Jump to content
Battlefront is now Slitherine ×

Sitzkrieg

Members
  • Posts

    516
  • Joined

  • Last visited

Posts posted by Sitzkrieg

  1. Originally posted by Thin Red Line:

    Will the v 3.02 include incoming Tiger I (Makjager)

    Nope.

    Tiger II

    Yes. Most of the existing Tiger II mods have been included. Gordon's upcoming Tiger II is not ready and not included.

    and allied TDs (M10 and M36)mods ?

    Nope. Marco is working on these. I don't have any idea when they will be ready.

    Will it also includeAllied (Americans) uniforms ?

    Nope. But they are coming. Expect the same treatment for them as you will see for the German uniforms.

    Keith

    [ April 26, 2002, 09:57 AM: Message edited by: sitzkrieg ]

  2. I had a very good link I found a couple of weeks ago when I was discussing armbands with you. Unfortunately, I didn't save the link and now I can't find it when I search Google. :mad:

    I'll see if I can dig it up. It was an English language site that was totally dedicated to the Volkssturm.

    Keith

  3. Originally posted by Michael Dorosh:

    I'd loose the SS eagle on the sleeve. Not only does it show up on both arms (which you know is wrong), but regulations forbade insignia on the dot pattern stuff. Yeah, I know they sometimes ignored the regulations, but since CM puts it on both arms, may as well just jettison it. And wouldn't they have used a camouflage-coloured sleeve eagle anyway?

    Actually, the eagle was the only thing regulations let them wear on this uniforms. It was collar insignia/rank that wasn't allowed, IIRC. I don't think the shoulder eagle was very common, however.

    Keith

  4. Originally posted by reichpapers:

    Can someone give me a breakdown on the whole CMMOS thing? Everytime I download it I end up going back to CM Mod Manager because I can't get the operation of CMMOS. Like how to add new mods to the list, or lets just say how to use it at all. I'm so pitiful. :rolleyes:

    Well, I think you are not alone. I really think a tutorial is needed and I will bring this up with Gordon when he gets back.

    Hopefully with the impending 3.02 release, some of the confusion will be eliminated.

    To add new mods to the list you need to download the RuleSet ZIP file and extract this ZIP file to the CM Mod Option Selector folder (which is usually located under C:\Program Files\GEM Software Productions).

    To add CMMOS mods, download the ZIP file that contains the mod and extract this file to your CMBO\Bmp directory (usually located under C:\Program Files). Alternately, you can use the CM Mod Manager program to add these files as well. Either way, this will add the graphic files with the filename "keys" that a particular CMMOS mod option will use to apply this mod to the graphic files that CM:BO uses to represent a particular object (vehicle, building, trees, etc.) when CM:BO loads a scenario.

    For more information, you might want to take a look at the README.RTF file that is included with a CMMOS installation and is located in the CM Mod Option Selector folder (again, usually located under C:\Program Files\GEM Software Productions).

    You also might want to take a look at this thread as it might have some answers to some of your questions as well:

    CMMOS questions

    Hope this helps.

    Keith

  5. Glad to see I'm inspiring some new mods. smile.gif

    Well, as the guy who is going to have to add ANOTHER uniform to CMMOS... ;)

    I like the darker color for this smock. Is this intended to be a replacement for the current summer oakleaf pattern smock? Also, are you going to include matching trousers as well, like with your first Super Action Pack?

    As far as the collar is concerned, it's a bit hard to tell form the shot. Any chance I can get a closer look? ;)

    A also agree with most here in that the buckle appears a bit too shiny.

    My 2 cents...

    Keith

  6. Originally posted by lcm1947:

    Not that I am the one who asked the post's question but I did benefit from the answer so I would just like to say that it was awfully damn nice of you Sitzkrieg to go to that much trouble helping Volker. It's people like you that go out of your way to help people that make this forum so enjoyable and fun.

    Thanks. smile.gif

    I hope I answered some questions for some other folks as well. We really need to get a tuturial together to help people who are confused about what CMMOS is, how to set it up and how to use it.

