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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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bebbetufs

CMMOS thoughts for possible improvements

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To the makers of CMMOS:

First I would like to use this opportunity to thank you for a great program. I think it works really well to do what it was supposed to do, manage complex mods with many options.

I would like to suggest the implementation of some kind of .zip support in the next version (if you ever make one). That way you could easily install complete packs of mods that the user easily can modify by adding and deleting .bmps to the archives. It would also save disk space.

Example: I have a set of terrain tiles that I think is the best combination to represent an overcast autumn day. These include tree bases, water, hedges, walls, grass, brush etc. Now to play such a scenario I just need to unzip the contents into the Bmp folder. It would be great if CMMOS could implement .zip support to combine different archives and to get a good overview over the contents in some way or another. The way it is now I would need to unzip all these files into the Bmp folder and give them a suffix. This would mean that I would have all the .bmps of the entire game installed about 8 times over in that folder. I would rapidly run out of disk space and the folder itself becomes almost unmanageble.

I dont know if this is a good Idea, but I thought I'd share my thoughts. I don't mean to put down CMMOS because i really think it works great for what it was meant to do. I'm just saying that incorporating .zip support would save a lot of people some disk space and also make their mods more manageble in terms of copying and moving files.

Thanks for a great program.

Bernhard

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<blockquote>quote:</font><hr>Originally posted by Shadow 1st Hussars:

*cough* mac support *cough*<hr></blockquote>

I second that, but they need a Mac programer. And from what we have seen they are in short supply around here.

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<blockquote>quote:</font><hr>Originally posted by bebbetufs:

To the makers of CMMOS:

First I would like to use this opportunity to thank you for a great program. I think it works really well to do what it was supposed to do, manage complex mods with many options.

<hr></blockquote>

You're welcome. smile.gif

<blockquote>quote:</font><hr>

I would like to suggest the implementation of some kind of .zip support in the next version (if you ever make one). That way you could easily install complete packs of mods that the user easily can modify by adding and deleting .bmps to the archives. It would also save disk space.

<hr></blockquote>

Well, I have been thinking of trying to solve the disk-space problem, and using zip-archives is one possibility, but there are some fundamental issues involved that I have yet to find a satisfactory solution for. As an example, there is not a one-to-one mapping between "mods" (the graphics) and "Rules" (the CMMOS method for implementing options). So, it becomes problematic to apply the "British 11th Armoured Division Rule" across an arbitrary collection of zip files. That's why CMMOS keys off the files themselves. I'm not saying that there's no way to do something like this, just that I haven't figured out a satisfactory way (yet).

<blockquote>quote:</font><hr>

Example: I have a set of terrain tiles that I think is the best combination to represent an overcast autumn day. These include tree bases, water, hedges, walls, grass, brush etc. Now to play such a scenario I just need to unzip the contents into the Bmp folder. It would be great if CMMOS could implement .zip support to combine different archives and to get a good overview over the contents in some way or another. The way it is now I would need to unzip all these files into the Bmp folder and give them a suffix. This would mean that I would have all the .bmps of the entire game installed about 8 times over in that folder. I would rapidly run out of disk space and the folder itself becomes almost unmanageble.

<hr></blockquote>

But on the other hand, this sort of situation is what "CM Mod Manager" does best. The only "catch" is knowing exactly which BMP files you want to capture for each particular "set".

Again, I'm looking into solving these issues, but they're not quite as "cut-and-dried" as one might think.

Thanks for the suggestions, constructive criticism is always welcome.

Gordon

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