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Soldat Interface Mods & Mod Making => Full Modifications => Topic started by: Taehl on June 13, 2007, 06:50:14 pm

Title: LandWarrior 3.0!
Post by: Taehl on June 13, 2007, 06:50:14 pm
You may have thought it was dead, but you were wrong!

LandWarrior 3.0

For those of you not familiar with LandWarrior, it's a slightly postmodern military themed mod which takes great pride in having accurate weapon statistics, and yet is also balanced and fun. LW also boasts superior graphics, including expertly drawn pixel art and alpha-shaded effects.

(http://dl.dropbox.com/u/3713769/web/Landwarrior/weapons.png)
(Extra text and stats is optional)

(http://dl.dropbox.com/u/3713769/web/Landwarrior/gosteks.png)
(The Alphas on the left are the classic LW gostek, the Bravos on the right are the new exoskeleton gostek)

(Sorry I don't have more pics, I lost all the old ones when Filefront changed. If people are interested, I'll get some more.)

3.0)   - Made the mod Soldat 1.5.0.1 compatable
   - Added new Exoskeleton gostek (with optional bar), and made it default for team2.
   - Replaced Steyr Scout with silenced DSR-1, and rebalanced it
   - Replaced suicide Bomb with PDEL-7 electrolaser gun
   - Replaced XM8 with F2000 because the XM8 project was cancelled. Slightly rebalanced.
   - Replaced generic Knife with Fallkniven F1. Damage tweaked
   - Major balancing on the M224 - now it isn't horribly lame
   - Further increased fire rate of TRG-22, and lowered damage (not instant kill without headshot)
   - Increased damage, recoil, and reload time for Mk.48
   - Minor, careful weapon rebalancing on all weapons
   - Improved menu graphics for Forces, MP7, GLOCK, GM-94, Mk.48, USAS-12, and TRG-22
   - Improved MP7 weapon, clip, and bullet graphics
   - Finally added the correct H37105 sound
   - Sped up sounds of the DSR-1 and TRG-22 to match new fire rates
   - A few tweaks to default.txt
   - Changed default gostek to the no-healthbar version
   - Improved the Headset+Beret
   - Removed the "thri-tone" weapon graphics option (nobody uses it, surely)
   - Added the 2.0-style weapon graphics option (all metal and black polymer)
   - Other minor improvements I've potentially forgotten

-=Download LandWarrior 3.0=- (http://dl.dropbox.com/u/3713769/web/Landwarrior/LandWarrior.zip)
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 13, 2007, 06:52:10 pm
It's only 6.6 Megs, it's not that big.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 13, 2007, 06:55:22 pm
Hey, thought I'd be polite and give a warning for those of us with really bad internet connections... Like me -_-*
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 13, 2007, 07:01:20 pm
True. I was really just telling everyone the exact size.
Title: Re: LandWarrior 2.0
Post by: xtishereb on June 13, 2007, 09:16:02 pm
Gostek looks great. Everything else looks great as well. It's nice to see people pushing with alpha transparency.
I still don't really like the USAS-12, but it's okay.

You get a download, which is more than I can say for many other mods. Good job.
Title: Re: LandWarrior 2.0
Post by: jrgp on June 14, 2007, 01:53:53 am
I love that new precipitation. The gosteks look great. Still can't figure out how you got a health indicator above each players head if desired, but it looks great ;)



edit: did you create those health indicators by modifying the gore graphics that latch on to the gostek?
Title: Re: LandWarrior 2.0
Post by: Dairy on June 14, 2007, 03:53:29 am
Not bad...but some guns are little weird. I mean the size of somes and shading is a little weird...the colors ain't too realistic for me maybe it's because of the zoom. Could you upload no-zoomed picture of interface guns ? (In-game)....

...and gosh ! Scout without scope ? Original but I find it unussual...

And some guns lack on the real bright and real shading...as they are from metal they could have some more shading. Maybe I'm wrong it's just me and my opinion.
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 14, 2007, 05:32:15 am
And some guns lack on the real bright and real shading...as they are from metal they could have some more shading. Maybe I'm wrong it's just me and my opinion.
I agree, like the glock. It seems to plain for a glock, it just seems like a generic, "Look ma! I made a pistol!"
Title: Re: LandWarrior 2.0
Post by: Taehl on June 14, 2007, 06:11:15 am
xtishereb:
Yeah, I saw that I could use alpha transparency and had a field day  ;D

jrgp:
For the health indicator, look at the gostek's morda (head) and ranny morda (bloody head) images. The morda is apparently hard-coded to fade from normal to ranny in direct proportion to the soldat's health.

Dairy:
To see it unzoomed, just look at the image directly (this won't work on the other pics, though): http://selfmadespirit.googlepages.com/weapons.png
As for the scope-free Scout, well, I needed some kind of rifle with no scope to fill the 'medium range sniper' role, and the Scout looked good.
And as for the guns' brightness and shading levels, I tried to stay as close as possible to my source pictures. You think I should artistically deviate?

mxyzptlk:
I admit that the Glock is not the best gun in my mod, but I mean, those things don't exactly have lots of details for me to show, neh? If you can show me a better one, though, I'd be happy to see how I can improve mine.


EDIT) Hey, I just had a new idea about the health indicator, please tell me what you think, everyone!
Imagine that if the indicator, rather than fading from green to red, instead faded from green into nothing? That means that corpses would have no indicator, and if you were near death, you'd have better success at feigning death as well as hiding behind cover.
Title: Re: LandWarrior 2.0
Post by: Bunney on June 14, 2007, 06:33:22 am
Ooo liek the gostucks and the sniper line and the health indicator very much! <3
Good Job!!! :D
Title: Re: LandWarrior 2.0
Post by: Shivorken on June 14, 2007, 06:38:06 am
Like i said before (well i'm pretty sure i did - might have not) don't stick to source images as the guns are exposed to deliberate lighting and some parts are very bright due to that. Also, source images normally won't look good if the colours are directly transported into your own guns as they will be very similar and it won't look as good as what you can do yourself. For instance, your GM is far too bright and it normally has a medium-dark grey colour. The GM you have used must have been photographed under very bright lighting.

An excellent example of a well made Glock (curtesy of Papasurf):
(http://img478.imageshack.us/img478/9799/glock17dv8.jpg)

Shading might not be totally imaculate but the colour and the shape is absolutely perfect in every respect.
Title: Re: LandWarrior 2.0
Post by: -Skykanden- on June 14, 2007, 06:50:18 am
I want to say one thing:

Good, Mod Hallelujah!

Really good job

BUUUT:

 -Error

i can't extract it, have an error on the .zip
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 14, 2007, 07:00:58 am
well, that blows mine to pieces:
Please note that this is the first Ms painted piece that I have shown publicly.
And it shows.


Title: Re: LandWarrior 2.0
Post by: -Skykanden- on June 14, 2007, 07:09:54 am
I don't like that glock, few shades, and bad colours and details remake it
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 14, 2007, 07:25:28 am
I don't like that glock, few shades, and bad colours and details remake it
Mine?

It's just a test.

