Swaps all of the units and visual effects around so that all three factions can be played. The balance changes included in the mod address numerous long standing complaints about the original game while the faction swap provides a fresh experience to the gameplay. The mod has been built from scratch with full compatibility on all maps and missions in mind: Any map that worked with the original game will work with this mod. The campaign can also be played either as it was in the original (with the new balance changes included), or by using the previously inaccessible Terran units instead.
Version 5 is now officially released! You can find it on the Downloads page here. The Readme is chock full of details so make sure to read it if you have issues or questions and hopefully they've already been covered in there.
An enormous amount of work has gone into this version which is reflected in the sheer number of changes from the last version and the many months it took me to finish it.
This should also be the final version of the Reversal Mod unless some sort of game-breaking bug rears its ugly head and forces me to release another update. The mod has been thoroughly tested however so this shouldn't be necessary. Fingers crossed of course.
Its been an interesting decade of development with my tools and techniques for working on the game evolving the whole way along. Every release has been a clear improvement on the last and this one is no exception. I hope you all enjoy playing it as much as I did working on it.
My next goal is to get the source (.juice) files organized and then released as a separate download for anyone that wants to look at or work with them. Expect those some time in the near future. After that I should probably get my various notes put together into a modding guide as well but that's more long term.
As always, your feedback is appreciated. Enjoy!
A comprehensive look at all of the new features and changes included in Version 5 of the Reversal Mod.
Version 4 of the Reversal mod has been finished and is now available for download.
An in-depth list of the changes coming in version 4. Balance, graphics and AI galore in this release.
Version 3 of the Reversal mod has been finished and is ready for your enjoyment.
A complete gameplay, faction and graphical update mod for Ground Control 2. Rebalances all of the factions and allows you to play as the Terran Empire...
A complete gameplay, faction and graphic update mod for Ground Control 2. Rebalances all of the factions and allows you to play as the Terran Empire in...
A complete balance and faction mod for Ground Control 2. Allows you to play as Terrans in the campaign, skirmish or multiplayer modes. It also includes...
A collection of 30 community made skirmish maps and one single player mission for Ground Control II. These do not require the Reversal mod to function...
Update: Version 3 is now out! If you came directly to this page and haven't tried the new version yet, scroll up and click on the Downloads page for the...
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Have you ever thought of using stuff from the terran modification? For example, the drop-in legionnaire support.
I deliberately avoided using any assets from the other mod, partly because I didn't want to have to worry about conflict of ownership or credit and mostly because I wanted to see what I could come up with on my own.
If I'm remembering it right that paradrop was just the assault pod power with a different animation (the parachute from the sensor power). If you play in Reviron that power gives you Dragons but the pods are retextured to look Terran instead.
On one hand yeah the parachutes would definitely look better because the texture I made is amateur at best, and now that I know how it wouldn't be much work to make my own version that has a Dragon Legionnaire instead of the sensor hanging down.
On the other hand I always liked the idea of a Terran-ized assault pod based on the dialogue in the last mission so I've stuck with it.
Yep, they ripped the legionnaire model and battle scanner parachute (somehow) and then reanimated it with the legionnaire instead.
Well, I'm guessing that, but the one time I did use it the parachute drop animation looked a bit jank.
Also, I was thinking, there's a lot of textures with unreadable text, like they've been lossy compressed. There's probably higher resolution textures out there just waiting for someone to use them (looking at you, rebellion).
That, and there's likely pre-damaged textures as well - I also noticed a lot of similar looking damage bits on the NSA island base models for example.
I am curious, is it possible to have all three factions playable at the same time or is there engine limitations?
Game limitations. Only two factions can be played/used by a player at any one time, unless one of them is replaced with the Terrans.
I've been investigating a 3D pipeline which we can use to get models into GC2 while minimising the use of Lightwave.
The current one I've determined is using the latest blender for all modelling, unwrapping, texturing, etc, copying this work over to blender 2.79b (which is the last version before the lwo export plugin breaks) by having both open at once and simply copy pasting the model over and exporting a idtech compatible lwo file.
Then you can either use this model directly in ShowboxN if it doesn't require animation, or open it in LW 7.5 (archived here: Archive.org) to rig and animate.
There is still a lot I don't know, for example, why/how existing animations don't have problems with interpolation curves when looping while ones I've created with linear curves still get a smooth in and out in ShowboxN (Also ShowboxN has problems with some models that can be fixed by using Showbox, aka the older version). Edit: Set the incoming curve on the keys to linear.
Edit: We can now use the latest version of blender using this script: Gitlab.com
The lwo importer addon works fine in 3.3.
this is such an awesome mod! it has turned GC2 into one of my favorite games! thank you SO much for all the hard work you have done over the years! EPIC job!
Hey Flamecurse, could you join the ground control discord? Probably the closest thing we have to a community, even if it's dead most of the time.
Please, you must share what you've learned with the rest of the community. The older players I've tried talking to have all but forgotten everything.
I did get some information that it is possible to reverse engineer the models and get them into LW 5.6. There used to be a tool to do it, but it was lost to time (well, for now at least).
Discord.gg
(I tried direct messaging you on moddb, but you didn't respond)
Yeah sorry about that, I saw your message but just never got around to following up on it. Discord isn't something I normally use which didn't help either. I do have some long term plans about some of the more creative hacks learned while working on this mod though, hopefully I get around to sharing those before I forget too!
Can u make a4 Combat strider attack air units like in original Ground control 2?
Its been very specifically balanced as a ground attack unit with the Missile Strider handling AA duties in that end of the Terran arsenal. Allowing it to attack air would require me to weaken it in some other way (less damage, health, etc.) which would just make it less effective in its intended role. I admit seeing that gatling gun open up on air units would be visually impressive though!
it's a shame there's no way to modify the unit so it can fire at air but that its damage is pathetic and barely useful.
U could just lower gatling gun attack speed (just like original) it whould be balanced that way. Thank you for answering by the way. Sorry for being annoying but i love that unit so much, using it almost all the time and i whould like to be a closest to the original if possible.