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Maximus

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Everything posted by Maximus

  1. Yes, ALL existing batch file mods are compatible with CMMOS. After all, we have said time and time again, that CMMOS is just a replacement program FOR the batch files. So just go back and select the options you want (the renaming thing to get back to the support suffixes as Marco said above) and install them into your BMP folder. And that's it. CMMOS just swaps out optional textures for the "same" mod and unit. It just does it through a C++ Windows program rather than a DOS program. So in retrospect, delete all the old batch files and icons, EXCEPT for the time being Fernando's German stuff.
  2. <BLOCKQUOTE>quote:</font><HR>Originally posted by lcm1947: _us _us_bloc _us_lv _us_bloc_lv _us_cav _us_bloc_cav _us_camo _us_bloc_camo These are the standard batch-file suffixes, and when added to any UK or US vehicle will be applied. _____________________________________________ Sorry I forgot one. What does lv mean? You guys are great for putting up with us. I mean it! <HR></BLOCKQUOTE> The _bloc suffix is for the rubber bloc tread texture as opposed to the U-Shoe tread texture. The _panel suffix is first used with Feldgrau's Universal Carrier. "panel" as in aerial recognition panel. It's the same as the _us_cav, if you wanna look at it that way. The _lv suffix is the Low Viz option for the US textures. It features stars that have been "blacked out". This option has been in the batch files since the beginning, or nearly the beginning.
  3. Time restraints on a PBEM game? Com'on? Whatcha smokin'? Whatever it is, pass it around to the rest of us. The whole idea of a PBEM game is that the 2 opponents can play the game at their own leisurely pace. If you want time restraints, then PBEM is the wrong format for you. You best check out TCP/IP games. Whatever your motive is with this idea it smells very "gamey" to me. [ 09-03-2001: Message edited by: Maximus ]
  4. You guys are missing the two obvious ones. Pud's Wooden Bunker Ed "Tank's a Lot" Kinney's Wooden Bunker
  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by Fieldmarshall: Har Har... ...maybe they learned from Maximus that you and I are the same person... ..<HR></BLOCKQUOTE> It sure does sound like it at times. Just reread both of you'll's statements on this thread alone and don't tell me that your demeanor doesn't come off very similar to each other.
  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Michael Dorosh: I do appreciate the explanation (and the one that Marco sent me via email, bless him) and while I am willing to dispense with my conspiracy theory, I am still not content as to the user friendliness. I am not sure I understand why the rulesets are numbered the way they are (does it matter?) and what ability we will have to add our own.<HR></BLOCKQUOTE> The numbering doesn't really matter. The numbering only keeps things chronological. You can number things in ranges of 2,3,4,5,10,20, etc. Ex. In my German Uniform Ruleset Gordon told me that I can number them anyway I want. So I used 1-6 for the Heer, then started with 20 for the SS, then with 40 for the FJ. So in case I wanted to add in another uniform in some particular division, I wouldn't have to renumber all the rest of the files. <BLOCKQUOTE>quote:</font><HR>Let's say I want to swap back and forth between the 5012 bmp that comes with CM (showing a blank sleeve for British or Canadian infantry) and a 5012 bmp with a divisional marking on it (or, let's say 60 such sleeves that might reside on my hard drive).<HR></BLOCKQUOTE> Well first of all you'd write the Info###.txt file. Let's say Info100.txt This file just establishes the name that will appear on the tab in the program. In this case it would be: Info100.txt #! Version 1.00 #! RuleSet Name Commonwealth Uniforms Then you'd start with your rulesets. You'd then go: RuleSet100-001 #! Version 1.00 #! Name UK Uniform #! Files UK_Uniforms.txt #! Icon UK.bmp #! Key 0000 #! Options X (where X is the number of different sleeve files you want to load, in this case we'll use 2) #@ Blank Sleeve _uk #@ 49th Infantry _uk _uk_49thInf Where _UK is your common extension for UK uniforms, and your sleeve with the 49th Infantry patch has the extension _UK_49thInf Note that this _uk extension is the same as the one used for the vehicles, but the line #! Files UK_Uniforms.txt tells CMMOS to only look in the UK_Uniforms Filelist. So you'd do this with every sleeve you had. Granted this would get very messy with 60 options, although they'd be a scroll bar, but nonetheless they'd be there. Now if you want to go with Canadian Textures, you could even have different uniforms for the Canadians. In that case just give those the _ca extension. So then you'd write Rule100-002 with the same text but substitute _ca for _uk. Then do Rule100-003 for the Polish. You could even add a Rule100-004 for different helmet textures. OR you could use the helmet for the options under Rules 1-3 and then use Rule 4 for the different sleeves. Basically all you have to do is devise a naming scheme and then write the rules to load those particular bitmaps. I could send you my German Uniform Ruleset to see how I've done it, if you like. [ 09-03-2001: Message edited by: Maximus ] [ 09-03-2001: Message edited by: Maximus ]
  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by Schrullenhaft: I can only guess that somehow you were running off of the CDROM (which is very possible, since the files on the CD aren't compressed). <HR></BLOCKQUOTE> Funny how many people do this, eh Schrullenhaft? Hopefully BTS will provide an auto-run Install feature with CMBB.
