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aikidorat

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Everything posted by aikidorat

  1. Been about a week or so since the last update: MCM3 v1.5 went out to testing last night, and barring any major issues should be available this coming weekend. sound support is in, though still only for mac system sounds. We're going to include a read me on how to convert the .wav files over to mac system sounds using SoundApp, but I wasnt able to get real basic to do this. other tweaks include: - auto load resource: what MCM3 now supports is automatically loading and previewing the current texture (in the cm data folder) when you select a mod file. Instead of manually selecting the correct resource, MCM3 now does it for you. Makes comparing new and current textures much easier. - MCM3 will now remember which data folder you are modifying (after you initially select it). No longer will you have to choose the data folder for each mod. The option is offered in case you want to work on a backup folder, but this speeds up the program a bit. (note: you still have to choose one the first time you convert a texture, but after that the program remembers it until you quit. I may add a preference file later to remember after you quit the program, but not sure if it's needed. - making a backup of the resource file is now an option. I got tired of making one every time I changed one or two textures...so now you decide if you want one made or not. - added a log feature that records what textures you have converted, or reverted to. Makes it easier to remember just what textures you've converted. Some code and error handling clean up, etc. Other minor things added as well. just thought you'd like to know. dave ------------------ History is made at night
  2. the mod managers just make the process easier, at least for me. Automates the job of converting the bmps into the resource files on your hard drive. Helps with reverting and changes between all the mods that are out there (I have a mix of em all on my G3) and MCM3 (my program) is free, Mac Mod manager is guilt free shareware. They both offer advantages over the other, choose the one you like the best. Or use both.... try em, you'll like em! (a new version of MCM3 is forthcoming, with bare bones support for sounds, as well as refinements to the program, a few additions). Enjoy the mods! dave
  3. mac users: the sound manager part of MCM3 is in beta 3 test now, and with some luck will be available soon. Unfortunately we've run across some interesting events with some of the beta testers (that I cant replicate on my G3, to it makes it harder to debug)which is slowing the release process somewhat. I also added some other new features that are being tested. With luck, around a week and it's ready to come out. I'll post more later this week in regards to the 'bugs' or limitations of the program. (one major one, cant be helped right now - you have to convert the .wav files to mac sound format (system 7/8) using SoundApp. I hope to have most of the major mods converted into mac sound format for download when we release the update, but at least it's something.) hope that answers your questions for now.. dave ------------------ History is made at night
  4. Even the orion allows me to use all the effects I want to for most battles. I have only had to turn smoke off for one, but it was a massive massive map. I forgot about the nexus.... but I think I will wait for the radeon before i upgrade. The orion's doing fine for now, unless we add more hi res textures.... question: what color depth are you getting with the nexus, say at 800x600? I'm at thousands, but I dont remember if it was millions before, or always been thousands...CM forces it to thousands upon launch, regardless of what I set it at before hand thanks! dave
  5. I've been using the rage orion since it came out, and it has worked flawlessly. I think the hi res mods that I've added are starting to push the 16 meg vram though, and think the radeon would be great, if (when) it comes out for the PCI bus in my older G3. cant say much about the voodoo cards, havent used them. let us know what you choose, and how it works! Good luck! dave ------------------ History is made at night
  6. Just FYI, and not trying to fuel any fires, but on the mac side it was very easy to create the program so that the user could load whatever skins they wanted to - to mix and match MDMPs, third party and original files. support for specific mod packs is provided as well - all the user has to do is open a file that contains the mod skins and then select from a list which ones you want to install. a jpg viewer allows the user to view the mod ahead of time (assuming the mod maker provides one), and a text reader (very basic) allows the user to read about the mod before installing it. So, if you wanted to, you can have a turret from MDMP-1 and a chassis from MDMP-2 if you really want to be weird. (I did hard code in the conversion so that you could not replace a tiger chassis with a stuart chassis, for example). Also included a revert feature to revert selected textures to the CD. All automated, but powerful enough to allow the user to experiment as much as they want. There's no way to delete a file, just replace it with one with the same name...so the game wont be crashed by accident. (though there is a trick way to delete a texture, it takes a lot of work and was needed to allow the deletion of the winter textures, since there are no 'original' winter graphics) not sure why you sound so ominous in not allowing users to mix and match, that's all....seems to work ok on the mac side. I can provide more detail on what I did if you are interested... Good luck and glad to see the PC side will have a mod manager real soon. You guys will love having one! dave
