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Mad Mike

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Posts posted by Mad Mike

  1. Going to take a look at this-getting ready for a trip though. But I will get back. Thanks Mad Mike. Yeah I suspected the "#" or "_"  fonts were playing havoc on my investigation on my script.  RockinHarry-I'm not at all sure now that simple and short training campaign was the right campaign to play with. Last night I download -per the link in this string ScAnCaDe and will play with that.

    However it is heartening to read that the answer to my original question if you can recompile an original campaign is yes-it can be done.

     

    UPDATE;
    Success-using MadMikes CAM script and ScAnCaDe. And why not-these Keys to the Kingdom worked before of course. But now I know I can do it. [Just change the length of all these simple scenarios to 3 hrs-and the change stayed]

    Experience has it's function. I believe my error in the past was using the #  and _ special characters  as pointed out (I'll just use letter font from here out.) And using ScAnCaDe to decompile -since I have all the CM module and everything is up to 3.11.

     

    I appreciate the comments and advice and observations from all. :)

    Great, glad to hear it worked for you. :D

  2. Hm...the interesting thing about the Devon training campaign is that there´s no use made of the "core" file (or core units) feature, which could be of concern when re-compiling a campaign that has it. I´d i.e checked the files from Courage and Fortitude campaign which has partly different "core" formations in the various single scenarios, so it seems one needs to follow the approach figuring out which of the scenarios has all core troops in use and then saving that particular scenario as the core troops file. In case there´s no scenario which has all of the core formations that are used in the whole campaign included (cause one or another scenario has them partly deleted), then there could likely be a problem with proper compositioning of a (needed) core troops file. Or am I wrong? :wacko:

    Nope, you're quite correct and this is a weak point of ScAnCaDe.

    But I was never able to properly figure out the location of the core unit file information in the final campaign file. :(

  3. I recently open  the stock Training Campaign in CM: Normandy using CMBN_Scenario_Organiser_v0.22 downloaded from the repository. Also played around building CAM scripts.

    Correct me I'm wrong-I CANNOT recompile and opened campaigned using the aforentioned utility using the CM Editor because Scenarios in already made campaigns are considered 'baked'. I can adjust time, forces and such in the scenarios but I CANNOT Re-compile them again. I can only do that with new scenarios? Correct?

    Hi Tempestzzzz,

    as the creator of the tool you're using, some comments and (hopefully) help.

    First of all, I would urge you to not use the CMBN_Scenario_Organiser_v0.22 any more. It is quite ancient by now (released 2011) and has been superseded by CMx2 ScAnCaDe. RockinHarry has already provided a download link to the last version of ScAnCaDe, which also works pretty much in the same way as the previous Scenario Organiser.

    Secondly, it is entirely possible to re-compile campaigns, it just requires a little bit of extra work. You already found out about having to rewrite the campaign script. It shouldn't be too difficult since basically ScAnCaDe provides all the required info in a different format.
    What ScAnCaDe does not provide is the Core unit file used to originally compile the campaign. This means that the original campaign briefing will be missing from the recompiled campaign, since this would be included in the Core unit file. I think you can take a copy of any scenario file of a campaign and just use it as the core unit file. This will not necessarily give you all the core units, but it should be good enough if you don't want to change the troops too much.

    Out of interest, I did decompile the Devon - Basic Training campaign. This gave me the following three scenario files (using CMx2 ScAnCaDe v1.8):

    • Devon - Basic Training #00_Bn Cmpn 01 Out on Patrol.btt
    • Devon - Basic Training #01_Bn Cmpn 02 Firing Range.btt
    • Devon - Basic Training #02_Bn Cmpn 03 Battle Drill.btt

    I then renamed those files as follows, since there could be problems with the "#" or "_" characters in the filenames:

    • Bn Cmpn 01 Out on Patrol.btt
    • Bn Cmpn 02 Firing Range.btt
    • Bn Cmpn 03 Battle Drill.btt

    I then copied the first file and renamed it Devon Core.btt, which represents the core unit file.

    Then I used the following script:

    /* Campaign Header*/
    [PLAYER FORCE] blue
    [HUMAN OPPONENT ALLOWED] no
    [BLUE VICTORY TEXT] You won!
    [BLUE DEFEAT TEXT] You lost!
    [RED VICTORY TEXT] You won!
    [RED DEFEAT TEXT] You lost!
    /*Battle #1*/
    [BATTLE NAME] Bn Cmpn 01 Out on Patrol
    [WIN THRESHOLD] draw
    [NEXT BATTLE IF WIN] Bn Cmpn 02 Firing Range
    [NEXT BATTLE IF LOSE] Bn Cmpn 02 Firing Range
    [BLUE REFIT %] 0
    [BLUE REPAIR VEHICLE %] 0
    [BLUE RESUPPLY %] 0
    [BLUE REST %] 0
    [RED REFIT %] 0
    [RED REPAIR VEHICLE %] 0
    [RED RESUPPLY %] 0
    [RED REST %] 0
    /*Battle #2*/
    [BATTLE NAME] Bn Cmpn 02 Firing Range
    [WIN THRESHOLD] draw
    [NEXT BATTLE IF WIN] Bn Cmpn 03 Battle Drill
    [NEXT BATTLE IF LOSE] Bn Cmpn 03 Battle Drill
    [BLUE REFIT %] 0
    [BLUE REPAIR VEHICLE %] 0
    [BLUE RESUPPLY %] 0
    [BLUE REST %] 0
    [RED REFIT %] 0
    [RED REPAIR VEHICLE %] 0
    [RED RESUPPLY %] 0
    [RED REST %] 0
    /*Battle #3*/
    [BATTLE NAME] Bn Cmpn 03 Battle Drill
    [WIN THRESHOLD] draw
    [NEXT BATTLE IF WIN] 
    [NEXT BATTLE IF LOSE] 
    [BLUE REFIT %] 0
    [BLUE REPAIR VEHICLE %] 0
    [BLUE RESUPPLY %] 0
    [BLUE REST %] 0
    [RED REFIT %] 0
    [RED REPAIR VEHICLE %] 0
    [RED RESUPPLY %] 0
    [RED REST %] 0