  8. Yeah it seems like it is just a matter of the TacAI handling unarmed vehicles. Seems like I played a mission once before too where the trucks were hesitant to drive down a road. Of course, there were some enemy troops down where I was trying to go. It was one of those Canyon Escape scenarios with an exit zone at the end of the road through the canyon.
  9. <BLOCKQUOTE>quote:</font><HR>Originally posted by Wolfe: Which brings up a question I've always wondered about. What exactly is the current resolution in the game? When creating a map, the smallest terrain object you can put down with the editor is 20mx20m, but the terrain itself is obviously finer. I can use the LOS tool to mark off distances as small as 1m, but can move the mouse more finely than that (though the game won't indicate a change in distance less than 1m). I can even move the unit to that "partial-meter" spot: anywhere in between the point at which the LOS tool changes from -say- 27m up to a point just before it changes over to the 28m mark. So just how fine is CM1 anyway? - Chris<HR></BLOCKQUOTE> Well yes, the terrain, namely the grass grid is 20x20 meters, however the distance calculations go down to the individual meter. Nothing new here. But as Michael emrys said, that it is possible that for CMII that it may change down to 5x5 which would provide a greater deal of elevation changes. Therefore it would be possible to create stuff like ditches and whatnot.
  10. Manx, Try to get my German Uniform set uploaded as soon as you can--once you get it that is. This will really show what CMMOS is capable of.
  11. <BLOCKQUOTE>quote:</font><HR>Originally posted by Germanboy: Clubfoot, I totally agree. I am in constant amazement that Maximus has not been banned yet, but I guess there is still hope. He has absolutely nothing to contribute to the board, except his constant trolling, and putting the work of others down.<HR></BLOCKQUOTE> Well you're right to some extent. My behavior is nothing new. This is the way I am. I am a perfectionist. So it is natural for me to "probe" the work or product of others and my own for that matter. This is in fact the way I got on with the Marco/Gordon mod testing team. Back when Marco released his original versions of the M4/M4A3 Shermans, I had downloaded the low-res versions, (only because "hi-res" mods were something new at the time and I didn't know any better) and I found the dreaded pink spots along the suspension area. That happens when you shrink a hir-res file down when it has tranparent pink. Anyway, it's just this critical and very observational eye I have for things. I've been like this since I was a infant. I was always very observant, and it would drive me insane would people would miss some very obvious "event" taking place because their mind was off in left field. Now, that doesn't mean that I am an uber-grog. Because I am not. I could care less what the muzzle velocity of the Neberwasalegitimateweaponsystem is. Now I do give credit where credit is due. For example, with Tiger's mods. I like his paint jobs, but his finished product was a little less "desirable" in the details. However I praised his Tiger mod that most people use now, because that one IS good. It won't be until if Fernando does one that I might install a different one. But for the CMMOS vs CM Mod Manager, like Gordon said, they are both designed to be used together. CMMOS swaps out large amounts of textures AFTER you choose the options you want and reduce all _opt suffixes to their base. CM Mod Manager is good for swapping out different markings for the same vehicle. Like, "I'll think I'll use Guards Armor markings in this battle, but then I'll use Royal Armor marking in the next battle." That is what CM Mod Manager is good for. But for those that don't really give a rat's ass which divisional markings a vehicle has for a particular battle, then the batch file system and now CMMOS is the program to use. However, if you really want CMMOS to do that sort of swapping then it can. You just have to write a new ruleset for it to do it. Like I'm going to try to figure out a way to write a ruleset for Andrew's Commonwealth Uniforms to swap, between blanco and non-blanco versions along with different helmet options. Just stay tuned for my German Uniform Ruleset and then some of this stuff may be clarified.
