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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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  1. Snowy Trees Mod

    I'm not sure that syntax is correct for the second texture, but yes- it should load the second texture. But, as this is a bush- it will most likely be random, as we don't select the textures per bush. But it would add some variety, for sure.
  2. Hello benpark,

    I have been following Umlaut's "A Scenario Designers Guide to Umlaut's Factory Mods" with respect to your solution to the alpha channel issue transparency to resolve the damaged building LOS/LOF and entrance constraints.  I think I understand your solution for making the alpha channel transparent and then it will apply to all the windows selected when designing a building.  Unfortunately I can't get that alpha channel to work in a number of image editor programs.  I make the alpha channel transparent, black, etc, nothing works in game.

    Therefore I tried you .mdr model substitution technique and that works for replacing "8-space-space-space" with for example "8-window-space-window".  The windows are transparent, but the window sills are not.  Any suggestions for me to try in order to get the flat textures (transparent window sills) or to get the alpha channels to work properly?  I really appreciate any help or guidance you can give me.  I want to build the 3 big Stalingrad factories and create scenario for them and this issue is preventing my progress.




    1. Show previous comments  2 more
    2. piner


      Thank you.  I will give it a try. Just curious, did you use Photoshop to make the alpha channel edits or some other graphics editor.  I have had trouble using GIMP and I'm not sure Paint.net works with alpha channels.  Thanks again for all your help.  


    3. benpark


      Photoshop, all the time.

    4. piner



      Thanks again!  You have been very helpful.


  3. I see you found my underwater shed in that first video. Missed that one flavor object somehow in placing the 10,000 other ones. I'll log the shader issue again on the beta tracker.
  4. Thanks very much. I'm really happy that people have played the campaign, and posted such great video AARs (and the people like yourself that have posted astute comments on them). It makes me (hopefully) better at scenario design when I see how they are played in such detail. Erwin's additional mention of use of smoke also highlights another important tool- particularly when you absolutely have to cross the street, and suspect unpleasant results. Remember to set the facing, then pop the smoke. Also- The "corner peeking" in 4.0 is a great help with getting smoke on target, as well as urban combat in general.
  5. I'd also suggest figuring out if any of your units have demo charges. "Mouse holing" between buildings without connecting doors is a good way to move into advantageous cover without having to expose your forces. "Stay out of the road if you want to get old" is a good phrase to remember. Count on any road as being a fire lane for your enemy.
  6. As far as the Aachen campaign goes- it’s helpful to divide the maps into “sectors”. This could be a single city block, for instance. Have a plan for the order in which you will tackle each consecutive sector, ending with the intended objective. Like any battle, if you have a fresh reserve, that can handle any mop-up or unforeseen circumstances. If not, focus your available forces in roles like "support", "assault", etc. Know the capabilities (fatigue state, etc.) prior to the battle. This will help with figuring out how to use them best, and which forces can do the heavy lifting of clearing any surviving defenders from VLs. Have an AFV and some heavy weapons and a few squads to lay down suppressing fire, then have a few squads as assault forces. I generally split these, and basically do the same thing as the “assault” order, but I’m choosing which men enter the building, and with which buildings. I generally play RT, so I am not splitting forces extensively. I am also surprised when I watch the great AARs on Aachen about how much covered terrain is underused. When I made the campaign, I figured people would be using a particular stream, or a particular route of attack- but they rarely do! As the maps are based off of period maps, these "covered routes" are maybe not as obvious as maps made "from scratch"- but they are out there, as they were when the battle was fought.
  7. Aachen campaign

    Sorry, I can't remember off the top of my head what I set it at- 70-80% sounds correct, though. You should be well supplied between battles. This campaign is more about force preservation than ammo resource management.
  8. Hilltop to Hilltop

    Thanks, Freyberg!
  9. Kharkov Map Sneak Peak

    Great looking map!
  10. I'll log that 251/2 issue.
  11. Question about map desing.

    I generally use the sheds (smallest two barns) as small mausoleums.
  12. AT gun movement

    I have a standing beta report on this. Not sure where it sits on the agenda at this stage, but hopefully we see a "push weapon" animation at some point. I agree, it is one of the immersion things that could use a fix.
  13. Battle for St. Lo

    I made a map of Gaucherie a looooong time ago on GaJ's. Not sure if it made the move or not. I also had a scenario somewhere that depicted the brief, but sharp action there . The 113th Cavalry Group fought dismounted into the town- an audacious and risky move to leave the M18's and mounted MG's behind, but the terrain necessitated such moves. The 113th was my grandfather's unit (a Captain by wars end). There was a unit history published towards the end of the war called "The Saga of the Red Horse" (in part here): http://www.redhorse.nl/The_Saga_of_the_Red_Horse.htm I had always intended on making a campaign based on the 113th, but have yet to have time to do it. I'm sure my grandfather would have been fascinated by the map making aspect in particular (as I am). A general overview of St. Lo fighting here for aspiring scenario makers: http://www.history.army.mil/html/books/100/100-13/CMH_Pub_100-13.pdf There's also the book "Dying for St. Lo", which as I recall is a good overview of the German angle on the situation.
  14. Lend-Lease stuff coming soon?

    I'm pretty sure Steve outlined the release order elsewhere. I am fairly certain that the CMFI module is next up, according to the flight plan. That doesn't necessarily mean that the RT module isn't being worked on, however. Rest assured that work has indeed been underway on the RT module (lots of work). I don't know when and how Steve wants to go into detail about any of the features and progress, but I'm sure "when it is ready" to be discussed in more particular detail, it will be.