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Latest Update

Hotfix for Realmod v0.2 is now available! This addresses the issue of the inability to load infantry into the Bradley transport as well as incorrect infantry squad sizes in the single-player campaign.

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Video of Realmod v0.2 in action! NEW!

Video of Realmod v0.1 in action!
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Hotfix for Realmod v0.2

Realmod v0.2 download [Filefront]


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Thought I'd release what I have at the moment so people can see what I've been working on. :D

First of all before I say anything, I would like to extend my personal thanks to Massive Entertainment and all those involved in giving the community an excellent set of mod tools and support. Its a rare sight indeed to see such commitment in making it all happen. The modding efforts we see today will not have been possible without it.

...I guess I should tell you about my mod now. :)





Basically I call it Realmod, my valiant attempt in bringing my dream visions of what I've always felt World in Conflict should be like. In Realmod, you will find I have (and still am in the process of) changing the gameplay to help bring a few new things to World in Conflict.

First of all, I want to help further improve the visual and aural feel of the battles waged within the game. Some of the first steps I've taken include increasing the size of all infantry squads so the player feels like they are in the middle of a real battle with potentially hundreds of men armed to the teeth in military hardware. This is just the first step in a long line of improvements I have yet to implement. I am also in the process of creating some new more aurally impressive sounds that I'm sure will please all who hear them when the battles start raging. :)

My second aim with this mod is to increase the amount of tactical and strategic depth of the gameplay, while keeping it accessible to even the most casual player. You will find that there will be more profound differences between each side's military hardware, and this will really give the game alot better variety. Armour combat in the game will be changed significantly so that ambushes and flank attacks have their expected effect and that players are rewarded for using their head when engaging the enemy. When I feel it improves the game, I will look towards the real-world specifications as guidance. I never however compromise balance in doing so, an unbalanced mod wouldn't be any fun now would it. ;)

I am continually working on this mod, expect future releases of my mod with even more exciting changes and features. ;)

[Edited 20 time(s). Last edit at May 05, 2008 07:08 by Phazon.]

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Jan 11, 2008 18:24

I wasn't able to fully test it by now, but what I saw rocks!
I love the new background, very atmospheric, and the bigger infantry squads are really cool!

Get on with the work, please!

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Jan 12, 2008 02:16

Quote from EPa:
I love the new background, very atmospheric

I spent a fair bit of time on the background for that very purpose, glad to here my work on it did have the effect I was after. From my knowledge I think I'm the first released mod that has implemented a custom background (not that its difficult to do). :D

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Jan 13, 2008 06:41

More tweaks have been made for the next release, along with a few surprises! :)

I've recorded new sounds for the AK-47 and M16 rifles and they are now successfully implemented in-game. They sound very good and really add to the atmosphere when playing the game. I'll be recording and implementing new sounds when I come across suitable replacements to use instead of the default sounds WiC uses.

Here's some screenshots taking during testing, showing off some combined arms effort by NATO infantry and FV510 Warrior APCs.



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Jan 13, 2008 08:06

Sorry if you already answered that,but is there a new single player campaign in your mod?
If not any missions?

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Jan 13, 2008 08:20

Quote from -=1SFOD=-Ikki:
Sorry if you already answered that,but is there a new single player campaign in your mod?
If not any missions?

No I haven't created a new single-player campaign nor any new missions. Those are very time-consuming. In the future I will be adapting my mod to the existing single-player campaign in World in Conflict which will let you use my larger infantry squads and custom vehicles and settings etc.

So far I'm focusing on tweaking the units used in World in Conflict to be more visually and aurally appealing, as well as improving the overall gameplay and amount of tactics and strategies available to the player (with a hint of realism here and there in the look and sound of the units).

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Jan 13, 2008 11:30

My quest for more awesome and realistic sounding weapon fire is looking good!

I have got replacement sounds for the AK-47 and PK machine-gun, as well as the M16 and M240 MGs. I also have new cannon sounds for the Bradley M2 IFV and FV510 Warrior APCs. I am continuing to search for new sounds, expect to see more new sounds implemented in the future.

Here's the best thing, all new sounds are from their real-world counter-parts! The World in Conflict battlefield has never sounded more realistic or alive until now. ;)

Stay tuned for a preview video of the next release showcasing my mod (and in particular the new weapon sounds).

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Jan 13, 2008 11:31

Sounds interesting, I will try it out.

Is there ANY way to "copy" the original campaign from vanilla WiC to this mod? So you can play it in campaign.

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Jan 13, 2008 12:14

Quote from FIN^Qazra:
Sounds interesting, I will try it out.

Is there ANY way to "copy" the original campaign from vanilla WiC to this mod? So you can play it in campaign.

