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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

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Found 20 results

  1. The specialist of portraits is back... welcome to you Mord, and happy birthday again...but we dont listen about the others good modders like Aris, EZ, Juju, JorgeMC, Umlaut, Oddballs,...and all the others ones that i forget, anybody know something about them...? Probably they will come back fresh and full news ideas In Charge to modding The awaiting new modules...
  2. CMA: 101st Motorized Rifle Regiment BTR-70 By Oleksandr This mod adds recamouflaged BTR-70 + a tactical sign of “101st Motorized Rifle Regiment.” 101st Motorized Rifle Regiment was deployed in Afghanistan in late December of 1979 and remained there up untill January 1989. It was an active element of “5th Guards Zimnovnikovskaya Order of Kutuzov Motorized Rifle Division Named After the 60th Anniversary of the USSR” division (and yes this is the name of the unit, yes that long). 101st Motorized Rifle Regiment took an active role in several major USSR operations in Afghanistan. Link to Download: http://cmmodsiii.greenasjade.net/?p=5710
  3. Hi all, After a long hiatus from CMBN, I just upgraded to v3 (if you're here you likely noticed the self-inflicted cluster that was my upgrade process). I mainly did so in order to use the mods on greenasjade. I'd installed tons of them in my Z folder but only a few of them took effect. I figured since v2 was so out of date I might need to upgrade but the upgrade to v3 had no effect on the mods - the few that already worked still work but that's it. The first one I installed as a test was the Wirblewind and that worked fine but that, the SS camo and some of the terrain mods are the only ones functioning. I also noticed a few people saying v4 had various glitches on their systems so I thought I'd just stick to v3. Any thoughts would be appreciated!
  4. Hi guys Im returning to this awesome game soon, but unfortunately I lost all my data from a hardware failure. Is it possible for any of you to give me a link to your mod folder. I remember CM FB taking a very long time to mod the last time. Thx in advance!
  5. Hi guys Im returning to this awesome game soon, but unfortunately I lost all my data from a hardware failure. Is it possible for any of you to give me a link to your mod folder. I remember CM FB taking a very long time to mod the last time. Thx in advance!
  6. CMx2 Series Questions

    First off, Hello everyone and thanks for taking some time to read this. So while I am a complete noob to this series I am not one to "sim" games similar to this. I have meddled with DCS World, Operation Flashpoint (the old ones), the Arma series, etc. So my main thing is I have played the Demo for Normandy and like it and have watched several videos about the other games but I still have some questions that I hope the community can answer. Also, sorry if I asked anything that was already answered in another thread. Thanks again all and I can't wait to dive into the series. - Would the Normandy Big Bundle be the way to go for content and mod support or are any of the other CM games more bang for your buck? - How does CM Fortress Italy and Final Blitzkrieg hold up in terms of content/mods? - Does Black Sea or Afghanistan have more content/community support?
  7. Well finally got some time to return to the CM arena. Travelling around a lot so not close to my desktop with CMBN much but run a Mac laptop 'on tour' and am pleased to see CMFB runs really well. Firstly, brilliant game!!!! Easily the most polished in the whole CM arena IMHO and I have quite a few, right back to the first CM. I mean, the atmos that shots like below create for me (mind you, I had to move the FO from there early on, lost them a few times - why is it ALWAYS the darned observers / commanders that get the unlucky bullet LOL - few times I went back to the FO only to see 'DENIED', and of course he'd bought it). Stunning really. I like CMBS too, great range of kit there, just too much AT around in that game for my liking. Couple of well placed AT assets in that can really ruin your day (and for me hunting them down is kinda less interesting), whereas in CMFB your'e lucky if an ATG survives long unless you hide or haul ass ASAP after firing. Both demonstrative of RL, but I like WWII RL more LOL Couple of issues / questions (not complaints!!!) I need to clarify: Buildings and HE. Wow!, do the buildings seem resilient!! Not sure if they are supposed to be that way? I guess there might be buildings of differing resilience or does the type/size affect it? As an example, I played the 3rd scenario in the Training Campaign (where my stand-off and survive tactics for the infantry worked but gave me the unenviable task of trying to dig the Germans out of the village they were thus able to occupy - I wanted as much infantry in tact for the next scenario) so I ended up shelling