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WW2: World in Flames [REVISED]

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@Vuormalainen: I could propably skip it, yes, BUT i still want to consider giving all nations equal opportunities to wage war if they want to. That is why i will make the Graf Zeppelin for Germany (which will also be used for Italy). Now ofcourse, Russia was such an extreme case since they barely even considered making aircraft carriers, so it is a hard question.

@.VTZ.: I personally just LOVE the callilope, and i have been having issues coming up with how how it would be implemented in a way that prevents spam, but i think it could be worthwhile if you do it this way:

*The "callilope launchers" will be an upgrade available for research by the americans in 1943.

*Sherman tanks will have an upgrade option to allow them to mount such a launcher, which has to be upgraded individually for each tank you want to convert.

*The tanks will retain their ability to shoot (though might have firing- or move speed reduced) but will be given an extra "barrage" ability that fires the rockets. This ability will be good for taking out heavy tanks and fortifications. The conversion cost, combined with the cooldown and the penalty to attack or move speed will make sure that callilopes are limited to specialized tasks rather than just having all tanks upgraded for the heck of it.
 
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Woah, how many posts...

About the SBD: Looks AMAZING! I'd give a directors cut if I could :p

About the Soviet aircraft carrier: From my point of view, giving the Soviets no aircraft carrier would be negative for the player. And aircraft carriers are an important tool for sea-based invasions.

About the Sherman: Perhaps making it stronger either with the Calliope, or with one of the many variants of the Sherman (VC Firefly, "Jumbo", etc.)
 
Finished Soviet "Ilyushin IL-2 Sturmovik" dive bomber:

file.php


file.php


Also made a bomb model that can be seen in the devlog post among with some more images.
 
Penalty? You are lost, as usual.


Final option is to skip carriers for them altogether, and perhaps instead make something else with their planes slightly better to compensate for the lack of manouverability on the seas (or maybe just consider it a penalty for the fast production times of the soviet).

If you would have read that properly you'd have understood.




Anyways, if ANYONE knows of any game (preferably strategy game) that might have some nice airplane sounds (engine loop, bombs dropping, the plane crashing) PLEASE let me know, because i really need some of those for the new airplane system. I have been trying to export sounds from Empire Earth and Empires: Dawn of the Modern World all night, but the files somehow seem to turn out corrupted and can't be opened, so i am really desperate here.
 
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Penalty? You are lost, as usual.




If you would have read that properly you'd have understood.




Anyways, if ANYONE knows of any game (preferably strategy game) that might have some nice airplane sounds (engine loop, bombs dropping, the plane crashing) PLEASE let me know, because i really need some of those for the new airplane system. I have been trying to export sounds from Empire Earth and Empires: Dawn of the Modern World all night, but the files somehow seem to turn out corrupted and can't be opened, so i am really desperate here.

I think you could easily get the sounds from Men of War or am I totally wrong in this case. They were pretty ok (at least for me they were).
If you have Men of War installed then change sound.pak in resources folder into sound.rar and unpack it.

Can't upload attachments because they are in .wav

Good luck!
 
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Still thats only 5 or 6, i want tons of pics, Battleships, tank, infantrie, paratroopers and more :)

Sure, gonna start taking some right now then :)

And Fin, very nice job on that Sturmovik! Liked it more than the american, but is the bottom side of it really necessary?
Well sure if the death animation would make it roll around :D

I would love to play this song for our WiF community
http://www.youtube.com/watch?v=ut2IseMn8Nc
:D

edit:
10 more pictures up!
http://worldinflames.se/pictures.php
 
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Will there be different kinds of lighting for the different times of the day? Hah, it'd be really good for that kinda of eye candy, and realism to mix it all up, especially for players to choose whether to invade during the night or day due to that factor (I don't just mean vision range).
 
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I mean like, for evening, afternoon, etc. Those that aren't included in Warcraft III by default. It'd be really cool to see red, sunset lighting and such, and street lamps being really luminous during the night.
 
@Vuorma: Well, since the plane did have a bottom i thought it wouldn't harm to actually texture it (lol), the bottom wing textures are only half as resoluted as the top though. I think it is the stars and the landing gear gondolas that brings up the look a notch :)

The airplanes all have three death explosions; one where it explodes in mid-air, one where it catches fire and hurls to the ground and finally explodes, and one where the wing catches fire, causing it to spin around for a while before exploding. All animations have pieces of debris being sent out on explosion.


@PastTime, yeah, i spend a lot of time browsing the MoW sound files for stuff i can use (love how they have different sounds for every single weapon and cannon type), though their plane sounds were too long and specific (i needed shorter, more stylized RTS-ish sounds).
However, i managed to solve the issue with the Empire Earth sounds (they needed to be decompressed before you could play them), so now we have some really nice "FJJJIIIUUUU" sounds for the bomb drops, engine loops constantly playing as the planes cycle around, gun sounds for dogfighting, and some nice sounds for when the plane crashes.

Finally, i'd like to inform all beta testers that we are going to host a HUGE beta test on saturday, including all the new airplanes, flak batteries put to use (sounds and missiles for those), AA-vehicles, fuel system for aircraft, airfields, and possibly aircraft carriers!!
You can read more in the BETA announcement.
 
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@Vuorma: Well, since the plane did have a bottom i thought it wouldn't harm to actually texture it (lol), the bottom wing textures are only half as resoluted as the top though. I think it is the stars and the landing gear gondolas that brings up the look a notch :)

The airplanes all have three death explosions; one where it explodes in mid-air, one where it catches fire and hurls to the ground and finally explodes, and one where the wing catches fire, causing it to spin around for a while before exploding. All animations have pieces of debris being sent out on explosion.


