Yeah, you're definately older than me, but I'm older than most gamers probably at 48.
Sure we were just arguing points, but I was merely trying to say it's not something a typical soldier would do in war unless he had no options due to lack of supplies. I believe that was when you did try to compare it to actual war situations vs now saying it's "just a game".
Oh well, no point trying to justify fun right,? I must say I admire someone of your age taking on such challenges, kinda puts that "old farts are too slow" talk to rest doesn't it?;)
Ha ha ...Well this "ol fart" has definately slowed down. I basically stay away from multiplayer because by the time I see one of these young guys :cya: they have already shot me to pieces & moved on down the path...:moon: That wire from my brain to my fingers must have a short circuit in it... :lol: you ought to try it yourself though. I think you will find it very rewarding when you play it through. It is just "a-way" to play the game for a change of pace.
PapaG39;3367685I basically stay away from multiplayer because by the time I see one of these young guys :cya: they have already shot me to pieces & moved on down the path...:moon: you ought to try it yourself though. I think you will find it very rewarding when you play it through.
LOL, yeah, know what you mean about the mp, not as good at it or as enthused about it as I used to be either. No use having a coronary over it, my heart rate gets enough of a workout in some of the sp battles.
I think I will give that goal a go, it'll no doubt take more time and patience though.;)
Patience...yes, that will definately come into play.... Many times along the way I just had to slow down & think my way through a situation. CoD2 has a lot of different scenarios that will develope depending on the way you approach a given situation. For instance, to use smoke or not to use smoke. I tried to do it as though I had no smoke available. On only two or three occasions I just couldn't get through without using smoke so, on those situations only did I use the smoke. The number of troops opposing you, and only a rifle, make you much more aware of your ammo load. you will definately find yourself adding a couple of rounds whenever you have a moment. You can't reload the M1 until the clip ejects itself so you may find yourself wasting a round or two just to get a new clip loaded. if you dojn't do that you may find yourself with two enemys o & only 2 rounds. It normally takes two round just to knock a soldier out. You will feel a bit more involved with only a rifle... let me know how you do.. good luck & fun gaming...
Ah, to smoke or not to smoke, THAT is the question. I could say as long as you don't inhale at this point, but that would just be silly.:smokin:
I'm wondering how you did with the Silo and defending Hill 400 mortar teams using the M1? At least they give you lots of smoke in the latter, which comes in handy.
BTW, I'm sure your goal is probably a bit tougher than a good realism mod, but you haven't played Defending Hill 400 until you've beat the mortar teams on Vet without the HUD. The lack of compass makes it much harder and you need to use lots of smoke while you're looking for them.
Another thing I'm forseeing with your goal is the need to keep the pistol handy when encountering groups of jerries on the run. Which brings up another point, the need to have enough pistol rounds on hand, time your reloads, and perhaps even exchange for the odd Luger here and there.
I'll let you know how it goes, right now I'm trying to keep my gaming simple as I'm recovering from a nasty cold. It's really affecting my concentration and vision somewhat but I can't seem to stay away from these darn things, they're so fun!:naughty:
ah yes, The silo...ha ha I remember it well...I finely broke down & use smoke to get out of the court yard & get into the two story building on the end of the chain of buildings that we had to take. the rest I did without using smoke. I also used the sniper rifle because we were issued one that time. I had one heck of a time killing all of the motor crews from the top of that dang silo though. I just couldn't find them fast enough, but I finely got through it... I did not use smoke on hill 400 at all....oppps...wrong... I used smoke at the bottom to rush the first pill box...Other that that, I just used the M1 & pistol. The pistol was hard for me to get use to because it is only good for very close range, but was very nice when the M1 would be down to 1-2 rounds & I had to keep shooting.. I could pull the pistol & got through a few situations that way. The pistol takes two or three shots per kill though... Just slow down & think about what you are going to do & make sure your weapons fully loaded before starting into something. How I finely got through hill 400..I still don't know. but I do know that I actually felt in a bit of a daze when it was finely over. I can't think of any game so intense...
Well I managed to play the top of the Silo last time with no sniper rifle, using the Gewehr 43 instead. Someone said there's a scoped Gewehr 43 somewhere in an upper floor bedroom of one of the houses but I've yet to find it.
It would be pretty hard with a single bolt action rifle though, unless you manage to never miss and get a lot of double kills when the guy in front bends over and overlaps the guy at the back of the mortar tube (done it several times with the sniper rifle, but never consistently).
I forgot to mention that when I played with no HUD on Vet it wasn't actually a mod I installed but rather a tweak I did myself by removing the HUD via the config file. I also tweaked the iron sights to not have zoom. Of course under those circuntsances though I didn't go crazy like you and try to do everything with the M1.
What I'll probably do next time I play through with the single shot rifles and pistols is leave the WiCoPP Reality mod in, which keeps the compass. Seems to me there are some levels though where you actually would have to search to find such weapons due to the way they equip you at the start. It might be hard to do that with bullets flying too.:eek:
yeah, from the top of the silo I finely forced myself to wait until the front guy bent over, then I got the both of them with a single shot. That's how I finely got them all & got through that scenario. I never knew that you could take the zoom out of the hard sights. how did u do that? I'd like to give that a try. I never think about fiddeling with the config files to much on my own. I would get things so screwed up the game would never run again...:lol: ..
PapaG39;3370591I never knew that you could take the zoom out of the hard sights. how did u do that? I'd like to give that a try. I never think about fiddeling with the config files to much on my own. I would get things so screwed up the game would never run again...:lol: ..
