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Cubbies Phan

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Everything posted by Cubbies Phan

  1. Well, this looks like a thread in which to ask this. Will CMBO be somehow or somewhat retrofitted with enhancements from CMBB given certain limitations of course into what you could easily write into the CMBO executable?
  2. Hey Pud, you wouldn't wanna try a Hi-Res Railroad Track mod would ya?
  3. Yes, there's a double track set in with Richard Tremblett's stuff and a muddy track mod at the Last Defense. The muddy version is low res and doesn't look all that appealing. The double track is better looking, but still isn't up to today's standard. You'd think Pud or Tanks a Lot would do one.
  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Pascal DI FOLCO: Perhaps you an release the pack in 2 chunks : without rubber-bloc and rubber bloc compliment, this way you can release the first while working on the second ! <HR></BLOCKQUOTE> You misunderstood. He's got them done, it's just that it would just add to the download for little or no gain if nobody uses them.
  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by WineCape: Marco, Speaking about options. How about programming CMMOS so that we can see waht current option is selected, either via a tick mark next to that option line or something else? Sincerely, Charl Theron <HR></BLOCKQUOTE> Huh? You can't tell which icon you have depressed and which option is selected? Besides, Gordon did the programming for CMMOS not Marco.
  6. Ummm, that's not what he's asking. To install mods, unzip the mod zip into it's separate folder. Then go open up your CMBO folder through "My Computer" and the folder in which you unziped the mod into. Then, if necessary do some file name changing and then just copy over the bitmaps from the mod folder into the BMP folder within the CMBO folder. That's it. There are also what we call batch file or now CMMOS mods in which there's a program that allows you to switch differnet textures in and out easily due to different extensions at the end of the bitmap number.
  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by Hiram's Ghost: ...bump with my...<HR></BLOCKQUOTE> GBU bunker buster bomb or was it my Anthrax raygun. Hell I can't remember. But anyway, I like probing because it allows an outlet to get my rocks off becaused I'm a......
  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by Pvt. Ryan: Tiger based his mod on this tank: <HR></BLOCKQUOTE> Yeah OK, you're right. Just checked it in-game and compared it with this picture. Almost identicle.
  9. Ummm, this mod has already been done. Tiger himself did it in his last mod. It's at COMBAT MISSIONS. http://www.combat-missions.net/mods/tigers%20mods/tiger_v3/tiger.asp
  10. You guys forgot about Marco's mods. For grass I use Gunnzergoz's Fieldgrass mod found at Der Kessel. It's the best grass mod to-date. DD's Grass is way outta date and IMO, has been thoroughly surpassed. For Interface, grab the Tank-girl Pinnup mod at CMHQ. It is a well themed interface mod that changes all interface screens. DD's uniforms *were* good. However they were all low-res and based off of the original textures. If you want great looking uniforms get Andrew Fox's Action Packs. [ 10-17-2001: Message edited by: Cubbies Phan ]
  11. <BLOCKQUOTE>quote:</font><HR>Originally posted by ts: 1) in addition to the current 2 choices for targetting by tanks of with or w/o main gun, it might be nice to have the additional choice of main gun only. For example, you may wish to area fire on a building and landscape it a bit, while wishing to leave the MGs flexibility or just to save their ammo.<HR></BLOCKQUOTE> OK, this one along with others here fall under what we and BTS called "micro-management". In that BTS didn't want to make this game totally micro-managable. That's kind of what the Tac-AI is in charge of. <BLOCKQUOTE>quote:</font><HR>2) would like to see an additional unit order of "hold your fire". This would be different from ambush in that it should not have any target area, and more significantly different from hiding in that the unit may be asked to look and report on what it sees instead of just ducking for cover. Of course, it is understood, as always, that the unit may get other ideas into its head under certain conditions.