It is currently Fri May 03, 2024 7:23 am

RUNNING WITH RIFLES Multiplayer

test

Game servers 43 List provided by EpocDotFr | Players online 92


All times are UTC




Post new topic Reply to topic  [ 15 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: WW1 Mod
PostPosted: Tue Aug 09, 2011 1:01 am 
Offline

Joined: Mon Aug 08, 2011 9:46 pm
Posts: 25
WW1 Mod
by gedet

About : WW1 Mod takes place during March 21, 1918 to July 18, 1918, also known as the Spring Offensive. During this final phase of the war, mobile warfare resumed, The war on the Western Front was not limited to trenches, they were still used, but the war again, became much more mobile than it was from November 1914 to March 1918.

I'm also considering doing a August 1914 mod still was very mobile warfare.

Updates
8/9
  • Finished Maxim Specs

Stuff Done

  • SMLE Specs
  • K98 Specs
  • MP18 Specs
  • Model SMLE
  • Kar98 Sound
  • SMLE Sound
  • Maxim Specs


Stuff to do

  • Model K98 - Not Started
  • Model Maxim - Not Started
  • Model MP18 - Not Started
  • Modify Green Model to British - Not Started
  • Modify Gray Model to German - Not Started
  • Maxim Sound - Not Started
  • MP18 Sound - Not Started
  • Textures - Not Started
  • Maps (Don't know how, anyone want to help with this, or should I learn)

( I need to wait for the new xml to csv converter by swiftwolf to be done to continue with models)

Pictures

Image

Stuff

The K98 fires faster than the SMLE, but only holds half the bullets.
5 for the K98 and 10 for the SMLE
The MP18 is one of the first submachine guns. It fires relatively fast, and holds 32 bullets. However is it not accurate. You don't want to run across a soldier holding one still.


Last edited by gedet on Sun Jan 29, 2012 6:07 pm, edited 5 times in total.

Top
 Profile  
 
 Post subject: Re: WW1 Mod
PostPosted: Tue Aug 09, 2011 9:02 am 
Offline

Joined: Wed Aug 03, 2011 6:41 pm
Posts: 30
Very interesting indeed! Well done, Pasik posted somewhere on how to make custom maps. Doesn't seem hard; just time consuming. I am currently in the process of learning C++ (Will take some time lol) so good luck!

_________________
Image


Top
 Profile  
 
 Post subject: Re: WW1 Mod
PostPosted: Tue Aug 09, 2011 10:21 am 
Offline

Joined: Fri Jul 22, 2011 11:49 am
Posts: 42
Made a tutorial to help you with map making
viewtopic.php?f=7&t=135
Hope it helps, really interested to see how this goes

_________________
Image
Oasis. Less Running, more rifle.


Top
 Profile  
 
 Post subject: Re: WW1 Mod
PostPosted: Sat Aug 27, 2011 6:53 am 
Offline

Joined: Wed Aug 17, 2011 6:05 pm
Posts: 32
this can be the perfect WWI game, considering how trench-warfare based RWR is. I wish you good luck, gentlemen.

_________________
no one's left, everything is gone. kharak is burning.


Top
 Profile  
 
 Post subject: Re: WW1 Mod
PostPosted: Sat Aug 27, 2011 10:50 am 
Offline
User avatar

Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.
This is turning out great! Keep working on it, don't loose hope!

_________________
JackMayol wrote:
As you may not know yet, your soldier is in a block which is active, everything is rendered.
Everything is MEEE! viewtopic.php?f=6&t=1132&p=6592#p6570
Image
Proud to be a RwR forum moderator!


Top
 Profile  
 
 Post subject: Re: WW1 Mod
PostPosted: Sat Aug 27, 2011 2:00 pm 
Offline

Joined: Sat Aug 27, 2011 1:56 pm
Posts: 3
Good luck on this mod!

Just few suggestions: Making Kar98 main german weapon is not correct. German standard issue weapon was Mauser Gewehr 98. Carbines were used mostly just in rear forces, artillery, pioneers and such.

It would be cool to see Vickers MG as opposite to Maxim MG 08 too!
Also, you could do pistols, all officers had them as main weapon. Their meele were knives in 1918 (they used sabres in beginning of war).

Anyway good luck with this mod, i look forward to play it, and if you want some help as of historical research, just ask.


Top
 Profile  
 
 Post subject: Re: WW1 Mod
PostPosted: Sun Aug 28, 2011 11:39 am 
Offline
User avatar

Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.
Radetzky wrote:
Good luck on this mod!

Just few suggestions: Making Kar98 main german weapon is not correct. German standard issue weapon was Mauser Gewehr 98. Carbines were used mostly just in rear forces, artillery, pioneers and such.

It would be cool to see Vickers MG as opposite to Maxim MG 08 too!
Also, you could do pistols, all officers had them as main weapon. Their meele were knives in 1918 (they used sabres in beginning of war).

Anyway good luck with this mod, i look forward to play it, and if you want some help as of historical research, just ask.


I"d say just post your ideas and knowledge now so when he wants it and you're not on, he has that post. :P

_________________
JackMayol wrote:
As you may not know yet, your soldier is in a block which is active, everything is rendered.
Everything is MEEE! viewtopic.php?f=6&t=1132&p=6592#p6570
Image
Proud to be a RwR forum moderator!


Top
 Profile  
 
 Post subject: Re: WW1 Mod
PostPosted: Sun Aug 28, 2011 8:10 pm 
Offline

Joined: Sat Aug 27, 2011 1:56 pm
Posts: 3
Allright well...i forgot LMGs. Germans had MG08/15, Brits Lewis. They were quite heavy still though (compared to WWII or modern LMGs).

This is good resource for WWI
http://www.landships.freeservers.com/

More to come later..

Also well.... any progress? :D

It would be good if in future it would be possible in RwR to have more sides (nations)... and of course artillery, tanks, armoured cars and biplanes :)


Top
 Profile  
 
 Post subject: Re: WW1 Mod
PostPosted: Tue Aug 30, 2011 8:23 am 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Radetzky wrote:
Allright well...i forgot LMGs. Germans had MG08/15, Brits Lewis. They were quite heavy still though (compared to WWII or modern LMGs).

This is good resource for WWI
http://www.landships.freeservers.com/

More to come later..

Also well.... any progress? :D

It would be good if in future it would be possible in RwR to have more sides (nations)... and of course artillery, tanks, armoured cars and biplanes :)


RWR may have more sides/nations/factions in the future, shouldn't be a huge task. Off-area artillery/mortars have been discussed and I'd expect I can get it implemented quite soonish even. Jeeps, tanks and the sort are on the list as well, but will take quite some time to get right, AI needs to learn driving, physics need to be great and all that.

Controllable airplanes need to be left out at this point, it sounds like too much work for the game to ever become properly finished. Of course, things can change if the final game or pre-purchase+beta-access sells enough or the game gets funding or enough donations so I can work on it full-time, then only the sky is the limit.


Top
 Profile  
 
 Post subject: Re: WW1 Mod
PostPosted: Tue Aug 30, 2011 1:58 pm 
Offline

Joined: Sat Aug 27, 2011 1:56 pm
Posts: 3
All right, well maybe some flyovers could be possible at least (to add atmosphere and maybe bomb some target)?


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 15 posts ]  Go to page 1, 2  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 21 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group