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Gordon

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Posts posted by Gordon

  1. From the description of how buildings can be specified within the scenario editor, is it safe to assume that the building graphics will consist of a blank wall and one or more door graphics and one or more window graphics that are placed/generated by the graphics engine? As opposed to the way that the building's walls are drawn now.

  2. Ok, these have probably already been mentioned, but I might as well get my vote in.

    Formations/Convoy movement/Platoon movement - Including better following of roads and traffic jam avoidance. Infantry unit and tank unit formations.

    Vehicles as cover, both live ones and dead 'uns.

    Better night battles, with illumination from fires, star shells and illumination rounds (including appropriate graphical effects.

    Improved aircraft, gliders, helicopters and paratroops. I don't know why, I always felt a little cheated by not being able to see the aircraft, and being able to see their point of view. Paradrops/glider assaults will be messy but cool, just like amphibious assaults.

    Resupply during a battle. Even if I have to get an ammo carrier to survive until it can get to my units or my units can get to it or a resupply point. Besides, it would be cool to be able to roll flaming barrels of gasoline down on attacking German King Tigers. :rolleyes:

  3. Originally posted by Battlefront.com:

    Crews of heavy weapons, vehicles, etc. are nothing more than Teams, just the same as a Sniper or Rifle Team. They can abandon their weapon or vehicle under some circumstances, and possibly reman it under others. Bailing out crews might spike the thing being abandoned too. Depends. Enemy units will also attempt to spike things just in case a crew should want to reman.

    How much ability will there be to man abandonded equipement (either your own or the enemy's)? I.e., can my Audie Murphy jump up on an abandoned Sherman and crew the AA gun? Can my Sgt. Rock jump into an abandonded Tiger and use the main gun to shell the Huns?
  4. Originally posted by Battlefront.com:

    Remember that my comments about stuff are always directed at discussion what the game engine is capable of, not necessarily what is going to be in the first release. I've mentioned everything from horse cavalry to Space Lobsters... that's quite a range and it is interesting to see people only picking out the things they want to see. People are sooooo funny that way :D

    Steve

    As long as we're going to be able to have mounted space lobsters executing saber charges, I'm happy. :cool:
  5. Originally posted by Battlefront.com:

    Dan just made a wheeled vehicle that has more polies in one wheel than was in a CMBO tank :D

    Since the "all in one" system is far more efficient, and VRAM more available, we are sharing a lot LESS stuff than we did in CMx1. In CMx1 there was a hard limit (11 IIRC) of how many textures you could have. We were maxed out on most vehicles for CMBB/AK. Now there is no limit that I'm aware of. This means soldiers have unique left and right arm textures, tank turrets can have unique left and right sides, and 5 different small arms won't use the same top texture. Stuff like that.

    Steve

    Urrah! Sounds great.
  6. Originally posted by Gurra:

    Looking forward to this release. Your Pz IVB's are a very fine job.

    Out of topic:

    Gordon, in a mail exchange with Philippe, he pointed out that you perhaps could help me out with an issue regarding sound mods for CMMOS. It was something about making the Ruleset look into the wav folder instead of the bmp one. Is that possible? In case it is possible, would you like to help me out?

    Regards

    Gustav

    Sure, e-mail me as much detail as you can (gordonemolek@poboxes.com) and we'll work it out.
  7. Ok, here's a preview of the final Pz VIB version that I'll be doing. I was going to produce winterized versions, but my poor old carpal tunnels just wouldn't survive. Instead I'll be uploading a plain dunkelgelb "modders" version for all the hot young bucks to have fun with if they want.

    So, without further ado, the schwere Panzer Abteilung 505/Zimmerit mod preview:

    sPzAbt_505_Preview.jpg

    The CMMOS mod will have all the bells and whistles of the Ambush mod (e.g., armoured fenders installed or removed, kill rings, 3 complete sets of tactical numbers), but will also include the "Knight on his Charger" formation marking painted on a portion of the turret side where the zimmerit was removed in three different color schemes, presumably to indicate the vehicle's company within the abteilung. As before, non-CMMOS versions (with just a few options) will also be provided.

    Look for this (hopefully) soon as it just needs a final testing pass.

    [ July 06, 2005, 03:44 PM: Message edited by: Gordon ]

  8. Originally posted by Bogdan:

    Amazing stuff, mister Gordon !

    I've read in an Osprey book about the KT that this kind of camouflage scheme was used in the very late stages of the war.

    Can we suppose that, in april-may 1945, some external equipments might be missing, due to shortages ? I'm thinking about towing cables and Notek light...

    Just a thought smile.gif

    I considered doing this, but all my references showed the vehicle fully equipped, so I left everything on. I suppose I could provide that as an option, but then I'd have to delay the release for about a week as I won't be able to work on it further until then.
  9. As a bonus double feature for my from scratch Ambush Pz VIB mod, I'll be releasing (hopefully early next week) my version of the very late war "Octopus" camouflage scheme seen on s.Pz.Abt. 511 vehicles. While this battalion fought the western Allies, it's not beyond the realm of possibility that a few vehicles might have made a wrong turn and ended up fighting the Soviets.

    GM_PzVIB_Octopus_Preview.jpg

    The CMMOS version will have the usual bells and whistles with armored skirts mounted or removed, optional kill rings, a complete Abteilung's vehicle tactical numbers in the white stencil style, and white balkenkreuz on turret side and hull rear. I adopted the white-only balkenkreuz as it's highly likely that the black center would have been omitted on the predominantly olivgrun vehicle. Non-CMMOS versions will also be provided with fewer options due to size constraints (as before).

    [ June 25, 2005, 02:14 PM: Message edited by: Gordon ]

  10. Originally posted by mchlstrt:

    Being on a Mac, I've been known to take Gordon's CMMOS Mods & 'apply' the smaller Option .BMPs to the full ones to get the alternatives I really want. Helps me not feel so left out.

    strt

    My biggest regret with respect to CMMOS was that I wrote it in C++, rather than Java. But at the time CMMOS was first written, Java just wasn't as functional as it is now.
  11. Ok, I've uploaded version 1.01 of the non-CMMOS mods (both with and without fenders).

    The "with fenders" mod now has alternate BMPs for red on white "808" tactical turret numbers, and gun barrel kill rings (both of which can be used with the "without fenders" mod), and front hull unit sign for s.Pz.Abt. 501.

    The "without fenders" mod now has alternate BMPs for black on white "808" tactical turret numbers (which can be shared with the "with fenders" mod), and front hull unit sign for s.SS.Pz.Abt. 501.

  12. Thanks all for the kind remarks. There are actually 2 more versions in the works. One late war and one zimmerit version. They should be available in the coming weeks.

    MeatEtr,

    Unfortunately, in order to create a non-CMMOS mod with all the options of the CMMOS mod would add about 25 MB to the zip file. :eek: Even *I* have to draw the line somewhere. :(

    I would advise caution using a CMMOS mod in McMMM. Since many of the CMMOS options are implemented using partial graphics, you could end up with invalid graphic files which CM will display as solid white areas on the 3-D model. At least if this happens, McMMM can restore the original graphics.

    junk2drive: I'll have to look into why the author of CMMOS can't manage to write "proper" CMMOS mods. ;)

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