As I said:
Please note that this is the first Ms painted piece that I have shown publicly.
And it shows.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 14, 2007, 08:46:24 am
Okay, new Glock in LandWarrior 2.1. I'll release 2.1 when it's more than just that, m'kay? I'm taking a second look at the shading of the other guns, too. Anything else?

I'm especially interested in the area of weapon balance. It could take some serious playtesting to reveal everything I've attempted to stash in there. For instance, did you know that if you do it just right, you can use the Nova to kill someone at full health with a single headshot? Did I make it too easy or too hard to pull that off?
Title: Re: LandWarrior 2.0
Post by: -Skykanden- on June 14, 2007, 08:57:24 am
in 2.1 you will change some other weapon... lets put an example... the forces?

im obssesed!
Title: Re: LandWarrior 2.0
Post by: Taehl on June 14, 2007, 09:02:12 am
Damnit, Sky, how many times do I have to tell you that I'm not going to replace the Forces with a DAO-12? You have one autoshotgun. That is plenty. Some of us /like/ dual weapons.
Title: Re: LandWarrior 2.0
Post by: -Skykanden- on June 14, 2007, 09:17:24 am
lol ok i don't will say it again but, can you make one for me?

a dao-12 or a jackhammer, please... i want use it with t the mod (like in the mod you can do with the special thing)

if you can...

thanks.

ah i love the sounds and the usas-12 :D
Title: Re: LandWarrior 2.0
Post by: Temp3st on June 14, 2007, 09:54:35 am
Actually looks quite nice, congrats.

The DAO-12 is uberawesome, and its South African :D
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 14, 2007, 10:18:08 am
o_o


I just played this for the first time...

The balance is perfect.
The flow is perfect.
The speed is perfect.

I can't NOT sing this mod's praises.

This...

Is the absolute best mod on the site.
Everything just WORKS.
Please, no drastic changes.
It would ruin perfection.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 14, 2007, 10:30:53 am
Thank you very much, mxyzptlk. You have no idea how great that makes me feel. ^_^

I made this mod primarily for my own enjoyment. It has all the guns I like, with sounds I like, and plays how I wanted to play Soldat. It's great to know that others enjoy it, too.

Oh, and you're going in my sig now, BTW  ;)
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 14, 2007, 10:44:44 am
Ahh. Testimonials.
Nice tactic.
Title: Re: LandWarrior 2.0
Post by: Temp3st on June 14, 2007, 11:48:43 am
Also played for 1st time now, i must say all ingame things are perfect. But your interface guns could use some improvement.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 14, 2007, 12:21:15 pm
Working on that now. I'll prolly wait a day or two before releasing, though, so I can have more than just a few graphic changes for the next version. But hey, I'd rather have superb gameplay and less superb graphics than have them the other way around, no? Anyone who says otherwise needs to go play Far Cry. Or Doom3.

Heh. Is that considered low? Oh, well.

Anyone notice I replaced the "Bloody Soil" song with a new one? I would have replaced the other two, but Soldat gave me boatloads of errors when I tried.
Title: Re: LandWarrior 2.0
Post by: Chariot on June 14, 2007, 12:40:37 pm
Whoa, did I read that right? You have a health indicator for the enemy, too??
Title: Re: LandWarrior 2.0
Post by: Taehl on June 14, 2007, 02:12:00 pm
Yep. Every soldat on screen has one, if you choose it. You could make it so you only saw the enemies', and not those of your own team, if you wanted. Or vice-versa.

Speaking of which, I still have no comments for whether I should make the indicator fade green to red, or green to nothing.
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 14, 2007, 02:15:54 pm
How about in the next version you have both? It couldn't hurt.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 14, 2007, 02:23:37 pm
Okay, sure. I suppose that means you like my 'Customizable Stuff' idea?
Title: Re: LandWarrior 2.0
Post by: T-Bone on June 14, 2007, 02:48:33 pm
i like the mod, but on the MK.48, i thought that the little doohicky coming off the top was more of a cone
(http://i51.photobucket.com/albums/f398/PhantomPumper11/Mk48.png)


EDIT: Someone may  have said this, but quite frankly this is literally the only thing i noticed that was wrong with the mod. A+ Work! ;D
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 14, 2007, 02:56:12 pm
Okay, sure. I suppose that means you like my 'Customizable Stuff' idea?
Definately.

Best modding idea I've seen.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 14, 2007, 03:25:11 pm
T-Bone:
Nope, the doohickey is a handle, a rod.
(http://world.guns.ru/machine/mk48mod0_3.jpg)

Uh, yea, that one's got icicles hanging off it it and its belt is a solid block of ice. That's a pic from "winter trials" (which it apparently passed). Any wonders why I chose this gun?

And the compliments are very appreciated  ^^


EDIT) Speaking of the Mk. 48, I need a stylistic choice from you guys.
(http://selfmadespirit.googlepages.com/a.png)    (http://selfmadespirit.googlepages.com/b.png)
           A         ... or...         B   ?
Title: Re: LandWarrior 2.0
Post by: xtishereb on June 14, 2007, 05:26:00 pm
A, no doubt about it. Having a rail system makes no sense if you've got nothing on it.
Also, I think you need to redo the clip on the USAS-12's interface picture. It looks bad to me, as I've said before. There shouldn't be any absolute black on the inside of the weapon.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 14, 2007, 05:57:00 pm
Actually, in pic B I meant it to be the hole-filled tube around the base of the barrel that some machineguns have (like it does in the frozen pic), but it doesn't matter. Anyone else have an opinion?

I've been going about and giving /every/ weapon a touchup, mainly making them look less like they're on a showroom table.

I /have/ made the shading more apparent on the USAS-12's drum (to make it look less flat), however, I'm keeping the outline. See, I believe that outlines sometimes deserve to be on the 'inside' of a pic, especially when there's a large gap and/or difference in depth. It's just my style. Merely tracing around the outside of something makes it look, to me, like the outline is just tacked on, isn't integral.
Title: Re: LandWarrior 2.0
Post by: DorkeyDear on June 14, 2007, 08:07:32 pm
B looks... cooler, although I see A more often :)

I just downloaded this mod and MAN! THIS IS PROBABLY... scratch that ...this IS the best mod I have seen before. Dang man, nice job!
Title: Re: LandWarrior 2.0
Post by: Eagles_Arrows on June 14, 2007, 09:24:39 pm
Although I liked the fact that you used UT sound effects, I had to replace some sfx files because they get annoying (like explosion-erg).  I love everything else, though.  Looking forward to the new version.
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 14, 2007, 09:40:39 pm
Try playing this mod on lagrange in R/S with 5 bots (or against 5 players, if there is a server running it)

Is there a server running it?
Title: Re: LandWarrior 2.0
Post by: Taehl on June 14, 2007, 10:29:21 pm
I don't have the slightest clue how to run a server, let alone good bandwidth, if that's what you're asking. If somebody else ran a server, though, that would be very nice.

