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Kevin2k

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  1. Like
    Kevin2k got a reaction from Vacillator in Bug found with riders on Flammpanzers...   
    IIRC they are inside the armor.
    Seemingly two parts are involved with tank riders
    1) The game binary has the passenger spots in the vehicle database. In other words; in the executable. The passenger mount option gets enabled for the vehicle.
    2) The vehicle model file (mdr file) has the locations for these passenger spots.
    With the Flammpanzer item no. 1 is there, but the model doesn't have the passenger locations no. 2. The model is not yet updated for such passengers by the 3D modeler. So all passengers are put at point x,y,z, 0,0,0, - the center of the vehicle.
  2. Like
    Kevin2k reacted to David Jaros in The year to come - 2024 (Part 2)   
    I agree this one should be priority and then starting making something new. You should first fix old well known bugs battlefront before you moving on pls
  3. Like
    Kevin2k got a reaction from Seedorf81 in Pre-orders for the CMFB module Download are now open   
    It is a combination of a cast front hull (Similar to the M4A1 front hull), mated with a welded rear hull (Similar to the  M4 rear hull). Newly manufactured as such. Then called hybrid or composite hull.
    It is explained here:
    http://the.shadock.free.fr/sherman_minutia/manufacturer/m4composite/m4_composite.html
     
  4. Like
    Kevin2k got a reaction from Centurian52 in Pre-orders for the CMFB module Download are now open   
    It is a combination of a cast front hull (Similar to the M4A1 front hull), mated with a welded rear hull (Similar to the  M4 rear hull). Newly manufactured as such. Then called hybrid or composite hull.
    It is explained here:
    http://the.shadock.free.fr/sherman_minutia/manufacturer/m4composite/m4_composite.html
     
  5. Like
    Kevin2k got a reaction from Redwolf in Engine 5 when?   
    Be careful what you wish for. The result may be annoying limitations imposed on the editor. I have seen that happen before with another game.
    As for the performance topic in general. I would need in-game debugging information: frame-rate, mode of frame-rate compensation, scene polygon count, logic cycles count. But unfortunately there is no such thing, so it is often just anecdotal.
     
     
     
  6. Like
    Kevin2k got a reaction from Traitor in No DShKs in the game?   
    For what it is worth, I just did a version check for Specialist Team DShK HMG, in the scenario editor.
    CMRT v1.00 does not have the DShK team listed.
    CMRT v1.01 / 1.03 / 2.00 / 2.01 / 2.02 / 2.10 all have this DShK team available for purchase
    CMRT v2.11 + current 2.12 do not have the DShK team listed.
     
    And as side note: CMRT v2.11 + current 2.12 do not have the DP LMG team listed, which was available in all previous versions.
     
  7. Like
    Kevin2k got a reaction from Brille in No DShKs in the game?   
    For what it is worth, I just did a version check for Specialist Team DShK HMG, in the scenario editor.
    CMRT v1.00 does not have the DShK team listed.
    CMRT v1.01 / 1.03 / 2.00 / 2.01 / 2.02 / 2.10 all have this DShK team available for purchase
    CMRT v2.11 + current 2.12 do not have the DShK team listed.
     
    And as side note: CMRT v2.11 + current 2.12 do not have the DP LMG team listed, which was available in all previous versions.
     
  8. Upvote
    Kevin2k got a reaction from Artkin in No DShKs in the game?   
    For what it is worth, I just did a version check for Specialist Team DShK HMG, in the scenario editor.
    CMRT v1.00 does not have the DShK team listed.
    CMRT v1.01 / 1.03 / 2.00 / 2.01 / 2.02 / 2.10 all have this DShK team available for purchase
    CMRT v2.11 + current 2.12 do not have the DShK team listed.
     
    And as side note: CMRT v2.11 + current 2.12 do not have the DP LMG team listed, which was available in all previous versions.
     