Its not so much copying the campaign across, it is all about setting up the separate single-player unittypes files for single-player. The campaign will work while my mod is loaded, it just won't have the different units and squads because it'll be using a different unittypes file. I've found out a quick way to update the single-player unittypes file to instead use the changes I made in the normal unittypes file by using the merge function of Juicemaker, you simply just merge a copy of your normal unittypes file with the single-player one and voila.

The next release (which will be out soon) should be fully-compatiable with the single-player campaign. :)

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Jan 13, 2008 12:36

I have updated the changelog in my first post. The latest version in development (and soon to be released) is bolded within the changelog.

[Edited 1 time(s). Last edit at Jan 13, 2008 12:38 by Phazon.]
Great work finally someone who is taking the world in conflict seriously.


For the beginning, keep in mind that the U.S weaponry was much more sophisticated, but the Russians had overwhelming manpower.

Here are some things that bothered me so far.

The air force General is hopelessly underpowered, due to the weak AH-1 and the even weaker AH-64
Also some support calls of ARI should only be available to the support commander.

The Russian infantry General should have more infantry available.

a.s.o.

Keep up the great work

Greetings Sonsalt
Quote from Sonsalt (web):
The air force General is hopelessly underpowered, due to the weak AH-1 and the even weaker AH-64

I will get to the air role eventually. Expect to see more powerful chainguns and other tweaks in store for the air role eventually.


Quote from Sonsalt (web):
The Russian infantry General should have more infantry available.

Reason I didn't do that is because its difficult to balance (would have to change theirs and others weaponary significantly). Also in addition, it looks akin to clowns getting into a mini when so many infantry cram themself into a transport. :P
Balancing: You could make the Nato and USA Squads more damage than the russians and then more troops in squad for USSR are no problem.
Clowns in the mini: you could write a script that splits a Squad when entering transport.
Quote from [KSK]Cassiopeia:
Balancing: You could make the Nato and USA Squads more damage than the russians and then more troops in squad for USSR are no problem.
Clowns in the mini: you could write a script that splits a Squad when entering transport.

Its more trouble than its worth. Its also for performance and squad functionality reasons (don't want to overload the pathfinder or make squads so big that its hard to place them in forests etc).

There is alot more I could be doing in that time, like re-doing World in Conflict's armour combat so that it turns into something so much more than just buying 4 heavy tanks and rushing blindly. Or implementing even more new sounds and features. ;)

Anyways...

I've finalised Realmod v0.1 tonight, tried to quickly squeeze in new A-10 sounds but they didn't seem to be triggering properly in-game for some reason so I'll have to look into it for next time. Everything else works great!

I'll be uploading the patch soon, after I finish making a quick vid to upload on YouTube so people can see my mod in action.

[Edited 1 time(s). Last edit at Jan 14, 2008 12:13 by Phazon.]
Realmod v0.1 is now out!

See my first post in the thread for download links as well as a new video of the mod in action! :D
Cassiopeia, this is slightly off topic, but what is rescue and capture world in conflict? I can map very well, but I want to see the site!
the site is under production.. it will be a mod for a new gamemode. mail me if you want to know more.
info@cp-graphics.de
-->Back to Topic

[Edited 2 time(s). Last edit at Jan 15, 2008 09:42 by [KSK]Cassiopeia.]
Very neat mod! Hope to see it go all the way to v1.0!
I am no longer an employee of Massive Entertainment.
No statements coming from me should be taken as official and you can not message me for help with the game.
Now I tested this against bots, and infantry combat is really spiced up! Simply rocking with the bigger squad, they are almost platoons by now!
Maybe if you'd work together with Gundug, you really might create a (singeplayer?-)mod, that almost better the actual game!
Nice work on your mod so far, Phazon! I got the opportunity to play it for a bit, and the new sounds were definitely a standout for me. So far, the Russian PKM is my favorite. The movie at the start is also quite good.

There is a minor issue with the US AAVP7A1 - the grenade launch lobs grenades off in an incorrect trajectory, completely overshooting targets (the couple of times I tried it, anyway). I suspect this is caused by using too high of a value for myProjectileSpeed in the BallisticShooter.

I'm curious how you intend to deal with damage repairs during battle. Will you keep similar settings to the original game?
@Vextor: Thanks for the kind words, this mod would not have been possible without Massive's excellent tools and documentation (...well I still had to figure out some things on my own such as how WiC handles its sounds but thats part of the fun ain't it :P). Send my thanks to the guys who worked on the sound part of the game, they made it incredibly easy to implement new sounds! All you need is a properly formatted .wav file and the know-how to configure it in the juice files and presto its working in-game.