Eagles:
Heh, nice to see another UT99 fan. You still play it? I'd suggest you do some CTF and INF in LandWarrior for some more nostalgia  ;)
Title: Re: LandWarrior 2.0
Post by: Sir Fragsalot on June 14, 2007, 11:28:31 pm
Looks great, but I can't get it to work.  It works fine in the menus, but once I start a game, the screen goes black and I have to ctrl+alt+delete my way out of it.  I can hear the sound and everything, but there's no piscture.  Please help!
Title: Re: LandWarrior 2.0
Post by: Taehl on June 14, 2007, 11:54:25 pm
This sounds more like a Soldat problem than a problem from my mod. Does regular Soldat run right? Do you have an old video card? Have you tried setting Soldat to use compatability mode? Are you running Windows Vista, or Linux?
Title: Re: LandWarrior 2.0
Post by: Henito Kisou on June 15, 2007, 01:50:30 am
Get off Antialiasing option. One way and common is work.
Title: Re: LandWarrior 2.0
Post by: Shivorken on June 15, 2007, 03:47:17 am
Game play = [(lim x->infinity  (x^2)/(x-1)]/10

your new glock looks LOADS better than your previous =]

keep it up!
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 09:06:40 am
Glad you enjoy the mod ^_^

As per suggestions, I've gone and made overbright guns (and parts) darker, less matte, and have slight color variation to help remove the 'fresh-out-of-the-box' and 'on a showroom table' look (as well as "the guns are all grey" (but don't get me wrong, they /are/ still grey. Just less completely grey)).

So you guys wouldn't like any more balancing to gameplay to be done? Even the GM-94 is okay?

Oh, and if anyone wants a suggestion of what they'd rather have instead of the bomb, feel free. The fact bots can't use it right bugs me. But, then again, it /is/ bizarrely satisfying to use it. But even so. Perhaps a small mortar?
Title: Re: LandWarrior 2.0
Post by: -Skykanden- on June 15, 2007, 09:21:58 am
GM is really great, the sounds are amazing!

I don't like one thing of TRG-22, have the same sound of the Ruger 77 of the real game and the Benelli Nova is really similar :/
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 09:56:02 am
Actually, I didn't use any of Soldat's original weapon sounds. Are they similar? I just grabbed and remixed things in my library that sounded good to me.

Oh, and BTW, the healthbar fading to transparent idea doesn't work (apparently ranny morda is just drawn on top of regular morda) so that won't be an option. Sorry.
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 10:09:42 am
What you could do is not have the green blot on top of morda, but have ranny-morda have a red blot; it would be the opposite of what you were thinking (transparent to red), this time, a red blot appears above all wounded figure, marking them for easy kills.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 10:12:58 am
Uh, I was wanting the /opposite/ of that, to give an /advantage/ to wounded players. Yes? I mean, it would be nice to have a little bonus in the stealth department if you're gonna die in one hit.
Title: Re: LandWarrior 2.0
Post by: -Skykanden- on June 15, 2007, 10:22:43 am
Well but the game play is really nice and i love play with it, the sounds are really amazing, and the gosteks more :D
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 10:35:21 am
Uh, I was wanting the /opposite/ of that, to give an /advantage/ to wounded players. Yes? I mean, it would be nice to have a little bonus in the stealth department if you're gonna die in one hit.

Good thinking, I wasn't aware that was your intention when I read about it at first.
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 15, 2007, 10:56:03 am
So you guys wouldn't like any more balancing to gameplay to be done? Even the GM-94 is okay?

Oh, and if anyone wants a suggestion of what they'd rather have instead of the bomb, feel free. The fact bots can't use it right bugs me. But, then again, it /is/ bizarrely satisfying to use it. But even so. Perhaps a small mortar?
I was honestly suprised how well balanced the gm-94 was. The extremely sharp arc and prefire delay take away any advantage that having three shots would have. It is still incredibly useful though. If you want to consider any weapon for rebalancing, consider the USAS. I can just plow through enemies with it.

the bomb... Yeah, a small mortar would work.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 11:40:14 am
Actually, the limited range of the GM-94 was inspired by the fact that the gun was designed for urban, short-range encounters (hence, it fires HE rounds instead of Frag rounds).

Anyway, I've been looking up mortars. This (http://www.army.mod.uk/equipment/pw/pw_lm.htm) is about the only decent thing I could find, but meh. I was thinking: Since secondary weapon 4 (LAW / SMAW) requires you to be crouched or prone, wouldn't it be a better thing to change into a mortar, and move the SMAW to the bomb's slot (since you can fire a SMAW whilst standing)? But then again, a SMAW and a mortar would be rather boringly similar.

So I'm thinking, perhaps it would be best to replace the SMAW with a mortar (since you can't limit the angle of fire, you could use a mortar just like the SMAW), though I wish I could find a more modern mortar. And I still end up with the question of what to do with the bomb.
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 11:47:31 am
Did that for another mod of mine; an interesting thing to note would be that if you set the velocity to a low figure (forcing the player to arc the shot like a real mortar) the missile is often bugged and does no damage, even on a direct hit (not sure if I had to set the damage to an extremely high figure to circumvent though). If you make the velocity a bit higher, then most people would use it as a direct shot weapon. You decide though, that's just my experience. =\ Perhaps they fixed the low-velocity missile bug in 1.4.1.
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 15, 2007, 11:51:20 am
Isn't the GM like a mortar anyway? Do we really need another arced explosive?
Another idea for 'Saw...

Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 11:55:23 am
Like that healing gun? http://www.soldatforums.com/index.php?topic=14244.0
Title: Re: LandWarrior 2.0
Post by: T-Bone on June 15, 2007, 12:11:54 pm
i actually just found one, possibly two problems that just showed up on the mod for me. It could be me being stupid, but I'm not sure. 

First:  When you throw the M79 (GM-94), it disappears.  You can still get it off the ground, but it is completely invisible till then. I think this is probably an error with me installing the mod, but still.

Second: I noticed when you throw the force x2, that they turn into normal deagles in mid air. Yet again i bet this is my fault, but if it isn't i thought it should be addressed.
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 15, 2007, 12:15:15 pm
Like that healing gun? http://www.soldatforums.com/index.php?topic=14244.0
Yeah, a healing gun would work.
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 12:18:20 pm
T-Bone, I haven't D/L'd LandWarrior yet but it sounds to me like some files are missing or were inadvertantly neglected...

Check if the graphics "m79.bmp" and "m79-2.bmp" are empty. If they are, copy "M79-clip.bmp" and "M79-clip-2.bmp" into them.

As for your Force pistols, the graphics for n-desertegle and n-deserteagle-2 must have been neglected; you can copy deserteagle and deserteagle-2 into them for now.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 12:37:01 pm
mxyzptlk:
No, I've figured out how to make the 'nade launcher and the mortar work /very/ differently. The launcher is a short-range support weapon (for thinning the enemy ranks and firing over hills), and the mortar will be a long-range (max range of 1.5 screens) suppression weapon (force the enemy to move to cover or attack before they're ready).

espadon & mxyzptlk:
If you read a little further in that thread, you would have seen what I had to say about that idea:
Just keep in mind that friendly fire must be on, and that bots don't understand the idea very well... My mod used to have a healing tool, but my bots always tended to promptly blow my face off with a shotgun after I'd healed them (they think you're hurting them, so they retaliate).