<HR></BLOCKQUOTE> The "hold fire order" has been discussed before, I think. IIRC, this maybe something in the works for CMBB. Your recon idea probably falls under "micro-management" again. <BLOCKQUOTE>quote:</font><HR>3) I find that when an area may likely call for off map artillery, but I'm not sure yet, I try to cut down on the response time by repeatedly asking the FO to target the area and then cancel the order before the ranging round would be sent out. It might be nice to be able to order the FO to call in coords and let the arty do as much prep as they can stopping short of the ranging round, and then wait for a further order to go on from there. Note that the new mechanism I'm suggesting does not cut down the total time required to target an area. It just let's you spend the total time in different phases with a couple of serialized decisions instead of just one decision.<HR></BLOCKQUOTE> "Micro-management" <BLOCKQUOTE>quote:</font><HR>4) the support columns of 2 story bridges do not seem to block either LOS or fire.<HR></BLOCKQUOTE> OK this one is explained by that the graphics in the game are abstracted. The actual "edges" of something on the screen may not be the actual edge of something within the engine. Which is why sometimes you may see a large building clipping a road. <BLOCKQUOTE>quote:</font><HR>5) more important, dead or live vehicles do not seem to block anything in some important cases. The one I have veryfied so far is actually for friendlies. I noticed that one of my tanks fired its main gun right through a friendly tank in front of it (and I mean smack through the center of its main hull).<HR></BLOCKQUOTE> Vehicles in CM do not block LOS at all, UNLESS it is knocked out and smoking. With the emphasis on "smoking". <BLOCKQUOTE>quote:</font><HR>6) there are some cases where I get more info than I find tasteful. I'm not sure I should know which of my units an enemy is currently targeting. Let me figure it out from its posture and the tracer rounds. Sounds from a distant (especially unseen) enemy should not be audible to me. The estimated sound contacts are great, but scanning around the map and finding where the sound of a gun 1000 meters from my nearest unit is, is not right. Another example: I can tell if a sniper has shocked a tank by listening for the cries of the hit man. This should only be available if some friendly is within hearing range.<HR></BLOCKQUOTE> Oh boy, how can I be nice with the explanation with this one? Well first of all you not always get the information (yellow targeting line) of an enemy firing on you. You'll notice that your tank may suddenly get knocked out, but may not know where the shot came from. In fact you won't even see the projectile hitting your tank. Sounds from distant enemies? Sure you will. You can't tell me that you wouldn't be able to hear a Panther's diesal engines rumbling through the woods across the battlefield once it gets close enough. That's why you get these sound contacts that will be locations other than where they actually are. Sometimes in terrain where the contact can't even be. A sound contact from an AT-gun 1000 meters away. Well yeah, you're probably right. But you would probably at 500 meters away. A shot from a sniper rifle? Sure you would. <BLOCKQUOTE>quote:</font><HR>7) This and the next point have to do with too little visual info, on the other hand. Let me try to preempt some unproductive responses by saying that I'm aware of the myriad sighting effects: LOS tool vs. my estimation, smoke, facing, distance, hiding, buttoning, current activity, etc ... I'm reporting here items I have a comfortable amount of experience with (though I may still be in error). I have found that the biggest giveaway for sighting is moving. I'm down with that, since movement is key to the visual systems of people and other critters. I would like to see a bit of tweaking to make large objects like bunkers and vehicles more visible though. It seems a bit off to notice a 2 man team moving between the trees 1200 meters away, but not see a stationary tank in the open at 500 meters in the same weather. (Yes, to a place where an unhidden, unbuttoned, stationary, correctly facing unit has a bright blue LOS to, etc ... ad infinitum + 1).<HR></BLOCKQUOTE> Who's doing the spotting? <BLOCKQUOTE>quote:</font><HR>8) I would also like to see a bit of history applied to what is seen. Example: I was recently playing the "all or nothing" scenario. The first wooden MG bunker was spotted when it fired on me. I ordered my buttoned tank to fire on it and it already delivered a couple of rounds. But since the MG in the bunker stopped firing (for lack of a target) for several seconds, it became invisible (replaced by the german marker). I know that can be remedied by area fire, but it shouldn't come to that in certain cases. So what I'm proposing is that prominent, immobile targets that have been spotted should not go away easily. After all, just because the tracers are not still coming out, does not mean the building moved. I will accept that the same building may be hard to spot even though one knows one saw it a few seconds ago, but maybe there should be some history. For example, if a unit is focused on the target because it's firing on it, and the LOS is not interrupted, the sighting should be maintained by at least that unit (even for a buttoned tank)?