  12. See the difference here between the batch file system and CMMOS is that the "batch file", so to speak is already written for any new vehicle we want to add. You just have to add the correct file extensions to them for CMMOS to understand and use them. With the batch files, everytime we added a vehicle, we had to write in new code. And that's where the problem arose where we need to do somefink. We ran into a problem when we tried to code in the Camo Priest. For some reason, due to primarily what the CMMOS hi-res and low-res patch file fix, the batch file was becoming obsolete, I guess you could say. So in order to make this all easier for future mods, Gordon wrote CMMOS to do this. Now all the mod author has to do is to add the correct file extensions and CMMOS can handle the rest.
  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by lcm1947: OK, thanks panzerwerfer42. Now one more question if you don't mind? This could only be done if there were a camo jeep mod available which there isn't? I mean at present it wouldn't do any good but say if there were a camo jeep mod out there then it could be done? switched from camo to plain and so forth? Right now only a plain jeep mod is available? :confused: <HR></BLOCKQUOTE> Correct. However, since Feldgrau did the last major Jeep mod with lots of options, his skill has improved a great bit and is thinking of redoing the Jeep using his current standards and with CMMOS in mind. For instance, he's working on the Churchill now. He's going to do UK, and Candian Markings and all. (Canada only uses a Churchill Crocodile). All he has to do for CMMOS to load these different markings is to put a _uk suffix and a _ca suffix on the end of the files. He may also make an option for aerial recognition panel for it as well. In this case he'll use the _uk_panel extension, as this is the naming convention he used for his Universal Carrier. Now Gordon is chomping on the bit to do camo versions, so all he has to do is to add _uk_camo extensions to the files. The rulesets are already written for the Allied vehicles. Don't ask me what the naming conventions are for the different winter versions. I don't even know. I think its like _snow_star, _snow, _snow_cav, _whitewash, etc.
  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by Feldgrau: Nipa, Well, if anyone can tell me what that .bmp contributes to the carrier mod, or any mod, for that matter, I would be happy to work on it and include it as an update. But, during all of my work on the carriers I could not figure out what that .bmp does to the carrier, and so I did not include it with my mod. I sure hope someone can tell me what it does, because I never could figure it out... Regards, MSP<HR></BLOCKQUOTE> I'd like to add to that from your very own story in that you made that file all bright red or somefink and it never showed up on any vehicle. Didn't we come to the conclusion that it is an obsolete file in that it is really never used. Maybe it was a file that was needed at one time, but due to a 3D model change it wasn't needed any more.
  15. <BLOCKQUOTE>quote:</font><HR>Originally posted by Michael Dorosh: Is it just me, or is CMMOS resembling a way for a select group of modders to ensure that only their mods get widely distributed/used?<HR></BLOCKQUOTE> Not at all. <BLOCKQUOTE>quote:</font><HR>Will the software at some point be expanded to provide some modicum of user-friendliness for those who do not wish to download only these "CMMOS-friendly" mods?<HR></BLOCKQUOTE> Technically, there isn't anything called CMMOS-friendly. All these mods are are just batch file mods with a new C++ program to install them instead of a DOS based batch file. <BLOCKQUOTE>quote:</font><HR>For example - if someone modded two different texture sets for the US jeep, would it ever be possible to simply assign those new mod bmps certain file-names, and have a CMMOS-type program recognize them rather than having to decipher "rulesets" etc. in order to get the manager to work?<HR></BLOCKQUOTE> That is the way it works. Take your example, the jeep. What sorts of different textures do you want? US, Camo, French? All you have to do is add the _us, _us_camo, _ff suffixes to the files names and the current US and FF icon/ruleset will swap them. Or take for example, Terrain. Say you wanna be able to swap between DD's and Magua's trees. Write a ruleset for Terrain, then write rules for Trees, Bushes, Tree bases, etc. Using a file naming convention that works for you and then write in the options to swap them. Sooner or later, Manx will get my new German Uniform Ruleset that will swap between all the latest Hi-Res uniforms with several options each for different helmets and trouser options. The actual bmps will be provided as well.