T-Bone:
GM-94 and Forces ground-image both fixed - thanks for finding those, I hadn't noticed!

espadon (again):
Yea, I just figured it out before you said that. Thanks for the help, though!



In other news, the mortar is surprisingly fun. The SMAW will be replaced. Don't fret, though, I won't stop you from using the mortar like a rocket launcher, however... Let's just say it'll be even more effective if used like a mortar...  ;)

So... Anyone know of a modern, good-looking mortar?
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 12:51:17 pm
Okay, thought this mod was actually Online-capability oriented (not like mine lol).

Not much about mortars though, they're pretty much all metal tubes.
I like this one: Looks like a US M252 81mm mortar:
(http://www.pacom.mil/forum/Winter_98/images/cobra.jpg)
(http://upload.wikimedia.org/wikipedia/en/9/94/M252_mortar_usmc.jpg)
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 01:06:45 pm
Online capability? Heh, if online is fun, that's a great bonus. This mod, first and foremost, is for me, and I don't have a connection capable of online play  :P

That M252 looks quite nice, but it's served by five people... Anything out there which only one or two people can operate?
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 01:09:50 pm
The other US modern/cold war mortar just looks like a PVC pipe and any mortars of calibers below that are from WWII, unless you also look in grenade launchers, which I think you don't want to do. Didn't find any pictures for foreign small mortars, but I can look into it.

5 man mortar...meh, if you can use a minigun like it was a BB rifle, then I think you could man a 5-man mortar by yourself lol.
Title: Re: LandWarrior 2.0
Post by: ChromedGun on June 15, 2007, 01:11:13 pm
When you say its served by 5 people, do you count in that guy in the background who looks lost or is there anyone outside the picture? =P The guy to the left doesn't seem to do anything either, lol.



Ontopic: I tried your mod and it confused me. Most of the guns pretty much look the same and operate the same. When it's about your mod, I'm like the guy in the background @ the mortar picture, I'm all puzzled and outside the action.
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 01:12:08 pm
No, 5-man mortar is right, look it up on Wikipedia. it says the M252 is a 5-man mortar :P
Title: Re: LandWarrior 2.0
Post by: PaFel on June 15, 2007, 01:22:46 pm
Long time ago I was lookin for one-man US mortar for Soldat I didn't found any BUT I found that theres UK production mortar (~40-50mm) that's used by one men. Try to find it at Wikipedia.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 01:23:07 pm
ChromedGun:
Soldat has a good formula for gun balance, which I borrowed from. I, however, pushed the guns each more towards specific niche roles, and tried to make it so that each one had a weakness that could be exploited by some other gun. While the MP7 has good damage and low recoil, it's not got much range. The Forces, XM8, or Scout would generally defeat it. On the other hand, /those/ guns can be defeated by the Tar-21, Nova, and Forces, respectively. And so on and so forth, until you have a chain of advantage/disadvantage that spans every gun and returns to where it started. That, for me, is balance.

EDIT) [/poetry] Or, at least, that's what I was/am trying for.
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 15, 2007, 02:27:32 pm
People think that balance is everygun being able to defeat every other gun, but what you described is true, theoretical, balance.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 02:55:17 pm
I found a mortar to model mine on. I shall explain how my mortar works:

* You have to be crouched or prone to use it
* You can use it like a rocket-launcher and fire it on a fairly flat line, if you really want.
* However, it fires cluster 'nades. This means that if you fire it straight, you only get one explosion. If you fire in an arc, however, you get a spread of explosions.
* Max range is about 1.5 screens.
* Before you can fire, you must deploy it (done by holding fire, takes about 3 seconds). Deploying and undeploying (which is instant) have specific sounds.
* Once deployed, it stays deployed until you release the mouse button. This means you can fire faster, since you don't have to deploy it again, but means you are fairly immobile.
* The more you fire without pausing, the more inaccurate your shots get.
* It tends to toss bodies around like the WW2 trench mortars did (except the bodies' clothes stay on, though  ;) )
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 03:39:16 pm
Taking advantage of the autofire feature that is thankfully part of the LAW, eh? Not too shabby. Great idea with the cluster; I can see that it'll works just like the mortar in Worms. Hit the ceiling, and you'll rain down bomblets. Hit the ground, they'll still be hit with bomblets. Direct-fire is still possible and can be extremely powerful if aimed right (and it gets more accurate when shot onto an uphill slope) but there's a definite minimum range... Wise use of the cluster, Taehl.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 03:48:08 pm
Thank you kindly. As for hitting the ceiling, though, it seems Soldat always aims the bomblets upwards, meaning it doesn't rain. But I think it'll work well, so long as you don't try to use it in a map with a low ceiling.
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 04:27:55 pm
No, it scatters down when it hits the ceiling -- I've done extensive testing with cluster-firing weapons.

Or was that a 1.3.X feature?
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 05:01:28 pm
EDIT) Wait, I think it has something to do with speed. I just tweaked the speed (can't remember which way) of the thing, and all of a sudden it works as you said :D
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 05:38:12 pm
Oh, neat. Glad I could help. ^^
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 08:02:37 pm
Okay, the mortar is fully implemented and, I think, balanced. I still need to know what to do with the chainsaw/bomb, though.

(http://selfmadespirit.googlepages.com/mortar.png)
(Looks rather sci-fi-ish, I know. It's mainly because of the computer sight (and because the sight is near the end, since it's not telescoped).)

EDIT) Updated the pic.
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 08:08:16 pm
Wait, did you put that image upside down? Looks to me the base plate (on the left) is facing to the upper left, which doesn't make sense for a mortar...
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 08:21:41 pm
Actually, that one has no baseplate attached. If there was one, it'd attach to that nub on the bottom-left. Should I add one?

And good news, LandWarrior players:
LandWarrior is getting a server!

My friend has offered to host a server for us. It'll be up shortly, if you all want one. He would also like to know what maps should be run (if it's not an official map, please provide a link).
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 15, 2007, 08:40:50 pm
Will it be hosted in the US?

Some maps:
Lagrange, Arena, and Ratcave, if it's DM
B2b, Ash, And Voland if it's CTF.
Title: Re: LandWarrior 2.0
Post by: Espadon on June 15, 2007, 08:44:45 pm
Actually, that one has no baseplate attached. If there was one, it'd attach to that nub on the bottom-left. Should I add one?

Yes, otherwise it seems more like an odd stinger missile system.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 09:27:14 pm
Okay, how is it now? (pic was updated)

And yes, eastern US.
Title: Re: LandWarrior 2.0
Post by: T-Bone on June 15, 2007, 10:56:06 pm
so how you said you fixed the deagles and m79 thing earlier, do i have to re-dl it and all or what?
Title: Re: LandWarrior 2.0
Post by: Taehl on June 15, 2007, 11:04:39 pm
It's fixed in version 2.1. However, I'll attach a zip with the proper files to tide you over until then.
Title: Re: LandWarrior 2.0
Post by: Hello There on June 16, 2007, 12:42:17 am
This is the best mod i have ever played. I did find one fault however;

While wearing dog tags, looking in the direction labeled "right" you seem not to be wearing dog tags on a chain, but instead of a dog tag there seems to be a cigar. Lol.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 16, 2007, 01:09:48 am
Uhh, wow. Strange. You're right, the camo gostek had a cigar instead of a dogtag when facing one way. Fixed.

