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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them

The Steppenwulf

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About The Steppenwulf

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    Senior Member

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    Male
  • Location:
    Devon, UK
  • Interests
    CM:Battle for Normandy, CM:Black Sea, CM Final Blitz

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    Devon, UK

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  1. Testing

    This is great work BTR! Sbobovyc' tools have so much potential and are such a breakthrough for the modding community. I really wish I had time to make use of them myself. Thanks for your efforts!
  2. Combat Mission: Modding tools

    Open the text file and save it again with .py instead of .txt - that should do it.
  3. Bridge Bug in Black Sea

    I cancelled its amphibious movement because that is highly likely to have prevented any other actions continuing. I reset waypoints as if the BMP was now on the bridge and will leave at one end. The vehicle is essentially on the bridge and behaves like a vehicle on a bridge - only it's been mysteriously elevated 40m by the Holy Bear to get there. I wondered how smoke behaves on bridges in other CM games (I do have BN but never noticed before)? Does it land on the bridge (as it should) or does it fall through the bridge to the water surface beneath as I and my scenario opponent are observing in BS? I was thinking particularly about the stock MG scenarios where there are long bridges and some players must have used smoke rounds. Also unknown but follows logically; what about HE artillery rounds on bridges? Either way both need fixing in BS, given the scale of amphibious movement and broad rivers with bridges, it's a pretty catastrophic problem in my view!
  4. CM Black Sea: Crossing a river with a BMP in amphibious mode. Passing under a road bridge but moving on the water below. Then suddenly BMP is positioned on the bridge itself. Since the bridge bugs are well known to be persistent due to game engine limitation (smoke rounds do not land on bridges etc..), is this bug already well known and affects all amphibious vehicles - I'm not sure there are any amphibious vehicles in CM:BN, so perhaps this is a bug experienced only in BS? It's pretty disastrous for the game (like smoke rounds above) if it simply cannot (and never will) be fixed.
  5. Cease Fire and Surrender

    Indeed, I concur. I'm glad I asked the question to get some enlightenment about these two functions - it's an easily overlooked feature - I certainly think that there could be an expanded explanation in the manual. Players and games would benefit if they understood their utility better.
  6. Cease Fire and Surrender

    The only way to rescind it is to hit cease fire again, at least in real time multi-player. I've never done it PBEM. It will almost certainly work in a PBEM.
  7. Cease Fire and Surrender

    Thank you for all your responses - extremely enlightening and useful information.
  8. Cease Fire and Surrender

    Looked through the manual and searched the forums to no avail. Seems to me like an under-discussed matter; but some important questions have arisen for me in this area of the game:- 1) Surely cease fire is a feature for two player games? If a player selects cease fire in a single player game, does the AI "ignore" the request - i.e. there is no effect? 2) In cases when a cease fire is agreed, I assume the result is an automatic draw - regardless of the division of VP to each side at that point? Or can a player still win or lose as a consequence of agreeing to a cease fire? 3) If a cease fire offer is not accepted, how long before the offer expires, if at all? 4) If a player chooses to surrender, does the game result in total defeat automatically? Or does the game calculate the VP situation at the point of surrender and give the result existing at that point in the game (which would seem illogical)? Or (most likely) does the game calculate the VP and then tag on a penalty to that (for surrendering) to represent scale of defeat (so there is a range of defeats possible with a surrender)? 5) Considering possibilities in 3) above, is it possible for a player to choose to surrender and still gain a draw?
  9. AT-14 in BMP2M

    Apologies for bumping this thread - currently playing my first H2H of BS version 2 and I can report that we still don't have icons for the following:- SA 13 = 9M37M missile SA 19 = 9m311-m1 missile It would be cool also if the aks-74u black green icon (Russian) showed in the user interface for those of us who wish to use modded full colour icons and distinguish the black metal plastic AK's from the wooden buttstock/magazines typically used by UKR forces. Likewise there is still only one PKM icon file used by both RUS and UKR infantry (pkm green), it would be great if each force's PKM icon were distinguished, also for the reason above. Thanks in advance
  10. Getting Ugly (CM:RT crossover)

    I take an interest in the road sections, since I've found that in many maps some of these sections just don't dovetail as they should do (including some stock maps). When they don't, the roads can range from looking odd to simply plain ugly, which perhaps may have been fitting in this case given the title of the scenario. Anyhow I just checked, all is good with the road sections. I see many blood-baths on this map!
  11. Tracer mod request

    Hmm - I still have green tracers. What are the correct tracer file names anyone?
  12. Getting Ugly (CM:RT crossover)

    Caveat: I think you are going to hit issues converting BN and FI maps to BS. Many building types for example are not compatible, flavour objects more so - though the latter might not crash the game (the former almost certainly will). My guess is that Bf used RT map features as a foundation for BS maps - and that's why there is close enough compatibility to port so easily. Well done on your map conversion though, please do post the latest version at the weekend when I can find time to take a look and give you feedback on the map itself.
  13. Getting Ugly (CM:RT crossover)

    You could ensure that Russian troops are equipped with RPG 7's, RPG 26 with AT4's for the Americans. Such weapons can be acquired from trucks, jeeps and IFV's - at least they can be from such vehicles in motorised, mechanised formations.
  14. Getting Ugly (CM:RT crossover)

    Fantastic! If the map opens up in 3D preview from within the BS editor then that's even better - there's always a possibility that a map conversion will crash in 3D preview until certain objects (specific building types esp.) have been removed. The only (aesthetic) issue might be that some flavour obj in the BS 3D preview aren't what they were intended to be in the RT version. Like you'll get a bus stop in the middle of a field instead of a plough - that sort of thing. I'd take a liberal approach to any/all changes. No one's going to chastise you for getting rid of a road or adding some houses if it makes the map work better for the game and forces involved. Sgt Squarehead sentiments exactly, please share your finished product with the community.
  15. Getting Ugly (CM:RT crossover)

    Yes you need to change one of the bytes in the header of the BTT file. I forget what the byte address is, but someone has converted some RT QB maps for BS. I'd recommend finding the relevant thread and investigating further. You'll need to strip out all the forces from the RT map first mind. Then save it as a map only, only then changing the byte flag so as to be able to import to BS editor. You may need to change some aspects of the map once in the BS editor -esp. with respect to flavours. Selecting the BS forces is the part of the process that becomes interesting. Still it's a doable and quite a short-length project - map construction itself is the time consuming part. Why not have a go yourself? EDIT: Found it - halfway down this thread:-
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