  7. Originally posted by Volker:

    Ok, so heres what im going to do, based on what you said. First, im removing 3.01, and everything with it (Ruleset's as well, and that High Res Patch I had). Then, im heading out to Download every CMMOS Mod their is, as I only have a few on my computer, to make ready for Saturday. I'll stick the Zip files in a folder, and once I have 3.02. i'll start unzipping them into my BMP file of CM, and poof, im CMMOS ready.

    Is this right?

    OK. NOW I know what patch you were talking about. I forgot about that one. DO NOT remove those files as they are a fix for some of the existing Commonwealth and US/FF vehicles. Actually, that patch has been around since the first release of CMMOS and would always need to be applied the first time you install CMMOS.

    Otherwise, everything you plan on doing sounds good.

    Happy Modding! smile.gif

    And like you, I hope for a big CMMOS release this weekend. Just remember, April 27 is the EARLIEST 3.02 will be released. It might be later depending on last minute fixes and if MadMatt has time to post updates at CMHQ this weekend.

    Keith

    [ April 23, 2002, 06:30 PM: Message edited by: sitzkrieg ]

  8. Well, since Gordon won't be back for a couple of days, I think I can answer these for you.

    Originally posted by Volker:

    I hear people saying, "Install" a Mod using CMMOS, well how do ya do that? So far I have been doing the Manual Install, Unzipping CMMOS Mods, into the CM BMP File, using WinZip. Thy work, im just wondering how you use CMMOS to install Mods.

    There are two ways you can "install" a mod. One is by simply doing what you are already doing, unzipping the file to your BMP folder. This works for all CMMOS mods and is the simplest approach.

    The other is using the PC Mod Manager program. Some CMMOS mods are set up to use this program as a way to install the mods to the BMP directory.

    After you have "installed" the mods, use CMMOS to apply the mods you want by selecting the button representing that mod/vehicle/uniform, etc. CMMOS simply copies a renamed version of a graphic file to the one used by CM:BO when the game loads. So when you load a scenario with CM:BO, you should see the mod you selected with CMMOS. You might want to consult the excellent readme.rtf file included with CMMOS for more info on how it works.

    And Gordon, any plans to make that sweet Black & Green Striped Tiger of yours work for CMMOS?

    Yep, that one is included, as well as several other existing King Tiger mods that have been made to work with CMMOS.

    Keith

  9. Originally posted by Volker:

    Ok, im new, still learning, so here goes.

    1. Will I be able to get the new CMMOS 3.02, at CMHQ?

    Yes, this is the only place you will be able to get the CMMOS 3.02 program and RuleSet installation programs.

    2. Should I remove CMMOS 3.01 before I get it?

    Yes. 3.02 has many changes to the RuleSets so it will be required to uninstall 3.01 before installing 3.02.

    3. Once I have CMMOS 3.02, I want it to be fully up to date, so should I - Download every File from the (3rd Party Mods - CMMOS Program & files) Area? Then should I go to the Other area that lists them in rows, and Download all Mods, followed by the Field and Strems Mods?

    Not really necessary if you have already downloaded everything that is currently available as there will be no changes to already existing CMMOS mods. I would just get everything new and save yourself some time.

    4. Will I need the Ruleset's found in the Mod Areas for CMMOS 3.02?

    No. These have been eliminated by combining into existing RuleSets. Others, like Field & Stream, are now included in the RuleSets for 3.02.

    Also, RuleSets will be handled differently from now on. They are packaged in separate installation programs that you run after you install 3.02. They are broken out by Allied (vehicles/uniforms), German (vehicles/uniforms), Terrain (Field & Stream, Winter Wonderland, etc.) and Miscellaneous (mine markers, Sound of Music, etc.)

    This way, we can update the RuleSets for fixes or additions and not have several individual RuleSet ZIP files floating around for individual mods.

    5. Will I need the Patch for CMMOS 3.02 thats on the File page?

    :confused:

    I really don't know what you are referring to but anything that is currently available as a "patch" for 3.01 will not be needed with 3.02.

    6. I have 3.01, should I wait before I start Downloading the Mods, for 3.02, and then start moding?

    Go ahead and start downloading/modding now. The mods available for 3.01 will still work with 3.02 (and all future versions).

