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Open General is a new game developed from scratch, implementing all the
features found on PG2, but adding many new features and a completely
new AI.
Current Version is Beta 0.90.26.4 |
If you want to support |
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Index: How to install
Features
Equipment
File folders
Media
Maps
Units
icons Graphics
Additional
info |
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HOW
TO INSTALL ...
Note: all links always get the latest version available.
To check changes goto:
Open General changes log |
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If you are new
to Open General I strongly suggest to read first the nice Manual made
by Guillermo Bores (aka Guille) explaining step by step the basic
components and most important rules. A must for beginners!. I also recommend to have a
look to
Open General School page
where you can find additional
documents
explaining more detailed information. |
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To
run for first time ... To do
click
left button in toolbar at initial screen, a new dialog will pop up
showing the list of available equipment files (efiles)
installed at any time. Select any and you will be back to start screen,
which will show on bottom line the efile you have selected.
Click on third button from the left to play a campaign and a new dialog
will show the campaigns available for selected efile, pick any, define
settings and start playing. |
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Music
and Videos Open General use mp3 for music, and only official intro music made by Henry Case is included in installer ( OpenIntro.mp3 ). Music must be placed at SOUND folder. Any additional you want, must be download manually. PG2 music (bplay, gplay, rplay, usplay) converted to mp3 is available at Music files. Download into your main game folder and extract to SOUND folder (this is done by default when usin WinRar). This package is compressed using RAR format. You can extract .rar files with many popular compression programs, including WinRar ( RarLab ), 7Zip, WinZip, and gzip. Open General
doesn't support Smack files, it uses AVI files instead.
Video
codec:
H.264/MPEG-4 AVC
is
required so if you have not installed
yet, can download from:
http://www.videohelp.com/ |
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Challenge
Campaign Pack
(Also by Tinyrodent) It is an additional installer including all campaigns played at JP's Challenge Campaigns. It is a one-click install package containing all of the files needed to play the entire set of Challenge Campaigns. Check full details and Download from here Note: campaigns included in this package were made for Pg2 so don't expect to see any of the new features in any of these campaigns. Also if you have played before using PG2 you can notice they play slightly different, because Open General AI is different. |
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Updates
At Open General Daily Build you can check and download updates for different components like: last executable; media files; datfile (OpenIcons.dat) and different equipment files. This packages are updated as soon as anything is changed Latest
executable is also available at
OpenGen
Update by Luis Guzman
usually fixing last glitches or bugs, and eventually provisional
changes for testing purposes. This only includes modified files like
executable and maybe any interface file changed.
Please,
remember you must have a running install before using this package!. |
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Further
help
Open General
community is very active and we would be glad if you would like to join
us, sharing your experiences, throwing your suggestions,
reporting any issue you find or just asking for help or clarification. |
| EQUIPMENT FILE FOLDERS ...(Efolder) |
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To
allow playing multiple Equipment File, Open General lets you organize
all Equipment File data, campaigns and custom stuff
within "Equipment File folders", so you can switch very easy which
Equipment File to use,
and once selected you see everything filtered and set for that
Equipment File.
So you only will see equipment file's campaigns, scenarios or saves
when picking
files and you will see also proper equipment file's flags and rest of
graphics,
even you could have a custom user interface, a different game base
year, sounds and music.
I call "EFolder" to the directory where Equipment Files and related files are located. Main game folder can also be used and in fact if you had already installed PG2 Main game folder will be added automatically. Any EFolder must include at least these sub-directories in order to work (either it won't be included on Equipment File combo-box selector):
but you can replicate any of the Main game folder to allow custom overriding of common files. So you could create any of these additional sub-directories:
Main game folder should include this sub-folders
If Main game folder is
used also as another Efolder, then it should include SCENARIO and SAVE
sub-folders, and optionally USERSCEN if you like. Within each EFolder you need also:
There is always a
working Equipment folder
in use which can be changed by browsing for a new one or by
selecting a campaign/scenario into a different folder. |
| MEDIA ... |
| Sounds effects Some
actions, either user or game
can play a sound if game finds the proper mp3 file. Game effects (must be located on SOUND folder)
Units effects
are defined on Equipment File and mp3 files should be located on SFX
folder. |
| Music Same than sounds effects
music is
better played when files are mp3. Wav files can also be played, but
sometimes fail due to missing codecs, so mp3 format is more advisable.
Default music can be defined by
entering Settings/Media Settings and picking up to 2 mp3 files. I said
default, as this is the music to be played when no scenario is loaded
(menu music), or when no Equipment File's custom music is found. As soon as you start any scenario,
either standalone or within a campaign, game checks if there is any
specific music defined for that scenario and if any and it can be found
then that music is played. But if scenario doesn't define any music,
then Equipment File music is searched. In case none of the above
files were found, then those default files defined on Media Settings
will be played |
| Videos Video clips are featured as AVI files, but no need to change anything on existing campaigns, Open General will extract filename only and will append .AVi to search for video clips. But if you want to play any smack made for PG2, you need to convert to .avi Default intro video is OpenIntro.avi made by Drag Dasan, available from top of page, but filename to use can be changed as you prefer trough Media Settings. You can have different intro videos for each equipment file, but they should use same filename as defined on Media Settings. Videos should
be placed
into SMACK folder, main game SMACK folder will be use as default, but
any equipment file's SMACK folder will be used when that equipment file
becomes the
active equipment file.
