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|Bits & Pieces - Readme |
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Bits & Pieces - Small mods for CoD/CoD:UO/CoD2
CREATED BY: Zid
Just some adjustments I've made for Call of Duty. They're all 2D strings & models I've changed to make gameplay somewhat engaging and balancing, plus a few bit of this and that. Well, "keep you on the hook" is what I'm aiming for.
Copyright belongs to Infinity Ward and such related companies that helped created Call of Duty. However, I don't mind distributing this mod. Just remember to include credits to me.
As for the quotes of this update, I found them off of:
The Pocket Book of Quotations
From history teachers, textbooks, two museums, and random findings
I have a quote or two from Adolf Hitler and Benito Mussolini, so don't be offended if you see them. To me, it's unfair to include Joseph Stalin and not the two Facist leaders.
*CALL OF DUTY/CALL OF DUTY: UNITED OFFENSIVE
1. BALANCING WEAPONS: While I believe realism induces a more credulous environment, a game is a game, and it's no fun when things get one-sided. I've balanced the weapons as much as I thought would support MATCHED abilities.
a. Submachine guns: All weapons that have an alternative fire that is either semi-auto or slow-auto will have a zoom-in bonus when switched to those modes. MP40 and Sten are a bit lighter than Thompson and PPSh, so I boosted player's speed by just a bit. To counter that, I've lowered their melee damage (which is also based by their melee animation ingame).
b. Bolt-action rifles: Rifles that are fed via a clip are forced to only be reloaded when clip is expended. This takes care of the useful Scoped Mosin-Nagant. Also took care of the glitch of said weapon when phasing out of ADS right after fireing a shot.
c. Semi-auto rifles: Damage are just slightly lower than bolt-actions, excluding M1A1 Carbine. I was thinking of lowering them even more, but then, it wouldn't be realistic. There was also a glitch where the SVT40 had a strong melee damage value (750!), so I fixed that. M1A1 Carbine, I've adjusted max ammo (to reason with expendable amount if you reload only when the gun is empty), melee damage, and speed (Both of which are due to the weapon's weight and usage of a metal stock).
d. MP44, BAR, Bren, & FG42: All damage has been balanced amongst themselves and relative to other weapon categories. All has their speed lowered, with MP44 the least lowered. Melee damage are increased, with MP44 the least increased.
e. Pistols: Damage are increased so that they're at least more useful in prolonged situations. Adjusted max ammo, lowered melee damage by a bit, increased speed a lot. The Webley can only to be reloaded when empty; however, since it's a revolver, it gets a generous damage bonus, which balances the ammo and the reloading process (Both means and animation).
f. Grenades: The Stielhandgranate wasn't as powerful ingame as the other grenades, so I brought it up to ranks. All grenades have a 4-second cook (in CoD, no alt-fire is required). Speed is higher, melee damage is lower.
g. Projectile explosives: All are heavy, so they have to be lowered in speed. I've increased the melee damage by a bit. Panzerfaust should be a little lighter, so it's more on speed, less in melee.
h. Deployable MGs: Damage are now in balanced proportions. Speed is decreased; melee is increased (Are you starting to see the relation here?).
i. Flamethrowers: Speed decreased.
Yeah, there's an inverse relationship between speed and melee. Makes sense theoretically. Also, I've fixed AI ammo count (like MP40 was counted as 30 instead of 32 in AI script). Shouldn't be too much of a difference; DP28 was changed from 150 to 47, but I can't see the difference ingame when the Russian AI was using it in [kharkov2].
2. LOADOUT: Based on which weapon is most likely to be used during that situation by common soldiers and also if it complements with the mission's layout and difficulty. In every infantry mission, there are now one primary weapon instead of two (except for [chateau], [powcamp], & [trainbridge]). To make sure this complied with the idea, I had to adjust a few maps, so if there's a map in my mod that conflicts with another mod, remove that mod.
3. AI: All AI has 100 health now (In the original, your allies had 300). Allied AI's accuracy is increased dramatically (Mexican standoffs are boring after 5 seconds), and the accuracy given is dependent on weapon (Rifleman is more accurate than Submachine Gunner). AIs are there to help you, not to make things look like the Shoot'em Up.
4. AI LOADOUT: Most are okay, but I've adjusted a few to match usage during the time period (Like more M1A1 Carbine than M1 Garand users in the first few American missions). Thompsons and M1A1 Carbine are now usable in the British missions. I was thinking of the M1 Garand in their disposal, but they're not too much of a fan of that weapon, and they're also airborne units.