  9. Like
    Kevin2k got a reaction from Bulletpoint in Panther Turret Bunker bug?   
    IIRC the formation containing the turret bunkers is available before the proper date. At that time it contains nothing and costs 50. This is a small bug in itself, but it is made worse by the force auto-picker, which has the tendency to purchase such empty formations regularly.
  10. Upvote
    Kevin2k got a reaction from Artkin in Getting CM2 to work in Linux   
    Seems my Linux distribution already has the Wine 8.7.something update available. Installed it and tried some things.
    The fatal startup error "Could not initialize OpenGL graphics.." no longer occurs.
    The current CM games display and run fine for me, using Linux AMD GPU driver. Great!
    Edit: Since the recent Wine update I can now also run ArmA 2 properly, that game had mouse input issues before. Stalker CoC now runs at reasonable speed, it was very slow with older wine versions (or was it because I upgraded the Graphics card slightly and switched it to AMD GPU driver?). Good stuff.
  11. Upvote
    Kevin2k got a reaction from Bufo in Getting CM2 to work in Linux   
    Seems my Linux distribution already has the Wine 8.7.something update available. Installed it and tried some things.
    The fatal startup error "Could not initialize OpenGL graphics.." no longer occurs.
    The current CM games display and run fine for me, using Linux AMD GPU driver. Great!
    Edit: Since the recent Wine update I can now also run ArmA 2 properly, that game had mouse input issues before. Stalker CoC now runs at reasonable speed, it was very slow with older wine versions (or was it because I upgraded the Graphics card slightly and switched it to AMD GPU driver?). Good stuff.
  12. Upvote
    Kevin2k got a reaction from Centurian52 in Combat Mission Cold War - British Army On the Rhine   
    I looked it up, and found this bit.
    https://forum.warthunder.com/index.php?/topic/469733-mkpz-t-34-85-all-variants-old-tank-new-state/
    Quoting from there:
    "more T-34-85s were imported, which reached peak numbers in 1958 with a total of 1146 units .... Nevertheless, most of these tanks were still in service in 1975, when 710 of the aging medium tanks were still serving in second-line and training roles, and even in the very last days of the USSR and DDR, there were still mothballed T-34-85s waiting in warehouses in case a need for them should arise. In 1988, 35 tanks were still listed in the inventory, by which point they might have been in DDR service for up to 35 years depending on when they were acquired."
    My Typenkompass book "Panzer der NVA" mentions a modernization program to T-34/85m standard, with the last mentioned year of that program being 1965.
    Edit: That is all East Germany specifically. NVA is not Vietnam related either, meaning Nationale Volksarmee here.
  13. Like
    Kevin2k got a reaction from Redwolf in Mysterious and unresolved Tech Issue with CMCW   
    If you can, maybe try the Matrix/Slitherine edition of CMCW. It has a simpler DRM scheme.
    Does CMRT v2.12 work on that system?
  14. Upvote
    Kevin2k got a reaction from 37mm in The Official Map Conversion Thread   
    Good choices. Here they are in form that will load in CMSF2, with no buildings that is.
    https://we.tl/t-QAnT21pdA2
    Other things will also be wrong. Like flavor objects and fences.
    I found it most practical to, for example, take a photo with an iPad from the map as shown in CMBN and to keep that displayed as a quick reference for the buildings. Also to run CMSF2 and CMBN editors simultaneously, then task-switch to crosscheck things.
     
