondi754 wrote: Tue Feb 26, 2019 12:56 pm Gabe, I follow your topic, and if there will be new units, which I'll be able to use "historically" in my mods I'll use them willingly, of course if I receive permission from you :wink: :mrgreen:
Similarly, I'm going to check your unit statistics and maybe also apply to mine
Sure, use whatever you want from my models - you'll have to ask the Admiral about his, though.

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Okay, final tests done. Everything checks out so far. I'll sleep on it and release it tomorrow.

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The "Gabe-Mod" RELEASED

Posted: Wed Feb 27, 2019 7:58 am
by GabeKnight
It's out. I hope the dropbox thingy link works okay for everyone. Hard to believe it's been about a year since the last release... :oops:

Link in the OP.

As always feedback, suggestions and comments are welcome. Enjoy! :D

Re: The "Gabe-Mod" (v7.1.6)

Posted: Wed Feb 27, 2019 12:52 pm
by calmhatchery
amazing job mr GABEKNIGHT !!!!

Re: The "Gabe-Mod" (v7.1.6)

Posted: Thu Feb 28, 2019 12:41 am
by airbornemongo101
Exellent job Gabe

Must confess though, I war bonded myself 400 Rp's

I am now the proud owner of Arty the Choo-Choo (Yes that's what I named it, and I misspelled Artie on purpose)

Mr Thomas the Tank Engine, eat your heart out

Re: The "Gabe-Mod" (v7.1.6)

Posted: Thu Feb 28, 2019 1:14 am
by GabeKnight
Thanks guys.

Yeah, I would often wish for more railway infrastructure with many maps :wink:

The "Cluster Bomb" switch mode was initally just a test to see how it's done in a mod. But soon I liked the weapon effect, icon and animation too much to remove it - so I've kept it as a weapon of last resort, so to say. But look out, fiendlies can take damage, too :D :mrgreen:

And I like the AA switch modes. Those units are really useful now.

Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Thu Feb 28, 2019 5:50 am
by terminator
GabeKnight wrote: Sun Feb 24, 2019 11:55 pm
terminator wrote: Sun Feb 24, 2019 10:31 pm Sixty B1 Beutepanzer became platforms for flamethrowers as Flammwagen auf Panzerkampfwagen B-2 (f).
Would it have to be a whole new model or just a modified weapon effect?

I've always liked the look of the French "Renault Char B1", it reminded me of the "Indiana Jones" Mark VIII tank... :wink: :lol:
There are "just" two main modifications, modification of the gun at the front and an additional reservoir at the rear :

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Re: The "Gabe-Mod" (v7.1.6)

Posted: Thu Feb 28, 2019 4:53 pm
by terminator
Good work GabeKnight, everything seems to work :D

I tested your mod with my upcoming Unit Editor :

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Re: The "Gabe-Mod" (v7.1.6)

Posted: Thu Feb 28, 2019 5:14 pm
by GabeKnight
Thanks, Mr. T.! :D

And regarding new units, like the CharB1 Flamm or other switch units, e.g. for the US, they have probably to wait a little, I want to play some of the custom content with my mod first. :mrgreen:

And I think it would be a good idea to wait for the announcement of the new DLC too, to see which faction may need some additions then...

Re: The "Gabe-Mod" (v7.1.6)

Posted: Thu Feb 28, 2019 11:38 pm
by airbornemongo101
Loving the mod Gabe...great job

Re: The "Gabe-Mod" (v7.1.6)

Posted: Sat Mar 02, 2019 2:26 pm
by GabeKnight
airbornemongo101 wrote: Thu Feb 28, 2019 11:38 pm Loving the mod Gabe...great job
Glad you like it.
Never would have been like this without the help of the community here... :wink: 8)

Re: The "Gabe-Mod" (v7.1.6)

Posted: Sat Mar 02, 2019 5:27 pm
by kondi754
Gabe,
Two things:
1). SdKfz 250/2 (with mortar), no weapon effect, I borrow "weapon effect" from Churchill AVRE and everything works fine (I suppose "mortar_armor" is wrong entry in units.csv file, I set "mortar_300mm" instead :wink: )
2). It seems to me that your models don't work in 7.1.6. Editor, I want my Diana (based on Admiral's SdKfz 7/2 AT model) to be an auxilliary, pre-deployed unit before Gazala scn, but the editor doesn't see this model (HELP :!: :!: :!: :idea: :mrgreen: )

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Re: The "Gabe-Mod" (v7.1.6)

Posted: Sat Mar 02, 2019 6:18 pm
by terminator
What a unit name :shock:
The longest I have ever seen :!: