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Juju

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Everything posted by Juju

  1. Thanks! Arty, eh? That's interesting. Your own or Soviet, if I may ask? There can be nasty surprises here and there, but I assure you, only two of them are deliberate.
  2. There shouldn't really be 'conflict' as you say. You're not on a Mac by any chance? Other than that (and this is a longhot), have you tried putting them in "C:\Program Files (x86)\Battlefront\Combat Mission Red Thunder\Data\Z" (or wherever you have your game installed) instead of "C:\Users\YOURNAME\Documents\Battlefront\Combat Mission\Red Thunder\User Data\Mods"?
  3. Good stuff! I think I count five, which probably means there are more, yeah?
  4. Thanks for explaing things, Buzz. I had one mac user as tester (Ultradave) and everything checked out on his machine. This tagging thing seems to have things going on under the hood which are not yet clear to us modders.
  5. Thanks guys! Heh, wonder if it was the squad that was on specific ambush duty. You mean you had to go into the scenario file to change the tag from 'trap' to 'TRaP'? Then, yes, that is very odd. Especially since when I tried to use caps in the tag (in the scenario, not the modded files) the mods stopped working altogether! The barrels are (or rather were) for wine. Alcohol points. It's a wonder the old coot shoots as straight as he does. @Erwin, no harm in trying again. Did you feel the scenario was too hard or that you should simply have done things differently?
  6. Erwin, first of all, in this case you don't have to make sure the mods are loaded last. They are tagged, meaning they will show up in the game wherever they are in the mod folder. The reason I ask to remove terrain mods is because this pack only has mods for some terrain elements, that might visually clash with other installed terrain mods that are not covered in this pack. Finally, the reason you're not seeing the railcars is because they are made out of two heavily modded Studebaker trucks and are thus considered 'units,' therefore you'll have to spot them first! :-)
  7. The final phase of the Bolshevist's summer offensive has lightly crashed upon the eastern edge of Poland. The enemy supply lines are greatly overextended and the moment for our powerful counter-strike has arrived. As a precursor for the assault, you must seize the currently intact railyard at Pitrovsk in western Belarus! Playable as Axis vs AI (Axis attack/70 minutes/clear/day/medium/town). Not tested for H2H play. The many mods in this pack are tagged to this scenario (and thus will not show up in others). Any mod that is NOT scenario-specific is also available separately at GreenasJade's or the Repository. Read the !README! for full info and instructions! Some of the mods in this pack are new and also available at GreenasJade right now. They are: - Juju's Red Thunder fences: New textures for all fences in CM:RT (picket, stick, wire & wood). - Juju's Red Thunder flavor objects: A small collection of new flavor object textures: bench1, bench2, chicken coop (medium & large), coal bin, chicken hutch, dog kennel, two more oil drums. - Juju's Red Thunder Soviet posters: 31 new Soviet posters. These replace and add to all (both German and Soviet) posters in the game. The game displays these randomly. - Juju's Red Thunder bridge pack: All six of my previously released Red Thunder bridge mods, now in one convenient download. Many thanks go out to TanksaLot, Umlaut, Kohlenklau, Superdave and Mjkerner for mod- & scenario testing, encouragement, advice and mod contributions. Couldn't have done it all without you, so thanks guys!
  8. What? Only 75 MB?? That is so november 2008!
  9. Okay, I've been wondering about your name for weeks now, and judging by that pic it seems I was on the right track all along: So it's 'Kohle' from the German slang for money and 'klau' from 'klauen,' which is German slang for stealing. Literally it's something like 'Money-steal. Am I close?
  10. Heh heh. Actually I made those weeks ago as part of the "burnt down house and trees Mini Mod." I'll send them over in a minute. I could do fences for you, if you want. Due to texture repetition I'm afraid it might not look that good. It'd be an all or nothing deal, no sections possible.
  11. Do like I do: make a complete (and fresh) backup after each day's work. Saved me a lot of time on a couple of occasions. Simple question of modding the flavor objects. Got some burnt stumps already if you need them.
  12. Tricky, this one. Most terrain types will be unusable for this as they're stretched over multiple action spots. And not all of them are 100% opaque. Your best bet for something like this is probably plowed field NS and/or EW. These terrain types aren't transparent and cover only a single AS.
  13. Tried that once. The problem there is going to be that the game still considers the lower floor to be 'in-doors,' meaning the lighting won't change. It will still be as dark as in a normal building interior. Doesn't look good at all.
  14. Don't know if this will help, but many files do not like it when there are any anti-aliased pixels in their alpha layer. It may result in making everything transparent. Btw, I've been using alpha channels in many of the UI related files and have never had the need to play around with how many bits I save the files in. In fact, the one or two times I did try, the files ended up not working anymore.
  15. Looks great kohlenklau. Why do you think tags wouldn't work on independent buildings? You've done it before, haven't you?
  16. Thanks for the offer Ultradave and mjkerner. I'll PM you guys soon!
  17. My favorites: BN: Devils Descent. What Umlaut said. This campaign has some branching paths, so for instance you get to pick if you would rather wait for reinforcement or attack an objective straight away (both choices have different consequences). BN: Road to Montebourg. Very infantry centered, but now and again you get some armored support as well. Also, it's a whopping 16 battles long!
  18. Great stuff, Umlaut. Can't wait to see the finished project!
  19. I don't know. Mods are pretty much done, but testing and tweaking the actual scenario takes a lot longer than I anticipated. I'm in the middle of my third full test, but after that I definitely need it to be tested by others. This being my first attempt at a scenario, I'm a little concerned whether the average player will think it's fun, or just plain st00pid. Well, you never know. I've scrapped the idea of also making a plan for the Axis attacker since I highly doubt the AI can successfully pull this one off against a human anyway. That alone shaves off weeks of development time. .
  20. The way you describe it, it should work. Did you set any of the 'exit between... and...' parameters? Be sure to read the "the tricky part" section on page 102 of the manual. It explains some of the things where you can go wrong (I know I did).
  21. Thanks guys. But don't get too excited, yeah? In the end it's just a scenario, made by a total n00b. I'll do my best for ya, though. So far I've played out two full tests as Axis vs AI (turnbased, and not counting scenario author mode tests). After both tests I tweaked the plan accordingly, and I going to do at least one more full run of the scenario. After that it would be nice to have some people test it and give me some constructive feedback.
  22. That's because CM has never featured train cars. It's Umlaut magic! How did he do that? That's for him to reveal...
  23. Yeah! or you could have a closer look at the pics in posts 380 and 382...
  24. Can one of the moderators please move this thread to the maps and mods section, where it belongs? Thanks in advance!
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