  15. Upvote
    Kevin2k got a reaction from Artkin in Is Red Thunder secretly the best CMx2 WW2 game?   
    Normally I just feel like playing a quick games, so I do smaller battles in realtime mode. My computer is hardware from 2012 already, so I don't have that much CPU and GPU power to spare. If things would be stalling somewhere I should notice. But for the games I play, I don't really notice much of a performance difference between any of the CM games.
    I tried some of the games in Linux on the same system. These are run through Wine compatibility layer there. I don't like to play them like that anymore though, because of stalls in game speed. The funny thing is that it is pretty clear that pathfinding or other game logic is causing that. The game stalls there when I issue orders for groups to move. And you may have noticed that when the game can't keep up it starts these annoying redraws of the whole scene.  
    Another thing I now remember is that rendering distance for the game is actually dynamically decided by framerate feedback. Meaning that the game cuts down on drawing distance when it measures that framerate is getting low.
    Point being: there are many factors at play. GPU power, CPU power, overall 3D polygon count of the scene (influenced by both the 3D models (=game data) and the renderer (=game engine)), framerate feedback for drawing distance, and like I showed with the linux example: some surprising CPU bottlenecks related to game logic calculations. And none of these thing can be logged to the screen in this game, as messages or counters. So it is hard hard to say what is actually going on when things are slower then expected.
     
     
     
     
     
     
  16. Like
    Kevin2k got a reaction from Artkin in The Official Map Conversion Thread   
    Good choices. Here they are in form that will load in CMSF2, with no buildings that is.
    https://we.tl/t-QAnT21pdA2
    Other things will also be wrong. Like flavor objects and fences.
    I found it most practical to, for example, take a photo with an iPad from the map as shown in CMBN and to keep that displayed as a quick reference for the buildings. Also to run CMSF2 and CMBN editors simultaneously, then task-switch to crosscheck things.
     
  17. Like
    Kevin2k got a reaction from Artkin in The Official Map Conversion Thread   
    Here are sorted CMBN map previews (171 MB)
    https://we.tl/t-FE4S8DtJdj
    I had these listed as candidates myself:
    Asslt Med Hills (water) QB-246
    Asslt Med Hills QB-260
    Asslt Med Open QB-247
    Asslt Med Rough (bocage) QB-244
    Asslt Small Open (bocage) QB-241
    Asslt Small Open (water) QB-296
    Asslt Small Village QB-278
    Meet Large Open QB-095
    Meet Large Village (bocage) QB-086
    Meet Med Town QB-291
    Meet Small Open QB-292
    Meet Small Rough (bocage) QB-072
    Edit: credits for making all these screenshots go to sttp:
     
  18. Like
    Kevin2k got a reaction from Bulletpoint in Engine 5 Wishlist   
    I benchmarked it:
    Loading time om the same system (i5-3550), at same settings (Graphics Balanced/Balanced)
    CM Black Sea v2.16 Scenario 'Ambush'
    HDD 3,5" WD Caviar Blue 7200 rpm 500GB = 50 seconds loading time
    SSD Crucial M4 MX500 500GB = 40 seconds loading time
    Edit: A laptop 2,5" HDD may perform worse then this desktop HDD.
  19. Like
    Kevin2k got a reaction from Artkin in CMSF2 Quick Battle Map Conversions   
    CMSF2 Quick Battle Map Conversions
    For the Sim/Game "Combat Mission: Shock Force 2".
    Quick-Battle maps converted from CM Normandy - Commonwealth module to CMSF2.
    (Newer CMBN maps won't allow for that trick, and older CMBN maps aren't the most desirable,
    but the Commonwealth module had a few nice ones.
    Had to remove all buildings for this process within the old version of CMBN,
    and then in CMSF2 put them back again, by hand.)
    Several of these maps have bocage in them, which is not normally available in CMSF2.
    To make the bocage blend in a bit better with the Syria environment I added recolored bocage textures.
    Also Included is a CMFB map which was remade from scratch. That one only includes the first
    AI plan for each side, with multiple AI groups.
    Included maps(11):
    _CMBN Asslt Large Rough (water) QB-131.btt
    _CMBN Asslt Med Village QB-006.btt
    _CMBN Asslt Small Rough QB-081.btt
    _CMBN Meet Large Open (water) QB-258.btt
    _CMBN Meet Large Village QB-058.btt
    _CMBN Meet Large Village QB-086.btt
    _CMBN Meet Med Hills QB-245.btt
    _CMBN Meet Med Open QB-255.btt
    _CMBN Meet Med Village QB-203.btt
    _CMBN Meet Small Open QB-084.btt
    _CMFB Tiny Open-Rural (528 X 384) 100m.btt

