#Operation Barbarossa (dead project)

239 messages · Page 1 of 1 (latest)

pallid bramble
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10 Kit Faction (Soviet Red Army), Possibly a map, like Stalingrad or some village if I can free myself enough time to do so. Kits, gear, and kit restrictions are listed in the provided image.

Radioman operates similarly to my other mod's Squad Leader but has to stay stationary to call rocket barrages. Physical Katyusha trucks will be spawned on the map, and if destroyed will disable the rocket barrage ability for all Radiomen^. Trucks will be destroyed if enough damage is dealt with in a 2-second period, my thought process being to prevent Marksmen from just hunting down the trucks and destroying them from afar.

Sandbags can be placed down, aligned vertically, and will be destroyed if enough damage is dealt with in a single 1-second period^, so that rifle fire isn't likely to destroy the sandbags, but grenades and AT will.

^If I can get the time and figure out how to do so

frozen wolf
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some of these guns could be easy to implement using the current animations, you just need to get/buy a Mosin model

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I would wait for further updates though since the bolt action rifles should be reworked in the future

pallid bramble
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There are quite a lot of free, decently high-quality mosin models on sketchfab, and I already rigged the Mosin, PPSH, and Tokarev, this afternoon since they were the easiest to do. I thought that increasing the rate of fire for bolt actions would solve the long delays between cycle animations, but I was wrong. I'll likely just update the mod when yall get the bolt action rework done.

pallid bramble
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first technically working version of the ROKS-3, not actually correct to how it works, since the ROKS-3 is a little more complex than I thought, but it throws flames so thats good enough

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audio is from zapsplat, character model was for testing purposes

odd socket
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Also it would be nice if you could do the PTRS 41 instead of the M1 Bazooka, you could use the Barret animations for it

pallid bramble
pallid bramble
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Flamethrower kit character mesh

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sticky flames only last about 5 seconds because the AI goes a little trigger-happy with the flames and often lags everything to high hell. Something I'm going to change as I figure out how to optimize this better

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damage per tick increases as more sticky flames are bundled together, since they usually overlap

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and since you were asking about it, here's a clip of the PPSH-41 @odd socket

pallid bramble
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not my best work, but here is the first rigged version of the commissar

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theres a lot of clipping and material issues to solve, but for now it works

frozen wolf
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looks great so far

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hyped to see what else comes up

frozen wolf
pallid bramble
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aight ill check em out

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the fire cue is under MP40_FieldCue or something like that right?

odd socket
pallid bramble
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its kinda mish mash, but the colors are loosely based on this image. Couldn't find an accurate cap on sketchfab so i took a plane captain's(?) hat and recolored it. The base mesh the coat and hat are on top of is just the vanilla soviet rifleman

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its missing a lot of details, but for now you can tell that its supposed to be a squad leader

odd socket
# pallid bramble its kinda mish mash, but the colors are loosely based on this image. Couldn't fi...
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It resembles the one in the pic

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Oh wait it's not free nevermind

frozen wolf
pallid bramble
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looked for it, not in the public SDK yet

odd socket
pallid bramble
odd socket
pallid bramble
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yea

mint pawn
pine shadow
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U need a k2

pallid bramble
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gotta be more specific, unless you do mean this ambulance from 1943

pallid bramble
pine shadow
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nice

pallid bramble
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just got the first semi-working prototype of a T34, it's going to be set up to just drive around the map shooting in random angles until someone blows it up.

frozen wolf
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that's fucking cool

hearty edge
pallid bramble
hearty edge
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I guess this is also releasing around early access

pallid bramble
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Im trying to shoot for a release date then, but we'll see how it goes

opaque cargo
pallid bramble
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finally got some free time to let you kill the AT guns, ragdolls included

opaque cargo
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😎

pallid bramble
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pro tip: hitting the gunshield with a grenade launcher will kill both crew members instantly, however, a frag grenade on the ground in front of the gunshield will likely not kill either crew members.

hearty edge
hearty edge
pallid bramble
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yup, and once killed, will remain dead until the BluFor team recaptures the point its bound to

hearty edge
pallid bramble
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thanks, hopefully the field guns aren't too powerful in actual matches, and just improve the overall atmosphere of a given match

hearty edge
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Both sides are gonna get them right

