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Mad Mike

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Everything posted by Mad Mike

  1. Hi Buzz, a little bit late, but nevertheless thank you for the kind words - it's always nice to know that the program is of use to some in the community. About the sorting: Unfortunately, this is due to the different browser implementations and I just don't feel like (and probably also can't really) providing alternatives for the sorting code used. The "Blitz Size Modifier" (SM) is used by the "The Blitz Wargaming Club" (http://www.theblitz.org/) for reporting of ladder games. I thought it would be useful to have this so that when players add a new scenario to the scenario database at the Blitz, they can refer to the overview instead of having to calculate the SM by themselves (some of the SMs for Scenarios in the database are, unfortunately, wrong).
  2. Yep, you would have to "unpack" the campaign with CMx2 ScAnCaDe (download link for the tool is in my signature), which will give you access to the individual scenarios. For the scenario itself: go up the hills on the left, you will still take horrible casualties but should be able to push through (use your artillery to pound any resistance into the dust).
  3. Done .. thanks for your great service to all CM players.
  4. How would that look like in the UI? Have you actually seen this and can you please provide a screenshot?
  5. Cheers guys, I'm happy to see that there is some use for this .
  6. OK, v1.5 released, see official announcement here: http://www.battlefront.com/community/showthread.php?t=114618
  7. Hi folks, I've just finished v1.5 of CMx2 ScAnCaDe, which is now supporting CMRT. Also included is a new feature, the graphical displaying of campaign decision trees in the main campaigns listing. The tree shows the connections between the individual battles in the campaign and the associated "decisions". The feature is still under development but I thought I could release it early since it works reasonably well for smaller campaigns and does not really harm anything. As usual, the download link can be found in my signature. Cheers, Mad Mike
  8. Sounds great, looking forward to your modded terrain.
  9. Thanks MikeyD for posting your recollections, honestly. But you see, wouldn't it be easier if there was some official reference which contains this information? Instead of relying on individual peoples memory .. I guess this is one of the reasons why script and writing became so popular over the thousands of years of humanity. So, can this information please be put into the next release of the "Game Engine Manual"?
  10. Thanks for the clarification.
  11. Thanks for the info, but as far as I understand it, there are system defined mod tags such as [rubble] mentioned above by MikeyD and [muddy] or [rain] for specific ground / weather conditions in scenarios. But these are not to be confused with user specified mod tags, which could be any string, like [cavalry] for the Baranovichi scenario. I'm just wondering why there is no concise overview about the possibilities of these tags. Also, just looking at the exploded data could lead to a situation where an otherwise active mod tag has not been used in the release ([rubble] seems to be an example). How are people supposed to know what is available and what not? All that would be required is a list of available mod tags as well as an description of how to use them (not this thread, it is not an adequate documentation of design features).
  12. So now, after release, is there a description available of how to do this in the editor? What are the allowed "fixed values" for these tags (like weather or region dependent values)? And how does the text file specifying scenario dependent mod tags have to be written - in the discussion it was mentioned that "a list" of mod tags could be loaded, how is this done? Could it be that this information is completely missing from the manuals?
  13. Sure, just have to get the game first. :cool:
  14. Just a quick update: I've added the original name to the individual campaign scenario files as per your request, works like a charm. I will wait for the release of CMRT to add this into the tool and will then release v1.5 - so you shouldn't have to wait for too long (and I can always blame BFC for any delays.. ).
  15. It should. I haven't tested with diverse browsers, but there's not much which could go wrong (well, at least theoretically). You can leave the source folder alone, it is not required at all to run the program. It contains the JAVA source code which I've included in case somebody wants to use the code to modify the program or re-use parts of it for something else. I did this for every release so far, I think it's a good policy for a free mod. For an end user like yourself, it's not important and you can just ignore it. It's not running "in" any CMx2 game, it's completely separate and will do what it says in the description - extracting information about scenarios, decompiling campaigns and present it in a readable and sortable format. I hope you may find it useful, but it is not in any way an essential mod (like for example H2HH in my humble opinion). So give it a try and see if it does anything useful for you .. instructions are included. Cheers, Mike
  16. Skwabie, good idea, I will add it for v1.5. No idea when this will be released, but if you have another good idea, it would almost be worth to create a v1.5 .
  17. Hello all, I've just released a new version of CMx2 ScAnCaDe - v1.4 - available as usual at GaJ's CM Mods Warehouse (see link in my signature). For this release, reading out of the required Modules for scenarios and campaigns has been added, this info will also be displayed in the respective scenario and camapign listing XML files. EDIT: Well, the thread title came out all wrong.. Cheers, Mike
  18. Maybe not necessary, I recommend trying H2HH v2.11.2 (available at the usual adress), with this version, I'm not getting the "tmpxxx" folders anymore.
  19. I can confirm that I found the folders in AppData/Local/Temp for my current user. Also, I did a quick test with H2HH 2.10.0 and then 2.11.0. Sequence of events as follows: 1. Start H2HH, Dropbox is NOT running: 6 Temp folders with .h2hh chat files in them are created in AppData/Local/Temp 2. Start Dropbox: Another 24 Temp folders with .h2hh chat files in them are created in AppData/Local/Temp 3. Close Dropbox, close H2HH: Temp folders with files remain in AppData/Local/Temp After doing the above sequence with H2HH 2.10.0, I installed 2.11.0, deleted all previously created Temp folders in AppData/Local/Temp and repeated the sequence - with the same result - folders were created but not deleted on program termination. I'm not sure at this point, but both programs seem to be responsible for creation of the folders. Or it could be H2HH, which could be doing something additionally when Dropbox is started (I'm hypothesising from the fact that H2HH on its own, without Dropbox running, is creating temp folders in AppData/Local/Temp) Hope this helps, but I would like to repeat anyway that this has never caused any problems for me, I was just curious about it. Now that I know, I will look into a way to delete the contents of this temp folder on a regular basis. A script which could execute during shutdown of Windows would be the best solution .. anybody knows if this is possible?
  20. Just checked the folder and found just over 92.000 folders with h2hh chat files in them, overall around 2,2 GB. Just indexing and displaying the folders in the Explorer (I'm on Win7 Pro 64bit) took more than 2 minutes. I've been using H2HH on this machine from the very early versions up to 2.10.0 now, continuously updating when new versions became available (I think I started with some 2.1.x version). Anyway, while this huge amount of files never really caused any problem for me, it was quite surprising to see this - I'm deleting them as I write this (which takes around 45 minutes). Just for info, so the "problem" does not seem to be happening for just one user.
  21. I renamed the tool, the Scen_Organiser is the old variant. For the new tool, CMx2 ScAnCaDe (Scenario Analyser and Campaign Decompiler), see the link in my signature (I'm not uploading to the repository anymore). It's an improved version which corrects quite some minor and major shortcomings.
  22. Just finished the campaign, with a Major Victory: Great stuff, Paper Tiger, thank you very much. Even though I had to reload a couple of times since some of my ideas didn't work out as intended. My favourites are the late Airborne battles, i.e. "Papenberg", "Here we fight" and "Turning back the Tide". Especially with "Turning back the Tide", I had to restart the battle since I originally tried to defend the initial attack too far forward and got slaughtered. But if you initially hold further back, the arrival of the 8x 105mm SPA battery will take care of this battle. Just one thing: In the briefing for "Turning back the Tide" it is mentioned that the Germans won't get points for the Allied terrain objectives, but this is not true in the game, i.e. the Germans are awarded points for the "Roadblock" and "Southern Mook" objectives. Is this intentional? If so, maybe the wording in the briefing should be changed to let the player know. But overall, great work .
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