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)

Sound effects (Click, Capture, ...) converted to MP3  by Drag  (SOUND folder)

Sound effects as mp3 (zip)

MEL sounds converted to MP3 (SFX folder) * Open-Soundup by Juankar 

SFX  (7z format)

Music files (bplay, gplay, rplay, usplay) converted to MP3 (SOUND folder)

OpenMusic as mp3 (rar)

OPENGUI files PG2 style

OpenGUI PG2style (rar)

OPENGUI files Juankar's style

(*) included with installer...

Check JP's OpenGen forum for latest news (English forum)

OpenGen forum at JP

Check JP's OpenGen forum for latest news (Spanish forum)

Foro en Español de JP's Panzer

New Official intro  movie, made by Drag Dasan.
Video codec: H.264/MPEG-4 AVC is required so if you have not installed yet, can  download from:
http://www.videohelp.com/tools/ffdshow  (it is free) and install

OpenIntro.avi

Graphic modding kit for equipment file makers, by Juankar
A set of templates to make easier development of new custom graphics for OpenGen

Graphic Modding Kit (rar)

Manual básico de Open General en español, por Guillermo Bores (aka Guille)

ManualOpenGenEsp.pdf

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 ...


The way to install Open General is by using Tinyrodent's new installer: Open General Installer.

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
 


There is an additional installer to play any of the CC (Challenge Campaigns) played, using OpenGen engine. 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
 


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.
 

Back to index

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
  • AD/Flak units can be defined to intercept planes while flying, within a range of 1 hex.
  • Battleship, Carriers and Cruisers can be defined to fire as FlaKs.
  • Air units can be defined to extend a zone of control on surrounding hexes.
  • Roads give the bonus by default when exiting hex which can result in a bridge acting only from one riverside.
    But roads can be defined to give the bonus when entering the hex instead, so bridges will work on any riverside.
  • Mountains, Cities and Forest can block direct line of fire only at range 2 or them block at any range (3 or more).
  • Barrage/Bombardment
  • Bridges, airfields, ports and cities can be blown up.
  • Blown hexes can be repaired.
  • Some units can convert some terrain types to port, bridge, airfield or fortification (build feature).
  • Reinforces can be defined to arrive at start of turn (default) or at start of player turn (this way is always set for PBEM).
  • More victory conditions can be defined.
Equipment File additions
  • New special attribute Sapper, allow unit to blow, build, repair - if scenario enables this feature - and to drop/remove mines
  • New special attribute marine, allow units to land from naval transport and then move.
  • New special attribute mechanized, allow units to move and fire.
  • New special attribute no-surrender, allow units to avoid surrender if forced to retreat due to suppression and cannot move.
     
  • Can define up to 254 countries
  • Can define up to 32 fronts and 32 factions
Other features (not optional)
  • Deployment
    Units cannot be un-deployed if any enemy have been revealed or if user selects a new unit to deploy.
    It works somehow as Undo Movement option
     
  • Leaders
    Tanks units cannot get Aggressive Maneuver as secondary leader attribute.
    FlaKs units gets a new "Flak Support" leader giving the ability to intercept planes within range 1 and also give support fire to ground units within range 1.
    "Forest" Camouflage leader is now available but renamed as Expert Camouflage.This Leader ability hides the unit in certain terrain (Forest, City, Bocage, Sand, or Mountain) such that the enemy can only spot from an adjacent hex. Furthermore the unit will Surprise attack the first enemy entering an adjacent hex, similar to Overwatch
     
  • Score
    Game score use a new formula and two score files:
    OpenHigh.scr will keep 5 best scores played
    OpenLast.scr will keep last 5 scores played.
    scenario score will be included on AAR and dossier window (not done yet done).
     
  • Disband Units
    Units can be set to disband (removed from battle) at a certain turn.
     
  • Saving after scenario is finished
    On campaign mode you can save the game once scenario is end and before next scenario is loaded. Game pop up a new End Scenario dialog showing a short summary and a button to save. This "Ended" status is stored with save game, so when loading again it starts on same this from that, goes to this "End Scenario" window again. This can be useful to debug campaigns, because at this point next scenario is not loaded yet.
Blow/Repair/Build

Each option requires to be enabled on scenario file, so some scenarios could be designed to allow blow and repair but not enabled for building, or could be enabled to build but not to repair.

  • Units having equipment file's special "sapper" or "engineer" attribute can blow up Bridges, Airports, Cities and Ports.
    Unit must be placed on hex to blow, and should have not taken any action
     
  • Units having "sapper" special attribute can either repair blown hexes or convert terrain to be Bridge, Airports, Ports or Fortification (build)
    Unit must be placed on hex to blow, and should have not has fired, reinforced or moved
  • .
     
