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mjkerner

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Everything posted by mjkerner

  1. skimbo, FM Blucher is correct. Only the terrain/troops are modded. No scenarios or campaigns yet. I'm slowly building a Cassino map, but it won't arrive until God knows when.....
  2. By the way, skimbo, if you're at all interested i the Italian Theater, you need sdp's Italian Campaign Mod. As for Mord's Immersive Voices, you don't need a video...It's excellent and you will want it!
  3. It's for things like this that this game makes me wet...and I'm a guy!
  4. I plan on playing the other 3 some weekend afternoon...I'll consider them all scenes from Combat! (tight studio set, small actions---when there was action).
  5. Bimmer, I played one solo, and got 3 of my 4 M5's (or 2 of 3...can't recall precisely) nailed by a hidden AT gun in an unexpected place all in one turn(in WEGO). So, even without an AI plan, just the German defensive set-up was well-done. I viewed it as a mop-up action that turned out to have more teeth than the commander on the spot (Mini Me) expected.
  6. That's odd, I took the poll Saturday and I started with CMSF, although I'm almost 3 times 21!
  7. Erwin, I can't speak for Aris, of course, but lighting in the game overall seems very bright, IMHO. I almost always play with clouds/rain/fog (I even change user-made scenarios to those settings) because of that. It's been a problem for me to get uniform mods to look right, too.
  8. It sux! LOL, just kidding. It's on my list, but haven't gotten around to it yet. It does look like a good one, though. Matter of fact, I might give it a whirl tonight. I like the bocage-in-tree line set up.
  9. The M8's = 4 Veteran, 4 Regulars, if I counted correctly. That might explain why they kicked my ass when I played this scenario!
  10. IIRC, Mexico had a fighter squadron in the ETO. Italy was a regular Allies' Ellis Island.
  11. Erwin, which uniforms? Most of my later ones don't use brz's, and I have all the uniform mods by all of the modders exploded and in separate folders. I could send them to you in zip files over the weekend if you want.
  12. Thanks for explaining that, von Albert. I'm sorry you had to go to the trouble to remove the patches to get EZ's basic uniform. If I had known, I would have sent them to you. For that matter, I should have posted them in the Repository right off the bat along with my patches mod, but I'm glad you covered it.
  13. That seems to be the case, and done through the mdr's. The image for the gear is just one bmp, and the mdr's apparently grab and use them like you say, MikeyD. I was going to someday get around to putting together a bunch of different "gear.bmp" images with various bits removed/changed, but I don't think you can just consequtively number the "gear.bmp" like you can a uniform bmp image and get different combos. It sounds like some creative use/deletions of the mdr files might be the only way, but I don't think that's really going to work either.
  14. Frustrating, but like some others here, I don't usually have fights with a lot of armor, mostly one or two in support of a infantry company. So I'm taking the long view that what we have by the time we get to Russia is going to be especially awesome because of the thought and development time that will have gone into these issues by then. I'm happy to play CMBN now, warts and all, rather than wait even longer for them to fix, since it sounds like a coding chore that would seriously delay the modules. But, that's a double-edged sword for sure.
  15. I don't like them either. I tried to eliminate them before I knew enough about masks and alpha channels, and I ended up with a white blob on the backs of the infantry. If no one else does one, I might try it again. It would be uniform image number-specific, just like any other uniform mod, so it would be randomized within your squads. There might be some wierd visual anomolies in the 3D game world models with the transparent image, but what the heck. Rambler's "No Zeltbahn" mod had a little trouble with that during certain moments or body positions.
  16. Ahhh, clarity again, in so short a time! I only use mods by same modder (Aris, atm), so I'm good to go...except, no Vegas.
  17. Now maybe I'm confused again...that is what I thought I was saying, 'cause that is what I do, with the same results as Erwin, so maybe I'm having good luck on probabilities, too. Time to go to Vegas!
  18. I am pretty sure Steve said they were going to address this in some future iteration--changing the TacAI code to allow firing halts while still operating under a movement order. I've been doing that for about 50 years now, but I wouldn't put alot of stock in it. Now this, I'd put alot of stock in!
  19. Mord, Stoex, Oh I see what he meant. Agreed.
  20. I'm not following you, Earl Grey. I mix multiple textures of the hull or turret of the mod, in a folder with all the other modded image parts of a tank (just one of each of those .bmp's, and from the same mod/modder, of course). Drop folder in z folder and I get, say, 3 different turrets on one (modded) base tank. So those 3 turrets will appear randomly on the same modded tank hull/chassis/wheels. At least, that's what I'm seeing so far.
  21. Aris-Fuser, You know, BFC should just hire you as its in-house graphhics artist! Thanks again for more superb goodness!
  22. But you can check out the images and spot the differences in variants and get an idea of what it will look like in game, sort of.
  23. That's great news, eniced! I was wondering if/when Z bee would modify his MSF manager for this game. I didn't see any announcement, and I stupidly didn't even fire it up to check if it works un-modified for CMBN. I recall he had to upgrade it for one of the CMSF modules, so I just assumed he'd need to do that again for this game. Where was the announcement??
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