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Ithikial_AU last won the day on February 5 2018

Ithikial_AU had the most liked content!


About Ithikial_AU

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    Scenario Editor Junkee
  • Birthday 05/06/1984

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  • Location:
    Perth, Western Australia


  • Biography
    Playing Combat Mission since "Beyond Overlord." Lurking forums ever since.
  • Location
    Perth, Western Australia
  • Occupation
    Public Servant

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  1. Okay I loaded up the mission file and plotted all the artillery missions and hit go and everything played smoothly. There will be a 'pause' given the amount of orders that needs to be initially processed even before the progress bar pops up, so don't hit any other key or mouse button even though it looks like the game has suddenly frozen up. I think that will cause a crash to desktop (a CM thing). Needless to say the progress bar will also not be at it's fastest. This scenario is certainly on the scale of the CMFI stock scenario "Hot Mustard" which also put some strain on people's computers when CMFI was released. (I didn't make it! ) A few ideas: - To confirm you do own the vehicle pack? The game shouldn't let you play this campaign if you don't but thought I'd check. - It could be your PC. (Mac's sorry I'm out of ideas...) I'm running an i7 that's a few generations old now but still plays anything CM2 can throw at it. - Mods being used. I think the latest popular sound mods are larger files and the need to play so many incoming artillery files at once may cause a strain on the CPU. Perhaps drop the sound mods for this one. I don't think it's the campaign file for a number of reasons: - It's been out for years now with over 1,000 downloads and only a handful of people have reported the issue. The upgrade to v4 of the engine also didn't break it. - The first "Mission 0" (The recce) and "Mission 1" (this one) don't have a large connection that would break something in mission 1. The only real influence the recce has on the campaign is to warn the player of the minefields across most of his front and a chance to pick off a few of the German sentries before the main assault. If it's any conciliation I've always wanted to tweak mission 4 of this campaign (which you play if you lose this one) to be a standalone scenario for H2H play. May take another look at that for you.
  2. <--- Campaign author. Ouch. Quick question for you both, did you win or lose the first recon engagement? @ChappyCanuck @Stonecutter
  3. The installers were cleaned up a while ago so users didn't have to load a lot of updates. CMBN being out for the longest means it has received the most updates. You may have missed one along the way. Possible solution: De-liscence and uninstall your existing CMBN and then install with the full installer. Then re-enter the serial numbers your received when you purchased CMBN content. Should be good to go and everything will be installed in the right order. Hope that helps.
  4. The copy, rotate and paste feature would be a blessing for certain. Always wanted to 'paste' my Carpiquet map to the southern edge of Rocko's 'Canadian Corridor' map. One big map from Juno Beach to Carpiquet Airfield. The latter part of your statement can sort of half be done already. Save a copy of the master map and then trim down the edges from the map size bar. Not perfect but you can cut out slices of existing work to expand in another direction or build a scenario on top of. Edit: Oh and spend the time on developing AI plans at least for one side. The scenarios that got downloaded the most over at CMMODS back when it had a download counter were those that allowed for SP play.
  5. Apologies the community project came to a halt following real life interuptions. (Mainly on my side). All the files/research etc is still here on my computer so nothing is fully lost. Maybe one day.
  6. Also check to make sure to check the total number of helmet files that exist in your CMFB folder and from other mods. If there is an existing helmet number 6, 7, 8 etc then these will still be displayed amongst the troops alongside your Divisional patched helmets.
  7. Also make sure to check the total number of helmet files that already exist in your CMFB folder and from other mods. If there is an existing helmet number 6, 7, 8 etc then these will still be displayed amongst the troops alongside your divisional patched helmets. You'll need to make copies and rename the files appropiately to replace all helmets if you want all troops displaying divisional patch.
  8. Loving this mix of effects. I was just finding Vein's tracers difficult to see in most situations particularly in the day. I've adjusted the tracer to be a touch bigger. Takes up about 2/3's of the BMP canvas size but doesn't have the 'laser beam' effect in game. Let me know an email/dropbox location if you want a copy. Cheers
  9. @Sequoia - Thanks mate. I've already copied across the Allied OOB into an spreadsheet for easy reference. I did notice however that the US 1st Mech Brigade (Heavy) HQ and it's associated battalions were listed twice on your OOB. Left field silly idea I had the other week when I saw your related OOB post elsewhere on the forums: - organise the forces on each side down to battalion - create campaign 'chits' for above forces as per NATO symbols - map out where each of the stock scenarios/campaign battles/QB maps included in the game family are set on a large map of Syria. Combined it would be a go to ready resource for campaign players or just for regular MP opponents wanting a little bit more from their battles.
  10. I dabbled in some uniform editing around the time I did my take on 'Snowy Uniforms' for CMFB. Before tackling snow I tried first to create 'muddy' uniforms and the .psd file I created was turning out some great results IMO. I never tried rain/wet effects though have thought about it. What killed the 'muddy' uniforms idea was that the modtag [muddy] is hardcoded into the game but appears to only work for vehicle textures/models. It had no effect on infantry. Given weather specific mods like these you want it to be applied across the board based on what weather/ground conditions existing scenario files rather than the game looking for a specific modtag. Players aren't going to go through and manually apply the modtag to every scenario themselves. So there is little you could do as an outside modder. It would probably be the same with 'wet' effects like this, reliant on a lot of manual mod tagging of existing scenarios. If BFC hardcoded in 'Muddy' and 'Rain' / 'Wet' modtags into the games similar to what they did with snow then the modders could be set loose to provide textures and alphas safe in knowing their work will actually show up in the game at the appropiate time.
  11. Any update on digging out that Syrian OOB @Sequoia?
  12. I had a poke around the old CMMODS CM1 warehouse a few months back for different reasons. It was a walk down memory lane. The only bits that I stole that could still be useful for the majority of the CM playerbase today was some campaign ideas/tracking sheets, (which need to be repaired to work with modern versions of MS Excel - not volunteering at this time ) and some textures for the UI. Porting over sounds for a greater sounscape maybe possible but would require a lot of work even just renaming all the files. I could see little point in bringing over most of the texture mods that make up the vast bulk of what's posted there.
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