  7. in regards to the sounds: I use the title of the file, not the 'resource' number given by soundapp to paste them in the correct spot, so that isnt an issue with the mod manager (it is if you do it manually though). However, I am using the reference ID of 128 to find the sound resource, open it, and then paste it into the correct resource. This works for when you convert .wavs to .sfil (sounds) with soundapp. I'm going to test this week into breaking it, or finding a better way to do it, just in case someone out there plays with the sound files and changes it. I think I just figured it out as I type this... as for the winter cammo, I'm working on something similar in concept, but this is the first I've heard of not being able to load them all in so it was a low priority. It would mean providing a utility to allow you to transfer / change the existing resources... Have you had it fail to convert, or the game fail to load? If so, *please* email me and let me know how you did it (include OS rev, etc). I haven't had any other reports of breaks in that regard. thanks! dave ------------------ History is made at night
  8. Listen up mac users! after all the gripen I've been getting , figured I'd stay up late this weekend and see if I could add sound support into MCM3. Here's the good news: I got it to work! the not-as-good news: right now, it only works on MAC SOUNDS. If I cant figure an easy way to convert, you'll have to convert .wavs into mac sounds before you put them into the resource files. I figure that's not elegant, but given limited time right now may be the best I can do. I'll know more later this week regarding the .wav support, but I figure you'll want the update anyway. And sooner, not later! Anyway, It's getting closer. I need to do some testing on it this week and next with my beta team, but figure it will be out in about 2-3 weeks barring a major issue cropping up. later! dave ------------------ History is made at night [This message has been edited by aikidorat (edited 10-15-2000).]
  9. LGMB, I've asked Toad to post here on how to paste them into the sound resource. he did the conversion for the first mdmp... I cant remember exactly what we did (I think you open in in ResEdit, the sound, then copy it and paste into the correct sound resource file. dave
  10. Also, convert them to mac sound format and then find the same ID number (as the file id) in one of the sound resource files. Use resEdit to copy and paste (replace) into the appropriate file. you may need to adjust the sound on some of them, as they are a bit louder than the rest. dave
  11. in regards to sound mods: yes, they can be used, as stated above, and you need to make sure that resEdit has enough memory to load the sounds in (after you convert them with SoundApp or similar). regarding a sound manager: i've started one, but my real job hs interferred a bit, and will for the next month or so. A few big deadlines coming up and a bunch of OT. A problem I also have is Real Basic doesnt allow one to save sounds, so I'm looking at work arounds. I can load sounds in and play them, but saving them is another matter at the moment. I was hoping it would be a fast code process, but Murphy strikes. it will be a while though, as I need to keep the paying job. And, today I'm watching as hardware I designed and built for the space station is finally (after many many many years on the ground) being assembled on orbit. The internet is cool, as I can call up the NASA channel and check it out live. anyway, I'll be providing a status soon in regards to what I can do with teh sound manager. but, I'll post this for the mac programmers out there: Anyone willing to do the sound manager for us? No pay, but you get the glory. email me if you are interested. it might be the fastest way to get one out for the mac users. thanks! dave ------------------ History is made at night
  12. MÃ¥kjager, no real need for resEdit anymore, just use one of our mod managers to copy the PICT from the resource (and to plug it in). much easier.... And good luck guys! and it's time some mac users started making some mods! I look forward to seeing what you come up with. I've tried a few, but hardly have time to do what I have to, let alone try something new. (and there's a lack of talent that gets in the way too... ) dave
  13. Frag, <<MadMatt beat me to the punch.. >> dave [This message has been edited by aikidorat (edited 10-03-2000).]
  14. Thanks MadMatt! Now I get to test all of these tonite on the mac. welcome back... dave ------------------ History is made at night
  15. **NO ISSUE with Total interface Mod On Mac** problem went away...strange. Anyway, if you want the total interface mod, it appears to work a-ok. later dave ------------------ History is made at night [This message has been edited by aikidorat (edited 09-30-2000).]