Skykanden, what did you do that for?
Title: Re: LandWarrior 2.0
Post by: -Skykanden- on June 16, 2007, 02:07:19 am
What i did?

i dunno of what are you talking about

what i can do?
Title: Re: LandWarrior 2.0
Post by: Taehl on June 16, 2007, 05:54:17 am
I've already fixed it. I was just wondering why you did that in the first place.
Title: Re: LandWarrior 2.0
Post by: Espadon on June 16, 2007, 09:31:54 am
Okay, how is it now? (pic was updated)

Excellent.
Title: Re: LandWarrior 2.0
Post by: xtishereb on June 16, 2007, 04:28:09 pm
If you're looking for a good idea for a LandWarrior server, try doing a Team Match in CTF maps. This would simulate two enemy factions fighting each other after being deployed. They would then search through the map and try to eliminate all resistance. You could turn on Survival mode, if you wanted to. Maybe make a script which ends the round every two minutes.
I think you can get this done by just futzing around with the map list and game mode settings of the server. I know that it can be done manually with the /gamemode command.

Sounds like the new version is going to be great. I've yet to play offline with this, but it works nicely online. My complaints are sound-effect related.
Otherwise, the presentation of the mod is great. I like the "Customizable Stuff" folder and of course, the interface with the information is probably the coolest part of the mod.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 16, 2007, 06:38:19 pm
Thanks for the server suggestion. I passed it along, and it does sound like fun.

Sounds:
* Fixed. Thanks for notifying me.
* I like the suggestion about radio calls for the sounds, however, I don't have any way to produce them, and can't find any that would work for it. And I don't really like the SF sounds. I would definitely use new ones if I had some I like, though.
* I do? Could be. Think I added the "Counter-Life" mod's sounds to my library at one time. However... This "uhpph" you like... Honestly, big bass-filled sounds in sniper rifles (and revolvers) bug me. Also remember that the Scout, Mk.48, and TRG-22 all fire the same round - it wouldn't make sense to have one of them sound radically different.

EDIT) Okay, I've got something. What would you guys think if I made a batch of sounds like the one attached? It's several HL2 sounds hacked together (if you can't tell what is being said, it's "sector overrun, repeat, sector overrun, go active and intercept."), but it's better than UT capture sounds... Plus, I think it sounds damn cool.
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 16, 2007, 09:21:49 pm
* I do? Could be. Think I added the "Counter-Life" mod's sounds to my library at one time. However... This "uhpph" you like... Honestly, big bass-filled sounds in sniper rifles (and revolvers) bug me. Also remember that the Scout, Mk.48, and TRG-22 all fire the same round - it wouldn't make sense to have one of them sound radically different.
But the sniper fires it at a much higher velocity, thus the more powerful sound.
Beside, it just doesn't sound right for a sniper to sound like an assault rifle.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 16, 2007, 09:45:24 pm
But we're talking the 7.62 round, which /is/ used for some assault rifles. Furthermore, 7.62 travels at 11m/s SLOWER than 5.56, the standard assault rifle round! Its greater mass is what makes it better for long ranges.

By your logic, then shouldn't I make the assault rifles have more "umpph" than the sniper rifle? ;)
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 16, 2007, 09:57:56 pm
But the sniper rifle is designed for high power, as opposed to assault rifles being designed for automatic fire.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 16, 2007, 11:18:29 pm
I could start a long, dry, academic debate dragging from military doctrine to physics to acoustics, but I'll save us all with something much simpler:

This is my mod, which I make, above all, for myself. I prefer the sound it has now, so that'll remain the official one. Feel free to change yours, but I'm keeping this one over the one you offered.
Title: Re: LandWarrior 2.0
Post by: iDante on June 16, 2007, 11:20:30 pm
I've started to use this and I have to say that it is one of the best mods I've played. Really nice looking and it feels nice.
And yes, maybe make the sniper rifle have a bit more of a bang, it feels more right...
Title: Re: LandWarrior 2.0
Post by: fuzz+strat on June 17, 2007, 02:26:10 am
And no line on the sniper rifle? :(

nvm  ;D
Title: Re: LandWarrior 2.0
Post by: Taehl on June 17, 2007, 10:38:29 am
Okay, thought I'd tell you all that I have the mortar (an M224) balanced nicely. A key part of this is that you only get to fire six shells from it before you have to 'resupply' - which takes 30 seconds of holding the empty mortar. This should deal with any potential spammage issues, especially in large team games. I think the mortar will add a bit of fresh air to Soldat team games - especially that popular type called 'trench wars'.

No comments on that sound I posted a little while back (http://www.soldatforums.com/index.php?action=dlattach;topic=15852.0;id=7996)? If you guys would prefer sounds like that for CTF and INF, I'll make a batch of them.

And I'm still trying to think of what to do with the bomb... I figure I'll release an update when I have it replaced.
Title: Re: LandWarrior 2.0
Post by: Bunney on June 17, 2007, 11:11:08 am
Hmm i have just 1 question...how do i use that red sniper line? i dont know in wich folder it is and what the name of that file is..so lol could u pleas help?
Title: Re: LandWarrior 2.0
Post by: Taehl on June 17, 2007, 11:15:19 am
It's [modname]/Interface-gfx/sight.bmp (or .png). It happens to be the only file that I know of in that directory which can be changed without needing to overwrite the file in Soldat/Interface-gfx.
Title: Re: LandWarrior 2.0
Post by: Temp3st on June 17, 2007, 12:07:48 pm
Also the usas is a bit funny online, the sounds not right
Title: Re: LandWarrior 2.0
Post by: Taehl on June 17, 2007, 12:15:17 pm
What do you mean? How is it different from singleplayer?
Title: Re: LandWarrior 2.0
Post by: Temp3st on June 17, 2007, 12:18:43 pm
I meant that it feels strnge carrying a massive auto shotty but actuall using a minigun, the sounds just don't match.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 17, 2007, 12:26:40 pm
Wait, do you mean that you're playing on a server that isn't running LandWarrior? That because of that, the USAS fires like the minigun, but still sounds like the USAS?

I can't control how guns work on any server that isn't running my mod. My best suggestion is to ask the server admin to consider running LandWarrior. If that fails, you could copy over the regular Soldat minigun sounds (minigun-empty.wav, minigun-end.wav, minigun-fire.wav, minigun-reload.wav, and minigun-start.wav).

