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RockinHarry

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Everything posted by RockinHarry

  1. Not a bug but rather big inaccuracy. German ammo for rifle cup launcher is still far too low. Standard was at least 15 grenades per soldier (5xHEAT, 10xHE) and ATM it´s always just a third of it at max. BFC If for some reason you want them that largely reduced, better do via "supply" tab like other ammo and not by default. Thanks.
  2. I don´t want influencing you. Just play some and if you have them, compare with current version CMBN and/or CMFB. But your Berlin map now would best proving grounds for some check up.
  3. Very cool mate! Great, finally! Well worth an investion. Quality stuff and I´d have paid even more for it. Btw...If you come to some infantry playing on your Berlin map, please have a look at infantry behaviors, whether you notice something different compared to V2.11 CMRT.
  4. Lord of advanced guesswork maybe. lol Yep, if one has time and patience Blender will be a great App, not just for CM modding. You can mod lots of other games with it as well. And a thousand other things.... Well, good luck on learning Python then. Who knows....
  5. Took me a bits of longer to test and pack this one up. I name it Version 0.9 since it´s not completed yet, at least what german halftracks concerns. I´ll add these at later time, but Infantry stance changes seem complete now, unless I get some error reports or something. Halftracks are same as in previous upload and just complete set of infantry animation files are added in this version. Note: This was tested and made for !CMRT! (v2.12) but would likely work in CMFB and BN as well. Haven´t tested yet but you could try. In case you´ve installed my previous infantry animation mod (Re-Animate), then load the Halftrack one AFTER it in your data/z mod folder. They do work together and overlap in large parts, but the Halftrack changes should supersede to make it work as intended. Feedback, reports on issues and f*ck ups (on my part) highly welcome. Thanks! https://www.dropbox.com/s/2ndvbc3v1907e62/RHZ SdKfz250-251 Ani Mod V0dot9.zip?dl=0
  6. so you´re now on Blender 3.3 most the time? And yep, wished we´d looked for that little Meta transfer script earlier. It was available for long time already. But oh well. Manually adding 70+ Meta data entries was no fun in any case.
  7. Yeah, sometimes it´s simpler using tweaked CM movie mode (Barbarico´s). Not all Reshade FX work in CM all the time, but one as well can assign a single key to just one particular FX if it does. One key click night vision (or not) leaving other ReShade FX unaffected.
  8. UV mapping hell. Will surely dive into it sooner or later if I start on making real custom made objects. Fortunately not a priority ATM. maybe best place to start on it https://docs.blender.org/manual/en/2.79/editors/uv_image/index.html or https://docs.blender.org/manual/it/2.79/editors/uv_image/index.html
  9. Sounds all good to me and should put the UKR player into the picture sufficiently if beeing addressed in mission briefing. For "flavor" one "could" possibly put an "invisible" light building (a small wooden barn i.e) on the runway. This then gets blasted away when plastering it with a heavy HE type barrage and thus counted for mission goal. You can mark action spots as terrain objective (TO) as usual, even if the building can´t be seen onmap. Might confuse the player maybe, but... surprise..surprise. For additional "difficulty" mark the TO´s as being of the "known to none" types. Btw. I´ve tried experimenting with some heavy type "ammo dump" (either weapons type or some disembarked truck from mortar Coy i.e) beeing placed into a building for easier blowing up when a breach team does the "blast" command on it. But ammo dumps are beeing silently removed at games start in my current CMRT. And that at "Iron" game play mode. Could you check if it´s beeing same issue in CMBS? I noticed this issue in CMFB and RT, but not in CMBN. Strange. For easier building destruction one can also add some destruction levels in CM 3D editor (CNTRL click on the facades or SHIFT+ALT click on the roof). Then maybe just the breach team method can get to work as well (not just blowing out walls and leave the building standing).
  10. partly, though not all. I´ve them in my CMRT data/z folder though not in use ATM (due to CMRT V2.12 testing things) Think some is @kohlenklau and the other...IDK. Can´t remember where I´d downloaded from and I tend to rename as well as remove unneeded things like text files and such. So it´s not original zips. both files here in my DB if it just concerns jager feldmutze and caps. https://www.dropbox.com/s/23g0d2g0u5vhx3i/All the German peaked caps to M43 Feldmutze.zip?dl=0 https://www.dropbox.com/s/d9rcf31fd2gcmks/zzM43 cap.zip?dl=0
  11. might have just been the M43 cap mod maybe. I´ve reuploaded it here. If it´s not it then IDK. https://www.dropbox.com/s/d9rcf31fd2gcmks/zzM43 cap.zip?dl=0
  12. Guess you tried here https://cmmodsiii.greenasjade.net/ and here https://www.thefewgoodmen.com/cm-mod-warehouse/ already?
  13. unfortunately not. This topic got bits of suppressed in my family and once I was old enough to ask my grandpa the right questions, he died of cancer (in mid 1980ies). He was a "Gefreiter" old age reservist in 96th ID and then heavily wounded, recuperating in Breslau. My mom and uncles where too young in 1945 so their memory is not quite that good and they have neither interest nor knowledge on military things, that would interest me the most. My mom said they´re taken and escaped in/on a "tank". I´d rather assume it was a halftrack or similar, but they don´t know the difference. Don´t have this info, but I think their flight happened sometime in Januar 1945, just before russkies cut off escape paths from Breslau.