  16. Just back in town and wanted to see if you were all aware 1.1 was up at CMHQ.... and looking for feedback on the new features, as well as the readme. Let me know what you think, and what you think it needs to be even better (besides sound managing!) thanks! dave ------------------ History is made at night
  17. Michael, thanks for the info. 4 megs of Vram is just adequate to play. With 16meg, the new bases for the trees and woods are very nice indeed. I went back to the original CM yesterday and wow, what a difference. No knock on the original textures, just that the new ones have learned and improved so much from them. Then again, CM is playable regardless of the textures. Guess you'll need to go get that new G4 cube, right? seriously, thanks! Oh, the M-10 you wont see much difference in. Have you tried the snow hezter and other textures? Those are easy to see the difference in. as for grass, I'm still not certain which one I like the most. I am currently using the velvet grass, and like most of it, but not completely sold on it yet. thanks again! dave ------------------ History is made at night
  18. Michael, let me know how the mods work on your video card. Slowly putting together more info regarding the mods and would like to include tips (besides the hi res one MM provided) and observations in the next readme/clipping thanks! dave ------------------ History is made at night
  19. Toad, thanks for posting the info. Just got back into town, checking some email and getting settled again. I plan on looking into the sound manager in about a week or so, will let everyone know how it goes. Going to rest this week, play some, and get caught up from the time away from work. Until then, use Toad's instructions for the sounds. It works, just takes a little while. dave ------------------ History is made at night
  20. Congrats Guys! having worked with you two on the mac mods these past few months I know how much you two have been doing on your own time, and I was constantly amazed at the dedication and level of work (quality) that you put out. Best wishes, and good luck! Dave ------------------ History is made at night
  21. Mac users, thought I'd start a thread to capture any mod textures that dont quite work on the Mac. This way we can work on fixing them and uploading versions that work properly on the mac. So, what I'd like to have mac users do is post here if you load a mod and have a problem with it. THe most common issue will be the presence of pink/purple lines/dots/whatever in the game, as the mask color used for the PC and Mac are slightly different, or may be inadvertantly changed during by the mod author. Try to identify the mod, date downloaded, and what textures have the issue. I'll post an example tonite, or John Morse can, as he found some tiger mods that needed fixin. John, if you read this before I post the info, can you do it? Thanks! Also, post if you have fixed the texture in question. If so, we wont waste time doing it, and I will contact you for a copy (or send me an email saying you have it, but dont send until I ask for it. My email box is overflowing right now. ) For example: MDMP-1 pack: Tree 536.bmp has an issue. This was fixed in MDMP-2. Hopefully there wont be many, but lets list them here. As they get fixed I'll post that it is fixed and uploaded, etc. thanks! dave ------------------ History is made at night
  22. Mike, Thanks! The map sounds interesting - I'll have to try the map. And a PBEM starting late next week would probably work for me. Can usually do at least one turn a day, sometimes more. as for mods / maps/scenarios created by mac people: anyone doing these? if so, are you sending them to CMHQ, or other sites, to review, post, etc? I havent seen too many, just thought I'd ask. It would be nice if we had some mac users creating mods, not just the PC folk. After I get back, we'll be focusing on testing out the different mods as they come out (third party), and fixing any that need fixing. I'm going to create a topic here for mac users to post any issues with PC textures, and if they fixed them or not. If they do fix them, we'l work on getting them posted at CMHQ (dont send to me right now, the old email box is overflowing with current ones that need tweaking. Seems a bunch of Tiger mods have the wrong pink color in them. Ok, I digressed. Stole out of an all day meeting to get my CM fix. By the way, have you guys checked out the 3D faces? Pretty cool mod. best, dave ------------------ History is made at night