5. WEAPON NAMES: Renaming to what I feel is best specific.
6. ADDED ITEMS: Almost every mission in United Offensive now have the player start out with Binoculars in their loadout. Instead of putting it in the Pistol slot, I've changed the item's category to its own, the binocular type. So, you can have a pistol AND a pair of binoculars (Press 5 or go through your inventory individually to access it) in a mission. Useful. I've also included Satchel Charges in some missions (mostly the Americans); have fun with those (Press 7 or go through your inventory). Be careful, you only get one satchel charge per mission and have no way to refill it. Finally, I've made Smoke Grenades into their own category, so you can have them in the singleplayer mission too. But it's kinda useless; the AI in CoD 1 aren't as perceptive-dependent as their "advanced" clones CoD 2, so they'll see through the smoke and fire on you all the same accuracy.
7. ALLIED NAMES: Transferred the extra names from UO to CoD. Plus, I've made sure that American Lieutanants aren't limited to Thompsons anymore; they can use any other American weapon. I've also adjusted rankings; British and Russians now have Corporals and Sergeants (though it's bizarre to see such high ranks with the Russians), and you'll see a bit more of lower-ranked soldiers than higher-ranked ones.
8. EASIER VETERAN DIFFICULTY: Having trouble trying to beat Veteran mode? Is it because you can't have access to health kits anymore? Well, have no worries! I've returned them in Veteran mode. You'll see them where they were before, and soldiers will spawn the medium health kit as always. Now, combined with quicksaving, Veteran mode should now be much easier, and tacklable by virtually any gamer.
9. QUOTES: Added six more death quotes, and finally cleaned up all the bugs that were reported to me.
10. SETTINGS: Cleaned up some of the settings you see in the beginning of each mission.
*CALL OF DUTY 2
1. BALANCING WEAPONS: Like above (including the same Scoped Mosin-Nagant glitch), but fitted for Call of Duty 2.
a. M3A1 Greasegun: Added that in relatively easy without any loss of American weapons. Changing it for Singleplayer was another thing. It was modeled off of the MP40 in Multiplayer, so I've used the SP MP40 as the Greasegun's values (before changing it to the specifications of this mod). I've changed the ammo count from 32 to 30, since that's its true magazine count. I've also imported its MP sounds to SP (You'll be surprised how many beginning CoD modders don't know how to do this, and how easy it actually is).
b. PPS-42: is now PPS-43. The '42 doesn't have a foldable stock; the '43 does.
c. Thompson: Fixed the AI firing sound glitch (The AI Thompson sounded different from the player's; that's because AI Thompson's firing sound was set to M1 Garand's firing sound, so it was a fast-automatic sound of M1 Garand out of a Thompson). I've also done a bit of switching around and carefully scrutinizing each SP British infantry maps. SO FAR, I've found no Thompson pickups (other than from loadout and dead Tommies) on the field. So what I've done is give every African British submachine gunner a [thompson_earlywar] (Something I created) and modified it to have 20-count ammo; the later British and Americans get the original Thompson, modified to have 30-count ammo. Yes, I know it's confusing, but the Americans have the 20-count Thompsons on the field and the British don't, so I have all the British change to "Early War" Thompsons with 20-count and have all the original Thompsons after Africa 30-count.
d. M1918A2 BAR: Annoyed by the fact the BAR's a useless piece of junk at long range (in which it's suppose to be better at)? Hate the incredible recoil and vertical displacement? Always ammo-dry just when you got that kickback adjusted while firing? Say no more. I've made ease of those grievances by reducing the recoil to half its kick. The BAR is an unwieldy gun, but not THAT unwieldy, so I've made it to be a good support weapon while still keeping it from being powerful like in CoD. It should be easier now to fill in a support role in the American campaign.
e. Bolt-action rifles: Beware - if you're in Veteran mode, you'll be dead within TWO of these rounds. Be sure of you can find cover if you're shot.
2. LOADOUT: A primary weapon and a sidearm (sometimes without a sidearm). No complaints.
3. AI: Modified to mod's specifications. There was also a problem with Lt. Volsky and Sgt. Randall "Battlechatter"; they wouldn't be in the right voice (They were yelling in other soldiers' voices). I've fixed that. Russian women now are snipers, since there are more of them than riflewomen... Besides, that means there will be more Scoped Mosin-Nagant to grab if one of these "cloned" women die.
4. AI LOADOUT: African British receives Sten, since it's a Mk. II design, and thus been in service since 1942. Thompson still outranks Sten in quantity (in my mod, by 2:1). British forces didn't like the Sten during this year, but for the sake of balance, I increased the chances of encountering a Sten in the African campaign. African & Normandy British also receives the M1 Garand (instead of the M1 Carbine in CoD). I KNOW, I KNOW, British forces didn't like this gun that much either, but FOR THE SAKE OF BALANCE... Anyway, American forces get M3A1 Grease gun in their disposal, appearing more often than the M1A1 Thompson (30-count ammo), which also happens to be in American and Normandy British hands (Sten Mk. II, during this campaign, should now outnumber the Thompson by 2:1). Americans will receive more M1 Carbine, especially in missions that rarely have them or don't at all (like [duhoc_defend]).