    Then using the scenario editor (in CMBN v3.11), I could create a campaign file, which after decompiling showed the exact same structure as the original campaign file.

    I hope this helps, campaign compilation is sometimes not so easy due to the minimalist feedback you receive as a user.

    Cheers,

    Mike

  4. Is there a snow scenario in the CMFI - Gustav Line? If so I would like to try one without loading all of them to see.

    But it looks like such condition presently only can exist using the QB maker

    Two scenarios that came with the module have snowy conditions:

    1. A Temple to Mars:
      Weather: Blizzard
      Temperature: Freezing
      Ground: Patchy Snow
       
    2. The Keep of Majella:
      Weather: Flurries
      Temperature: Cold
      Ground: Patchy Snow

    At least one user made scenario has been made with snowy conditions:

    1. Di Saronno:
      Weather: Flurries
      Temperature: Freezing
      Ground: Light Snow

    Download here, for example (couldn't find it on the Senario Depot): http://www.theblitz.org/scenarios/b-15.htm?action=download&id=11191

    You can always make scenarios with "full" snow conditions, so these weather / ground options are not restricted to QBs.

    Btw, if you're interested in information about the scenarios without having to open them individually, you could always give my program "CMx2 ScAnCaDe" a try.
    For download link see my signature.
     

  5. I'm currently reading "Snow & Steel - The Battle of the Bulge 1944 -45" from Peter Caddick-Adams.

    I find it to be very well written, it gives a good overview from both sides, including short biographies / background on principal commanding generals. It also has some first-hand accounts, which are presented as little snippets in the overall narrative. Quite well done, IMHO.

    I'm currently at around page 200 and the battle hasn't started yet. It's a very thorough account of the circumstances and the setting of the offensive. Highly recommended.

  6. Known bug. It will be fixed but in the meantime here is a workaround:

    When player 1 gets file 002 back from player 2 and loads the PBEM save file, whatever setup zone he is in will be the one he is in every time he loads that save so long as he does not exit the program (exiting and restarting the program will occasionally result in a different zone). However, after loading then Quiting the 002 PBEM file player 1 can switch the setup zone he will be assigned next time he loads file 002 as follows:

    1) Click on Quick Battle at the main menu
    2) Switch the attacker and defender services, e.g. if it is set to Waffen SS attacking and US Army defending switch it to the other way around. It doesn't seem to matter what the specific services are or if they match the ones in the PBEM, only that they are reversed from the present default. Other settings in the QB setup screen seem to be irrelevant.
    3) Hit OK --> select map (any map will do) --> select attacker or defender (doesn't matter which) --> select one player turn based --> advance to unit purchase screen
    4) Once you see the unit purchase screen you don't need to go any further. Hit cancel to return to the QB setup menu.
    5) Go to main menu --> saved games --> load PBEM file 002
    6) purchase your units and proceed to setup. When the game starts you will be in the opposite setup zone as the last time.

    This bug has been around since the release of CMBN, and yet this is the first time I see it recognised as such, including a workaround.

    Well done, Vanir Ausf B. :)

  7. Whatever. You're missing the point. And you're wrong: Speed zero is still a speed. I have often encountered the usage, "He only has two speeds: stopped, and flat out." Given that it's a physical fact that you will only by sheer fluke hit another tank by shooting at it while moving at any speed with an unstabilised gun, why would you ever (barring obstacles) move slower than "as fast as you can"? Which is the whole point of the paragraph, which starts by telling you to drive as fast as you can. Why would the author specify "slow down to half speed to shoot" when in the previous sentence he said "you won't hit any better by slowing down (and you'll be easier to hit if you do)"? There is obviously some sort of error, whether it be typo, transcription, dictation, interpretation of jargon or some other failing between the brain of whoever conceived the advice and the copy that made it to "Halbe", because otherwise it's just a confusing paragraph which makes no consistent sense whatsoever.