    All credits to the Battlefront company for supplying the original maps,
    from which these modded ones were derived.
    Only for use in the Combat Mission games, other then that, this mod is free and non-profit.
    This mod cannot be held responsible for harm done to pixeltruppen.
    Copy the extracted .btt files into your "Game Files\Quick Battle Maps" folder
    Copy the extracted z-bocage-adjust folder to your install folder in the "data\" subfolder.
    ----------------
    Download from this place: http://www.gb-homepage.nl/index.htm (Select "Combat Mission" in left navigation window)
     
  20. Like
    Kevin2k got a reaction from Suchy in CMSF2 Quick Battle Map Conversions   
    CMSF2 Quick Battle Map Conversions
    For the Sim/Game "Combat Mission: Shock Force 2".
    Quick-Battle maps converted from CM Normandy - Commonwealth module to CMSF2.
    (Newer CMBN maps won't allow for that trick, and older CMBN maps aren't the most desirable,
    but the Commonwealth module had a few nice ones.
    Had to remove all buildings for this process within the old version of CMBN,
    and then in CMSF2 put them back again, by hand.)
    Several of these maps have bocage in them, which is not normally available in CMSF2.
    To make the bocage blend in a bit better with the Syria environment I added recolored bocage textures.
    Also Included is a CMFB map which was remade from scratch. That one only includes the first
    AI plan for each side, with multiple AI groups.
    Included maps(11):
    _CMBN Asslt Large Rough (water) QB-131.btt
    _CMBN Asslt Med Village QB-006.btt
    _CMBN Asslt Small Rough QB-081.btt
    _CMBN Meet Large Open (water) QB-258.btt
    _CMBN Meet Large Village QB-058.btt
    _CMBN Meet Large Village QB-086.btt
    _CMBN Meet Med Hills QB-245.btt
    _CMBN Meet Med Open QB-255.btt
    _CMBN Meet Med Village QB-203.btt
    _CMBN Meet Small Open QB-084.btt
    _CMFB Tiny Open-Rural (528 X 384) 100m.btt

    All credits to the Battlefront company for supplying the original maps,
    from which these modded ones were derived.
    Only for use in the Combat Mission games, other then that, this mod is free and non-profit.
    This mod cannot be held responsible for harm done to pixeltruppen.
    Copy the extracted .btt files into your "Game Files\Quick Battle Maps" folder
    Copy the extracted z-bocage-adjust folder to your install folder in the "data\" subfolder.
    ----------------
    Download from this place: http://www.gb-homepage.nl/index.htm (Select "Combat Mission" in left navigation window)
     
  21. Like
    Kevin2k got a reaction from Vergeltungswaffe in CMSF2 Quick Battle Map Conversions   
    CMSF2 Quick Battle Map Conversions
    For the Sim/Game "Combat Mission: Shock Force 2".
    Quick-Battle maps converted from CM Normandy - Commonwealth module to CMSF2.
    (Newer CMBN maps won't allow for that trick, and older CMBN maps aren't the most desirable,
    but the Commonwealth module had a few nice ones.
    Had to remove all buildings for this process within the old version of CMBN,
    and then in CMSF2 put them back again, by hand.)
    Several of these maps have bocage in them, which is not normally available in CMSF2.
    To make the bocage blend in a bit better with the Syria environment I added recolored bocage textures.
    Also Included is a CMFB map which was remade from scratch. That one only includes the first
    AI plan for each side, with multiple AI groups.
    Included maps(11):
    _CMBN Asslt Large Rough (water) QB-131.btt
    _CMBN Asslt Med Village QB-006.btt
    _CMBN Asslt Small Rough QB-081.btt
    _CMBN Meet Large Open (water) QB-258.btt
    _CMBN Meet Large Village QB-058.btt
    _CMBN Meet Large Village QB-086.btt
    _CMBN Meet Med Hills QB-245.btt
    _CMBN Meet Med Open QB-255.btt
    _CMBN Meet Med Village QB-203.btt
    _CMBN Meet Small Open QB-084.btt
    _CMFB Tiny Open-Rural (528 X 384) 100m.btt