the row of four buildings that extend to the left horizontally as you look into town from back in the US side. Jeez, I must have pumped 20 HE into each building (or at least it felt like it, I cut off 'Target' after two turns to avoid blowing my whole HE inventory), result ? - damage only!!! Huh?? I'd expect that after 5 shots. After 10 I'd have thought they'd be down. Maybe even after 5-8. Thought I'd seen a thread about HE and buildings somewhere, maybe CMBS, but can't find it now. For me, on the Mac, Alt-Tab doesn't return me to desktop. It might be something to do with how my laptop is set up with using swipe between pages / screens on the toucpad??). At times I really like the movie mode, too much snow though and it's a bit too close to B&W for me, maybe just my machine though. This maybe something I remember wrongly but dismounting from vehicles (now it might work differently in CMFB than BS) BUT IIRC in CMBB if you wanted to dismount a passenger in one turn you could give the vehicle a move order, give it a pause waypoint, give the passenger a move order, and the vehicle another move order which it would execute AFTER the pause (e.g. after the passengers had got off). In CMBS however I got caught out loads of times telling the Stinger transport to move, pause, give the stinger crew time to dismount, then drive on - only to check 3 turns later that the vehicle was driving off into the sunset with the stinger team still on board!!!! Argghhhhhh!!!! Maybe I remember it wrong or it's changed from earlier games? I just thought that giving passengers a move order, they'd execute it as soon as the vehicle stopped or paused long enough, or CAN it actually work like that but just I'm just doing it wrong? Might be worth updating the manual to reflect that preparatory bombardments are ONLY available in attack scenarios. I spent a fair bit of time hunting round for it in the CMFB manual and online after and I couldn't even see how to do it, let alone when you could. Or it may just be that the info is there but that my PDF reader app searcher isn't up to it. Any recommended mods, campaigns or scenarios to DL. I have Juju's UI (a must have for me), I'm trying the HQS 2.5 sound mod (not sure about that TBH, many of them are great (although I wish I could put back the stock intro music as an option) but I needed a break from "Did you see that?". I think the mod from CMBN was AKD, would that work with CMFB? I've seen folks say the AKD mod from CMBS would work but of course there'd be no 'Garand ping' in that. There was a great radio chatter mod for CMBN IIRC, not sure if that would work? Also got the Aris terrain mod which I mostly prefer I think. I like the USA no greatcoat mod too. Not doing TOO many vehicle mods this time around (I think I wasted half my time on CM/CMBB and even CMBN modding it, not playing, and it's not like CMFB needs much - unless there's any must haves Anyway. Thanks BF for a great game!!
  8. Anyone have any idea whether the developers plan on including some of the better mods in the base games of CMFB and so on? I have been having a look at screenshots of the Aris smoke and dust mod and it is clearly superior to what is offered in the base game. The only reasons I can think that they wouldn't be included in future versions is: 1) Developers would have to pay the makers of these mods an amount of money that is unreasonable 2) There are serious technical barriers to including the mods in future versions of the game
  9. Hello everyone! The other day I was driving through my home city and thinking about CMBS (as you do!). And as I drove I was looking at the variety of buildings on display and how they are all different shapes and sizes, often curved and following the bends of the street, and I thought to myself "wouldn't it be cool to have a modern city environment like this in CMBS"... I.e. Buildings of a great variety of shapes and sizes, different architectures (a mix of modern and old) that follow the curves of streets. Offices and shops. And what about huge built-up industrial areas with massive factories? I have also been watching the seminal 1970s documentary series The World At War (if you haven't seen it, you should!), specifically the episode on Stalingrad and the grim fighting amongst the rubble and destroyed buildings - I thought here too, wouldn't it be cool to have a destroyed city to fight within, where your troops can take shelter amongst broken walls and buildings, hide within a dilapidated factory? A sniper in the broken buildings... I guess the question I am posing - is it possible to mod the buildings in this way? With the greatest respect, many of the stock buildings are quite basic and follow the same patterns in the shape of a square. I would love to have a battle in a realistic city, with restaurants, cafes, and factories, where the architecture is diverse. Or is this too complicated and beyond the game engine/graphics capabilities? Just wondering... Yours... A.