5. WEAPON NAMES: Changed to what I deemed fit. There were also a few weapons whose names didn't fit in with their design (and year). Namely, the M1 Carbine (originally the M1A1 Carbine, but changed due to its wooden stock), M1 & M1A1 Thompson (originally the Thompson, but that was confusing, since there was the African British 20-count Thompson and the latter 30-count Thompson. African British Thompsons should then be M1 and the latter Thompsons should be M1A1, mostly because of their ammo count. Also, if you took a look at the Thompson skin, you'll see IW originally planned to make the M1A1 Thompson to begin with), and PPS-43 (originally PPS-42, but changed because of the design of the weapon is PPS-43. Although, the PPS-43 wasn't invented until 1943, so the PPS-43 ingame before 1943 are technically PPS-42, just in the design of PPS-43).
6. ALLIED RANKS: I've added Cpl and Sgt to the American campaign.
7. ALLIED DEATH: Allies will now have equal animations as Axis do, like getting hurt near-death and then dying afterwards, or having the "Last Stand" animation with their sidearms.
8. QUOTES: Like above, six more death quotes.
9. SETTINGS: Cleaned up with mission's beginning settings, especially the confusion about the time when phasing between "City Hall" [cityhall] to "Comrade Sniper" [downtownsniper] (In the game, it said that the "Comrade Sniper" mission is about an hour before the "City Hall" mission, even though you completed it already and are entering the next mission!)
Place which mod you like in the package into your Main or UO folder (Don't worry; each mod can work with what according to which folder you extracted them from).
Delete the mod from the folder you put it in.
*CALL OF DUTY/CALL OF DUTY: UNITED OFFENSIVE
I played through these mods alot, and so far, nothing out of the ordinary is found. Allied names are a little clunky on the ranks; sometimes you'll see 4 Sergeants and 1 Private in a group (This is most noticable in the beginning of [trenches]). I can't fixed that, because I don't know how. Well, I do, but I'm very limited on knowing how to.
*CALL OF DUTY 2:
1. PPS-43 where PPS-42 should be (I don't have the skills to create a separate PPS-42 model).
2. While you'll see Corporals and Sergeants in the American campaign (and even hear your squad call out "Sergeant!" when one is nearby), if you look closely at their chevron on their right arm, you'll see the two higher-ranking soldiers still bearing Pvt. chevrons (which is one gold arrow). I have little clue on how to fix that.
3. Allies can die in their new death animations like Axis, but a problem in the scripting somewhere disables the Allies from dropping their primary weapon when they enter these new animations (The old, "confirming" death animations works fine). The weapon, instead of "separating" from their owners, gets stuck in the model plane, and is therefore unattainable. In "Last Stand" cases, the Allied soldiers would actually switch their primary weapon for their sidearm instead of DROPPING their primary weapon like they're supposed to (However, the animation where the soldier gets shot, turns on his stomach, and crawls away does drop the weapon, but a little later on. The soldier still hangs onto his weapon after he got shot; only when he has a second on the ground does he drop his weapon).
The file is about 1 MB. The extra 3.2 MB (which totals 4.2 MB) comes from the hi-resolution pictures. I apologize, but there are people who love screenshots, and then, there are those who love pictures with eye-candy.
With Call of Duty 4 around the corner, I might start anew with the quote thing (and other such, like weapon modifications, difficulty tweaking, & singleplayer names, especially with military ranks). I'll probably do the same multiplayer quote addition. However, I won't guarantee I'll get these mods up as soon as the game is released. Give me a few months to earn some money, and we'll see...
The compass in the screenshots belongs to Tally's custom compass mod, which is a beautiful little makeover (but I wish the bottom shadow was separated instead of attached to the circle graphics). Wanna play CoD 1 without crosshairs? Type in "/cg_drawcrosshair 0" in the console (accessable by "~" ingame) and you'll lose the weapon crosshairs (To regain, type in "/cg_drawcrosshair 1", otherwise it will stay like that for as long as you don't change it).
|Bits & Pieces - User Comments
The following comments are owned by the user that posted them. Call of Duty Files is not responsible for their content.
Total comments: 8 | Last comment: 05-21-2008 at 07:50
Joined: August 22nd, 2007
|I've been trying to figure out how that works, how do you get them to use it properly, i keep getting script error and no sound for the m1garand when i fire it or when ai fires it |
From: (Arlington, Texas)
Joined: March 31st, 2007
Simply access the [ai] folders and change any British soldier's equipment.
