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Pyewacket

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Everything posted by Pyewacket

  1. map converter 1.28 ok, 1. I changed the buttons. 2. I included another 6 files. take the file CMAK_Mirrow_H.txt as an example (_H means horizontal; so it is good for mirroring a map horizontal which was read from CMAK , my english is bloody bad 'mirrow' -> 'mirror'...sorry) . In this file you find these lines: CMAK Mirror info: 144;+16 160;-16 ; this means: tile no 144 will be tile no 144 + 16 (so 16 is added!) when you mirror horizontal. Of cause there are lots of tiles which must be included in this file, but I neither have the time nor I would enjoy that. So if there's any need for this mirroring thing I ask for a volunteer who fills in all that information. The ';' at the end is not neccessary but it looks better. Make sure there are no more line with text (or so ) in it, because the app reads till the end og these files and if there's no number (or a ';') then an error message occurs.. Enjoy it. Jens
  2. McAuliffe: 1. jep, I had the feeling that something is wrong (road). That's why my testmaps looked that strange,hehe. Funny because I asked myself why, but didn't care in the end.. Now you told me...Unfortunately that's a huge thing, because nearly any of the road tiles needs to be comverted to a different tile depending on the mirrow command. I am not sure how to fix that and how that will work with the option of manually editing the conversion tables. I mean if you mirrow horizontal I could code something that exchanges the road tiles to correct the orientation, but if the road has been replaced to a hedge (silly expample I know)in the conversion table, then the hedge will be a road at some points, and where the mirrowing affects no editing of the orientation it will stay a hedge. But let me think about that task a while....maybe it could work like this , e.g. mirrowing horizontal -> then to some road tiles there's a value added, or subtracted to get the right orientation. To be precise take tile no. 160 in CMAK (road from upper left to lower right). If this is mirrowed I could add a value of 16 to that tile number (no 176 is road from lower left to upper right). Would be clever to have these information in a file I think: Text file: Mirrowing horizontal CMAK Tile no; value (add = +) 160; 16 176; -16 etc. of cause this would be a huge list, but I have no idea how to handle that different... MAybe you have some ideas? No there're no conversion tables for CMAK-> CMAK or CMBO->CMBO,CMBB->CMBB. But I can implement this very soon, if needed. 2. I am not able to plot moves in a current game, sorry. Robert: right...I'll change the text in the next version.
  3. McAuliffe: Mirrowing is now included in version 1.27 Map Converter 1.27 A bug is fixed: CMBO rough was translated to CMAK/CMBB rocky. Now rough is rough..
  4. I love this scenario too. I 've played around 30 turns so far. I used the default setup and ran with the Tigers into a gun zone and lost two. The Pz IV approached on the right side of the map without much losses yet. I brought the Tigers into the town (through the weed field) to push away the attacking Shermans and it worked. Whatever someone does the scenario shows very good that the advance should be slow. This way CM becomes more realistic I think..
  5. I don't believe that. Just from memory I can tell you that I always get turns with the last camera position I sent out.
  6. Sanok, can I have your email address? I would like to send you a test file at the weekend. my email is webmaster@gillspye.de
  7. yes, I didn't forget your proposal. Simple had no time yet. I would like to visualize this with a picture. So we speak about two buttons, one for horizontal and one for vertical mirrowing...
  8. This is a good idea. I found plenty of sceanrios..hope there's the one we're looking. Thank you
  9. Not sure. A friend told me about that scenario. I'll ask him. Thank you for the info.
  10. Does anybody knows this scenario (and where I can get it)? Not sure about the name, but it must have been a CMBO scenario..
  11. Do you still have problems? If so email me: webmaster@gillspye.de
  12. thanks Robert. I am also curious about your program... by the way, I uploaded version 1.26. There're no big changes, but an error (occured in large operation maps) is fixed; was reported by desertfox. I didn't know that in operations the max width and!! height is 6000 for cmbb, 5000 for CMBO and CMAK 8000m. That depends on the parameters (west or north) you define..
  13. Europe: 'Ye I know, but I would like something that, for instance, replaced all tall pines with damaged heavy buildings. So that one could have full control over the placement. Also interested in burning terrain that can occure during combat but can't be placed in the editor.' Complicated question: 1. You can replace every tile with another tile of your choice. You have to manipulate the conersion files for this (an instruction is in the help). 2. You can only replace tiles with those in the map editor given. I.e. you can't place damaged houses on the map (there's no tile for that). But you can replace houses in a scenario with burning houses, or (quit strange ) river with burning trees. So in short: this tool can only do what you can do manually, nothing more.