  14. yup. Here´s some taste of it. Sort of Stalingrad since it was a surrounded "fortress" that held out til end of the war (for ~3 months): https://www.google.com/search?q=breslau+1945&tbm=isch&ved=2ahUKEwiZ2-bVi8T7AhWhwwIHHThTCUAQ2-cCegQIABAA&oq=breslau&gs_lcp=CgNpbWcQARgBMgQIABBDMgUIABCABDIFCAAQgAQyBQgAEIAEMgUIABCABDIFCAAQgAQyBQgAEIAEMgUIABCABDIFCAAQgAQyBQgAEIAEUABYAGCeE2gAcAB4AIABL4gBL5IBATGYAQCqAQtnd3Mtd2l6LWltZ8ABAQ&sclient=img&ei=dvV9Y5nIJ6GHi-gPuKalgAQ&bih=708&biw=1440&client=firefox-b-d I´ve also a special interest in it since half my family originated and then fled from it bevor it became a cauldron in february 1945.
  15. lol ... no idea what problems they have with Mac version but oh well... looking great! Once you´re done with v2 and published I might use it all for some Breslau related battle as well. Just finished reading Niehoff´s book on it. Lots of good details and quite inspirational when it comes for some unique CM mission design and map features. But that´s still far off ATM.
  16. aahhh...my fault. You´re on MAC. BFC´s still working on MAC 2.12 patch IIRC. Shouldn´t take long I guess. Then if available grab from here, install and activate (BP1): https://battlefront.sharefile.com/share/view/s216b2ad387c543e7811ee38b4df26ef2/fo1537bb-8878-4e38-83e1-a2f372b86b08
  17. @NPye, @Lucky_Strike ...btw.. did you update to 2.12 yet? I seem to notice different than previous version infantry behaviors. Single soldiers maintaining better spacing and coordinated internal squad movements. Less bottleneck hold ups and such. Just in case I´m not hallucinating. In any case something feels different with 2.12 now.
  18. Hehe I got at least three cores that sit idle whenever I play CM, not to mention a graphics card that laughs at me when I pan around and complain about crap frame rates. Can´t add to that Mark. Off course. But I´m speaking of a full game package UE 5.1, all inclusive. However... UE 5.1 features look very interesting https://www.unrealengine.com/en-US/blog/unreal-engine-5-1-is-now-available at least when it comes to basic hard- and software specs I feel prepared https://docs.unrealengine.com/5.1/en-US/hardware-and-software-specifications-for-unreal-engine/
  19. would surely be cool seeing a CM game in that quality. But then comes you need likewise quality on vehicles and other game objects as well. Is terrain deformable? Can slit trenches and foxholes get worked on it? How´s about path finding dynamic game objects (vehicles, soldiers...)? Is there enough performance left for running a sophisticated AI? What would be a computer´s minimum requirements? Licensing fees?
  20. Did you test compare CMRT V2.12 with previous version? Or with latest version CMBN and CMFB? Yep, the overcrowded building issue. Some better TacAI decision making and fixing circular TA is required. I workaround this by assigning this circular TA then followed by "hunt" command on the spot. Then individual pixeltroopers distribute themselves at available windows somewhat better. But as soon as the shooting starts it all gets FUBAR again.
  21. Bonjour mon ami! Thanks for taking the time! In fact I haven´t looked at CW forces in CMBN yet. Same for other infantry carriers or IFV of other nations forces. Might have a look at them once finished with germans. Re Bren carrier could likely be that it´s affected by my infantry animation mod (Re-Animate) already. Considering animation/pose files are reused for all nations forces in a CM game. At least for vast majority of them. That if I understand you correctly. I.e Kar98 ani file is not just used for K98k guys, but also for other bolt action types like SMLE or Mosin Nagant etc. Yes, @Frenchy56 did a great discovery there! Have it in use as well. Might include an adapted version in my next full set of animation file swaps. If he doesn´t mind off course. Yep, that´s what I´d shown in pics further above. Default position is ok, but larger angles do the mesh intersections which can´t be avoided. Beside visual it shouldn´t have ill effects though. Kneeling files weren´t included in last dropbox download yet. Just the changed MG gunner one. Remaining files are still under test, but will likely upload these later today. What you can do is loading the Re-Animate file set, then followed by the 250/251 set (load order in z folder). This should work basically. That for bits of testing. For new file set I changed and added a couple of things so Re-Animate will be obsolete then. This then will work better for open topped vehicles as well. (some the unarmed idle kneel poses are shared by both, normal infantry and OT vehicle crews i.e) thanks again mate! In case you notice any bad effects like i.e higher passenger vulnerability in certain cases, then let me know ASAP. I can´t see a vehicles hit- or bounding boxes in Blender, but at least made sure all passengers remain within protective vehicle geometry. That from best of my judgement. Yes...files should work well in all WW2 titles. At least the infantry poses. For vehicles I got to make sure to only mod latest versions in specific titles, which currently are CMBN, CMFB and CMRT. Can´t test in CMFI since I don´t own this one. Cheers
  22. Not sure if I´d described well here. Maybe spacing and move off between individual soldiers within a squad/team describes it better maybe. However... just did some testing with my 251 test mod mission and noticed something interesting. Maybe it´s my wishful thinking or I´d just observed an improved soldier spacing and coordination in CMRT V2.12 Can anybody check on this as well?
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