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And let's hope that when the shell explodes, it doesn't act like the grenade

pallid bramble
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I might add a PAK gun for the OpFor side if I can find a high enough quality model, but until then its just for the BluFor

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you talking about the "hits you through walls" glitch right?

pallid bramble
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yeah they patched that, it doesn't do that in the SDK

hearty edge
hearty edge
pallid bramble
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you might be thinking of the 8.8 cm Flak gun, which is different than the PAK series of field guns

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PAK gun (75 mm variant)

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88mm Flak gun

pallid bramble
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yeah, both are abbreviations if i remember correctly (Flak is not an abbreviation as ive just found out, but the PAK's full title is the 7,5 cm Panzerabwehrkanone 40 - "7.5cm armour defence cannon [19]40")

hearty edge
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What about the tank....still in development yeah....and the flame thrower

This mod has a wide scope bro

hearty edge
pallid bramble
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the tank is destructible, and it can shoot back, but im still working on the turrets moving and the tank moving around the battlefield

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the flamethrower is done, other than some bugs with FF in certain cases (FF doesn't affect players in squads, however bots and unassigned players still die, im working on a fix for that)

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so all thats left to do is to finish the map, which is about 1/8th (this is a guess) the way done, finish up the tank, polish up the character models, and fix the flamethrower bug

hearty edge
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I think I should upgrade from a laptop to a desktop now....this mods are getting crazy

pallid bramble
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hopefully this mod isn't too much worse in performance than the vanilla content. Optimizing where I can/know how to

opaque cargo
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too much cool stuff

hearty edge
pallid bramble
hearty edge
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I don't think I should spam messages for people wishing to see vids, picture updates.....they gon be a lil disappointed

pallid bramble
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Oh well, if people want to see the updates they can scroll a little bit, won't kill em lol

hearty edge
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That's kinda true.....true players never give up...instead they scroll till their fingers fall off, those on a computer scroll till their mouse gives up the ghost 👻

pallid bramble
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aight, back to smacking things with a wrench till they work

hearty edge
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Rooting for you bro

slim jackal
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god dang this is cool ass mod

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it has working at guns?

pallid bramble
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yup, just finished them tonight, not tested in MP yet but i think they will work, of course im gonna try and make sure that assumption is correct before launch

slim jackal
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oh cool id love to test them because that seems cool

swift vine
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Is this mod public or still being made?

pallid bramble
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Still being worked on, hopefully launching to the steam workshop on Feb 15th

swift vine
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Okay

pallid bramble
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some lil sneak peeks at the soviet village map im working on. Still early stages, getting capture points built out, seeing how things play, etc

opaque cargo
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based

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hoow big is the map gonna be

pallid bramble
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from an aerial view this is what I have placed down currently, but most of the map is drawn out on paper currently, just a matter of getting it into the SDK

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planning on 2 - 4 flag layers and a few lighting layers to keep it fresh

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already the AT guns are set up to be layer specific, so they wont be pointed at an open field that no one will reasonably be at

opaque cargo
pallid bramble
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its only ~100m^2 smaller than risala, which is the current largest map in OHD excluding the WIP maps like Omaha and Tan Bin (~1130m^2 for Risala, and ~952m^2 for this map)

pallid bramble
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Fixed the flamethrower, sticky flames still damage unassigned players, but bots are now not FFing the whole team anymore, so that's nice. The AT gun crews can now only be killed by enemy fire, so don't worry about shooting around them, they can take it GIGACHAD

pallid bramble
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little sneak peak, building textures are a WIP, and I may replace the buildings entirely with custom made ones, but heres one of the streets I've got a little more fleshed out

pallid bramble
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Because of the amount of other stuff I have to do to get the mod ready for the 15th, and the size of these two features, I have decided to announce that tanks and the Radioman kit will not be in the mod on February 15th. However, once the mod releases I will continue to work on it until all planned features are completed. All other planned kits and features are on schedule to appear in the Feb 15th version. These final two weeks until launch will be about finishing the map, and bug testing and fixing for existing features. I will keep yall updated if anything changes.

