
Current
Version is
Alpha * 2010
All links
always get the latest version available
which is
announced at:
JP's OpenGen
forum
|
Open General Installer / Instalador del Open General |
Open General Installer (msi) |
| This advance update, includes only the latest executable fixing glitches and bugs since last installer version, and sometimes provisional changes for testing purposes. | Open General Advance (rar) |
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Sound effects (Click, Capture, ...) converted to MP3 by Drag (SOUND folder) |
Sound effects as mp3 (zip) |
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MEL sounds converted to MP3 (SFX folder) * Open-Soundup by Juankar |
SFX (7z format) |
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Music files (bplay, gplay, rplay, usplay) converted to MP3 (SOUND folder) |
OpenMusic as mp3 (rar) |
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OPENGUI files PG2 style |
OpenGUI PG2style (rar) |
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OPENGUI files Juankar's style |
(*) included with installer... |
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Check JP's OpenGen forum for latest news (English forum) |
OpenGen forum at JP |
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Check JP's OpenGen forum for latest news (Spanish forum) |
Foro en Español de JP's Panzer |
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New
Official intro movie, made by Drag Dasan. |
OpenIntro.avi |
|
Graphic
modding kit for equipment file makers, by Juankar |
Graphic Modding Kit (rar) |
|
Manual básico de Open General en español, por Guillermo Bores (aka Guille) |
ManualOpenGenEsp.pdf |
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New official intro music made by Henry Case. |
OpenIntro.mp3 |
Current development team: Luis Guzman, Rudankort & Tinyrodent
Index:
Install
Features
Interface
Equipment File
folders
Sounds
Music
Videos
Maps
Units
icons
Equipment File
graphics
Interface
graphics
Wishes
list
| HOW TO INSTALL ... |
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Tinyrodent's installer includes everything is needed to play OpenGen plus a bunch of campaigns ready to play. Installer is made using standard Microsoft msi so you can either do a full install using default c:\panzer2 folder, or a custom install picking only the choices you want to install/update and defining the folder to use. This installer can be run on same folder than PG2 (none of the PG2 files are overwritten) or in a different folder. This installer will be updated regularly with new
"openized" campaigns |
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Although OpenGen can convert MEL/MUS files to wav ones, many testers have find problems with those wav generated, so it is better to use mp3 files instead which is safer. Units sounds effects are including on installer, but not music. PG2 background music can be installed already converted to mp3 from: OpenMusic as mp3.rar . Download into your main game folder an extract to SOUND folder. This is compressed using WinRar, but you can extract .rar files with many popular compression programs, including WinRar (RarLab), 7Zip, WinZip, and gzip. |
|
In case somebody can't run - or just dislike - the
installer, there is also a shorter package available:
OpenGenExe
(12Mb) It only includes the executable, SOUNDS (only new sounds effects and OpenIntro theme), OPENGUI (with all files required) and OPENDAT (a default one), so be aware you need yet to download OpenIcons.dat or panzer2.dat and at least 1 equipment set of files and one campaign or scenario to be able to run. It is intended as a way to be sure you are updated after being run the installer. It also serves as a quick method to install OpenGen on same previously installed PG2. |
| Game features in brief ... |
|
OpenGeneral
is a new game
implementing all the features found on PG2, in order to allow playing
all stuff made by the fans along the years since PG2 was first
released. It is not exactly a clone as code has been developed from
scratch so some things will behave different, most notably the AI. In order to allow full compatibility all features added to game engine must be defined specifically on scenarios. |
New
optional features added to
scenarios
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Equipment File
additions
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Other
features (not optional)
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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 if located close
to Equipment File.
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Other
features.