Victory Conditions
  1. Killing all enemy units
  2. Taking all Victory Hexes (VH) within specific turns (BV,V,TV,LS)
    This are standard victory conditions always enabled
     
  3. Holding a number of VH enemy should take after last turn. Result depends on how many player got to hold
    (this will allow true defensive scenarios). This victory condition should be enabled on scenario file.
     
  4. Retreating a given number of units using scenario designed EH (escape hexes) to  achieve a BV, V or TV
    This victory condition should be enabled in scenario file, and at least one EH should be defined
     
  5. Killing all enemy unit defined as "Must Survive Units"
    This should also be enabled in scenario and at least 1 unit should be marked as Must Survive.

Note. Victory conditions 2 and 3 are alternative, so if VH to hold is enabled, taking VH has not effect.

Minefields

Mines are  implemented as a new terrain attribute. Can be defined in scenarios at design time, but can also be dropped by certain units.
For ground mines, units having sapper special attribute can drop and remove mines . Any infantry unit can try to remove mines.
For sea mines, destroyers and naval units having sapper special attribute, can both drop and remove mines.

Minefields have no side, so they can damage any unit regardless which side dropped it 

  • Entering spotted minefields (ground/sea) require spend full movement (cost 254, like rivers)
  • Entering un-spotted minefield can cause some losses - up to 3 strength points - depending on unit experience and engineer attribute
  • When any unit is on a minefields its movement is limited to 1 and gets reduced its defense by 3.
  • To clear mines, unit must be in the minefield, but not always will success and if no success, unit can suffer some loses
Campaign's core units

OpenGen allows to define units to become core on any scenario of a campaign, not only the first one.
Also there is a new flag on campaign file to reset all core units on any scenario, as it first scenario will be replayed. 

Barrage Fire (Bombard)

Scenario must enable this optional feature.
Then, artillery units and capital ships, having non zero "bomber size" value (same than level bombers), can fire to empty hexes in order to blow up bridges, towns, airfields,... on that hex.

If hex had any unspotted enemy unit, then:

  • Unit's entrenchment is reduced by 2
  • Unit strength can suffer up to 1 strength point - although cannot be destroyed by this action
  • Unit can suffer some lasting suppression
  • Unit can get reduced ammo and fuel
AD and Flak units can intercept planes while flying

This option must be enabled on scenario.
If AD/Flak is hidden plane is fired as soon as it enter any surrounding hex. Plane can go on flying after fired.
If AD/Flak was spotted, it only fires if plane stops on any surrounding hex.

Extended LOS

Must be enabled in scenario file.
This option reduces spotting ground units:

  • mountain, hills and cities cut spotting from 2 and up for ground units
  • forest cannot be spotted from distance>1
  • if gnd unit is obstructed, no further spot from behind that hex
     

And for Air units:

  • forest and cities cannot be spotted from 2 and up from air.
External tables

Some of the internal tables used by the game, can be overridden by using external tables if located close to Equipment File.
These are the tables you can currently override:

  • Weather.txt - modify weather tables
  • Terrain.txt - to modify base-entrenchment, initiative-cap and cost to enter
  • Eyear.txt - to override default base year.
    An alternative way, which takes precedence, is to include this token:  "BYEAR = ####" within first equipment item name (first record of Equipment File)
     
Other features.
  • All commands are saved to a special .xlog file placed at OPENLOG folder, so you can replay later.
     
  • There is a special flag to reset core units exactly the same as as if scenario #0  is played, previous core units are lost and unit upon deploy hexes become new core units.
    This flag (reset core units) will be defined on campaign file. Current behavior for replaying #0 works the same also.
     
  • All played scenarios are properly recorded on campaign save game, regardless they are played only once or more times and each time results are kept separately, so AAR can track the path accurately.

Back to index

User Interface features
I have tried to do user interface as much friendly and easy as possible, giving more important information at hand and allowing to configure as much as possible.
 