odd socket
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@pallid bramble Question: how do you plan on making the M1A1 bazooka reload animation ?

pallid bramble
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I actually plan on making a captured panzerfaust instead, since it will use animations already in the game, and my animation skills are rusty

pallid bramble
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Seeing as I had to delay the big ticket features, I've taken 3 hours to go ahead and add landmines to the AT Rifleman kit to try to make up for it. The AT Rifleman gets 3 mines, and they have a 5-second arming time after being placed before the mine is active. They can be shot or stepped on to detonate. I may or may not change which class gets landmines, depending on how powerful they feel on the AT Rifleman, since the kit already has a panzerfaust and bundle grenades.

mint pawn
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did you made sure that Mines worked fine in dedicated multiplayer ?

pallid bramble
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Currently ironing some bugs out with them, mainly with particle effects and audio not replicating. Damage and the actual mine replicate fine, just effects are bugged for some reason.

full sonnet
odd socket
pallid bramble
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the svt 40 was in service at the time, however im not going to add any new features or content before the 15th because i still have to finish the map and the landmines need more bug fixing

full sonnet
odd socket
pallid bramble
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the svt 38/40 wasnt automatic though, the AVS i think was

odd socket
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They also included semi-auto

pallid bramble
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ah fair enough

hearty edge
formal shore
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So I was given the files to finish up a map (not entirely sure about it, as I currently have no direction to go off of outside of the flag names). Got around to finish up most of the mud covered roads Ponchovie added regarding the tracks. My next plan (aside from adding mud covered roads and tracks) is to go off of the flag names, and really get a feel for the new assets and stuff provided to me.

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I will get Ponchovie's feedback on this when I get around to it, but so far progress has been subtle but good imo under my control of the map atm.

pallid bramble
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Right I completely forgot to give you the references and design notes for the map, I'll put those in your dms in a minute

pallid bramble
formal shore
pallid bramble
opaque cargo
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this is HOT

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will the trucks move on their own?

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i hope we can see some trucks and stuff moving. to simulate reinforcing the back area or something like that

pallid bramble
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the trucks are just decorational, and do not move

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they're mostly just to add cover where other things wouldn't work/fit

hearty edge
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They looked like they were moving

pallid bramble
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i might add some dead drivers or open doors later down the line to show that they are abandoned a little more, but yeah the trucks aren't going to move

hearty edge
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Aye aye captain

odd socket
opaque cargo
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cooollio

formal shore
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It's coming along really nicely ngl.

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Made some pretty gud progress on it.

pallid bramble
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yeah Rummist has been a super big help in getting the map further along

opaque cargo
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Nicee

mint pawn
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so github is alright to work with even with a big map file size ?

pallid bramble
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yeah, no files (except for a bugged normal map) were over 100mb, so GitHub didn't need LFS. Also after some googling, there is no hard limit that we would be able to reach (they start giving strongly worded warnings after 5 gbs though)

mint pawn
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The Geo landscape (that is included in the Level) is not Higher than 100mb ?

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hooooow ? ^^

mint pawn
pallid bramble
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5gbs of individual files, and then github starts telling you to try to save some space. Around 50gbs is when they cut you off from uploading new stuff from what I've read

pallid bramble
formal shore
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50gb per repository or in general?

mint pawn
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i really though GitHub was anoying/impossible with big files without LFS

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i might take another look at it

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just as a Backup for now, with versioning

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instead of Ziping the map folder and saving it on another drive + a googledrive like sync

pallid bramble
pallid bramble
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They don't technically stop you until around 50gbs, but they will ask you to shrink it after 5gbs

mint pawn
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so my question still stand, how big is your map in Mb, and how is it possible that it doesnt trip the 100mb limit

pallid bramble
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Lemme check, gimme a second

opaque cargo
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@pallid bramble new screenies when

pallid bramble
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I have no idea

mint pawn
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weird, 4x4 maps geo are like 2 to 3Gb

formal shore
mint pawn
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what takes the most space is the Geo so the landscape

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foliage / building are just actors so basically text, so very low space

pallid bramble
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Maybe landscapes scale in storage exponentially?

formal shore
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I don't think you put the changes on github. Just checked.

pallid bramble
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Ah my bad, I'll put em up once I get breakfast

formal shore
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I could be wrong tho.

