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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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Not sure what Mods he uses, but since he is going to give it to you in a Dropbox Folder, anyways...What are you asking ?

So, you will need a Dropbox Account and he will send you an invite (give him your Dropbox email address), then you will see that Folder in your Dropbox.

Joe

Edited by JoMc67

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That's a shame that neither of you got a reply. You can't really go wrong with any of the work that Aris has done. I'd also suggest Tanks a lot for buildings. But, also just browsing cmmodsiii.greenasjade.net for ideas is very rewarding. 

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There's about four major terrain mods by Aris, Vein, Flesh, and SeinfeldRules. Some have new textures and some are saturation tweaks. 

http://cmmodsiii.greenasjade.net/?p=2785

http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1164

http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1460

http://cmmodsiii.greenasjade.net/?p=2190

To make you even crazier, patboy has did some terrain, minus grass.

http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1325

And check out patboy's (author name "boyer") other mods, he doesn't get as much recognition as he deserves. He's done some killer, beautiful stuff and is one of our most talented modders. Hopefully he is not gone for good.

http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=select&id=43&orderby=2&page=10

Mord.

 

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27 minutes ago, silent_crescendo said:

@Mord how do you get the flesh subdued terrain to work? I’ve extracted the files into my z folder as usual but the terrain hasn’t changed 

I'm simply 'Mortified' at you Crescendo of Doom, lol...You may need to extract that Subdued Terrain File by using a 7-Zip program or similar, then drop into Z Folder.

Edited by JoMc67

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I have ten good (zipper sound) MG42 wavs including the one Mord provided.  If numbered sequentially, can they all be used randomly?  If so, what is the naming convention for multiple wavs?  Does one start with <name 0.wav> then 1, then 2 etc or other?

Or is only one wav able to be used?

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Yes it should be for example mp40 1 mp40 2 mp40 3 and so on. 

If you wouldn't mind Erwin could I get a copy of your MG42 sounds? I like to have variety and mix my sounds from various mods.

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Sure.  PM me your e-mail. 

BTW:  IIRC WAV files have a different naming protocol than BMP's.

So, plz clarify as I am still confused:  In my Z SOUNDS folder I see many options start <soundname 0.wav>, and not <soundname 1.wav> as you state above.

With WAV's, does one start a series of options with <name.wav>, or <name 0.wav>  or <name 1.wav>?  

And have assumed that when one has sounds choices like <gun name x2.wav> and <gun name x3.wav> that one needs to rename them to remove the "x". 

Or do the sound mods work with the "x" in the name?

 

 

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I believe it's randomized, not in order.

 

So if you have three files with mp40.wav, mp40 1.wav mp40 2.wav for example, say your dude with the mp40 starts firing, it'll pick one of those three files for the small burst of gunfire. 

 

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I sent you my "definitive  MG42" list of wavs.  :)

Am still trying to clarify what the naming protocol is for wav options.  It is very specific and has to be correct or the wavs will not play.  I do not seem to be explaining my question properly as you are not answering the question...

1) From what I understand one needs to rename the sounds that have "xnumber" in their name to get rid of the "x" for it to play in the game.  Yes?

2) However, for the series of wav options to be selected at random does the name series start with <name.wav>, or <name 0.wav>, or <name 1.wav>???

ie:  mp40.wav, mp40 1.wav, mp40 2.wav is NOT the same as starting with mp40 1.wav, mp40 2.wav etc.  And bmp options start with "name.bmp", and then jump to "name 2.bmp" (ie there is no "name 1 bmp").  If you have a "name 1.bmp" none of the options will appear in the game. 

In my own mod folders I have seen the naming protocol done in different ways and that is confusing and troubling.

If one gets the naming convention wrong the options will not play.  It is confusing cos the naming convention for bmp's is different than for wav's.  This is where CM2 drives me nuts sometimes.

 

 

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Oh I get you now, i'm not too sure about .bmps. I was just going with my amateur CM2 modding knowledge. The series should start with mp40 0.wav and then follow mp40 1.wav and so on. Following this, your various sound differences should follow either in order or in a randomized fashion. Like I said, amateur CM2 knowledge. I believe this should be the correct order because my M1 Garand sound files are m1 garand 0, 1 2 3 etc and it sounds slightly different in game, although unknown if followed in order or randomly selects it for the gun shot. 

 

Hopefully I understood it this time, if not I apologize. 

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I see how you put yours in the email, when I get home from work I'll attempt to mess with it with the x2, x3 or if it just needs 0 1 2 3. I see the MG42 is afaik the only one that has the x in its order. I don't know if that's because the sound file has a small burst for its .wav as the other gun .wavs are a single shot .wav. 

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Plz let me know if I numbered/named my MG42 wavs correctly in sequence or if I need to renumber the wav with no number to "gun mg42 10.wav" in order to get it to be selected (randomly) in the game.  Once we get this definitively correct that format should work for all titles. 

I think that even some modders get confused as I have seen the sequence done in different ways.

PS:  I have other MG mods that had x2 and x3 etc.  eg: MG34   As I said, I renamed them to remove the "x".  But have never been sure I did the correct thing.

Edited by Erwin

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