  23. I sent off MCM3 v1.1 to MadMatt last night. Not sure when he'll be posting it, but seeing how I'll be away from the forum for a few days thought I would let all you mac users know now. Hopefully it will be up in a day or two. A ton of new features in v1.1, a sampling follows: - re-coded for easier expansion, changes and (hopefully!) better stability. - squashed a few bugs and nits I didnt like. - improved file navigation via popup menus MCM3 now automatically loads whatever bmps, picts or mod folders that reside in the same folder as MCM3. Or, choose a folder that contains either more mod folders, bmps or picts. MCM3 then creates a menu for you to select from. This lets you keep all your mod folders in one location and easily navigate through it. Even easier if you keep that folder in the MCM3 folder, but I dont force you too. Use the menu to choose between different mod versions, or to choose a new folder to view. This is also supported on the Resource file side, where you select a data folder to browse, then select the graphics file you want to look at, modify, or copy pictures from! I find this to be a great time saver. In addition, each menu has a selection to allow you to choose either the MCM3 folder (for mods), or the CM Data folder(for resources) with one selection. As one tester mentioned, it's easier than ever to swap between five different tiger mods. Simply select the folder you want, view the preview image, and convert. - yes, I've added the ability to copy pictures from the selected graphics resource, either the entire resource or just the selected items. Save them to a folder of your liking. Make your own mods now! - Added the ability to view jpg screenshots, included with most mods from CMHQ now, and the accompanying readme (text format only). Choose the mod folder, click on the preview jpg included, and viola! a preview of the 3D model (screenshot) is presented for your perusal. (note: some readmes are in rtf format, which I didnt get into this release. Once the format is stabilized at CMHQ I'll update MCM3 if needed. had to stop at some point!) - Previews: Click on any preview, and it will now open to full size for closer viewing. - A massive new readme, complete with color pictures detailing most of the new features in 1.1. As usual, I added a few small things after finishing the readme, but they're bonus items! - oh, added a button to convert the folder automatically. No need to select any files now, just click on Convert Folder... and away you go! extra feature added right before it went out: - added a small text line beneath each listbox to inform the user how many files or picts are in the mod/resource. useful in determining if you really want to copy all 325 picts from resource Graphics 4, for example. - updated user experience via small tweaks and such. Much more, check out the readme. Also included bsoplinger's two utilities to change the file types of the PC bmps, if needed. I'll be checking this sporadically for the next few days, as vacation calls. After that, I plan on taking a few days (a week?) off from the mod managers, focusing on some third party graphics tweaks that are needed for the mac side, and then I plan to look at the sounds again. Plus, I need to play some PBEM! Enjoy! dave ------------------ History is made at night [This message has been edited by aikidorat (edited 09-20-2000).]
  24. I dont know, but I look forward to it. having the two programs has definately made better product(s) for all of us. I have a few other things for 1.2, and then not sure - may focus on seeing if the darn sound mod thing will work. Not going well at the moment, I'm afriad. dave ------------------ History is made at night
  25. *****MCM3 v1.1 almost ready to rumble***** MCM3 v 1.1 is almost ready for release. You're gonna love the new features: - better file navigation: popup menus allow you to access any number of mod folders within the selected folder. Great for switching out the different tiger mods for example. Have a folder for each mod, located in a Textures folder (or whatever you choose), then use the menu to select the mod you want to convert. - support for text readme files in the folders. Read the authors notes from within the program - support for jpg preview. If the mod author includes a jpg screenshot showing the mod in the game, you can now view it from within MCM3. - ability to enlarge the preview to full size by clicking on the preview. - added in abilty to copy picts from resource(either full resource or selected) - added in default selections to CD-Rom and MCM3 folder, to aid in the file management. - created new Readme with pictures and better instructions. Big file, but walks you through the process. Other things fixed and modified as well, too many to mention (almost a complete recode from V 1.0). Look for it soon. Hopefully within a week, depending on the last round of testing. Thought I'd tease you a bit, and see if there are any last features that anyone thinks needs to be added. Later dave ------------------ History is made at night [This message has been edited by aikidorat (edited 09-18-2000).]
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