  16. <BLOCKQUOTE>quote:</font><HR>Originally posted by Juju: Even started playing H&D1 again yesterday, for old time sake. Looks like it'll be worth the wait. There's some awesome clips of #2 at Gamespot too.<HR></BLOCKQUOTE> I found those shots at PCZone.co.uk accompanied by an artile on its development. Sounds like this one is going to be leaps and bounds better than the original with better squad based AI and even leadership reactions. If enemy soldiers are near their commander, then they will act more coordinated, when they lose sight of their commander, they become less coordinated and aware. They said that hopefully this one won't have all the bugs that the first one had. It also said that it could have been done by Christmas, but thye want to get the AI done so it'll probably be next summer before it's out.
  17. <BLOCKQUOTE>quote:</font><HR>Originally posted by Manx: Thanks Max....just send em' along whenever your ready. If you send any mods that are already currently hosted on the site that are being converted to CMMOS, i will replace them with them with CMMOS versions. Cheers <HR></BLOCKQUOTE> No, you'll be getting them from Gordon. I had to send them to Gordon first because my ISP has limited outgoing mail size. I sent them to him to "gather up" and compile an all-in-one zip. NOTE: This mod will come with an all new RuleSet. RuleSet200 to be exact. As far as the second part. All previous batch compatible mods are CMMOS compatible. However, the winterized Trucks can be removed. You have the new CMMOS versions, IIRC.
  18. <BLOCKQUOTE>quote:</font><HR>Originally posted by Panzerman: Thats the worst part! Some mac programmer make something like it or somefink!<HR></BLOCKQUOTE> Or even better yet, Rob. Spend a fraction of the money and buy a PC and quit your cryin'. Oh what was it that I used to say, oh yes..."What's a Mac again?" No offense. But more often then not, it is proven that Macs just don't make good gaming machines because of all their odd file formats. But anyway...back to the question at hand. Well I'm obviously biased with the CMMOS as being one of the testers, but like Pvt. Ryan said, I never used the CM Mod Manager either. I always used the batch files as I found them just as easy to use as anything else. So CMMOS just makes it just that more easier. And it's just as easy, once you figure it out, to write in new mods, such as grass textures, into the program. And these first basic vehicle rules any vehicle that uses the standard "batch file" suffixes will work with these. As with Andrew's Super Action Pack #4, I noticed it is in a rather mess as its packaged for CM Mod Manager. Someone already mentioned they had trouble finding the Infantry tunic files. However, for those of us in the CMMOS "beta testing loop", ,making a CMMOS compatible mod is no big deal and is actually easier to do than to make a CM Mod Manager mod. From now on, any Allied vehicle is going to be CMMOS compatible. Even Shane "Feldgrau" Peterson, who has been making CM Mod Manager style mods, has even said that all his new ones are going to be CMMOS compatible as a given. [ 09-02-2001: Message edited by: Maximus ]
  19. Manx, You'll be receiving my CMMOS German Uniform set from Gordon sometime soon. It includes ALL of Andrew's uni's along with a couple Scipio's.
  20. <BLOCKQUOTE>quote:</font><HR>Originally posted by Maximus: The fronts? The tunic file has both back and front on them.<HR></BLOCKQUOTE> Everything is there, it's just it's packaged for the CM Mod Manager, which I hate.
  21. <BLOCKQUOTE>quote:</font><HR>Originally posted by Peter Panzer: ...am i missing something or are the fronts of the infantry shirts missing?<HR></BLOCKQUOTE> The fronts? The tunic file has both back and front on them.
  22. Actually these are screenshots from Hidden & Dangerous 2. Looks like this new H&D will be the WWII answer to OFP. [ 09-02-2001: Message edited by: Maximus ]
  23. <BLOCKQUOTE>quote:</font><HR>Originally posted by SS Peiper: Has Tom posted the Uniforms yet. I see them at his site but I can't D/L it :mad:<HR></BLOCKQUOTE> The Commonwealth Set? I don't think so.
  24. <BLOCKQUOTE>quote:</font><HR>Originally posted by lcm1947: I do have a question however. Why wait? I mean what does the CMMO have to do with uniforms? I think I'm missing something - again? I thought the CMMO would only pertain to vehicles? No? :confused:<HR></BLOCKQUOTE> CMMOS will and can change out any BMP in the game if you write rulesets for them and add suffixes to the neccesary files. For example I have added a _Heer_Splinter suffix to Scipio's Splinter uniform. I then wrote the rule to load any file from the German Uniform.txt file with the suffix _Heer_Splinter.
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