Jump to content
  • Announcements

    • Battlefront.com

      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:

      -showui

      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

Macisle

Members
  • Content count

    1,447
  • Joined

  • Last visited

  • Days Won

    3

Macisle last won the day on November 13

Macisle had the most liked content!

About Macisle

  • Rank
    Senior Member

Profile Information

  • Gender
    Not Telling
  1. Kharkov Map Sneak Peak

    Thanks. The plan at this point is to get the map finished (no ETA, it's going to take a long time) and then integrate new units/formations from the next CMRT module into a H2H campaign using map slices. That, and/or make QB maps from it. I'm not planning to do single-player scenarios or a campaign with it, as the workload is too prohibitive.
  2. Kharkov Map Sneak Peak

    Thanks, Aragorn. I'll try to mix up the weather a bit as I do these little micro-story screens.
  3. Kharkov Map Sneak Peak

    Thanks, Harry. Yeah, it's nice to be able to finally start kicking the tires a bit.
  4. Kharkov Map Sneak Peak

    I'm doing my best to keep them to a minimum, but there is only so much that can be done without sacrificing higher priority design goals. The screenshots come from testing that is actually primarily to spot pathfinding issues. So far, things are looking very good, other than infantry units sometimes not taking advantages of the cover I've created for them when the TacAI decides to displace/rout.
  5. Kharkov Map Sneak Peak

    It's time for another push. Keep their heads down! Go boys, go! So far, so good... Left flank, GO! AT teams spotted. We're in a crossfire! The push is crushed...
  6. Kharkov Map Sneak Peak

    It's definitely something to be divided into small tasks, spaced across time, adding up to a completed whole. Taken in tiny bites, it's an enjoyable way to start the day with morning coffee. 10-30 minutes and you've got a new building complex, skeleton of a city block, initial road layout of a park area, etc. Quite a cool feeling to hit the bottom of your cup and see a new piece of your vision move from imagination to (virtual) reality.
  7. Kharkov Map Sneak Peak

    Thanks. It's 1,440 x 1,440 meters.
  8. Kharkov Map Sneak Peak

    Thanks, Ian. That's not the article I remember, but it is the same technique. It's also more detailed than what I used and so a better aid. Now I don't have to dig through my files !
  9. I don't think I have save games for the "outlier motherlode" QB that spawned my earlier post. -Will check, though. I have started saving turns when the issue comes up and have a couple of things so far that I can send. I also did some arty testing that I can report on. However, I'll be tied up for a day or so before I can get around to it. Perhaps I should try and get a few more examples from freeform combat and send you a batch in one go.
  10. Kharkov Map Sneak Peak

    Okay, this really will be the last map screenshot for awhile, but I couldn't resist a little QB action on the new section and caught this cool little moment:
  11. Kharkov Map Sneak Peak

    IIRC, I got the technique off the forum (a post by Pete W?). You give Google Earth a solid color image to use as a layer mask and set it to mask everything in relation to an elevation. Then you take screenshots using different transparency levels and layer them to identify the elevation lines. IIRC, I gave up on that exact process and instead took a bunch of GE mask screen shots, then made the color layers in photoshop, working with each elevation layer one-by-one. It's been about a year since I did it. I don't have time at the moment, but I'll check my files when I can to see what I have to spark my memory. Maybe I still have that link (or the author will see this and chime in). I do remember that it was a LOT of work. The close proximity of so many of the lines was a bit of a pill and has created some areas I need to polish (got some buildings with "sinking" first floors, too.)
  12. Kharkov Map Sneak Peak

    Thanks! I'd love for it to be included in your db. It will be uploaded to TSDIII and a link put here. Currently, there is no ETA on it, other than sometime after the next CMRT module. I want to integrate the new material from that and have tons more work to do on it as well.
  13. Kharkov Map Sneak Peak

    Oh, yeah. Man...I don't even want to think about trying to redo this sucker from scratch. But speaking of importing, seeing as how it is essentially modern Kharkov, it could be a good candidate for port into CMBS if that ever becomes possible. On damage: Pre-placed damage can really add to the atmosphere of a map. But if possible, I like to let the player make his own. For the battles in this campaign, I'll probably just add a very light amount for flavor in the overlap zones between map slices. That means that some buildings may magically reappear, but better that than eliminate cover. One of the tricky things will be deciding how to deal with the river and bridges in regards to slicing. For realism, the defender needs to be able to put fire on the attacker from across the river if he holds that terrain, but the map cutting will create decision-making work on how to facilitate that (isolated units across river or with a path across a bridge? If so, where? How many setup zones? Etc.).
  14. Kharkov Map Sneak Peak

    Definitely. Speaking of which... Here's an initial stab at putting back in some big buildings. Just finished the doors on 'em. Taking these puppies are likely to be among the Soviet player's first tasks.
  15. Kharkov Map Sneak Peak

    Thanks for the kind words, guys! Well, since the cat's out of the bag on this project, I'll go ahead and post a few more pics. Again, it's early days and this won't be out until after the next CMRT module is released (KV-1, baby! Plllleeeeeaaase!) I've only added temporary foliage in areas where the door networks are largely done so I can get a little test combat going there. Also, I obviously, haven't finished adding all the buildings, let alone fleshing out the other terrain elements in those areas (or most of the areas with buildings). Since I'm going to have to slice up the map, I'll be adding some tall buildings back in later that are currently cut down in size. Here is an overhead. I just grabbed the Google Map screen on the right, so this is not my working overlay. Currently, my plan is to have the Soviet attacker start in the SE corner. I'd like to thank the people of Kharkov for providing a ready-made setup zone in the form of a large park and cushion of buildings! Here's the elevation overlay I did (which is, of course, matched to my working overlay). I will be doing some polishing work later, once everything else is in. Sorry for any seizures or flashbacks! It's not Stalingrad, but in winter, this area might serve for a little "Fallen Fighters" combat. Another angle on same area: And lastly, a bird's eye of one of the little neighborhood areas. I'll call this shot "Mean Streets." That's it for now. It may be awhile before I have additional pic-worthy content. I'll post it as I have it, along with any interesting combat test results (suicidal rout, path bugs, arty effects, etc.).
×