And if you're trying to suggest I change the USAS to a minigun of some sort, the answer, plain and simple, is "no, sorry".
Title: Re: LandWarrior 2.0
Post by: Temp3st on June 17, 2007, 12:38:51 pm
Lol, yes its just the sound really, anyway, it would be nice if there were Landwarrior servers...
Title: Re: LandWarrior 2.0
Post by: Taehl on June 17, 2007, 12:47:04 pm
I did say some posts ago that there would soon be an official LandWarrior server, hosted by my friend Ensayia. We're still taking map suggestions.
Title: Re: LandWarrior 2.0
Post by: imacheater2k7 on June 17, 2007, 02:17:27 pm
Whoa! This is the best mod ever!!! It was worth the wait with my crappy dial-up. You made Soldat better than ever! Looking forward to your newest release. Thanks.
Title: Re: LandWarrior 2.0
Post by: Sir Fragsalot on June 17, 2007, 04:43:14 pm
Get off Antialiasing option. One way and common is work.
This sounds more like a Soldat problem than a problem from my mod. Does regular Soldat run right? Do you have an old video card? Have you tried setting Soldat to use compatability mode? Are you running Windows Vista, or Linux?
Turning of antialiasing didn't work.  Soldat runs fine without the mod, and I'm running Windows XP.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 17, 2007, 05:33:52 pm
What about your video card? Is it stupidly old? Is it an ATI? Have you bothered testing my mod on Soldat with various backbuffer and/or troubleshooting options enabled?
Title: Re: LandWarrior 2.0
Post by: Sir Fragsalot on June 17, 2007, 06:29:57 pm
My video card is not old.  Does your mod have different hardware reqs than unmodded Soldat?  ???  What setup settings do you use?
Title: Re: LandWarrior 2.0
Post by: Bunney on June 18, 2007, 02:01:22 am
It's [modname]/Interface-gfx/sight.bmp (or .png). It happens to be the only file that I know of in that directory which can be changed without needing to overwrite the file in Soldat/Interface-gfx.

Thnx :D
Title: Re: LandWarrior 2.0
Post by: Taehl on June 18, 2007, 11:16:02 am
As far as I know, it's impossible for a mod to make Soldat require different specs, unless you have an ancient card which might not like alpha-shading, but then again, default Soldat uses alpha-shaded bullets.

From my soldat.ini
Code: [Select]
[GAME]
Fullscreen=1
Debug_Mode=0
Console_Show=1
Console_Deaths=1

[GRAPHICS]
Adapter=1
Color_Depth=32
Refresh_Rate=High
Dithering=0
Swap_Effect=1
BackBuffers=2
Interface_Status_Alpha=200
Gradient_Background=0
Compatibility=0
Antialiasing=1
Texture_Filter=3
Software=0
Bonus_Colors=1
Max_Particles=557
Bullet_Trails=1
Player_Indicator=0
Sniper_Line=1
Weather=1
Interface=Default
Smooth_Edges=1
Window_Resize=0
Screen_Width=640
Screen_Height=480
Resize_Filter=3
Gamma=100
MiniMap_Transparency=230

And I still can't think of anything to replace the bomb... Nobody has any ideas?
Title: Re: LandWarrior 2.0
Post by: xtishereb on June 18, 2007, 04:49:35 pm
For a chainsaw replacement, how 'bout a sawed-off shotgun? It would fire 4 or 5 shotgun blasts rapidly at a low speed and the chainsaw-fire image could be the muzzle flash. I haven't tried it, but in theory it should work.
Or, just make some kind of heavy melee weapon. Some kind of tazer, maybe?
Title: Re: LandWarrior 2.0
Post by: Taehl on June 18, 2007, 05:26:41 pm
As for a taser, what would it do? Aside from sounds and graphics, how could it be so different from the knife? I'd seriously consider it if I could make the ragdolls of tasered soldaten dance around (like the super gravity gun of HL2 does to victims), but I can't.

The shotgun idea, though... Sounds /much/ better than the bomb to me. Anyone second it?

EDIT) If we're going with the sawn-off shotgun (or "entry shotgun", this mod being a military one  ;) ), I'd use one of these:

(http://upload.wikimedia.org/wikipedia/commons/thumb/d/d0/Sawnoff.jpg/350px-Sawnoff.jpg)
Generic sawn-off double-barrel

(http://world.guns.ru/shotgun/ithaca37st.jpg)
Ithaca 37 'Stakeout'

(http://world.guns.ru/shotgun/rem870mcs_10.jpg)
Remington 870MCS


Vote for which you like better. Or for another one. Or for keeping the bomb. Or for other suggestions, whatever. The only downside of a shotgun is that Soldat will force it to be automatic, rather than semi-auto, but I'd make the refire rate be appropriate. This wouldn't pose any problem for a double-barrel, though, since I'm tricky, only a slight problem for the single-barrel with a magazine shotguns.
Title: Re: LandWarrior 2.0
Post by: fuzz+strat on June 18, 2007, 08:01:24 pm
Just thought I'd mention: This is my #1 mod. Absolutely great job, Taehl.

A recommendation: The Glock sounds like a pop gun. Could you give it a little more authority? :D
Title: Re: LandWarrior 2.0
Post by: Espadon on June 18, 2007, 08:02:58 pm
I'd vote for the bomb. Sawed off, in my view, just doesn't work right because of how the chainsaw has a kill-entity thing, like the M2. The only way to increase the range past melee before the bullets disappear is to increase the speed, which, with shotguns, automatically increases throwback recoil...
Title: Re: LandWarrior 2.0
Post by: Taehl on June 18, 2007, 08:36:29 pm
Thanks, fuzz. Accolades are very good for my low self-confidence. to show my appreciation, expect the Glock to sound a little less wimpy in 2.1.

Espadon:
I thought the same about the cutoff, but it apparently doesn't affect shotgun bullets. Try it yourself. When I offer to add something to my mod, it usually means that I've already given it a rough test.
Title: Re: LandWarrior 2.0
Post by: Espadon on June 18, 2007, 08:43:12 pm
All right, thanks for the correction. I had tested it out with explosive entities and bullets before, but not birdshot, so I just made the assumption. No jetpacks then?
Title: Re: LandWarrior 2.0
Post by: Taehl on June 18, 2007, 08:47:03 pm
From what I have now? Not at all. As a matter of fact, to emphasize its CQB state, it'll fire shot at around speed 100 (even slower than normal shot from the Nova and USAS).
Title: Re: LandWarrior 2.0
Post by: Espadon on June 18, 2007, 08:49:59 pm
Sorry, I didn't mean jetpack as a verb. I was just trying to brainstorm other ideas for a bomb replacement (which I think is not really necessary). I was thinking of a short-range jetpack, not too fast, not too much fuel "ammo."
Title: Re: LandWarrior 2.0
Post by: Taehl on June 18, 2007, 08:56:08 pm
I see. No, I don't like that idea too much, sorry. I'd wanted to perhaps have "extra nades" instead of the bomb, but the cutoff dealt with that quite neatly (that is, quite messily).
Title: Re: LandWarrior 2.0
Post by: mxyzptlk on June 18, 2007, 09:26:04 pm
A sawn off would work very, very well as a replacement. The zombie bots I have would like it as well.
Title: Re: LandWarrior 2.0
Post by: Dev1200 on June 18, 2007, 11:33:54 pm
Does this work with 1.4? >_>
Title: Re: LandWarrior 2.0
Post by: Bunney on June 19, 2007, 03:58:36 am
Does this work with 1.4? >_>

Yes. Its even re-made after 1.4 came out.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 20, 2007, 08:15:59 pm
LW2.0 was originally made to convert the old version to 1.4... In the process, though, I decided to upgrade it, too. And in the process of /that/, I decided to remake most of it, for sake of quality.

