Poll

How much Iron is in Europe?

1 litre
99 (11.7%)
10 litres
11 (1.3%)
20 litres
10 (1.2%)
200 litres
16 (1.9%)
400 litres
48 (5.7%)
240.336.676,217765 litres
300 (35.5%)
10.180.000.000.000.000 litres
362 (42.8%)

Total Members Voted: 838

Author Topic: [NW][M]Iron Europe - WWI Mod (RELEASED) - Old Thread  (Read 983660 times)

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Offline Siberian Cossack

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3315 on: December 28, 2013, 07:30:27 am »
just have no words...f*cking awesome!  ;D


Offline Landrik

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3316 on: December 28, 2013, 08:26:44 am »
It looks like the floor texture of the background outside of the map haven't been changed to the brownish mud floor of the map. That's really ruining the environment contrast, so is there a possibility to change that?

I also have a suggestion regarding smoke. Would you be able to make the smoke from explosions stay for a longer period of time, and then gradually, slowly dissolve? I believe that with the reduced smoke checked it would not cause serious lag problems anyway, however it will give the people under heavy fire an advantage of being somewhat hidden in the smoke which is also realistic.

As much as that'd be great to do, huge amounts of smoke kills everything in the M&B engine. Just think of NW when someone sets off 15 crates or BearForceII events crashing because of the grenades or rockets.

I think it's better to have a working game that can handle the sheer amount of explosions that were in WWI without crashing on a 200 man server.

Even though in the artillery demonstration it made it a little harder to see the explosions, that's a quick loading cannon that can certainly saturate an environment. 5 cannons quickfiring into an open field, trench mortars getting off as many rounds as it can, and men throwing grenades at the enemy - all that default NW smoke would probably crash some of the people trying to make it through the bombardment! It's a fantastic idea and I'm with you on it, but just not on Iron Europe.
Humans are extremely complicated creatures. Death uncomplicates them to a frightening degree...

Offline Baillie

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3317 on: December 28, 2013, 01:37:33 pm »
Im coding all the particle effects. During the beta, I will try to experiment with more and more particle effects to see what the game is capable of. Any suggestions to do with particle effects are more than welcome :) Either PM me, or just post on the forums.
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Offline Willhelm

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3318 on: December 28, 2013, 02:17:15 pm »
Just remember there wont be 200 players for the testing. I guess bots can be used.

Offline Majora

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3319 on: December 28, 2013, 02:23:11 pm »
So as a medic, when you run out of Morphine/Bandages can they be refilled in the ammo boxes like Ammunition?

Offline DanyEle

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3320 on: December 28, 2013, 03:23:21 pm »
For now, no. But it could eventually be changed.



Offline Wismar

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3321 on: December 28, 2013, 04:09:45 pm »
The skybox Parrot uses in his overhaul pack for NW is quite nice. Maybe you could use it?

Offline Baillie

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3322 on: December 28, 2013, 04:38:51 pm »
I believe we have our own as well that fits nicely in the WW1 mood, Ive only seen it, I know nothing more about it :)
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Offline Xanderman

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3323 on: December 28, 2013, 05:43:28 pm »
Im coding all the particle effects. During the beta, I will try to experiment with more and more particle effects to see what the game is capable of. Any suggestions to do with particle effects are more than welcome :) Either PM me, or just post on the forums.
I'm not sure if this is possible but have you thought about testing smoke shells for atrillery to fire?

Offline Wismar

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3324 on: December 28, 2013, 05:47:25 pm »
Will the gas feature and gasmasks be in when this releases?

Offline Baillie

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3325 on: December 28, 2013, 07:23:05 pm »
Im coding all the particle effects. During the beta, I will try to experiment with more and more particle effects to see what the game is capable of. Any suggestions to do with particle effects are more than welcome :) Either PM me, or just post on the forums.
I'm not sure if this is possible but have you thought about testing smoke shells for atrillery to fire?

It would be possible, however, as far as I know, its not currently a planned feature.
(Also, it would lag any player to hell)
But I see your drift :)
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Offline Baillie

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3326 on: December 28, 2013, 07:24:23 pm »
Will the gas feature and gasmasks be in when this releases?
+1
Currently, there is no plan to release gas in the first version.
It is a far future plan though, for sure.
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Offline KArantukki

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3327 on: December 28, 2013, 07:43:20 pm »
I hope I'm allowed to post screenshots of my new map, however, a destroyed village. (dont be afraid, there will be many other trench maps)

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Offline TORN

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3328 on: December 28, 2013, 07:44:30 pm »
i'd love you if you would make a scene of Ypres.

Offline Wismar

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3329 on: December 28, 2013, 07:45:44 pm »
I like it!