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Mad Mike

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  1. Thanks, I hope they will sort it out then.
  2. Hello, when trying to login to the PBEM++ servers in CMFB I get the following error: I can't apply the suggested solution since the game is already at v2.11. Worth noting that I did go straight to v2.11, so I didn't get the patch for v2.10 before. Also, all other CMx2 games (CMBN, CMRT and CMFI) work ok and I'm able to access PBEM++ in them via my Slitherine/Matrix account. Any ideas from anybody on how to fix this?
  3. Just trying to add some clarity: The Core unit file for sure must be saved within the .cam file. The problem I had when writing ScAnCaDe was that I could not really identify where the information is saved, at least not realiably. Therefore the core unit file is not provided by ScAnCaDe, only the individual scenario files. If someody would like to re-pack the campaign from the extracted scenarios, he/she would have to create their own core unit file.
  4. Yeah, so that you have plenty of room for manoeuvering your troops.. Seriously though, I never attempted to create the battle for this, as it would be quite a significant task and this would have been my first try. Way too complicated for that, so the hope was somebody else from the team could complete it - which obviously never happened.
  5. Strange, I checked it and did some last minute tweaks before sharing it here, so it definitely works for me now. It's saved with the latest CBMN v4.04, maybe that could be an issue on your side? Or it was the forum upload that got corrupted. I've attached a zipped version, maybe that will work better. Anyway, later tonight I will have a look of sharing the dropbox with you. You can already PM me your email address, if you like. Arracourt Juvelize.zip
  6. Please find attached the master map for Juvelize, which I did in 2017. Can't believe this is now already six years ago . If you can make use of it, please feel free and go ahead, better than it just sitting on my hard drive. For the other maps, I can still see them in our dropbox for the project, but I leave it to @Ithikial_AU or the respective map makers to release them as they see fit. Arracourt Juvelize.btt
  7. Thanks, good to know. No rush with the patch, those M2-equipped halftracks are quite useful in my current campaign.
  8. OK, save available here: https://www.dropbox.com/s/4dxw2cpb3pv4b8l/CMFR To Berlin 045.bts?dl=0 Let me know if this link doesn't work.
  9. I noticed the same issue with M5 halftracks in the Soviet "To Berlin" campaign, of course there in the players favour, see attached pcitures from the 4th battle of the campaign. First, an M4A2 spotting, maximum range in the early dark of January 1945 is about 320 meters: Second, an M5 spotting out to close of 1 km, only constrained in this instance by terrain: I can provide the save game for this situation via dropbox link, if required. But I think proobably it can also be reproduced with a simple test scenario. Looks like the M3s / M5s have aquired advanced IR optics, somehow.
  10. Well, as the author of ScAnCaDe, I can at least answer the question from my perspective. Of course when I started analysing the files, being able to read out everything was the ultimate objective. But I realised quite soon that for me, doing the basic headers / building blocks will have to be enough. As can be imagined, I tried with the most simple map to get any idea, but already encountered problems there when trying to understand the file. First problem is for example: 1. Open the editor, you will have a basic, open, 320x320 meters map, without any units, plans etc. 2. Save the file, two times, three times, whatever, without changing anything. 3. The files should have exactly the same contents, but they all will have different sizes, so there is sometimes more or less raw data being written to a file, for exactly the same thing. The headers will be the same, for sure, but the map and unit data "payload" somehow varies in size. I'm not sure why that is, but I assume there is some kind of packing / encryption algorithm involved here. Basically, for this reason, I gave up trying pretty quickly. Anyway, if somebody wants to try further, the basics are already available with ScAnCaDe and I've always included the source code, which isn't really that difficult to understand. Most of the work was working out the file layouts and the changes introduced with new modules / games.
  11. Hello, I've updated the "strings.txt" for Vins Animated Text Mod, the Light version - see attached zip file. Just copy the new "strings.txt" over the old file in your Animated Text Mod folder and it should be compatible with CMRT v2.10. Just tought I would post the file here since previously some people were always requesting this. Cheers, Mike Vin animated text light CMRT v2.10.zip
  12. Yep, I think that should be all. If the names are messed up, then obviously something is wrong. Maybe check if you didn't by accident create a blank line or something like that? Can happen easily and would already mess everything up.
  13. Hi @markshot I updated the strings.txt for RtV version 2.10, see attached file. It is the light version of the mod, so some strings will not use pictures. Just drop the new text file into your current animated text mod folder. strings.txt
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