@Berny: Yes its great isn't it? I felt it just feels more appropriate considering the scale of the game. Makes infantry battles more exciting.


@Gundug: Yes I quite like the PKM too (its the sound from the real gun by the way as close as I could get to it). Its my second favourite sound so far (with the Bradley M2 and BMP-2 cannons tying in first - boy I love what I did there). Did you notice how I also made the USSR UAZs use the PKM sound too now? hehe

I'm glad you too like the movie. I felt it just gave a nice atmosphere to the game.

As for the US AAVP7A1 I don't recall editting anything on the unit except for its description. I will investigate that, thanks! I remember it being a bit random in normal World in Conflict so it could be just how it was setup originally. I will tweak it though so it functions as the player would expect.

As for healing damage during battle, I feel that it should be done in rear-ward areas away from the front-lines. I always felt the repair "tank" was ridiculously strong and took multiple heat shells in the original game to kill which was silly. I will be making it more vulnerable to damage its not intended to get engaged by (such as anti-tank weapons), players will have to keep them away from front-line combat and retreat to them when needing repairs (like how jeeps are used when used in the repair role). I feel this coupled with my planned armour combat tweaks which will put the emphasis on thoughtful unit use and careful tactical moves (it will be quite to your disadvantage if your tank group gets flanked and attacked from the rear and such) will prove to be a good enhancement to the game's strategical and tactical level.
Phazon, this mod is really good. I can't wait until you start working on the tanks. Keep up the good work.
GIVE NO QUARTER FOR YOU SHALL RECEIVE NONE!
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How is it abusing the report system when I find what I am reporting offensive?
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I'm not a complete asshole, I just rage a personal crusade against stupid.
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[shock.military.com]
Yes I think tanks will be next on my list of things to do for the next release, along with finishing up the implementation of new sounds for the NATO infantry (have a nice real-world recording of the FAMAS rifle and I'm sure I'll be able to find a good one for their machine gun as well).

Hopefully I will be able to figure out how to implement my new A-10 sound soon, because if I get it to work successfully I can also have a go at replacing the fly-by sounds of other various jets in the game.
Hi Phazon,

really good work! I like the news sounds. We write a news about your great mod.
I hope its okay if I upload your mod to our webspace :)
And please contact me If your Realmod get an update.
Quote from [WiCHQ]DICKER:
Hi Phazon,

really good work! I like the news sounds. We write a news about your great mod.
I hope its okay if I upload your mod to our webspace :)
And please contact me If your Realmod get an update.

Yes mate, I don't have a problem with you hosting my mod. :)

If you would like, please provide me with the link to the file/s so I can post it at the top of the page just in case someone would prefer to get it from your server instead of the one I upload to.

I would be happy to provide you with news updates when I post them, how would you like to be contacted?
Hey guys, just letting you know that I have added 2 new mirrors for the Realmod files! Use them if you find they are better for you than my original upload on my account at FileFront.

Thanks to the guys at Total Gaming Network and WiCHQ for hosting alternate download locations. :)
The best way is to contact me via mail or icq.
dicker@wichq.com / 160447328

Thanks!
Thanks Dicker, I'll be sure to send you news updates about my mod when I have something interesting to announce.

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As for my plans for v0.2, they'll hopefully be alot more gameplay changes coming. I'm going to start the process of looking at the armour combat within World in Conflict and make some tweaks so that its a deeper experience with more potential tactics and more uses for units that are under-appreciated in the normal World in Conflict experience (such as light and medium tanks).

I want to make it so that flank attacks on tanks are the way to go in quickly bringing down an enemy armoured force. Conversely, I want to reward players who are making sure their tanks are not in vulnerable positions and are playing it carefully and tactically! This will be done by increasing the frontal armour values on tanks to higher levels so that you will take minimum damage as most tanks in World in Conflict have very thick, angled armour on the front so it should be portrayed as such in-game.

Considering it is extremely easy to make tanks face any direction you want nearly instantaneously, I will also be lowering all armour's ability to turn on the spot to more realistic levels (to give players a chance to launch flank attacks before the enemy can react).

These are just some of the exciting changes to come!

[Edited 1 time(s). Last edit at Jan 18, 2008 11:55 by Phazon.]
If someone now how it works on vista, please help me! It looks realy cool Phazon:)
Quote from -=n00bz=-Mockba:
If someone now how it works on vista, please help me! It looks realy cool Phazon:)

Hi mate, check out this thread: [www.massgate.net]

Might hold some answers. :)

My mod follows all the standard procedures set down for creating a World in Conflict mod as instructed by Massive Entertainment, so if you see another mod's instructions on how to install it with Vista the same method will most likely also work for my mod.