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Mad Mike

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Posts posted by Mad Mike

  1. Hello,

    when trying to login to the PBEM++ servers in CMFB I get the following error:

    image.jpeg.c9dd50fdc6f29b53cb94d4469502d6c7.jpeg

    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?

  2. 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.

  3. 2 hours ago, Vacillator said:

    I can confirm that it opens okay for me in v4.04 (BFC).  Both as a battle (but with only a kubelwagen 😂) and as a map in the editor.

    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.

  4. 15 minutes ago, The Steppenwulf said:

    That would be amazing, if someone could provide a link and then I can copy everything to my dropbox, thank you loads...

    @Mad Mike I tried opening the Juvelize.btt in the editor and there's something not compatible that prevents the file from opening, so no info shows in the editor. If it's the same on your end then I guess this file is beyond resurrection unfortunately. From experience it tends to be a unit chosen in the ToE that had a code change under later game engines, so perhaps this file had units selected? In which case do you just have the map file without units, perhaps the map just stored as a back up?  

    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

  5. 10 hours ago, The Steppenwulf said:

    Thanks for your responses fellas!

    If you are all hands-on with the Cotentin Peninsula campaign and Arracourt is left for dead, are you willing to make public the material that was completed for it? In fact, I'm not so much interested in any completed scenarios or OOB/TOEs, it's rather scenario maps, or even better a master map, that I could get my hands on for my own campaign idea I've been chipping away at. For all kinds of reasons I suspect that the Arracourt encounters are very well suited.

    I could go as far as to give my word to keep any material supplied, strictly for my private use ONLY, if this solicits a kind share 🙂  

    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

  6. 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:

    M4_spotting.thumb.jpg.8b2ed1efaf7dec621754550e26671517.jpg

    Second, an M5 spotting out to close of 1 km, only constrained in this instance by terrain:

    M5_spotting.thumb.jpg.d9d3489149a2fac067a6e8c58fd3826a.jpg

    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.

  7. 1 hour ago, Scipio said:

    Yes, there is always a header, and the guy who programmed ScAn_CaDe obviously mapped it more or less completely. I have already tried to contact him, but unfortunately without success.
    What I would like to know is, has anyone ever tried to convert this however compressed and/or encrypted part of a scenario file into a readable form?
    My thought is that somehow the map data can be converted into raw data that can be read and processed.
    Something like hexcode 01 is an open, hexcode 02 is a beet field, etc. That would bring us - I think - quite a bit further.

    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.

  8. 9 hours ago, AVR said:

    Hi,

    Thanks for the guide. Just want to confirm is it only the "soldier state" section we need to update. I tried this for CMFI using the "soldier state" section from Vins CMFI201Heavy Mod and copying it line by line to the "exploded" original strings.txt but I still end up with unit names and equipment descriptions all messed up.

    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.

  9. 10 hours ago, Sgt.Squarehead said:

    @rocketman  Is there any chance you could post those somewhere please? 

    I have the Venafro map in my Master Maps folder, but the Cassino maps didn't appear for me, despite owning everything (& I do mean everything).  :angry:

    Seems to be a general issue maybe with the patch, as I don't have the Cassino Master Maps any more as well, only the Venafro Map is in the folder.

  10. 17 hours ago, kohlenklau said:

    Thanks Mark. I hope to stick around...

    Ian: I tried to modify it with Notepad++ but somehow failed and got goofy entries in the game. It seemed fairly simple to copy and paste over but it didn't work.

     

     

    @kohlenklau

    I've attached the Strings.txt I use for my CMFB v2.02. You can give it a try, just put it into the Animated Text Mod folder for CMFB.
    It is the LIGHT varaint of the mod, btw.

    strings.txt

  11. 19 hours ago, Mad Mike said:

    Yep, it works, just tried it myself with the Task Force Thunder campaign.

    It will give some "unknowns" / "invalids" in the scenario / campaign information (since this info for SF2 is obviously not included in ScAnCaDe 2.0).
    But this is minor, for breaking down campaigns it will work perfectly.

    Just have to mention that ScAnCaDe v2.0 will only work with the new CMSF2 campaigns, so the US Army, US Marine Corps and Training campaigns.

    It will not work with the still old CMSF1 campaigns, which are the British and all of the NATO campaigns.
    This is due to the slighlty different layout of the campaign files.

  12. CMRT has some, in my eyes, classic battles to offer:

    - Studienka
    - Carius at Malinava
    - Der Ring der 5. Panzer-Division
    - CMRT Fester Platz Polozk

    The first three are Panzer-heavy affairs on great maps with lots of room for manoeuvering. Fester Platz Polozk is a great defence scenario against the AI, it really works quite well.

    Also, as already mentioned, Kampfgruppe von Schroif is a great campaign to be played, featuring German Panzer / Panzergrenadier forces in a counterattack.

    So, together with the change of the theatre and the Soviets as a completely new army, my vote would go to CMRT, definitely.

  13. OK, the last 2 pics are quite clear and this one man should have sufficed to occupy the VL (and get the points awarded).

    I have no explanation why it didn't register the VL, only a vague theory that this might be a freak corner this one lonely soldier is in and that therefore, due to some special circumstance in the VL/building/map and the soldiers placement, the game didn't correctly register him as being in the VL. Might be a bug or just an engine limitation, hard to say more, sorry.

  14. The VL only consists of the three "cathedral-like" buidlings, nothing else. Have a look in the editor if you don't believe me - Veni Vidi Vici being the scenario here.

    So the bunkers do not matter, since they are clearly not in the VL.

    It is hard to tell from this picture, but it looks like there might be no german troops at all inside the buildings. The one looking to be closest is in the top left-hand corner. Not sure if it's inside the building, but my guess would be that it is not.
    This would explain why no points have been awarded, since the VL was not occupied. Maybe you can re-check or provide a better picture of the situation.

  15. 21 hours ago, Mord said:

    That is awesome, Mike.Traditionally these mods end up with a 1000+ portraits even before modules, so having a nice chunk of the time consuming research out of the way helps to curb the frustration and burnout that can set in before the real work begins. It's a daunting task all around. I already have 20+ hours in and haven't made a portrait yet. This helps immensely!

    Thank you.

    Mord.

    You're welcome. :)

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