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Aight kewl.

opaque cargo
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also ur mod looks like arma

formal shore
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Going to stick a few maps to the wall, see what sticks as far as I'm aware. Nothing has been made yet, as all are in concept. Perhaps once we get vehicles in, the potential for this mod will greatly expand.

My ideas for maps for Op. Barbarossa

  • Kharkov 1941

Kharkov 1941 is a 3 layered flag map for AAS, and is based on a real battle of the same name. This map features the USSR defending key outposts against the German invaders, and plus the city itself.

  • Brody (maybe)

Again, based on a real battle of the same name, this map is a 1 flag layered map designed for AAS with tank combat map with the town of Brody in the center. One point each are controlled by each faction on the opposite ends of the map while the town is at the center with 2 - 4 capture points.

  • Mazov

A fictional battle set in the USSR after the Germans controlled Kharkov. This is a 1 flag layered map for AAS, and is designed around the suburbs of Mazov. All flags are neutral and the 2 factions clash for control of the area.

pallid bramble
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yeah it would be great to get more maps for the mod, perhaps when the current map is done, I can focus more on getting the meat of the mod done like tanks and rocket strikes while Rummist focuses on maps

formal shore
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Thumbnail (Got to get Ponchovie's feedback on this)

pallid bramble
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That's pretty dope dude, way better than what I could've put together

formal shore
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I updated the thumbnail. This is probably better imo.

pallid bramble
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i think the first one is better, more contrast between the fonts, less clutter on the text which can make it hard to read on smaller screens

formal shore
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Ok, I will stick with the first one.

pallid bramble
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just gonna let the people here know, i dont think we are gonna be able to meet the Feb 15th unconsciousline (Not a deadline, as it was more of a loose goal), but rummist and i will try to push it out as soon as the map is finished. Again, NOT set in stone, but im hoping this weekend might be the time its done

full sonnet
sage remnant
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@pallid bramble Hello Capitan 🙂 any news regarding this project? really following and curious regarding this 🙂

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I have some models for WW2 Soviet if you want, I already shared with @odd socket but I think you are now only working on WW2 Soviets ?

pallid bramble
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work is slow, as im also writing the #1080367395161518121 and updating my other mods fully. Its progressing nicely though, the map is now much nicer to play with bots, and they don't have million mile long sight lines anymore. Much more cover and interesting map sections. Still a considerable amount of work left to do, but it is being worked on. I might drop some new screenshots on the map's progress so yall can give me some feedback on it

sharp epoch
hollow fox
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¯_(ツ)_/¯

nova kettle
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<(^-^)>

formal shore
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It's pretty good. Nice job!

pallid bramble
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That's super sick

gritty gazelle
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Is this mod still being worked on?

pallid bramble
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no, i've not worked on this for a few months now, and I'm working on different projects now

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I may work on it again in the future, but for now its dead

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Operation Barbarossa (dead project)

plain cloud
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Add the field gun to ur Ukrainian pack

slim jackal
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dude literally just said this

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look at the title

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"dead project"

plain cloud
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Bruh

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Read my message clearly

dense flower
slim jackal
dense flower
verbal patrol
pallid bramble
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Eh maybe, not sure though

pine shadow
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rip this project

pallid bramble
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maybe

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wanna do more ww2 stuff but i gotta fix the freezes with ODS

mild thorn
knotty mesa
mild thorn
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now that you've fixed the freezing bug in ODS

mild thorn
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Why does this thread keep getting buried?

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does that mean no?

mild thorn
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ok :(

knotty mesa
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Couboo bumping the thread hoping it will cum bacc

pallid bramble
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lol

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I just don't have the effort or time to work this project and ODS

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I may make it open source if someone else wants it but it's nothing too special, itd be lots of work to even fix it as well since it woulda broke with the Feb and the December updates

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but ye if I open sourced it that would be someone else's problem lol

sage remnant
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I did the Soviet faction mod. If you could share source I could use some to replace models for example and look for the fixes and maybe get someone to help with the map

pallid bramble
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ill see if i can dig em up

pallid bramble
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the links can be cut off, but the name and author and the license are required