<HR></BLOCKQUOTE> Well what did your unit do that originally spotted the bunker do? Did it move while buttoned or something? If so, then yeah, you'd probably lose site of the bunker if it had quite firing <BLOCKQUOTE>quote:</font><HR>9) I do not want to trigger a new round of quibbling over this. My quick 2 cents on crews is that way too many survive the demise of their vehicles. I would feel comfortable with 9 out of 10 tanks having no survivors and 1 out of 10 having 1 or 2 at most. Just historical. Not to be macabre, but tanks, air craft, submarines, and even cargo ships were unfortunately their crews coffins.<HR></BLOCKQUOTE> Well, all penetration hits are different, just like spinal injuries. I was playing a game the other day when one of my tanks took 2 casualities before it was even knocked out. One was due to internal armor flaking and the other was due to a penetration hit that didn't knock out the vehicle outright. However due to the fact that the vehicle, probably with a total crew of 5, lost 2 men, they abandoned shortly thereafter as it could no longer operate effectively. The amount of casulties a crew takes is fairly accurate. Vehicles that explode catostrophically usually don't have any survivors. I just had a Sherman blow up like that due to a Panzerfaust and I don't think there were any surviving crew members. Just remember that each hit is different. That is what makes this game great. The armor penetration model in CM is the best I've ever seen in a game.
  12. Usually a good shot or two of 75mm HE or better is enough to take them out. A near hit with 105mm will normally take it out.
  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by Stef: <HR></BLOCKQUOTE> Hi, Where can I find the grass and sky textures I've seen on these pics ? cheers, Stephane[/QB]
  14. Well yeah, but you're still not getting my Bud Lite.
  15. Thanks Manx. NOTE on mod: This mod is Marco's original Hi-Res mod (from CMHQ) with the road wheels replaced with road wheels from Fernando's Panthers.
  16. <BLOCKQUOTE>quote:</font><HR>Originally posted by Stoffel: a large part of the country<HR></BLOCKQUOTE> The word "large" and the country called "The Netherlands" shouldn't belong in the same sentence. There's nothing large about it at all. LOL! OK, you can ignore me now. Just found that funny.
  17. Huh? What? Are you talking about Magua's Normandy mod? If so, IIRC he left some white spots in hsi woods bases on purpose to simulate something, but it didn't turn out the way he wanted them to. If that's not what you're talking about. Then I have no idea.
  18. Well depending on what kind of video card you have, only certain size of textures will be used. Voodoo 3 and older cards tend to only allow textures up to the size of 256x256 pixels. Magua made both sizes of skies, the 256x256 size and then the 1024x256 size. The Hi-Res skies run from 1400-1414.bmps while the Low-Res skies run from 1430-1444.bmps [ 10-15-2001: Message edited by: Cubbies Phan ]
  19. OK, straight up here. Camo and sandbags look good. However I'm not crazy about the wood textures themselves. Bit too dark I think.
  20. I went to COMBAT MISSIONS and tried using the links there and all I got were Errors and Pages not available.
  21. <BLOCKQUOTE>quote:</font><HR>Originally posted by Pascal DI FOLCO: Bump, And now, are they done now ? I can't wait ... <HR></BLOCKQUOTE> Feldgrau has done his part. Gordon still needs to do the Camo Version and a Churchill III Dieppe version.
  22. <BLOCKQUOTE>quote:</font><HR>Originally posted by Haohmaru: On the topic of Valley of Trouble, I was just wondering the other day why it wasn't included with the full game. Does anyone know why it was taken out? I personally prefered it to Chance Encounter, which is still in the full version.<HR></BLOCKQUOTE> If you still have the Demo on your HDD, you can just copy over the Vally of Trouble.cmb file to the Scenario folder in your CMBO folder. Why they left it out? I have no idea. However all 3 scenarios from the Beta Demo made it into the full version. Those include Chance Encounter, Last Defense, and Reisburg.
  23. It seems a winter version of MakJager's JgPzIV is needed. Where's Gordon when you need him?
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