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mjkerner

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  1. Like
    mjkerner got a reaction from quakerparrot67 in Where are the Goumiers in djellaba?   
    Hey guys, the uniforms and other stuff are done, but due to RtV naming/tagging conventions and general overload of uniform possibilities, coupled with the effect on uniform selection due to weather and time periods, I need to spend some quality time on figuring out how best to package everything. This is what I've been dreading all along. Without boring you, simply put, the djellaba is just a modded greatcoat, and greatcoats only show up in winter months, and depending on French, US, or British ones, certain time periods. So I need to think this through, especially because I made various options for weapons and helmets, etc., which adds more complexity.  Btw, I don't intend to use tags, cuz then you'd have to go into the editor and put the tags in yourself for any scenario you'd want to play. Anyhoo, I should have everything sorted and get this to Bootie by Sunday.
    My head hurts.
  2. Upvote
    mjkerner got a reaction from Aragorn2002 in Where are the Goumiers in djellaba?   
    Well, garsh, thanks guys.  I keep finding things to fix/change at the last minute, but still on track for Sunday.
    @Lethaface, that's the scenario I'm using them in. It is a good one!
  3. Like
    mjkerner got a reaction from Lethaface in Where are the Goumiers in djellaba?   
    Well, garsh, thanks guys.  I keep finding things to fix/change at the last minute, but still on track for Sunday.
    @Lethaface, that's the scenario I'm using them in. It is a good one!
  4. Like
    mjkerner got a reaction from Lethaface in Where are the Goumiers in djellaba?   
    Well to tide you and Aragorn over, Jonze, here are two pics.  There are literally dozens and dozens of little and big things to fix, add, and/or worry over.  Faces, turbans, skin tones, gear, djellaba patterns, shading, sandals....hell, everything needs work!  The plan is to have US, French, and British gear and weapons available, and separate djellabas for military issue and tribal djellabas. 
    Our local Frenchman, falaise, did the lighter brown djellaba with the very narrow stripes (military issue), and the other lighter brown (desaturated) one (tribal).  The reddish brown ones are mine but need desaturation and other work. They all do. 
    Turn out the lights and don't wait up for me!
     
     
    ....damn it, pix aren't showing.  Hang on......
     


  5. Like
    mjkerner got a reaction from benpark in So Good and Two Questions   
    I once calculated cost/benefit for my purchases. I own all CMx2 games and modules. I haven't bothered lately adding up the cost, but let's high ball it at $1000.00. I have been at this since CMSFx1 came out in 2007. My conservative estimate is that I play/mod CM games at least 1000 hours a year. (That's less than 3 hours a day, which I am pretty certain is low when I consider how much I'm at it in winter months, especially since I retired 6 years ago.) Add in Forum time, I'd have to double that. So at between 13,000 and 26,000 hours, if I did my "gozinta's" correctly, I'm at less than $0.05 hour so far. And it goes down each day I play/mod, until of course the next CM gem comes along!
    YMMV
  6. Like
    mjkerner got a reaction from Vergeltungswaffe in So Good and Two Questions   
    I once calculated cost/benefit for my purchases. I own all CMx2 games and modules. I haven't bothered lately adding up the cost, but let's high ball it at $1000.00. I have been at this since CMSFx1 came out in 2007. My conservative estimate is that I play/mod CM games at least 1000 hours a year. (That's less than 3 hours a day, which I am pretty certain is low when I consider how much I'm at it in winter months, especially since I retired 6 years ago.) Add in Forum time, I'd have to double that. So at between 13,000 and 26,000 hours, if I did my "gozinta's" correctly, I'm at less than $0.05 hour so far. And it goes down each day I play/mod, until of course the next CM gem comes along!
    YMMV
  7. Upvote
    mjkerner got a reaction from Aragorn2002 in Where are the Goumiers in djellaba?   
    Hey guys, the uniforms and other stuff are done, but due to RtV naming/tagging conventions and general overload of uniform possibilities, coupled with the effect on uniform selection due to weather and time periods, I need to spend some quality time on figuring out how best to package everything. This is what I've been dreading all along. Without boring you, simply put, the djellaba is just a modded greatcoat, and greatcoats only show up in winter months, and depending on French, US, or British ones, certain time periods. So I need to think this through, especially because I made various options for weapons and helmets, etc., which adds more complexity.  Btw, I don't intend to use tags, cuz then you'd have to go into the editor and put the tags in yourself for any scenario you'd want to play. Anyhoo, I should have everything sorted and get this to Bootie by Sunday.
    My head hurts.
  8. Like
    mjkerner reacted to Malaspina in Four "Monte Altuzzo" RtV Scenarios   
    Hi everyone,
    I've had an obsession with "Monte Altuzzo" for quite a while after reading MacDonald's book Three Battles a few years ago. With RtV out, I couldn't resist temptation and had a go (once again) at the scenario editor. I drew a master map of the entire area and then carved out small maps to create four scenarios depicting the action that took place on Sept. 13, 1944, which I've almost finished. (The actual battle went on for four more days. I might keep going if I have the energy...)
    These are Allied v. AI scenarios with a feeble attempt at A.I. plans for the Germans. Rather than actual scenarios I would call them "companion scenarios" to Three Battles following MacDonald's narrative as closely as possible. Just to give you a better idea, this is the Designer's Notes I will probably include in all four:
    "This battle is part of a series called “Break-Through at Monte Altuzzo” depicting the action described in the book Three Battles: Arnaville, Altuzzo and Schmidt (pgs. 103-247) by Charles B. MacDonald.