Settings

OpenGen allow to configure different things, like screen resolution. Some of the settings are accessed by mean of the Settings Window which can be accessed either from main game menu (start window) or from sidebar menu in game.
Setting window allow to change:

  • Screen mode : Windowed or Full exclusive directX mode
  • Screen resolution: can pick on both modes which screen resolution and color depth you prefer.
  • Recently files used, quick launch
  • Media Settings, including different volume controls for:
    - game effects (capture, leader, click, ..)
    - weather sound effects
    - units sound effects
    - background music
    Here you can also configure game videos, in case you want to replace defaults
  • Options to include on After Action Report.
    AAR can be obtained at any point from HQ, Turn Status, End Scenario and Dossier windows at any time.
    AAR can be obtained also for standalone scenarios
  • Game preferences
    Here you can select some visual effects, related with explosions, weather animations and AI to use, as in a future several AI engines can be developed for OpenGeneral
  • Scroll speed
  • And here you can review which files are loaded and game version you are running.
Once game is running additional options are available (toggling main game menu). Some of the options are:
  • Toggle to paint terrain type labels and roads on map
  • Toggle to outline range of fire for selected unit
  • Toggle to mark spotted hexes on map
  • Toggle to hide  unit strength
  • Option to review scenario intro - and if playing a campaign also campaign introduction
  • Option to review turn data info, including victory conditions status, current player type, side and stance, date and weather conditions 

    All this options can be toggled also by using a hotkey
Checking and downloading missing maps

By default every time you start a campaign, OpenGen will check mapfiles and map pictures to be sure you have none missing. if any is missing it will try to download and install from Gilestiel server using FTP. This is done on a background process and it will log any file downloaded or any file missing.

This automatic check can be disabled by mean of a check-box available on "Pick Campaign" dialog. On this dialog there are also two useful buttons to check for the campaign you have highlighted missing files. One button just check and report files, and the second, will also check but will try to download any missing map too.

Available info.

Screen shows this info:

  • Current turn and total turns
  • current weather and ground conditions. Hovering mouse it shows also a forecast regarding number of turns to change weather
  • Selected unit, name, equipment, leader, experience, ammo, fuel & entrenchment
  • Tool tips for menus show also the alternative hotkey in case you prefer use keyboard
  • Can configure if you want to show always to show terrain in addition to hex name on top of window
  • Can also configure to see an explosion on the target unit when it is fired from range 2 or bigger..

More specific info can be got by means of a pop up window:

  • to review at any time last combat results press Ctrl+C. on keyboard
  • to review current turn data, press '1' on keyboard. From this dialog you can get also AAR
  • to review scenario intro, press I on keyboard. If scenario is part of a campaign, you can also review campaign intro.
  • can get AAR, at any time, from HQ, Turn Status, End Scenario and Dossier windows 
  • There is a new pop window showing all the special attributes codes meaning... just  type a question mark ( ? )
Additional features to get info on screen:
  • Cursor changes according the actions you can take, so some actions as embark/disembark can be done with a combination of mouse and hotkeys
  • When a unit on naval transport can disembark on a shore, mouse changes to show possible hexes. If you click on a valid hex, unit will disembark at once (no need to right click, get unit details dialog and then embark).
  • On HQ view, hovering any unit box, writes on first line equipment and transport name.
  • View Unit window can show transport name and movement allowance when hovering on transport icon. You can also click on left side to switch which data to show (main, organic transport, naval/air transport if embarked).
    Also you can check special attributes by hovering mouse on "attributes" label on top of icon box.
You can also ...
  • Can change the way selected hexes are shadowed (when moving / deploying)  up to 6 choices, by pressing Alt+1 (old style), Alt+2, Alt+3, Alt+4, Alt+5 and Alt+6. Your setting is saved on windows registry
  • Can change how it is shown the box for selected unit within a list (HQ &  Deploy)
    Alt+0 switches between standard and light yellow box

Back to index

Equipment File folders (Efolder)
To allow playing multiple Equipment File, OpenGen 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 File and all its stuff is 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):

  • SCENARIO, to hold all campaigns and scenarios available for the Equipment File
  • SAVE, to hold all save games played with the Equipment File

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:

  • USERSCEN, can hold standalone scenarios if you prefer to keep them on different folders, but not needed
  • OPENDAT, to include any Equipment File specific graphics, like flags, start screen, medals, dossier, portraits, ...
  • SOUND, if you want custom Equipment File music or game effects for this Equipment File
  • SFX, for custom equipment file's units sound effects
  • OPENGUI, if you want to have a different UI appearance for this Equipment File.
  • SMACK, to have specific videos for this Equipment File

Each time the game need to load any file it looks first on EFolder & their subdirectories and if not found, then looks on Main Game & their standard folder. So you can use a mix of files, putting only specific files on EFolder subdirectories, i.e.: those being different>

Main game folder should include this sub-folders

  • MAP, to include all map pictures. This folder can be used also as a common repository for mapfiles (.map)
  • OPENGUI, to include all user interface files.
  • OPENDAT, to include default Equipment File graphics files, like flags, start screen, medals, dossier, portraits, ...
  • SOUND, to include default music and game effects
  • SFX, for default units sound effects
  • SMACK, for default videos

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.
Any Equipment File defining more than 31 countries must include a custom OPENDAT folder and all the Equipment File graphics files for its countries.