But yes, it's made for 1.4.

Date Posted: June 19, 2007, 12:50:49 PM
Minor update here. Due to the way that the chainsaw is coded, I decided to go with the double-barrel sawn-off. I'm close to releasing LW2.1, all that's left is to try to figure out how to make the chainsaw's sound work right (which is suprisingly problematic).

To help tide you to release, I've attached the interface graphic of the sawn-off.
Title: Re: LandWarrior 2.0
Post by: flyingeagle1990 on June 20, 2007, 08:57:50 pm
idk why, but ur mod greatly improved my game. grade A work, man :D
Title: Re: LandWarrior 2.0
Post by: Bunney on June 21, 2007, 05:56:38 am
That Sawn of shotgun looks realy nice altough on the back at the wood, the light interfal is a bit to big.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 21, 2007, 01:14:20 pm
I concur. Fixed. Still trying to make the sounds for it work, though.
Title: Re: LandWarrior 2.0
Post by: Sir Fragsalot on June 21, 2007, 01:56:56 pm
It's still not working, even with the settings you gave me.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 21, 2007, 02:51:01 pm
Then I'm afraid I don't know what to tell you. Either something in your computer isn't right, or your installation of Soldat isn't right.
Title: Re: LandWarrior 2.0
Post by: Sir Fragsalot on June 21, 2007, 03:19:11 pm
maybe i should just reinstall landwarrior...
Title: Re: LandWarrior 2.0
Post by: Taehl on June 21, 2007, 03:57:52 pm
Try reinstalling Soldat if that fails.
Title: Re: LandWarrior 2.0
Post by: Doktor_Joint on June 22, 2007, 12:45:00 pm
I just love sniper line from this mod. Btw, could you make bright green one too? :Plike this
Title: Re: LandWarrior 2.0
Post by: Taehl on June 22, 2007, 03:52:01 pm
Whatever, sure. I'll make a half dozen colors and stuck it in Customizable Stuff. Sound good?
Title: Re: LandWarrior 2.0
Post by: Bunney on June 23, 2007, 07:30:21 am
Whatever, sure. I'll make a half dozen colors and stuck it in Customizable Stuff. Sound good?

Yes! Pink! :D
Title: Re: LandWarrior 2.0
Post by: Doktor_Joint on June 23, 2007, 09:02:19 am
Whatever, sure. I'll make a half dozen colors and stuck it in Customizable Stuff. Sound good?
would be great :P
Title: Re: LandWarrior 2.0
Post by: Radical Terrorist on June 23, 2007, 05:34:51 pm
Looks like a beaut. Downloader.
on a rating, 6/5
Title: Re: LandWarrior 2.0
Post by: Shivorken on June 23, 2007, 08:31:57 pm
Sexy sawn off. The wood looks very shiny =]
Title: Re: LandWarrior 2.0
Post by: MAGRIMAN on June 25, 2007, 06:50:23 pm
(http://img222.imageshack.us/img222/6555/glock17nb3.png)

I guess.It is a..Eamm..Glock.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 25, 2007, 09:19:47 pm
... What now? I've never seen a pistol that looks even remotely like that. And why do you post it in my mod's thread?
Title: Re: LandWarrior 2.0
Post by: MAGRIMAN on June 26, 2007, 06:51:20 am
I was thinked it helps you.
Title: Re: LandWarrior 2.0
Post by: Taehl on June 26, 2007, 07:05:26 pm
But my mod only uses real weapons. And I've already improved the Glock.

Also, LW players, I need a decision from you guys. I can either keep the bomb, or I could switch to the sawn-off shotgun. The shotgun, however, will have a slight bug due to how Soldat is coded: its fire and reload sounds will only play as long as you keep the fire button held down.
Think the shotgun is worth an unavoidable sound bug?
Title: Re: LandWarrior 2.0
Post by: Espadon on June 26, 2007, 07:48:37 pm
No, sawnoff sound bug will taint the neatness of LW.

And who's the lamer that goes around giving good mods bad ratings? Gave this a 5 to balance it back to 4.  :-\
Title: Re: LandWarrior 2.1
Post by: Taehl on June 30, 2007, 08:46:12 pm
2.1 is out, enjoy.

Graphics are slightly improved, the SMAW became a mortar, and the bomb is staying because I couldn't make a shotgun's sound work right in that slot.
Title: Re: LandWarrior 2.1
Post by: mxyzptlk on June 30, 2007, 09:34:18 pm
Sweetness!  ;D

I'm sure I'll enjoy the hours of play I get out of it!
Title: Re: LandWarrior 2.1
Post by: [david] on July 01, 2007, 08:03:19 am
Groovy! Thanks very much!
Title: Re: LandWarrior 2.1
Post by: Bunney on July 01, 2007, 09:56:23 am
GJ Taehl!!!
Title: Re: LandWarrior 2.1
Post by: Temp3st on July 01, 2007, 10:21:47 am
Love the mod, would like to hear a more powerful sound for barrett and some improved shading for all guns though...
Title: Re: LandWarrior 2.1
Post by: Bunney on July 01, 2007, 10:36:00 am
i changed the sounds, cuz the sounds in this mod are loouuudddd :P
Title: Re: LandWarrior 2.1
Post by: Temp3st on July 01, 2007, 11:22:49 am
No, i just want to see improved guns, they look too basic and the shading is too... chrome
Title: Re: LandWarrior 2.1
Post by: xtishereb on July 01, 2007, 04:40:12 pm
... would like to hear a more powerful sound for barrett ...
Taehl won't put this in because it fires the same round as other weapons in the mod. I tried to get him to replace the AK-47 fire sound from Counter-Strike with something actually bolt-action, but to no avail.

This mod will probably look crappy on my laptop, but then again, all mods do. So I'll download it and check out the changes. I bet those Half-Life 2 sounds will be cool.
Title: Re: LandWarrior 2.1
Post by: Taehl on July 01, 2007, 07:17:21 pm
Nyeh. Also be sure to do a /mercy (or check the customizable stuff folder), since I have new sounds for that, too.

EDIT) Huh. Replied to some message, and the message spontaneously disappeared.
Title: Re: LandWarrior 2.1
Post by: -Skykanden- on July 04, 2007, 10:10:11 am
I like the upgrades :D

the mortar... well looks like.... like.... i don't know, but me don't likes a lot

good job in the others

Taehl = Mod balancing Master

Edit: Why you don't upgrade the kitchen knife (joke)
Title: Re: LandWarrior 2.1
Post by: mxyzptlk on July 04, 2007, 02:02:58 pm
Nyyhg....