    All credits to the Battlefront company for supplying the original maps,
    from which these modded ones were derived.
    Only for use in the Combat Mission games, other then that, this mod is free and non-profit.
    This mod cannot be held responsible for harm done to pixeltruppen.
    Copy the extracted .btt files into your "Game Files\Quick Battle Maps" folder
    Copy the extracted z-bocage-adjust folder to your install folder in the "data\" subfolder.
    ----------------
    Download from this place: http://www.gb-homepage.nl/index.htm (Select "Combat Mission" in left navigation window)
     
  22. Like
    Kevin2k got a reaction from DesertFox in The Official Map Conversion Thread   
    Good to hear that. Here they are. (Follow link in that topic).
  23. Like
    Kevin2k got a reaction from DesertFox in CMSF2 Quick Battle Map Conversions   
    CMSF2 Quick Battle Map Conversions
    For the Sim/Game "Combat Mission: Shock Force 2".
    Quick-Battle maps converted from CM Normandy - Commonwealth module to CMSF2.
    (Newer CMBN maps won't allow for that trick, and older CMBN maps aren't the most desirable,
    but the Commonwealth module had a few nice ones.
    Had to remove all buildings for this process within the old version of CMBN,
    and then in CMSF2 put them back again, by hand.)
    Several of these maps have bocage in them, which is not normally available in CMSF2.
    To make the bocage blend in a bit better with the Syria environment I added recolored bocage textures.
    Also Included is a CMFB map which was remade from scratch. That one only includes the first
    AI plan for each side, with multiple AI groups.
    Included maps(11):
    _CMBN Asslt Large Rough (water) QB-131.btt
    _CMBN Asslt Med Village QB-006.btt
    _CMBN Asslt Small Rough QB-081.btt
    _CMBN Meet Large Open (water) QB-258.btt
    _CMBN Meet Large Village QB-058.btt
    _CMBN Meet Large Village QB-086.btt
    _CMBN Meet Med Hills QB-245.btt
    _CMBN Meet Med Open QB-255.btt
    _CMBN Meet Med Village QB-203.btt
    _CMBN Meet Small Open QB-084.btt
    _CMFB Tiny Open-Rural (528 X 384) 100m.btt

    All credits to the Battlefront company for supplying the original maps,
    from which these modded ones were derived.
    Only for use in the Combat Mission games, other then that, this mod is free and non-profit.
    This mod cannot be held responsible for harm done to pixeltruppen.
    Copy the extracted .btt files into your "Game Files\Quick Battle Maps" folder
    Copy the extracted z-bocage-adjust folder to your install folder in the "data\" subfolder.
    ----------------
    Download from this place: http://www.gb-homepage.nl/index.htm (Select "Combat Mission" in left navigation window)
     
  24. Like
    Kevin2k got a reaction from DesertFox in The Official Map Conversion Thread   
    I have like 10 Quick-Battle maps converted from CM Normandy - Commonwealth module to CMSF2. Newer CMBN maps won't allow for that trick, and older CMBN maps aren't the most desirable, but the Commonwealth module had a few nice ones. I had to remove all buildings for this process within the old version of CMBN, and then in CMSF2 put them back again, by hand. I can upload them to my website, if you like.
     
  25. Like
    Kevin2k got a reaction from Vacillator in Not really the official Battle Pack 2 announcement   
    That is much better and 100% correct, just like this one, in Utah.

    Sorry, could not help myself..
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