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| GRAPHICS ... |
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In order to allow easy customization of Equipment Files, all pictures related to each equipment file should be read from external files. This allow also to expand Equipment File countries much more easily. These are the files needed for any Equipment File:
Files are searched using this sequence:
REDIST package includes all different pictures delivered with Graph-Switcher tool (well except those having old format) compressed in a package to allow installing equipment files folders easily. Regarding sizes here are
the proper sizes expected by Open General:
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| Interface graphics Most
images used for UI are external
files, so customizing can be made with no program modifications. Do not remove any of these files or game won't run! Default interface files are included on install full package, but there is also an alternative package if you prefer an interface more alike to PG2, see on top of this page.
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| ADDITIONAL INFO ... |
Blow/Repair/Build
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Victory
Conditions
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Minefields
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Campaign's
core units
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Barrage
Fire (Bombard)
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AD
and Flak units can intercept
planes while flying
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Extended
LOS
Must be enabled in scenario file.
And for Air units:
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External
tables
Some of the internal tables used by
the game, can be overridden by using external tables (text files).
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Alternative
Air System
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| New
scenario choice type
This is a new file-type .xsch
to be added to campaign path in any slot designer wants to run choices. and this from the .xsch
editor And this is how it will show up in game You can close the dialog to open another
option and once you click on OK button, choice will be close and
scenario slot for that choice will start as if it had followed in the
campaign path - that is prototypes are not checked in the .xsch
scenario but in the one you selected to go on. |
| New
Rail movement/class/transport
Railways is done as a map layer similar than
roads, so they can be defined on any terrain and any hex can define
both roads and rails |
| New
trigger hexes
New scenario map data can define any hex as
be a "trigger" so any ground unit entering that hex will trigger the
action defined
When player's unit enters a trigger-hex, a
pop up message will inform on what happened, but not when AI triggers
any |
| New
Counter Battery fire (CBF) How it works: 1.- When any artillery or surface-ship fires to enemy unit, counter battery fire (CBF) is checked 2.- First enemy unit having CBF attribute able to fire to attacker, will fire using half of its strength, as far as it has not made another CBF in that turn yet So: * Only 1 unit can fire as CBF each combat. * Any unit can fire as CBF only once per turn. * Only artillery can do CBF to another artillery * Only ships can do CBF to other ships. |
| New
option for dropping airborne units When this new option is enabled, airborne units dropping on hex not airfield, have a chance to actually drop in a different hex than the one player select. Probability for normal drop is affected by:
If unit fails to drop on desired position,
it can finish on any of the six surrounding hexes the unit can enter
(so no impassable rivers or escarpments) randomly selected. When this
result in the unit being dropped into an hex occupied by an unspotted
enemy unit, airborne fights a surprise combat against that enemy |
| Custom
languages Open General interface can be translated (up to a point) to different languages as far as no Unicode is required. Text files for campaigns and scenarios can exist also to allow reading in different languages and then Open General will load when possible Language mechanism is completely optional, as all strings are included in executable. Default is English To enable additional languages you need to set up a String-XX.txt file, being XX the ISO 639-1 code (http://en.wikipedia.org/wiki/ISO_639-1). for desired language, and place it into your main OPENGUI folder. When Open General finds one or more Strings-??.txt files, it adds additional entries to language combo-box available in User Settings Dialog. So if you drop down the list and select a different language, all strings will be read from that Strings-XX.txt file. Efile folders can also include different Text-XX subfolders to hold text files in different languages, so translated NATIONS.tx TERRAIN.txt STRINGS_EFIlE.txt ... can be placed into Text-XX subfolder and translated text files for scenarios and campaigns can be placed in Text-XX/SCENARIO subfolder so when XX language is selected OG will try to load text files from those Text-XX subfolders first and any not found will be loaded from normal folders Installer includes for EFILE_OLGWW2 a Text-ES subfolder with a Text-ES/SCENARIO including text files translated to Spanish for DAK campaign |
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Attachments This is a completely optional feature allowing to assign any unit up to 2 attachments. All attachments settings are defined by .cfg files.
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Green replacements This is a completely optional feature allowing to change default behavior for replacements. Settings must be enabled and configured using .cfg files by defining certain $parameters to modify default behaviors.
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| Wishes list : Visit JP's forum and check topic: Open General Wishes list to know or post a new suggestion for future releases or feel free to e-mail me |