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| Videos |
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Video clips are featured as AVI files, but no need to change anything on existing campaigns, OpenGen 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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| Equipment File related 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 OpenGen:
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Wishes list Visit JP's forum and check topic: Open General Wishes list to know or post a new suggestion. These are the items already included |
| # | Status | Suggestion | Comments |
| 1 | Doing | A better support for PBEM (still improving) | Need new formats |
| 2 | Done | To fire with artillery (and other long ranged units) into hexes where we don't see the presence of enemy in order to ''simulate'' artillery barrage | |
| 3 | Done | Up to 400 units total in any scenario, not 100 per player) | |
| 4 | Doing | Maps will be made a bit larger (60x70) | Need new formats |
| 5 | Done | more countries & units to the equipment files | |
| 8 | Doing | night turns | Need new formats |
| 14 | Done | alternate V condition as being able to set how many hexes a player must capture to achieve a certain result, so then achieving a certain result won't depend on the number of turns alone. This technique is from People's General... | |
| 15 | Done | "an unit must survive" victory condition. A certain unit (or units) would then have to be protected at all cost, since if they are not present at the scenario's last turn, the scenario would be lost. Think of it as if an unit itself would become a victory hex in a sense. | |
| 16 | Done | move all/some units out of the map using exit hexes. | |
| 18 | Doing | different levels of difficult for the new AI | |
| 19 | Done | Maps pictures can be made using PNG, JPG or SHP. | |
| 20 | Doing | Add railroads, rail movement type, rail non-organic transport, and rail transport class units | Need new formats |
| 24 | Done | More than 4000 equipment units | |
| 25 | Done | In the strategic view of the map, would it possible to make all possible player deployment hexes a little more visible? | |
| 27 | Done | Fully integrated purchasing of FlaK, ships, bunkers, level bombers etc. | |
| 29 | Doing | Transport weights different for ground, naval, air, trains and helos | Need new formats |
| 31 | Doing | Mud conditions would be very useful.... | Need new formats |
| 32 | Done | Fronts/factions within nations. The ability to set scenarios to include one or more fronts/factions for a nation partaking in the scenario. Then only units from that front/faction would be available. | |
| 33 | Done | Possibility to add ''special characters'' to the texts, like; Ñ, ü, etc. | |
| 34 | More kinds of terrain (jungle, dense jungle, shallow waters). | ||
| 36 | Done | Higher screen resolution | |
| 38 | Done | Carpet bombing: LB can bomb VH to reduce enemy prestige | |
| 41 | Doing | 3rd type of special transport class (like air/sea): train | Need new formats |
| 42 | Done | Blowing up bridges should work correctly - or bridges should be units that can be destroyed by both sides | |
| 45 | Done | Flak shoots when enemy plane passes through its ZOC. | |
| 48 | Done | Activate forest camouflage - and add a similar effect to submarines and mines | |
| 49 | Done. | Some units shouldn't be able see anything (like mines). | |
| 51 | Done | ability to close unit stats window with right click anywhere (not only left button on close gadget) | |
| 54 | Done | fuel for planes (like in PacGen) and carriers that can store and launch aircrafts! | |
| 56 | Done | Appearance of an graphical icon in some corner of the screen that indicates the conditions : day/clear , night/rain, day/snow ...and so on | |
| 58 | Done | Sounds for atmospheric conditions (when it rains to hear that) | |
| 59 | Doing | Air missions somehow alike than PeG, but adapted to PG2 type | Need new formats |
| 60 | Done | fighting outcome (i.e.. losses and suppressions, along with the support fire) can be shown on the map also | |
| 61 | Done | Ability to destroy bridges (like in the SSI original scenarios), airfields, ports, and city hexes (like in PGI). If you destroy an airfield or a port, the enemy (and also your own units) can't use it to resupply their air or naval units. If you destroy a city hexes, the enemy (also your own units) can't become entrenched on it. | |
| 62 | Doing | Story related messages for each turn | Need new formats |
| 63 | Doing | Trigger hexes, bring up different choice of goodies | Need new formats |
| 69 | Doable | Two or more maps for just one scenario... This could allow us to add night turns with night colors schemes, or other weather conditions, for example. | Need new formats |
| 74 | Done | Submarine ability (evade attack randomly) could have some benefits if it could be set for other units (not entire classes). | |
| 75 | Done | Attack range = 2 for planes for ground attack. Good for torpedo bombers and rocket firing units. | |
| 76 | Done | Attack range applying line-of-sight at greater ranges than 2. This would allow big AT guns to have RA=3 but would be unable to fire through forests etc. | |
| 77 | Doing | Airfield hexes limited to supplying units only directly above them (like aircraft carriers). Currently a single hex airfield can supply 7 planes. | Need new formats |