    All scenarios are historical and should be played as Allied v. AI. No balancing effort has been made in terms of forces available for h2h purposes. The scenarios are an attempt at a historical depiction of the 338th Infantry Reg. assault on the Gothic Line between Sept. 13 and Sept. 17, 1944. This means that in some battles you might, for example, be facing overwhelming odds, while in other scenarios you will be fighting against a broken enemy previously wiped out by an artillery barrage (which was in fact a major factor in the American Army's ultimate success).

    Historical participants are marked with an asterisk (*)."


    While they are "historical" scenarios (i.e. very possibly unbalanced) I still need general feedback and would like them to be enjoyable for the single player. How does one go about searching for testers and publishing scenarios these days? Is anyone here interested? Thanks!
    enrico
  9. Like
    mjkerner reacted to JMDECC in South Sahrani Map   
    Sahrani has always been a favorite of mine over the years. Recently, I stumbled across a mod made by |||CPTMILLER||| that turned our Syrians into members of the SLA. Feeling inspired, I decided to see how feasible it might be to recreate Sahrani, or a portion of it, in CM.
     
    I ultimately decided to go with South Sahrani (and a small part of its northern neighbor). The end result was a fairly accurate recreation of the map itself. Due to map size limitations, the island is roughly 12% smaller than the one featured in ArmA but still comes in at a whopping 4,272m x 3,856m. Some features, like building placement and terrain, had to be modified to fit the smaller scale or changed slightly due to not carrying over in CM's world builder the same. Other features, like the light houses, had to be left out all together because I simply was not happy with the available substitutes. It is not a 1:1 recreation by any means, but it is close enough to where I am happy with it.
     
    The map is pretty much completed at this point, with only a few changes left to be made to the terrain, so I would expect a release sooner rather than later.  
     
    Some screenshots:

    Editor Map (South)

    Editor Map (North)

     

    Southern Port at Corazol

    Paraiso, International Airport & Government District

    Ortego & Geraldo

    Ortego Street View

    East Corazol - part of North Sahrani

    Dolores

    East & West Corazol
  10. Like
    mjkerner got a reaction from Splinty in WIP: British Army Uniforms, Helmets, and Gear   
    Thank you Splinty. I see all the mistakes and the things I couldn't get to work right. Glad it works for you!
  11. Like
    mjkerner got a reaction from Bootie in TSD III, TPG II & The CM Mod Warehouse Update area.   
    Thanks, Bootie.
  12. Like
    mjkerner got a reaction from Sgt.Squarehead in WIP: British Army Uniforms, Helmets, and Gear   
    Bootie put it up.
     
  13. Like
    mjkerner got a reaction from JulianJ in Building 4a & 5a Scorched – Take That Kieme!   
    You're worse than me, lol.  These look fantastic to me.
  14. Like
    mjkerner reacted to JulianJ in Building 4a & 5a Scorched – Take That Kieme!   
    These are two of Kieme's outstanding buildings in HD.
    I  hate Kieme so much I burnt and shot them up. :-)

    What you get with these buildings in HD:
     
    Scorched sides from internal fires
    Windows above the ground floor have no glass (still function in game terms)
    Lightly-smoked roofs x 2 – a Syrian delicacy – don't knock it if you haven't tried it
    Pockmarking from bullet and shell hits
    Other damage and battle crap
    Pro government and jihadist slogans/iconography
    A little easter egg

     
    (Yes, I think that sh*t is authentic. They're madder than a barrel of frogs.)
    Designer's Notes
    You need Kieme's buildings 4 and 5 to make this work. I recommend all his buildings. Because of the limitations of the way the modular buildings work I suggest you only use it as 1, 2, or 3 storeys as the scorching will look a bit odd otherwise. However it still works with taller buildings, particularly if you add balconies.
    The pair of buildings aren't too heavily bullet-scarred so they fit in with other structures around. Because of the way the modular buildings work there had to be compromises with the placing of the slogans and decals, but I feel they add a lot of character to the buildings.  PUT IN THE Z FOLDER AS USUAL.