Within each EFolder you need also:

  • EQUIP97.eqp and EQUIP97.txt - to define units types (equipment) and icons.
  • Nations.txt - to define countries.
  • NAMES.txt - to define leader's names.
     
  • Rest of text files defining terrain, units, leaders and interface labels can be missing as default data is included
    but it is strongly advisable to put a proper set of files.
    • Terrain.txt - to define terrain labels and data, including cost to enter different hexes.
    • Units.txt - to define unit related labels, including leaders types
    • User.txt - to define menus and messages labels
    • Colors.txt  - only needed if you want to change UI colors)
    • Eyear.txt  - only if you want to set a different base year (default is 1900)
       
  • In order to allow the new features to work, OpenGen checks if file Fronts.txt is found on efile folder, and if not found it switches to "Pg2Mode" (Pg2 compatibility mode), disabling any new feature for legacy stuff compatibility. Fronts.txt file is not actually loaded and it is really not needed to play, but it must be found (even empty) to enable Open Gen new features.
    This method will change when new formats are ready and Fronts.txt will be needed only for edition again.
     
  • PG2 standard files are also read if Nations.txt is not found (GUI97.txt, MISC.txt)

There is always a working Equipment File folder in use which can be changed by browsing for a new one or by selecting a campaign/scenario into a different folder.

Back to index

Sounds effects
Some actions, either user or game can play a sound if game finds the proper mp3 file.
Game can also play wav files, but wav files fails sometimes so it is better to use mp3.
Game sounds effects are searched on SOUND folder, while Units sound effects are searched on SFX folder

Game effects (must be located on SOUND folder)

  • Mouse/keyboard "click" (Click.mp3/wav)
  • Flag captured (Capture.mp3/wav)
  • Victory Hex captured (CaptureVH.mp3/wav) - if not found. normal flag captured will be played
  • Leader raised
  • (RaiseLeader.mp3/wav)
  • Rain and Snow weather conditions.
    Two different sounds for rain can be played: Rain and Rain2 (mp3/wav). If game finds only Rain file, it will be repeated.
    For Snow condition Winter.mp3/wav will be played if found
  • End turn (EndTurn.mp3/wav)

 Units effects are defined on Equipment File and mp3 files should be located on SFX folder.
 

Back to index

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.

  • Equipment File music should fit a structured file name system to allow find the files, based on main country number of first player not being computer.
    Lets say it is Germany, country# 8, then these files are searched:
    * Music8_a.mp3/wav and Music8_b.mp3/wav

    For any other country# it would be
    * Music#_a and Music#_b (mp3/wav)
     
  • But you don't need to define music for every country. When any country file is not found then a generic equipment file music:
    * Music0_a and Music0_b (mp3/wav)
    are used, if found.
     
  • If Music0 is not found neither, then standard files are searched if main country is 8,10,20 or 23:
    * gplay/usplay/rplay/bplay (mp3/wav) (check available package on top of page)
     
  • All music is first searched into  EFolder's SOUND subfolder, and if not found into main game SOUND subfolder.
    So you don't need to define music for ALL equipment files, just put default music files (Music0-*) on main SOUND folder and any equipment file will play that music.

In case none of the above files were found, then those default files defined on Media Settings will be played
 

Back to index

Videos

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.
And if you get tired of videos, you don't need to rename or remove, just disable to show on Settings window - Media Settings.

Converting existing .smk files to .avi is fairly easy if you follow this simple instructions:

  1. Get last Rad Video Tools from: http://www.radgametools.com/smkdown.htm and install on your computer (it is free)
  2. Get ffdshow from: http://www.videohelp.com/tools/ffdshow  and install ffdsshow set of codecs (it is free also)
    * Alternatively you could use Xvid codecs http://www.xvid.org/Downloads.15.0.html but ffdshow gets smaller files and it is needed to run Drag's into vide anyway.
  3. Run RadVideoTools
  4. Select PG2 SMAK folder
  5. Select any smk file to convert and press "convert File" (click to see screen shot)
  6. On new window, left output filename to be the same then existing smk, so you don't need to edit anything on campaign (click to see screen shot)
  7. Click "Convert" button and on next window drop the codec selector to pick Xvid (click to see screen shot)

Back to index

Maps

Maps are defined using two diferent type of files:
- a  map definition file (.map) having terrain data and map image number.
- a  map image.