@PastTime, yeah, i spend a lot of time browsing the MoW sound files for stuff i can use (love how they have different sounds for every single weapon and cannon type), though their plane sounds were too long and specific (i needed shorter, more stylized RTS-ish sounds).
However, i managed to solve the issue with the Empire Earth sounds (they needed to be decompressed before you could play them), so now we have some really nice "FJJJIIIUUUU" sounds for the bomb drops, engine loops constantly playing as the planes cycle around, gun sounds for dogfighting, and some nice sounds for when the plane crashes.

Finally, i'd like to inform all beta testers that we are going to host a HUGE beta test on saturday, including all the new airplanes, flak batteries put to use (sounds and missiles for those), AA-vehicles, fuel system for aircraft, airfields, and possibly aircraft carriers!!

at battle net or stean? OR GARENA :D ?
 
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Finny and Vuor wow word of this project has actually gone around quite quickly, I just played a game of World In Flames by James and well, the people there whom I didn't know were already anticipating your map, lol heh, good thing the map's almost complete so hungry fans like them can finally play a proper war map.
 
Final dive bomber model is now DONE!

This time, it is the notorious JU-87 "Stuka", possibly most reknown aircraft of the entire war.

file.php


file.php


Check out more images and info HERE!

And PLEASE, could some beta testers report their planned attendace on saturday?
I really want 100% full house this time, so that we can get a real air battle in all it's glory!
 
Here's a list of the things we need to finish before Open Beta:

*Finish Japanese soldier and officer model (texture and animation remaining)

*Finish at least two carrier models (akagi and essex, akagi has 50% texture and animation left)

*Open asian theatre, and create terrain where needed

*Finish japanese cruiser model (50% texture remaining)

*finish japanese dive bomber model

*implement ship trading system

In this pace, i think we can be finished in about 2-3 weeks. :)
 
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Oh, yes, ofcourse, add that to the list!
However, i cannot promise that we'll have bomber aircraft simply cause it is a lot of work, and we might aswell add that a couple of weeks later. Both me and Vuorma are very eager to launch this map to the public.

I can promise to finish all that has to do with bombers and paratroopers within 3 weeks!

Just as the point I thought we had all the pieces I got even more eager now that I got to see the awesome work Fingolfin did on the plane system, I have never seen anything that brilliant in wc3, ever! :thumbs_up:

edit:
Added the current three airplanes to the units tab, SBD Dauntless, IL2-Sturmovik and JU-87 Stuka.
http://worldinflames.se/units.php
 
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Thanks everyone for a great beta test yesterday!
What i loved the most was how the bridge standoffs were FINALLY broken through the help of aircraft, and it was with a mixture of bitterness and euphoria that i could see my own tanks getting wittered down by an airstrike simply because i forgot to give them AA support. ;)
Until next time, i will work primarily on getting carriers in the game, but also on making it easier to actually win the game (this game lasted for about 5 hours), by adding victory conditions, income roof, and penalties for when your capital is captured.
We also started on a new line for the axis players - we noticed that they all have less income than the allied countries (although highter starting funds), so the plan is to really encourage axis players to expand by giving them larger armies at start, so that they can improve their income situation and truly threaten the allies ;)

I spent some time thinking yesterday and managed to find the causes of some of the hillarious aircraft-related bugs that we discovered, and i thought that i could post them here as mere trivia for those who were confused about enemy airfields firing devastating bombloads at your troops!

Aircraft landing in wrong hangar bug:
Right after your airfield had been captured by the enemy, there was still a chance of your aircraft landing in it, causing for instance Vuorma to loose his entire airforce at once!
Trust me, i HAD added a check that makes sure planes only land in airports owned by the player - however - i did not check wether the unit was dead or alive, and hence, airplanes would spot airfields that were decaying, despite there havign been a respawned enemy airfield on top of it, and therefore they would still land in it. This has now been fixed.

Unlaunchable aircraft bug:
Some players experienced that their "launch" icon would sometimes simply disappear, allowing them to create infinite numbers of aircraft while not being able to launch a single one.
The cause of this was really tricky to find, but it appears it is because the script does not count units in training to the ammount of units in hangar (it only detects when a unit starts training and cancels it if the airfield has too many planes). Hence, if an airplane was landing in an airfield that is training it's 8th plane, the trained plane will be it's 9th, and the script will try to set the launch ability to the unexisting number 9, effectively setting it to none. Why you can still build airplanes might have to do with the check, i haven't looked at it yet but i assume that it checks if number of planes in airfield != (not equal to) max number, instead of > (less than), which means that any number above max will also be valid.

Aircraft firing from hangar bug:
This was possibly the most hillarious bug, when we discovered that the italians had made an unbreachable fortress out of a bugged airfield, but loading it full of invincible (and invisible) planes that would throw bombs at any enemy who would come near it. Basically, it looked like the airplane was shooting a bomb-machinegun att vuormas approaching tigers, and it took ages for him to conquer it - discovering that the bugged airplanes were still there, trying to shoot him!

This bug is a combination of the above one and a third, that basically works like this:
When planes run out of fuel, they are "paused" (disabled) and move back to the airfield. However, if you manually land a plane, or build it at the airport, it s not disabled, and can still shoot.

All of those bugs have now been fixed. I am also working on the bugged ship attacks, trying to somehow still make them able to attack naval batteries, though it is not so easy. :(
 
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