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MuaHaHaHa

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Posts posted by MuaHaHaHa

  1. Okay, I finally figured out the problem rolleyes.gif. I THOUGHT that ResEdit was converting the Wavs to System Sounds because when I copied a sound into ResEdit I got a little QuickTime Dialogue that said it was "Converting Audio". I don't know what this was but it certainly wasn't converting the Wavs to System Sounds.

    Anyways, I could write a book about how I came onto this obvious problem but what matters is I have gotten both textures and sound effects to work now. I'm not going to bother redoing the Gold Demo Audio MOD because nobody needs it anymore (except me frown.gif).

    I would convert the MDMP-1 except I don't have the game yet mad.gif and I am leaving for Europe for three weeks tomorrow and by the time I come back I'm sure someone will have converted it already.

    I am hella pissed, I will have my laptop in Europe but I'm sure my copy of CM got shipped out today (Monday) and will arrive the day after I leave. What a rip off... oh well... I guess it will just be even more fun when I get back smile.gif.

    Also, I am using Constructor 2.4.5 by Metrowerks now which is a lot better (and newer) than ResEdit..

    [This message has been edited by MuaHaHaHa (edited 06-19-2000).]

  2. I don't think the problem is with the MOD. I have listened to every single sound resource and they all sound fine and are in the right format.

    I think that the problem is with CM because the sounds work perfectly for a little while before they get screwed up. They wouldn't work at all if there was something wrong with the MOD.

  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by CoolColJ:

    Hey did ya have any problems matching the correct sound files?

    I thought the Mac files had names not numbers like the PC wav files?<HR></BLOCKQUOTE>

    Not at all biggrin.gif , I assumed that "00000129.WAV" was the same as resource 129 in the Sound 1 file and so on. It was very easy, just a matter of copying and pasting and matching up numbers.

  4. I successfully converted CoolColJ's Enhanced Audio MOD for Mac and it only took me about an hour. smile.gif

    I used VISE Updater to make Patches for each of the sound resource files in the gold demo. The only problem was that VISE Updater created rather large files. The final Update is 11.3MB frown.gif. Download it Here anyways and tell me what you think.

    It will be even easier to convert Graphics MODs. CoolColJ's Enhanced Audio MOD was the only thing I could find.

    [This message has been edited by MuaHaHaHa (edited 06-18-2000).]

    [This message has been edited by MuaHaHaHa (edited 06-18-2000).]

  5. I put together a Mac version of CoolColJ's Enhanced Audio MOD for the Gold Demo this morning biggrin.gif. There are some great sounds so check it out:

    Download Here!

    It is 11.3MB which is much larger than I expected and I apologize frown.gif. Hopefully I will find a way to work down the size for future Mac MOD conversions. It is on a fast server though which I hope will help compensate for the large size.

    If anyone finds any problems either post them here or e-mail me at Chris@9th-Dimension.com and I will try to take care of them ASAP.

    Thank you CoolColJ and great work. I simply made his MOD for Mac, he is the one who did all the hard work and he is the one people should give credit to cool.gif.

  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Jeff Heidman:

    It could simply look like this:

    Panzerfaust-100

    Range-------------Hit Chance

    0-30m --------------70%

    30-60m -------------50%

    60-90m -------------15%

    90-100m ------------5%<HR></BLOCKQUOTE>

    I can understand why this table might be helpful if there actual was a hit chance that could be narrowed down to a couple of percentage points. However, because of the many variables CM calculates, a table like this would probably look like this:

    Panzerfaust-100

    Range-------------Hit Chance

    0-30m --------------1-100%

    30-60m -------------1-100%

    60-90m -------------1-100%

    90-100m ------------1-100%

    If there was one table which stated the range of a Panzerfaust that accounted for all the variables in CM it would not be very helpful which is why there is none and should be none.

  7. I like to place my two Shermans slightly to the North (Left Side) of Hill 216 where they can take out the enemy Pill Boxes. After I kill them off I can move my Spotters wherever I darnwell please and the Germans can't do a thing about it.

    After the fortifications are cleared out I attack with half my forces on my left flank and half on my right and squeeze the Germans out.

    Also, if you leave your MG on Hill 216, make sure you keep it hidden until the Pill Boxes are taken out. After this, however, that gun can do some serious damage from the top of the hill.

    The first time I tried this my Shermans were able to take out all fortifications in view of Hill 216 (All but one bunker) without taking any hits. My Spotters were never seen.

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