  10. Hi Guys Im sure you have read the recent announcement regarding The Few Good Men, The Scenario Depot III, The Proving Grounds II and CMMODS III. The sites are all live but the links provided have a little HTML error I believe so below are the links to the actual sites until staff here can update them. The Proving Grounds II The Scenario Depot III CMMODS III The Few Good Men If you have any queries about any of the sites please drop me a PM and I will assist. In closing I'd like to thank Badger73, Umlaut, Ithikial, Kevinkin, Das Tiger and PhilM on behalf of GreenasJade and me in all the help transferring 95% of the modifications from the old CMMODSII to the new site. It certainly was not an easy job and only a limited number of files did not make the transfer (if you had a file up that is missing please get in touch with GreenasJade - or re-upload it to the new site). As mentioned previously CMMODSII will still exist but will in the near future only cater for CMX1 mods. Whereas, the new CMMODSIII will now cater for all flavours of CMX2 including the Afghanistan game. Happy downloading/uploading. Bootie
  11. ## Kieme's Mods are superb, but the links are buried way too deep in a constantly growing thread. ## So, for ease of access here is the most current list, ripped from @ Page 34, Post #672, July 17 2015. Terrain and environmental mods: Buildings and structures: Troops and soldiers: Ukrainian Army vehicles: US Army vehicles: Russian Army vehicles: Interface: Others: Total: 1.8 GB Still missing: bridges, a couple of them have been done already. More interface: weapon and vehicle silhouettes (less than 50% done), plus a few tweaks here and there.
  12. emccabe mods

    I just got bored and decided to mess around with some of the files and this is the end result ,plus I was not a huge fan of the Russian tanker helmet and I also wanted the Ukrainian tankers to more like infantrymen I probably upload them, I might try to do other things too. And all of the textures are not mine but but are made by vein
  13. First mini mod! Changes CMRT's main menu theme Check it out and let me know if everything is working fine Thanks! http://cmmods.greenasjade.net/mods/5531/details
  14. Yep. I had to take a break from the monotony of making German shields for RT. Been messing with these for about a month and after much angst decided they were good enough. Coming to a Repos near you... Mord,
  15. I have had this idea for a VERY long time now and decided to go ahead and post and see where it leads. With the addition of hit decals to CM, BFC upped the cool/immersion factor by a mile. The holes and ricochets on tanks and vehicles really adds to the experience. But the one problem I find we have is that vehicles just still look too pristine, even after they have burned for ten turns or suffered a catastrophic brew up. Yeah, we have ragged holes but nothing else to tell the tale. That's where the After Action Series of mods step in. Having seen the pioneering work that Blimey, Umlaut, and Kieme have done playing with vehicle flavor objects and the manipulation of alpha channels and such, I thought it would be cool to try and start a series of mods that can be used to show more extensive damage to vehicles in game. They would look great in AARs or just plain old screen shots. Or if you only had one type of the particular destroyed vehicle you could load the mod and leave it for the duration of your game. Here's a before and after example of what I am talking about. These were done very quick and dirty just to illustrate and emphasize the cool factor. Imagine what they could be with some thought and effort. The project is open to everyone. There's no rush, it's something that can be done over time, here and there. We have a lot of talented guys that haven't flexed their modding muscles in a while...MJ, DC, ahem. All I would ask of anyone is that you follow a few very simple rules to keep the project coherent. 1. When filling out the name in the File Title bar on the upload info form start it with AAS, so when it is uploaded to the Repos they will all be in order and people can find them together as a whole. Example: "AAS Destroyed BMP2" or "AAS Mord's Destroyed BMP2" A lot of us usually put our name first but in this case it would be best to have it further down the title or just put it on the promo screen shot. 2. Put "After Action Series" in your promo shot (that'll help identify them at Gaj's) and people will start to recognize it's a collection. 3. Announce your mod in this thread and we can keep an updated list of what's been made as we go. Though, It won't matter if guys end up doing some of the same vehicles and what not, you can't have enough carnage! I am gonna start a thread in each mod forum to cater to each flavor of CM. I hope you guys like the idea and will join in. Mord.
  16. I have had this idea for a VERY long time now and decided to go ahead and post and see where it leads. With the addition of hit decals to CM, BFC upped the cool/immersion factor by a mile. The holes and ricochets on tanks and vehicles really adds to the experience. But the one problem I find we have is that vehicles just still look too pristine, even after they have burned for ten turns or suffered a catastrophic brew up. Yeah, we have ragged holes but nothing else to tell the tale. That's where the After Action Series of mods step in. Having seen the pioneering work that Blimey, Umlaut, and Kieme have done playing with vehicle flavor objects and the manipulation of alpha channels and such, I thought it would be cool to try and start a series of mods that can be used to show more extensive damage to vehicles in game. They would look great in AARs or just plain old screen shots. Or if you only had one type of the particular destroyed vehicle you could load the mod and leave it for the duration of your game. Here's a before and after example of what I am talking about. These were done very quick and dirty just to illustrate and emphasize the cool factor. Imagine what they could be with some thought and effort. The project is open to everyone. There's no rush, it's something that can be done over time, here and there. We have a lot of talented guys that haven't flexed their modding muscles in a while...MJ, DC, ahem. All I would ask of anyone is that you follow a few very simple rules to keep the project coherent. 1. When filling out the name in the File Title bar on the upload info form start it with AAS, so when it is uploaded to the Repos they will all be in order and people can find them together as a whole. Example: "AAS Destroyed BMP2" or "AAS Mord's Destroyed BMP2" A lot of us usually put our name first but in this case it would be best to have it further down the title or just put it on the promo screen shot. 2. Put "After Action Series" in your promo shot (that'll help identify them at Gaj's) and people will start to recognize it's a collection. 3. Announce your mod in this thread and we can keep an updated list of what's been made as we go. Though, It won't matter if guys end up doing some of the same vehicles and what not, you can't have enough carnage! I am gonna start a thread in each mod forum to cater to each flavor of CM. I hope you guys like the idea and will join in. Mord.