    7. Where will I find the new Mods for CMMOS 3.02, such as the Axis Unifiorms, at CMHQ, or Elsewhere?

    CMHQ will have all of the new stuff for 3.02.

    That is not to say that CMHQ is the only place that will host CMMOS mods. Der Kessel and Tom's CHMQ also host some CMMOS mods currently and probably will in the future as well.

    Hope this helps to answer some of your questions.

    Keith

    [ April 23, 2002, 02:04 PM: Message edited by: sitzkrieg ]

  10. Volker,

    Sorry for the misunderstanding. As I said, I was confused.

    Now I understand and I like your idea. I don't know about changing the vehicle RuleSets again though. Such a change definately wouldn't make the upcoming 3.02 release. Some of what you are asking for has already been implemented. One example would be the Panthers A series. There is a button where you select the mono, bi, tri and hasty camo but next to that button are buttons for mods from individual authors, like Makjager's zimmerit hasty Panther A and so on.

    You might want to contact Gordon with your suggestion. He is currently away on a business trip and will be back around the 27th of April. You can reach him a gordonemolek@earthlink.net.

    Keith

  11. Volker,

    Sorry for the misunderstanding. As I said, I was confused.

    Now I understand and I like your idea. I don't know about changing the vehicle RuleSets again though. Such a change definately wouldn't make the upcoming 3.02 release. Some of what you are asking for has already been implemented. One example would be the Panthers A series. There is a button where you select the mono, bi, tri and hasty camo but next to that button are buttons for mods from individual authors, like Makjager's zimmerit hasty Panther A and so on.

    You might want to contact Gordon with your suggestion. He is currently away on a business trip and will be back around the 27th of April. You can reach him a gordonemolek@earthlink.net.

    Keith

  12. Originally posted by Volker:

    Is the new CMMOS going to allow other colors camo's for German tanks than the Mono, bi-color, tri-color, and Hasty?

    Such as Gordon's Green and Black striped Tiger? Giving that they are made for CMMOS?

    While some new mods have been made CMMOS compliant, like the existing King Tiger mods of several mod authors, these camos are not available for every vehicle type. Only the mono, bi, tri and hasty are available for pretty much every vehicle type.

    I would really like to have a full choice of camo's for each Mission. That would be fun to pick your camo before battle.

    I guess I'm a confused here.

    If you are saying you want, for example, the King Tiger camo you mentioned above for all units, then that is just not possible in CMMOS. The mod actually has to be created first, which requires a lot of time by the mod author. CMMOS, or any program, can not simply overlay a camo scheme to each vehicle as the graphic file and model sizes would vary and the overlay would look odd. The only reason the mono, bi, tri and hasty camos are available for all units is because they were most often used and are all based on the mono-color factory paint, as was the case historically. This allowed Gordon and Fernando to quickly create several different camo schemes all based off the mono-color base.

    Hope this helps.

    Keith

  13. Originally posted by Volker:

    Is the new CMMOS going to allow other colors camo's for German tanks than the Mono, bi-color, tri-color, and Hasty?

    Such as Gordon's Green and Black striped Tiger? Giving that they are made for CMMOS?

    While some new mods have been made CMMOS compliant, like the existing King Tiger mods of several mod authors, these camos are not available for every vehicle type. Only the mono, bi, tri and hasty are available for pretty much every vehicle type.

    I would really like to have a full choice of camo's for each Mission. That would be fun to pick your camo before battle.

    I guess I'm a confused here.

    If you are saying you want, for example, the King Tiger camo you mentioned above for all units, then that is just not possible in CMMOS. The mod actually has to be created first, which requires a lot of time by the mod author. CMMOS, or any program, can not simply overlay a camo scheme to each vehicle as the graphic file and model sizes would vary and the overlay would look odd. The only reason the mono, bi, tri and hasty camos are available for all units is because they were most often used and are all based on the mono-color factory paint, as was the case historically. This allowed Gordon and Fernando to quickly create several different camo schemes all based off the mono-color base.

    Hope this helps.

    Keith

  14. Originally posted by Frenchy:

    Is CMMOS 3.02 out? I hadn't seen it posted anywhere? Did I miss some post somewhere?

    Nope. You didn't miss anything.