     
    You can add wrecked Aircon3 to your flavour objects for that extra bit of damage.
     

     
     
    Links to download files:
    Bldg 4a
    http://www.mediafire.com/folder/jq5xx756povzz/4a
    Bldg 5a
    http://www.mediafire.com/folder/a63o9rlf3h78s/5a
    Aircon3
    http://www.mediafire.com/folder/2b89t2rv51e30/aircon3
    Installation: put in the Z folder as usual. I've put them with the relevant Kieme building folders and that works just fine. 
     
    Note, I forgot I was using my vanilla modding SF2, so I loaded up Darya Tank Raid which I was halfway through, the semi-finished buildings came up and they looked so good that I had to complete them to play the rest of the scenario.




     
  15. Like
    mjkerner got a reaction from JulianJ in Building 4a & 5a Scorched – Take That Kieme!   
    Sweet!  Works for me.
     

  16. Like
    mjkerner got a reaction from Splinty in WIP: British Army Uniforms, Helmets, and Gear   
    I sent the mod files to Bootie just now. I had contacted Bootie yesterday about it and he indicated he'd be able to get to uploading it at CMMMOD IV in maybe a day or so. Since we have an 8 or 9 hour time difference, my guess is probably by Monday or Tuesday at the latest. 
  17. Like
    mjkerner got a reaction from Freyberg in AI plans and a more responsive AI   
    Thanks Freyberg. I missed it.
  18. Like
    mjkerner got a reaction from 37mm in WIP: British Army Uniforms, Helmets, and Gear   
    Forgot I had almost finished these British MTP uniforms before my winter burnout.  The helmet cloth is too dark, but otherwise, too green or okay?


  19. Like
    mjkerner got a reaction from Megalon Jones in WIP: British Army Uniforms, Helmets, and Gear   
    @Erwin, I always make layers with dust dirt, so you'll have an option of clean or dirty.
    @Splinty, thanks and I'll be trying to contact Booty tonight for the upload.
    @Combartintman, thanks for the input. I had already lightened things up since the last pictures, but probably should tweak the helmets a bit. "Muck(ing)about" is spot on. I much and muck-- often using a word that rhymes--on these mods until I'm going stir crazy.  I'm declaring victory in a bit and calling it done.


  20. Upvote
    mjkerner got a reaction from IICptMillerII in WIP: British Army Uniforms, Helmets, and Gear   
    Forgot I had almost finished these British MTP uniforms before my winter burnout.  The helmet cloth is too dark, but otherwise, too green or okay?


  21. Upvote
    mjkerner got a reaction from IICptMillerII in WIP: British Army Uniforms, Helmets, and Gear   
    @Erwin, I always make layers with dust dirt, so you'll have an option of clean or dirty.
    @Splinty, thanks and I'll be trying to contact Booty tonight for the upload.
    @Combartintman, thanks for the input. I had already lightened things up since the last pictures, but probably should tweak the helmets a bit. "Muck(ing)about" is spot on. I much and muck-- often using a word that rhymes--on these mods until I'm going stir crazy.  I'm declaring victory in a bit and calling it done.


  22. Like
    mjkerner reacted to benpark in Scenario Editing Tip- Editor Hotkeys   
    Editor People! This tip is for your your carpal-tunnel health:
    When in the Scenario Editor/AI Tab-
    -The "Up" and "Down" arrow keys will cycle through (increasing or decreasing in number) the orders within that an AI Group for a given order.
    -The "Left" and "Right" arrows change the AI Group number up or down one number.
    It's far easier to see the narrative progression of orders with hotkeys, rather than returning to the AI order tab constantly.
  23. Like
    mjkerner got a reaction from quakerparrot67 in Fire and Rubble Update   
    Good catch, 556. Sure looks curved to me.
  24. Upvote
    mjkerner got a reaction from Aragorn2002 in Where are the Goumiers in djellaba?   
    Btw, tried to have my son dropbox me the folders/files, but he doesn't have the time and probably couldn't find them buried in the 931 GB drive anyway (all every CMx2 game and module, plus CMA). Looks like this weekend he'll be back, so early next week I'll get the HD back.
    And thank you for your interest and kind words!
  25. Like
    mjkerner got a reaction from Anonymous_Jonze in Where are the Goumiers in djellaba?   
    Btw, tried to have my son dropbox me the folders/files, but he doesn't have the time and probably couldn't find them buried in the 931 GB drive anyway (all every CMx2 game and module, plus CMA). Looks like this weekend he'll be back, so early next week I'll get the HD back.
    And thank you for your interest and kind words!
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