  17. I have had this idea for a VERY long time now and decided to go ahead and post and see where it leads. With the addition of hit decals to CM, BFC upped the cool/immersion factor by a mile. The holes and ricochets on tanks and vehicles really adds to the experience. But the one problem I find we have is that vehicles just still look too pristine, even after they have burned for ten turns or suffered a catastrophic brew up. Yeah, we have ragged holes but nothing else to tell the tale. That's where the After Action Series of mods step in. Having seen the pioneering work that Blimey, Umlaut, and Kieme have done playing with vehicle flavor objects and the manipulation of alpha channels and such, I thought it would be cool to try and start a series of mods that can be used to show more extensive damage to vehicles in game. They would look great in AARs or just plain old screen shots. Or if you only had one type of the particular destroyed vehicle you could load the mod and leave it for the duration of your game. Here's a before and after example of what I am talking about. These were done very quick and dirty just to illustrate and emphasize the cool factor. Imagine what they could be with some thought and effort. Yeah, the shiny decals would need to be addressed. The project is open to everyone. There's no rush, it's something that can be done over time, here and there. We have a lot of talented guys that haven't flexed their modding muscles in a while...MJ, DC, ahem. All I would ask of anyone is that you follow a few very simple rules to keep the project coherent. 1. When filling out the name in the File Title bar on the upload info form start it with AAS, so when it is uploaded to the Repos they will all be in order and people can find them together as a whole. Example: "AAS Destroyed Greyhound". A lot of us usually put our name first but in this case it would be best to have it further down the title or just put it on the promo screen shot. 2. Put "After Action Series" in your promo shot (that'll help identify them at Gaj's) and people will start to recognize it's a collection. 3. Announce your mod in this thread and we can keep an updated list of what's been made as we go. Though, It won't matter if guys end up doing some of the same vehicles and what not, you can't have enough carnage! I am gonna start a thread in each mod forum to cater to each flavor of CM. I hope you guys like the idea and will join in. Mord.
  18. CMBN Soundtrack mods

    Includes new music for the main menu, loading screens, and the after battle report. I may post more music options in later versions Enjoy! http://cmmods.greenasjade.net/mods/5534/details
  19. Hello, I am new to the battlefront community. I was wondering if anyone could suggest a mod list that improves gameplay. Specifically I am interested in things that improve functionality and not just cosmetic. I used to play the ARMA series and the mod world their can be overwhelming. Any suggestions for UI, Functionality, or other improvements would be great.
  20. "Must have" Mods

    Hello Combat Mission community, I am back again, this time to get your "must have" mods. I want to make a forum post, so all new players like myself can get familiar with the "go to" mods. I've been playing around with quick battles, and have been getting used to all the controls. One thing I noticed, is performance isn't amazing. I used NVIDIA control panel to tweak the settings, and I figured that this game is CPU heavy. I have a GTX 770, a I7-4790k as well as 16 gb of ram, so I wish to pick up some mods to possibly get more out of my GPU, as well as a more immersive experience. I am looking for: A HD overhaul for buildings, terrain, and if possible, those terrible map backdrop (please tell me how much of a performance impact the mod has) Unit Packs (More units would be nice) HD Units (the normal ones are nice, I would just like to see other options for better visuals) Sound overhaul (once again, I want to know the performance impact, if any) Those are just the core mods I am looking for, but please, If there are other mods that you strongly recommend; go for it. I really just want to experience all of the amazing content this community has created. And what better way to find great mods, than to ask you guys directly. A few questions I have about mods, can you use them in multiplayer (i'm not ready for multiplayer yet, I'll come back later for that), A video on how to install mods would be great, and lastly how do I install custom scenarios? Thank you for your help, and recommendations.
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