     

    Also, what, exactly might be meant by "Half speed". It makes some sense in naval parlance, since the sea is largely devoid of hills, or the instruction can mean "half of maximum revolutions of the propellor", but in a tank, which can be driving in mud or on pavement, with a gear box to change what "half revolutions" means, it's pretty meaningless. If the tank can do 27kph on flat metalled road, does it mean that you should slow down to 13.5kph to shoot? When you might not be able to maintain 13kph on the surface you're crossing with the pedal to the metal? And what about a Panther, with its 55kph notional top speed: should the tank commander consider it ideal to fire while crossing a ploughed field at 27.5 kph? Of course these are rhetorical questions; the answers are clear: no, there is no practical advantage to be gained by firing at half a notional top speed, in any circumstance. It's nonsense.

     

    And another point: "the half" isn't a speed . Half is a speed, so "...should be only two speeds: the half (for firing!) and all out forward..." makes grammatical sense, and is consistent with widespread usage. The phrase sans elision does not and is not. I believe German permits "halbe" to be used as a quantifier without an article (or the article applies to the noun it's quantifying).

     

     

    A little sanity-checking simply shows there's a problem with advice paragraph 8, sentence 3. The simplest solution to resolve that problem is that the author meant to say "Der Halte", because that is consistent with both the advice given elsewhere in that paragraph and pamphlet, and the laws of physics.

     

    Well done, agree with most of what you've written.

     

    It's just that you seem to miss my point: Whoever translated this, intended "Halbe" to mean "half speed". That's the only way this whole sentence construction as it stands in the translation makes sense.

    There is no "Der Halte" in German. "Der Halt" would be the closest, correct equivalent.

     

    I guess this all is a case of a translator with mediocre understanding of German translating the original into English, which then in turn has been translated back into German. Would be interesting to see the original, maybe someone can provide a scan?

  8. It's still a translation of a flawed original, Mr Troll.

     

    I don't think the original is flawed.

     

    It says: There should be only two speeds for a tank: half speed (for firing) and full throttle.

     

    "Halbe" does not mean "halt" or "stop" and it is not a typo. The reason it can't be a typo is quite logical: Nobody would refer to a halting tank as having any speed at all, it does have no speed since it is standing still. So when point 8 refers to two speeds, this does by itself exclude standing still. Don't try to overthink this or make it more complicated than it really is .. it simply means what I wrote above and it was also meant to say this.

  9. Bulletpoint,

     

    can you confrm that this is the QB map pack you are referring to:

     

    http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1716

     

    If so, I had a look at these and the maps are not the problem. They have all been created with CMBN v1.01.

    Also, the submission date into the repository (beginning of 2012) is clearly before either the CW or MG module even were released.

    The maps do not require any module to be present in order to play with them.

     

    My guess:

     

    The AI force selection is somehow "broken" by being allowed to select forces for which you don't have the module.

    This does not seem to be a problem for playing straight away (there seems to be no check for available modules as there is when loading a saved game).

     

    So my guess so far: Bug in the game.

     

    But I'm sure Ian will take a good look at it and report it if it is a real problem.

  10. There is a modtag [mainland] for CMFI, which should be doing what you're after.

     

    It would be great if these "system defined" modtags could be listed and explained somewhere - i.e. in the manual.

     

    Has been asked for before, maybe one day..

  11. Sorta. I attached the output file for scenarios and campaigns. For scenarios the Year shows up as invalid, the battle type shows as invalid and both the game and region are listed as unknown. The campaigns seems better but sill has no idea what game it is.

    attachicon.gifCMx2ScAnCaDeOutputForCMBS.zip

     

    Thanks Ian, so it works as expected, meaning it will decompile the campaigns and it can handle the files, it just doesn't recognize all the data / parameters.

     

    That is not surprising, since I have to code these into the program. But I'm not going to do this for CMBS, since I don't own it.

  12. can someone maybe confirm this since i don't play H2H myself. CM manual says the campaign file is encrypted so cheating was not an option during H2H campaign play. If H2H campaign doesn't work in the first place there'd be no point to any of this.

    H2H campaigns only work for Hotseat, NOT PBEM. Since this is the case, H2H campaigns are a non-starter.

    This has been established in some other threads, which I can't find at the moment.

  13. That campaign extractor tool, just like those that came before it, will extract scenarios from a campaign. It will not extract campaign script files, which would need to be edited to make a h2h campaign.

    It's true that ScAnCaDe won't extract the campaign script file, since this file is only used for campaign compilation (construction of the .cam file). It is not saved in its original text form anywhere in the .cam file.

    However, ScAnCaDe will extract all the relevant information which is contained in the original script file and present it in the "Campaign_Listing.xml" file. It should be easy to use this information to create your own campaign script file.

    Or to say it with Walter White (Breaking Bad): "Apply yourself!" ;)

  14. Sadly' date=' I can't get Mike's organizer to work. I think it might something to do with Windows 8 not liking Java.[/quote']

    Warts 'n' all, what version of the tool did you try to use? Was it the latest as per the link in my signature (see below)?

    If not, you could try this and see if it works with this version. You should obviously have Java installed for the tool to work, but I can't see any reason why it shouldn't work under Windows8 and you're the first to report this problem.

    Anyway, PM me if you still can't get it to work and if you want to look into this further.

    Cheers,

    Mike

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