Map definition files
Default location is EFolder's SCENARIO subfolder, but common standard mapfiles can be put together into a common repository too.
Sequence to find scenario map file is:

  • First current EFolder's SCENARIO subfolder is searched. So any modified map file can override any standard one..
  • If not found, Main game's MAP subfolder is searched. so MAP folder can be used as mapfiles repository
  • You can use also a MAPFILES subfolder (on Main game) as a repository for mapfiles (no no mixing mapfiles with map image files)
  • If still not found a  last try is made searching on Main game SCENARIO subfolder if it exist.
  • If not found game will try to download from Internet (currently from Gilestile's site)
  • ... and if not found yet, then  you will be prompted to browse and pick it

Map image
For map image some different formats can be used, but thy should be always located at Main game's MAP subfolder.
Preferred format is PNG as it allows any color resolution and doesn't lose quality on compressing, but other formats are also be loaded.
Map image is searched with this sequence:

  • If exist MAP#.png (#  is map number) then it will be loaded
  • else If exist  MAP#.Bmp then it will be loaded
  • else If exist  MAP#.Jpg then it will be loaded
  • else MAP#??.shp tiles will be decoded, merged into a single image and loaded.
  • ... and if no map image is found yet, game will try to download from Internet (currently from Gilestile's site)

Back to index

Unit icons

Unit icons can be read using different formats. Game suggested  format is PNG file having 9 images (faces) arranged as 3x3 (rows x cols) images, each one same size.
This is the sequence used by the game when it needs to load a unit icon.

  • First attempt is to load from EFolder's OPENDAT subfolder as:
    • PNG file being 3x3 images same size
    • S16 file (encoded Peg format)
    • SHP file (encoded PG2 format)
  • If not found, then Main game OPENDAT folder is searched using same sequence (png, then s16, then shp):
  • If no external file can be found, then icon is searched within panzer2.dat using also same sequence (png first, s16 later and shp finally)

A different panzer2.dat can also be placed on any EFolder for such cases Equipment File needs a very specific one (IDG general, Napoleonic, ....).
If any panzer2.dat file is found on EFolder it is loaded instead of the Main game one.

Back to index

Equipment File related graphics


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:

  • dossier_medal (png/bmp)
  • dossier_portrait (png/bmp)
  • flag_med (png/bmp)
  • flag_small (png/bmp)
  • inspect_leader (png/bmp)
  • inspect_medal (png/bmp)
  • roundels (png/bmp)
  • Start_Open  (png/bmp) - (* really any png/bmp with a filename start+anything can be used)

Files are searched using this sequence:

  1. In EFolder's OPENDAT subfolder
  2. In Main game OPENDAT subfolder (if any is missing yet)
  3. If any is not found then PG2 standard shp files  (dossier.shp, flags1.shp, inspect.shp) are searched:
    • As external shp file in EFolder's OPENDAT subfolder
    • As external shp file in Main game OPENDAT folder
    • within panzer2.dat

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:

Dossier_panel
Should be 640x480 otherwise medals and losses will be painted offseted.

Dossier_medal
66 pixels width for each medal (198 pixels per country), height is figured from the image, one row layout

Dossier_portrait
146 x 171 pixels each photo, one photo per country, one row layout

Inspect_portrait / Inspect_leader
80x91 pixels each leader. One column per country up to 15 photos in column.
Inspect portrait is checked first and if not found inspect_leader is loaded

Inspect_medal
22x19 each medal, one row layout

Flag_small
12x9 each flag, 2 rows layout (12x18 per country)

Flag_med
21x14 each flag, one row layout

Flag_big
Not used !!!

Roundels
60x50 each roundel (should be properly aligned to be painted on hex pos rectangle. One row layout

Back to index

Interface graphics
Most images used for UI are external files, so customizing can be made with no program modifications.
Those files are expected to be located a OPENGUI folder. When installing, OPENGUI folder is created within Main game folder and files are copied.

Any EFolder can be customized to have a different UI. This is done by creating another OPENGUI subfolder within EFolder and putting just the files you want to modify or all of them. Any file not found in EFolder's OPENGUI, will be loaded from Main game OPENGUI.
Except cursor files (.cur) images can be made as PNG or BMP (png takes precedence in case both exist).

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.

Back to index
 

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.
 
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 ?
 
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).
 
237 Done I'd like to have an special attribute avoiding a unit to surrender because suppression  

Back to index

If you  want to make any suggestion, please  e-mail me