| 78 | Done | Bomb size (level bomber ability) settable for other units (not entire classes). Suitable for commandos, paras, flame units, heavy arty, etc. | |
| 80 | Doing | Having the game count all units destroyed (ships, forts, LB, flak) would be fun | Need new formats |
| 83 | Doing | How great would it be if the weather had a direct effect on the ground condition | Need new formats |
| 86 | possibility to decide how much prestige would be spend to over strength unit (i.e. i would like to over strength 2 units equally) | ||
| 87 | change victory condition, requirement to hold all VHs at least for 2 turns | ||
| 89 | Done | I would like to see notes on the Cap in the purchase screen | |
| 91 | Doable | Damage to targeted hex and adjacent hexes: Possibility to get damage not only at one VH but five VH's (the unit you're firing at will be attacked and all units surrounding it), I think about super weapons like atom bomb; | Need new formats |
| 93 | Doing | Force AI to use properly paratroops and air transport when moving his unit: force AI to try to capture airfields and to use air transport for units like paras in order to capture human VH's (it would be hard to implement); | |
| 94 | Possibility to insert texts DURING scenarios (not only caused by trigger hexes) for instance when reinforcement units arrive (a text message accompanies the new units) | ||
| 95 | Done | Possibility to use MP3 files instead of MEL and MUS. | |
| 97 | Doable | Some specific aircrafts should be able to capture VH's. The idea is to be able to make pure aerial scenarios like the Battle of Britain, the Battle of Germany. | Need new formats |
| 99 | Doing | Use multiple icons for
the
same unit in a scenario depending on a new scenario "camouflage" parameter. Equipment file could define up to 4 icons for each camouflage type (default, snow, desert, jungle) |
Need new formats |
| 102 | Doing | Create a specific Choice scenarios | Need new formats |
| 104 | Doing | Possibility to get customizable awards for different hexes | Need new formats |
| 108 | Done | Not moveable units should remaing visible once spotted | |
| 110 | Done | When I click on a unit in the unit purchasing screen it would nice to see a list of special attributes | |
| 111 | Done | the game plays a sound when you get a new unit leader, like in PeG. | |
| 113 | Doing | Add helicopter transport, as class and non-organic transport would be really useful for equipment files like the still unreleased LG Cold War, plenty of helicopters | Need new formats |
| 114 | Done |
A new system would be useful
for minefields (they would appear in the same hex as the unit). Minefields done as a terrain layer instead of a unit. Minefields could be defined at scenario design but also made by engineers while playing. They could be also removed (blown) by engineers |
|
| 118 | Doable | Ground,
Sea and
Air radar.
A radar should have only one way in which it can see of the above choices. However, this spotting should be assignable to any type of unit. So an air unit might have ground radar rather than air radar. A ship might have air radar rather than ground radar. |
Need new formats |
| 128 | Done | would be possible an option to shade those hexes that I have seen so far in this turn. It’s fine if there is something in a hex, but if it’s empty then have I seen it this turn and it’s really empty, or have I not seen it? | |
| 133 | Done | Out-of-fuel planes crash. | |
| 136 | Done | Add Torpedo special ability like Pacific General. Bombers having this ability, should be able to attack with range of 2 and a bonus of action | |
| 137 | Doable | Special equipment attributes
to add: 1) Snorkel special equipment attribute for the submarines (more chance to avoid an attack) 2) Only aircrafts with 1 bit set up can rearming themselves on the aircraft carriers 3) Some kinds of submarines can launch/rearm aircrafts (e.g. Japanese class I-400) 4) flying boat ability, planes can refuel/rearm near port/battleship/cruiser/destroyer |
Need new formats |
| 138 | Done | Another victory condition can be the exit from the map in a certain area of a certain number of units When a number of units have exited then victory. I guess this can be done in the system of BV, V, TV depending on number of units exited at the end of turns. | |
| 144 | Done | When a unit w/o
ammo is attacked, it should be destroyed or at least it will
fight using a big penalty. Unit without ammo will combat with half strenght and initiative reduced |
|
| 153 | Done | Improve AI naval attack concepts: | |
| 156 | Doing | Change non organic transport byte to be mapped as single bits so any combo of options is possible | Need new formats |
| 161 | Doing | Marines - they could land and move in the same turn to mimic amphibious ability? | |
| 163 | Done | Scenario designers should be able to disband units in a certain turn - so to speak 'reinforcements the other way round'. This would be extremely useful, e.g. for strategic bombing missions limited to the very first turn(s), applicable to scenarios like 'D-Day' or 'Arnhem'. As it is, level bombers remain available for the entire duration of the scenario what it pretty unrealistic. | |
| 168 | Done | I think that would be
useful
to have an ability making able the submarines to drop the mines. Sapper ability allow any unit to drop mines. |
|
| 169 | Doing | have airports being able to store aircrafts inside hangars as well as it happens for the aircraft carriers in Pacific General. | Need new formats |