Well Papa, if you're "gunshy" so to speak of the config files, which are relatively easy tweaks (mere console commands) compared to mods, you may not want to try it. The thing to remember is ALWAYS save a backup copy of the file you're changing and NEVER change a game script file without renaming it to something the game will see as a valid mod. Otherwise it will see it as an invalid game file because it will be under the same name but altered. The most commonly used nomenclature for mods is zzz__"insert mod name". In the case of COD2 they must end with .iwd.
COD2 files can be unzipped using a variety of zip utilities, I use IZArc freeware, which is pretty good. The file that contains the weapon scripts in COD2 is located in COD2>Main, it is called iw_13.iwd. You can use the zip extractor to locate the Weapons folder in that file, then extract it to another location, Desktop will do.
Once a copy of it is relocated you can edit the script in it and the changes will remain intact. You locate each weapon in the SP folder that is NOT a scoped or sniper type, except of course for throwables, turrets, etc, use Notepad to open it, then do a Edit>Find search in Notepad for fov.
You will then see a part of the script highlighted as adsZoomFov with a number after it. That number represents the field of view that the weapon gives you when you go to iron sights. The defaut FOV for the game is 80, so if you change all the adszoomFOVs on the iron sights to 80 there will be no zoom effect.
Now comes the part where you make a new .iwd file for your mod to add to the COD2>main directory. It can be done a few ways but I like PakScape, as it's simple to use and can do a variety of editing and file creating. You can get PakScape free here: PakScape .011
Just open PakScape, click File>New, and in the big white box copy and paste the modified Weapons>SP folders (make sure the modded SP folder is inside the weapons folder first). Now click File>Save As, and in the file name box type something like zzz_Iron_Sights_Mod.iwd to name it, then click save. Make sure you note where you are saving the file to so you can find it after. Then just copy and paste the modded file into the COD2>Main directory.
NOTE:, I ran into only one slight problem when I modded the iron sights in COD2. I got an odd error message when trying to load a prior level start save which said something to the effect of "treeanim...can't find panzerfaust dobj". I don't know if this was a slight conflict between the WiCoPP mod I'm using and my mod, or just that removing adszoom from the panzerfaust in COD2 causes problems. I don't recall having any such problems removing zoom from the same weapon in COD, even though I was using someone else's mod along with it, though I could be wrong there.
It's not recommended to mix mods unless the author says it won't cause any problems. Typically you don't get confilcts with such minor tweaks, but it's often a trial and error thing. All I did was remove the panzerfaust file from the modded SP folder to fix it, so far no problems.
You can also tweak the HUD and on screen hints somewhat by using the following commands:
cg_hudCompassSize "0".............(removes compass) cg_hudGrenadeIconHeight "0".....(removes nade indicator) cg_hudGrenadePointerHeight "0"..(removes nade indicator pointers) cg_cursorHints "0"....................(removes weapon swap hints, etc) cg_drawBreathHint "0"...............(removes sniping hold breath hint) cg_drawMantleHint "0"...............(removes wall mantling hints) cg_gameBoldMessageWidth "0" cg_gameMessageWidth "0"
Theoretically the last two should remove on screen messages, though I couldn't get it to work for COD2. I've yet to see if it will for COD2. These commands are easiest to employ by creating a text file named autexec.cfg, and typing in it the above commands exactly as they appear with the quotes around the numbers. You need to make sure you name it autoexec.cfg too. not autoexec.cfg.txt like Notepad tries to.
Then place the autoexec.cfg file in the COD2>Main folder. To get the game to recognize it there's one more step though. You need to change the target path of the COD2 Singleplayer launch icon to end with +autoexec.cfg. To do that right click the launch icon, then Properties, then add the +autoexec.cfg to the target line after putting a space first. If done correctly it should look like this: "C:\Program Files\Activision\Call of Duty 2\CoD2SP_s.exe" +exec autoexec.cfg
You then need to launch the game via the launch icon for the commands to take effect in the case of the no HUD and onscreen displays. The iron sights no zoom will work with the launch icon or autoplay launches (disc insertion). The beauty of this is you can easily choose to play with or without the no HUD/displays tweak by how you launch the game. You can also remove the zzz_Iron_Sights_Mod.iwd file from the COD2>Main directory anytime you want to use iron sights zoom.
Get ready for a whole new level of realism if you try these tweaks though, it can make playing the game a lot tougher. No one I know of uses no zoom on the iron sights in their mod and few use no HUD. If you don't want to try doing it yourself I can send you the mod file I made, it's only 81kb. So far it's working great but I'd like to test it some more to be sure. I'm going to try further tweaking this mod to include nade cooking as well, which shouldn't be too hard.
BTW, just added cookoff to all the nades and included it in that no zoom iron sights mod if you want all in one. Man this is a blast, I'd forgotten how fun it was to play no HUD, especially no nade indicators. I find hearing the plink of them hitting the ground and your buddies warning you is usually enough, but it definitely keeps you on your toes.
You really should try the WiCoPP Reality mod, the added gore, sound and effects are much more realistic. I've gotten up to the start of The End of the Beginning level so far with only single shot rifles and pistols. I even aced that one part in the Russian campaign where your commander tells you to pick up the sniper rifle and take out the sniper. Got him with one shot without getting tagged. I must confess I did use the flak gun in Hold the Line though, just too hard to resist the bodies exploding into bloody bits that the Reality mod shows so well.
The only thing that's bothering me is having to hunt for a single shot rifle and pistol sometimes. I'm finding I usually don't have to resort to the pistol if I position myself well, there's not much pistol ammo anyway. Silo and Hill 400 may be another story though. For the most part it's no big deal finding the weapons but I'd love to see a mod made where each country's version of single shot rifle and pistol were the only issued weapons for each level. A mod like that might be more than I could handle making on my own.