    CMMOS 3.02 is scheduled to be released April 27 AT THE EARLIEST. Gordon Molek will be back from his business trip by then. It is also dependent on The Bald One's available time since Manx is no longer around to update CMHQ. As of right now though, things look good for that date.

    [ April 20, 2002, 10:44 PM: Message edited by: sitzkrieg ]

  15. Originally posted by Frenchy:

    Is CMMOS 3.02 out? I hadn't seen it posted anywhere? Did I miss some post somewhere?

    Nope. You didn't miss anything.

    CMMOS 3.02 is scheduled to be released April 27 AT THE EARLIEST. Gordon Molek will be back from his business trip by then. It is also dependent on The Bald One's available time since Manx is no longer around to update CMHQ. As of right now though, things look good for that date.

    [ April 20, 2002, 10:44 PM: Message edited by: sitzkrieg ]

  16. Originally posted by Volker:

    Ok, now im *New* as I just got CM this week. And now getting Mods. Should I uninstall the game, clear out all my Mods, and get only Mods for CMMOS?

    That isn't really necessary. Each CMMOS compatible mod you download and install does not replace the current mod. Just extract the BMP files to your BMP directory, run CMMOS, then select your mods.

    And, where do updates take place? At CMHQ, or hs some other site picked it up? Where will I get the new Version of CMMOS?

    CMHQ only for the CMMOS program itself. CMHQ mainly for the mods but some other sites, like Tom's CMHQ and Der Kessel, have a few CMMOS compatible mods as well.

    And lastly....Allied Uniforms, Allied Uniforms!!! Where are the Allied Uniforms for CMMOS?

    They are coming. I am currently working on both a US/Free French and Commonwealth collection for CMMOS. Expect the same kind of treatment as you see with the German uniforms.

    Keith

    [ April 20, 2002, 09:06 PM: Message edited by: sitzkrieg ]

  17. Originally posted by Volker:

    Ok, now im *New* as I just got CM this week. And now getting Mods. Should I uninstall the game, clear out all my Mods, and get only Mods for CMMOS?

    That isn't really necessary. Each CMMOS compatible mod you download and install does not replace the current mod. Just extract the BMP files to your BMP directory, run CMMOS, then select your mods.

    And, where do updates take place? At CMHQ, or hs some other site picked it up? Where will I get the new Version of CMMOS?

    CMHQ only for the CMMOS program itself. CMHQ mainly for the mods but some other sites, like Tom's CMHQ and Der Kessel, have a few CMMOS compatible mods as well.

    And lastly....Allied Uniforms, Allied Uniforms!!! Where are the Allied Uniforms for CMMOS?

    They are coming. I am currently working on both a US/Free French and Commonwealth collection for CMMOS. Expect the same kind of treatment as you see with the German uniforms.

    Keith

    [ April 20, 2002, 09:06 PM: Message edited by: sitzkrieg ]

  18. There are also some new mods included in this release that have never been released before.

    From AndrewTF:

    A new, darker feldgrau uniform for Heer, Waffen SS and Volkstrum. This uniform is more grey than his original feldgrau uniform and includes a sweater underneath an open tunic.

    AF_Heer_dark.jpg

    For Fallschirmjägers, a blue uniform with Luftwaffe insignia on the collar.

    AF_FJ_blue.jpg

    From Fernando, who makes a return to CM modding:

    First, his new Heer uniform. This is a standard feldgrau uniform he created based on his reenactment gear.

    FCB_Heer_front.jpg

    This shot shows the very nice detail of the field gear. There are also several options for the amount of gear present.

    FCB_Heer_back.jpg

    Second, his new Waffen SS uniform. This is based on the BTS original dot camo but is toned down.

    FCB_SS_front.jpg

    Again, the detail of the field gear for this uniform is very nice as well.

    FCB_SS_back.jpg

    And last but certainly not least, a new Volkstrum mod from a new mod author, mchlstrt. After a few false starts with the Mac to PC file transfer thing smile.gif , I finally received this mod about a week ago and it was definately worth the wait. Very hi-res with several options. Nice job.

    MLS_VS.jpg

    Keith

×
×
  • Create New...