I don't know. I don't really like the morter, the start up time is horrendous... it just punishes you too much.
It feels like you played with the balance too much, it's just not as smooth.
Title: Re: LandWarrior 2.1
Post by: Taehl on July 04, 2007, 07:42:57 pm
You're only attempting to use it in team games, right? It would be horrible for deathmatch. It was meant for use in situations where there would be lots of enemies in an area (especially if they're camping). I found that in 6vs6 CTF games, I could sometimes keep up with the bots kill-wise. Remember that the mortar is a support weapon. You're meant to be assisting people in front of you, while they make sure you're safe.

Also remember that it's a secondary weapon, and therefore not quite as good as a normal one :P
Title: Re: LandWarrior 2.1
Post by: Espadon on July 04, 2007, 08:05:10 pm
I think some people have the unshakable LAW thing going on lol.
Title: Re: LandWarrior 2.1
Post by: Blacksheepboy on July 05, 2007, 02:26:58 pm
Sheesh, I could never be a modder...I'm attempting but since I suck at making pixel-art, and the sound editing eludes me as I wouldn't know where to get them, things aren't coming out so great.

Yeah, this looks pretty great... (I'm downloading this right now only since it has gotten such great reviews)
Title: Re: LandWarrior 2.1
Post by: Taehl on July 06, 2007, 12:23:10 am
As for the pixel art: Practice. There's no special secret tutorial on how to do it. You just have to do it over and over, and it'll get better every time you try. I've redrawn all the weapons in this mod (except the mortar) about 6 or 8 times apiece.

As for sounds: Well, I generally get my sounds from old games. I'll play something like Unreal 1, and discover I like some sounds. I'll extract the sounds and put them in a folder that I call my 'library'. Several years of doing this has left me with a few thousand sounds that I can draw from. Not to mention, Google can prolly help.
Title: Re: LandWarrior 2.1
Post by: Freedom on August 18, 2007, 05:09:07 am
I have only 1.2 version xD (from soldatmods.tk)
And it's nice.
I hope this will be nice too ;P

#Downloading#
Title: Re: LandWarrior 2.1
Post by: Taehl on August 19, 2007, 11:17:35 am
Holy crap, you have that hideous old thing? Jeez... Prepare yourself for a whole new (MUCH better) mod.

EDIT) Yea, for anybody who's interested, the old LW is on the last page of the full mods section... It's, uh, gone a long way.
Title: Re: LandWarrior 2.1
Post by: Freedom on August 19, 2007, 02:59:09 pm
Your mod ROX!
New is much better!!

EDIT:

But i don't telling that 1.2 is bad.

EDIT2:

Too much text and stats :-\
Title: Re: LandWarrior 2.1
Post by: Duke on August 20, 2007, 05:31:02 am
I like it a ot... very nice
Title: Re: LandWarrior 2.1
Post by: DonStelz on September 19, 2009, 06:58:03 am
I cannot download it from Filefront
Title: Re: LandWarrior 2.1
Post by: Cyrix on November 21, 2009, 01:39:42 am
I cannot download it from Filefront

Same here. I wanted to add this to my collection too. :(
Title: Re: LandWarrior 2.1
Post by: DarkCrusade on November 21, 2009, 06:15:04 am
For some reason I can´t see the pictures in post #1 but I already know it´s the unbelievable sexiest mod ever created by human being :)


Great work, I hope I helped a little bit with my suggestions :)
Title: Re: LandWarrior 2.1
Post by: Skyancez3o4 on January 26, 2010, 12:27:05 am
hmm filefront is down well, not suprising after 2 year's post though. Well could someone pls repost the link?
Title: Re: LandWarrior 2.1
Post by: L[0ne]R on January 26, 2010, 07:55:11 pm
Can't see the pics either. They seem to be down along with the mod.
Reupload plz?
Title: Re: LandWarrior 2.1
Post by: DarkCrusade on January 27, 2010, 08:06:02 am
I believe I can upload at least the mod, just need to check my other pc.
Title: Re: LandWarrior 2.1
Post by: Taehl on February 08, 2010, 10:55:37 pm
Holy crap, people still care about my mod after all this time? Well, I can't disregard that honor...

LW 3.0 will be released within the hour. This new version may be a little rough, but it's better than 2.1 and I figure you guys don't want to wait any longer for it. ;)
Title: Re: LandWarrior 3.0!
Post by: Skyancez3o4 on February 09, 2010, 12:13:12 am
Rofl, aww no, I just wanted to check some random pages and came along with this mod. Judging by people's responses and your description, it looks great so it would be cool to try it.(im not saying it's bad if anyone thinks i'm thinking this way). Haha 2 years is long. ;D
Holy crap, people still care about my mod after all this time? Well, I can't disregard that honor...

LW 3.0 will be released within the hour. This new version may be a little rough, but it's better than 2.1 and I figure you guys don't want to wait any longer for it. ;)
Title: Re: LandWarrior 3.0!
Post by: DarkCrusade on February 09, 2010, 01:27:35 am
Holy crap, people still care about my mod after all this time? Well, I can't disregard that honor...

LW 3.0 will be released within the hour. This new version may be a little rough, but it's better than 2.1 and I figure you guys don't want to wait any longer for it. ;)

You. Are. Alive?
Title: Re: LandWarrior 3.0!
Post by: Taehl on February 09, 2010, 01:34:16 am
'Course I am. You of all people should know that. We were PM-ing, remember?
I'd prefer the constructive kind to general dickery, thank you. Remember that this version isn't yet polished enough to release. Please note that the sounds of the TRG-22 are misleading and need to be redone - I'm experimenting on making it /not/ be an instant-kill weapon, and as such it shoots much faster than the current sounds indicate. If you do nothing else, please tell me what you think about it.

[outdated link]

Speaking of which, you never gave me feedback for the 3.0 beta, you. :P
Title: Re: LandWarrior 3.0!
Post by: DarkCrusade on February 09, 2010, 10:15:36 am
Oh yes, hell, I remember. I really never replied.

Or put it the way that it was that great that I couldn´t find enough strenght to even say hello to you.

Or I just forgot it.

Put it the way you want :)
Title: Re: LandWarrior 3.0!
Post by: L[0ne]R on February 09, 2010, 09:58:56 pm
So then.. what about the mod release?
The mod looks very promising, but the link is dead. :S
Title: Re: LandWarrior 3.0!
Post by: Taehl on February 10, 2010, 01:01:54 am
Ack, sorry about that. I updated the first post but forgot to add the DL link! It's now fixed - get it from the first post in this thread.

Also, I'm currently working on version 3.1, which I plan will mainly polish up a few sounds and other minor things. Gameplay in 3.1 won't be changed unless you guys suggest something nice before I can release it.
Title: Re: LandWarrior 3.0!
Post by: Henito Kisou on February 10, 2010, 10:28:33 am
Postmodern mod with oldschool charm. Simply unique, because Landwarrior is what Soldat really is.
Title: Re: LandWarrior 3.0!
Post by: fulro on February 11, 2010, 09:45:42 pm
im looking forward for this project hope u add some new weapon ;D