  14. 1. 'Why do I need to exit and reload CM?' 2. 'Does your application need to copy into an empty, default map?' 1. Isn't really neccessary. It works also when all 3 CM versions are open. But some guys could have problems with ATL TAB to switch back to map converter. E.g. when I am running CMAK and CMBB then I have to hit twice ( and very fast) ALT Tab to come back to windows. Otherwise I only switch between CMAK and CMBB.. So I recommended to have only one CM version open (for these guys who have problems with shortcuts anyway and don't like to experimenting.) The only thing one have to take care of that the mouse isn't over the tiles but the map when you leave CM with ALT Tab, if it is over the tiles you get an error. 2. No. You can overwrite any existing map. Either you overwrite the complete map (no matter if it's empty or not) or: There's also a feature included with which you can copy some terrain in a given area of the map. This means that you read a complete map, but write only a portion to a defined location. Another thing is to add or subtract a value from the elevation. e.g. you put some montains on a map and you now want to put another but higher montain on it. But the previous montains are 19 high. Then you could subtract e.g. 5 from all elevation figures, means the whole map is lower then (and the mountains are 14 at their highest point). This is just for designer who did some elevation mistakes in the beginning and to avoid that they have to lower the height everywhere manually.
  15. 'unhandled exception' If there's still an error after reading the help file, please tell me..
  16. 'Can I use this to import (copy) an existing map into a scenario file in the same program (e.g. read from CMBB, load another scenario in CMBB, write to CMBB)?' should work. The app does nothing more than copying any Terrain, Setup zone and Elevation data. The unit you have selected won't be touched. So if you first read the terrain of the scenario and then write that to the 'unit' scenario it should work...
  17. One question: How was the Nashorn used historical? Did they do something like shoot and scout, or any other complicated manouver? When I played the scenario I thought this is a gun and it should be used as one, means place it somewhere and that's it. I only would start to move it, when it came into trouble...
  18. just played the scenario, and I think it's good. It's possible to handle all those Russians tanks. I think it's a matter of setup. Some ideas: 1. don't use the hill (or crest) for the Nashorns 2. instead look for a position where the Russian tanks have to move into a zone where you can shoot at them. 3. this zone should be as far away from you as possible to realize the advatage of the long range accuracy of the Nashorn. 4. use arty to destroy the HT (or least force a traffic jam or so) 5. take the second Nashorn platoon to support the first (maybe your first platoon was setup on your right flank behind the trees to shoot a little bit diagonal behind the village (towns), then bring these 2nd ptn in position to shoot at the other half of the map, in this case at the right side of the map). I think it's a good scenario for learning how to defend with tanks/guns ... (Willy: I saved the game, if you want to get some ideas just tell me...)
  19. Berlichtingen: you're right and this is maybe confusing. But it's easier to count the tiles when you say that every line has 16 tiles ... I should include that in the help file.
  20. '0(clear) 21(marsh)' Yes this would work, because the information is before the bracket (nothing more is read..) ' In BO as you get further down, the lines get shorter, but for conversion, the extra spaces are null and must be counted.' Do you mean this? 782(702);(x=15 ;y=44) 783(703);(x=16 ;y=44) (704);(x=1 ;y=45) (705);(x=2 ;y=45) ..... It means nothing more that in CMBO there are only 703 (or better: 704) tiles. I just made a procedure (in excel where I made the tables for the conversions) with which saved a fixed number of tiles. I took the number 815 because I was too lazy to count the maximum amount of tiles (which is in CMAK): I took the same procedure for all three CM versions. So in short: in CMBO after line 704, means in brackets (703) there's no useful information, because there are no more tiles in CMBO.
  21. Here's another test round (version 1.24): - Help file included (I recommend to read this) - CMAK/CMBB versions (CDV/Battlefront) are detected automatically - CMBO (German (CDV I think) and US Version) included - A way to manipulate the convertion schemes (read the manual for this) What I would like to ask for is, could someone test or try to manipulate the conversion files? I mean not only changing something but tell me if it is understandable (see help file) how to change the files... Thanks in advance.
  22. Thanks for the nice comments. So far I can say CMBO is possible. Desertfox and I worked the last week for this CMBO version and it looks good. I like your proposals (user selection of tiles, inverse ...seems challenging) Unfortunately my harddisk crashed..so I need some time to rewrite (not all) some lines of code. btw. is there someone working for Maxtor? I need a new controller PCB (printed circuit board). They don't sell it ... so... just an idea The bad thing is that I lost all of my emails including these from the testers. Just want to say thank you on this way...
  23. Yes it is at least it is easier to watch as to read Goethe lol.
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