| 170 | Doing | It would be interesting to set hex prestige free. Not 40, 80, 160 automatically like it's now. Better would be to set the prestige for a hex like the designer will have it. For example an early hex only 20pp but a late hex maybe 300 and so on. | Need new formats |
| 173 | Thinking | to set up the unity's price at a value not equal to a multiple of 12. | Need new formats |
| 174 | Done | to have a special attribute for self-propelled artillery allows to shoot against the units even when it has moved. | |
| 175 | Done | why don’t we let
the Equipment File maker choose to make ZoC work for planes or not? All in all fighters fly CAP missions but with last changes of no Zoc for planes they’re almost useless as defensive units! Any enemy planes can ignore my fighters no matter how I deploy them! This wasn’t much of an improvement than ground units shouldn’t be affected by ZoC as well. |
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| 181 | Doing | It would be great to have the ability for players to determine what SP level their units are reinforced to. At the moment, if I reinforce a 2 SP unit that started with 10 SP it will automatically go to whatever prestige allows (max. 10 SP). But what if I only want to reinforce to 5 SP? An increment reinforcement adjuster (with prestige cost shown) would be fantastic IMO. | |
| 184 | Doing | Additional switches
(at
scenario level) to: 1.- disable upgrading button 2.- disable deployment 3.- disable auto refit unit's strength to base. 4.- No HQ at start. 5.- Allow Upgrading units on some specific hexes. Upgrading would be limited to specific hexes like SH (supply) or only hexes having a new switch (bit) defined on the mapfile. So if you set 2,3 & 4 , core units will start deployed on last scenario row/col position. |
Need new formats |
| 187 | Done | It would be nice to see weather forecast for some days forward. It is necessary to plan the operation. Some times the forecast, of course, may say untrue. | |
| 196 | Done | Would it be possible to see the enemy unit's move and fire range when it was selected. It's far too much work checking the range for all the enemy units and counting out the hexes. | |
| 201 | Thinking | Rework experience gaining method. Give experience for combat depending mostly on odds, not on the outcome, So "the tougher the fight, the more you learn". Not "the more lucky you get, the more you learn". | |
| 202 | Thinking | Assaults really make forests,
cities, etc a BAD defensive terrain (especially early war when most
forces are infantry). It is semi-suicidal to put your defensive line on
the edge of the forest (where in reality it would be a good place - you
can see enemy and enemy can't easily see you), unless you have ton of
defensive artillery. I find it a bit weird that a flat grassland is
easier to defend than a city or forest. I think it would be good to allow assault only BEFORE movement. So that it is still there, but forests/cities are not harder to defend than flat plain (since you might force attacker to withdraw, therefore denying him assault). Maybe there could be an infantry special ability to assault after movement ? Or a leader ability ? |
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| 205 | Thinking | Except some special units there can be no naval landings in hexes other than "clear" or "sand". | |
| 209 | Done | It would be nice to see the unit range of fire when selected. | |
| 210 | Done | line-of-sight for ground units : unable to fire through whatever UNITS at equal or greater range of 2. | |
| 211 | Done | How about being allowed to have several different leader pictures for each nation? I hate it when I have six German leaders, and they all look the same. | |
| 212 | Doing | Could rewards for taking flagged cities be customizable? So instead of being stuck with the 40/80, the designer can be free to set the reward say from 10-1000; | Need new formats |
| 214 | Done | what about to use EXPLODE as animation for the target of non return fire (Artillery,>range fire, non return option). Now it is imposible to know what are the targets of AI attack. | |
| 220 | Thinking | the ability to buy special abilities in addition to leader abilities ie: attachments as in PeG | Need new formats |
| 221 | Done | Artillery with "level bomber supression" | |
| 227 | Done | In PBEM-parties it's very annoying when your opponent parks a bomber over a hex where a reinforcement appears and then bombs i, could that be avoided ? | |
| 228 | Done | Let the A1 use Aircraft Carriers. | |
| 233 | Hi, cause of the high resolutions the icons and so are really small , it would be nice to be able to zoom in. Perhaps the mouse-wheel would be nice to control that function. | ||
| 234 | Thinking | Now there's no
attack and attack for units, I'd like to add an ability between those. Only attack when in certain terrain. I'd like to give some units (mostly militia) a weak HA that only works in close combat situations or when defending in close combat terrain - if the infantry unit is in a city, forest or mountain and is being attacked by a hard target, it fires back. It can only attack hard targets if they are in a city, mountain or forest. This would represent units with only thrown AT weapons (magnetic mines, bundle charges, hand grenades, dynamite, molotov coctails etc). |
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| 237 | Done | I'd like to have an special attribute avoiding a unit to surrender because suppression |
If you want to make any suggestion, please e-mail me