Like say, the [ally_britishairborne_enfield]. You'll see this in the .gsc:
" self.weapon = "enfield";"
Change the weapon to name of the weapon's file name, which is:
" self.weapon = "m1garand";"
(Not M1 Garand, which is the actually name. To find out each weapon's name, check the [weapons/sp])
If you want the Enfield and M1 Garand in usage though, you would want to do [switch] script. This is great for bringing in more weapons without losing any previous ones.
For sound, you need to access the [soundaliases/iw_sound] (or [wep_gmi_sound] for CoDUO). In the chart, navigate to the weapon section and to your specific weapon sound (which in your case is [weap_m1garand_fire]).
From there, check the right of the row to find names of maps. These maps are variables of the [loadspecs] column, which determines which map can precache that specific sound of the row. If it's precached, that means the sound is automatically added to that map and therefore can be in use.
As for the variable box, you can leave it empty. This will tell the game engine that it should automatically precache that sound. If you add a map in the box, it'll do the same thing, but it's more "permanent" i.e. it won't be normally overrided by scripts in the main pk3s (At least, that's what a modder told me).
Now, if you DON'T want a sound in a map, put in "!" before the map name in the box. The "!" means not in basic scripting.
Ex. "!Stalingrad" means that whatever sound you've chosen to contain this variable will not be precached (and therefore not played) in the map "stalingrad".
You may be tempted to make all the sounds' [loadspec]s in the .csv empty, but don't do that. There are instances when you want a sound replace another sound that belongs to something (like a weapon).
Means that the general firing sound of the Scoped Mosin-Nagant weapon is not in the map "stalingrad", but another sound (probably the same sound, but with less volume and longer max distance) replaces the weapon's firing sound.
Whatever you do, do not remove the "!" of a map that belongs to a sound and have two sounds with the same name and the same [loadspecs] variable (like removing the "!" from the "!Stalingrad" of the previous example). If you do this, the game engine will have two choices, and since the game engine is a computer and not a human, it will write out an error in specifying two sounds that are exact and therefore unable to choose. This in turn will not precache the sound at all (only on the map that is the [loadspecs] conflict), thus you won't hear the sound when you play that map.
Sorry I couldn't whittle it down more, but I like to cover every aspect of something.
Joined: August 22nd, 2007
|I tried doing what you said, thanks for saying it in complete detail, i really needed it to understand how to operate it. The m1garand works YES!! Also, if you wanted to know, the call of duty 2 game has xmodels for sgt's and cpl's (and Lt.) in the american campagin, if you go into the xmodel folder, i think iw13, go down, and you should see xmodel characters marked as CPL_A and SGT_RANDALL, AND LT_COFFEY, the names should explain their rank, in essence, modify the xmodelalias list for the US RANGER and US RANGER WET and add the xmodels CPL_A, LT_COFFEY, AND SGT_RANDALL to the list, should look something like this (your xmodelalias list should have a list similiar to this if you want cpls, sgts and lts) |
a = "xmodel/character_us_ranger_pvt_a";
a = "xmodel/character_us_ranger_pvt_b";
a = "xmodel/character_us_ranger_pvt_c";
a = "xmodel/character_us_ranger_pvt_d";
a = "xmodel/character_us_ranger_sgt_randall";
a = "xmodel/character_us_ranger_lt_coffey";
a = "xmodel/character_us_ranger_cpl_a";
a = "xmodel/character_us_ranger_pvt_a";
, don't forget to designate the rank names to their respective xmodel the names file in the maps folder,
hope that kinda helps, thanks again
From: (Arlington, Texas)
Joined: March 31st, 2007
|I cannot thank you enough for helping me with that. |
How about: THANK YOU?!
Joined: August 22nd, 2007
|No problem |
Joined: September 26th, 2006
|lol nice randon UO mugshot of a ruskie |
Joined: August 22nd, 2007
|Hey zid1, sorry if i sound bothersome, but can i ask you about something for COD:UO this time. (I also sent you an email about this, not sure if you received it) I'm working on a little mini mod for COD:UO sp campaign. I'm trying to get some of the russian soldiers to spawn looking like the tank commander skin, but i keep getting an error saying G_Modelindex overflow, (or at least something like that message, It also states it in red font) Do you know what may be happening, i tried to create a new character file, telling the AI type file to spawn my new tank character file, but the map won't load. Also, i've already created a different character file, but that one didn't affect the map at all. Its only when i try to spawn my new tank character file. I wonder however, if its just something the game can't handle (like having too many xmodels on the map or something) Also, i tried to get the player to spawn on the map trenches, with an mg34, also gave me the same error, do you know how i can fix this? (sorry for making this so long, i think i shoulda posted this somewhere else, maybe forums?) |
Anyways, thanks for reading this whenever you got the time. (pvtherman)
Joined: September 14th, 2006
|I think that the Bren is heavier than MP44 (also known to StG44), but this is an opinion... |
For other nothing more to say: VERY GOOD WORK
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