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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:


      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them


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About Kwazydog

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  1. Yeh, it is hehe...I made an oops somewhere there and went from just having one of the models incorrect to all of them Itll be sorted by released...by the end of the weekend all going well!
  2. Bug with Bazookas and Jeeps

    Not sure what we can really do here guys short of removing the bazooka from seated soldiers...Ill run that past Charles.
  3. Panzer Armor

    No probs Bil...its one of those things that youd hardly notice in game directly hehe, though the results will show...wheels, tracks and weapons mounts are tracked individually also for instance
  4. Panzer Armor

    Actually the opposite it true guys. The skirts are separate parts of the model and are treated as such for LOS and damage results. If you get given a Pz-IV with a missing skirt, and a heat round happens to pass through that section, the hull will take the full brunt of the impact. The same was even true in CMSF for M1 and T series skirts, so in theory those wacky fold out wing type skirts on the earlier soviet tanks could actually pre-detonate an incoming missing (even saw it happen once hehe) and could, in theory, make a difference. If you are seeing otherwise please let us know as I am doing a lot of extra naming of objects for no reason if so hehe. Dan
  5. AS.42 crazy wheels! (bug)

    Thanks guys, I thought we had squished that one
  6. Could you do a quick test and confirm those results are still valid Tamptest...if so Ill pass it onto Charles as I believe that may not be how they are intended to work. Dan
  7. Thing is if we put this simple version in now chances are a more detailed version will just be pushed further down the to do list than it already is. Something we have wanted since day one are destroyed versions of tanks...the problem is that that means we also need to make LODs for them, exponentially increase the work load of such a feature. I do believe it will happen, but we need to flesh out our vehicle model list first so we have less new vehicles to make per module thus allowing us to concentrate on this sort of stuff Dan
  8. Certainly hope so, in fact I would like to do a lot more with terrain in the future and as we build up our 3D vehicle 'database' as such that should indeed be possible including many more trees, flavour objects, etc. One tricky part about cars as a flavour object is that to be realistic they need to be able to burn and they are large yet light enough to need to be movable or destroy-able by vehicles, which will likely require some further work on Charles end. In theory we could make a simple one that would somewhat work under the current flavour object system, but Id prefer to wait until we are able to have them go from a regular car, to a destroyed car to a burning car as they should. Something I am working on for the nearer future are modular build roofs with proper 3D models for damage showing beams, etc. For such a small change as such (well not on my end, I think it requires around a couple of dozen models hehe), the overall affect of them should be very pleasing I think Dan
  9. Hehe, I was meaning to say shipping containers there...full of beer
  10. One thing I never realised (nor had particularly thought about hehe) about tanks before making 3D models of them is just how vulnerable their engines are due to the need to cool them. Check out the rear deck of a Tiger or Panther in a photo and you will see huge open slats allowing for this. I had always assumed that there would be some sort of further armor plate below these, in the darkness, but there is not...in the case of the Tiger tank directly below either of these vents are the radiators, fans and fuel tanks for the vehicle, all of which would be highly vulnerable to shrapnel. Even the moder M1 Abrams has a similar spot to its rear, where the slatted armor allows air into the cooling system, which has proven very vulnerable to RPG fire and has prompted armor upgrade in this area. Dan
  11. Yup thats correct guys, they provide cover and its variable depending on how solid the object it...the design of flavour objects though is that they arent large enough to block LOS as such. In the future we hope to add a large type such as say, storage containers, that will provide both. Dan
  12. Semovente 90/53 Ammo Question

    Along with their machine guns that reload the spent rounds into the clip lol.
  13. To answer the topics question with a simple answer, as with everything is comes down to development time...for this release the development time we spent on the interface went into the quick battle system which we felt was the better choice. We do wish to make some notable changes to the in game interface overall and we didnt feel we had the time to do them justice with this initial release, so keep an eye out in the future guys. Dan
  14. Gryphonne's tiny grass mod

    Heh! Yeh we just matched the color to that off google maps as close as we could and generally the testers were happy with the result. Some prefer a more desaturated 'old film' look like was used Saving Private Ryan though which is what mods are for and Im sure there will be many! Dan
  15. Amazing things you've seen

    Yup ammo does cook off in burning vehicles Abrams...not good for any infantry nearby either