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General Jack Ripper

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Everything posted by General Jack Ripper

  1. To go along with requiring a system rebuild, my computer monitor also decided to pack up and die after working perfectly for 7 years. A 12 gauge, .50 cal, and .44 mag with some tannerite and gasoline is planned for the funeral. So for now, the main computer is offline, and I can't get any work done on my crappy old laptop. I will be able to post an updated version of the mod from my backup storage that will contain the music added in. Anyway, mod progress is suspended until I can buy a new monitor.
  2. Well, I was just sitting here, minding my own business, and it seems my computer has suffered a lethal software injury. I'll be offline for a day or two while I repair it.
  3. That game is awesome. It's like playing with space legos, IN SPACE! The first thing I did was shoot a rocket into the sun. It all went uphill from there. Okay, seriously, despite it's casual appearance, it really is a pretty good spaceflight simulator. Apply a few choice mods (out of the hundreds available already) and you can build and fly pretty much any rocket you can think up. If one of the things you wanted to be as a kid was an astronaut, then this is the game for you. Now for some mod news: Music is in, new Menu Screen, Loading Screen, and End of Battle Music. It sounds a little slow, but after a few hours of messing around, there's nothing I can do to change that. However, it all plays well enough to enjoy having it, and to my ears it sounds much more inspiring than the vanilla music. You'll understand after the next mod update this weekend. Voice cues are next, I'll be able to make a dent in those this weekend.
  4. I got caught up in Kerbal Space Program for about a week, but I'm going to work on the mod some more tomorrow. I'll try to get the music working perfectly, and start sorting out the voice cues.
  5. Regardless of what features get put in the game, I would like one thing: The ability to have multiple battles (or campaign) on the same map with persistent damage (a.k.a.) something similar to the old "Operation" game type. I'd also like to see full TO&E for US Army, British Army, German Army (East and West if in the 1980's), and Red (Russian) Army. Working AAA would also be a huge plus, but is not necessary.
  6. All I can say is, I sure do miss firing a 'schreck or bazooka from a 2 story light building, and having the building burst into flames. I remember playing Carentanv2 for CMBO. A column of three shermans came down the road over by the manor house, a 'schreck guy fired, destroyed the first tank in the column, ran in panic from the burning house, and was killed by machine gun fire from the second tank. Ahhh, good times...
  7. I haven't added any voice cues to the game yet, I'm still sorting through them. Here is the beta it has ONLY small arms, bullets, and explosions. I will release a bigger mod when the work gets done. ENJOY! ALSO: I'll see about CMMODS, but it is on the repository now.
  8. I attempted to submit a beta version of the mod to the repository, but I have no idea if it worked or not, I guess we'll find out tomorrow.
  9. I'M BACK! AND I HAVE THE COMBINATION TO THE AIR SHIELD! The mod is really coming together too! Current Excessively Capitalized Change Log: 14 New Bullet Hits 6 New Explosions New Intro, Loading, and End of Battle Music New Reloading Sounds 5 New Ricochets 34 New Weapon Sounds 24 New Bullet Zips and... A New Chat Squawk I was playing Barkmann's Corner this evening, and it was so awesome I finished the scenario before I realized I should work on the mod some more. I finally managed to figure out the mysterious art of sound file conversion, and everything sounds much more like it's supposed to. Previously I had copied sounds directly without any conversion and just used the ones that sounded okay. Now I can use everything, including music! I think I will release a "Weapons, Bullets, and Explosions" version of the mod as a beta so people can get their mitts on it, and to help test the mod on different systems. I'm currently playing CMBN on a Windows XP 32bit computer, and it would be nice to see if the mod is consistent on a higher end machine. I'll continue working on the mod this week, the next major step is getting all of the voice cues from DoD into CMBN.
  10. Forum Rule #101 - If you know you will get burned, and you start the thread anyway, then you deserve it. Thankfully, I am not a pyromaniac. Let me just say I completely disagree with the time/distance idea for waypoints. It's just not necessary. This isn't Flight Simulator, it's Combat Mission. I was going to add some burning vitriol in order to indulge in the throwing tomatoes bit, but my head started to hurt. As far as the full battle review idea, everyone wants it, but it will never happen. Good Day, Sir.
  11. It seems like every day I'm learning something new. I got myself a freeware audio converter, and after converting all of the sounds to the correct bit rate, everything sounds a million times better. I even figured out how to use DoD:S weapon sounds, and game startup music. This mod is gonna rock, but I'm heading out of town for a week and a half on some business, so please have patience. I'll post a new preview, and maybe be able to release a small demo mod (small arms only) when I get back.
  12. If you want him to move across the street, and ignore everything else in the world, use the FAST command.
  13. I think a team environment would be a huge bonus to scenario making for several reasons. First: The map maker(s). Some members of the community are much better at making maps than others. Having a talented map maker will allow a team to make more maps more quickly, thus increasing productivity, and maintaining high quality. The job of making the map could also be split between multiple people. The first person could lay down all of the terrain, elevations, and contour lines. The second could fill in all of the roads and buildings, and the third could fill in the vegitation. Second: The writer/idea man. Having members of the team who are very familiar with WW2 battles and operations, will allow a design team to make more interesting and engaging scenarios. Also, having well written, yet simple briefings will allow players to have a greater sense of immersion. Third: The A.I. plans. A good way to make a varied and replayable scenario is to have many AI plans included. To that end, having every member of a design team make an AI plan, will not only increase the number of plans, but will introduce an element of unpredictability to the AI. If you ask 5 different people to plan a battle, you will inevitably be presented with 5 very different plans, reflecting psychological, and doctrinal differences between those people. It goes back to the old joke about how to secure a building. The creation of a scenario design team is dependent on one big factor: the individual members must be willing to surrender complete control of the design process, and be willing to function as part of a team. My four cents.
  14. A day late and a dollar short. Here is the preview I meant to post yesterday. All of the small arms sounds are done. I tried to use a gunshot for a .50cal sound, but when it played back in game it sounded terrible. So .50cal and larger guns are still the vanilla sounds. In other news, none of the gunshot sounds from DoD:S are usable because the sounds are split between left and right channels, and it sounds terrible in the game. I put in a new explosion for demo charges, but it nearly made me deaf with horrible sound feedback, so that is also removed. There is some good news though, I changed the chat squawk sound, so when you recieve reinforcements, some nice dramatic music plays. I will continue working this evening, and try to get some of the voice cues into the game.
  15. Update: 14 new bullet hits 3 new explosions 2 new reload sounds 3 new ricochets All new small arms, and a new garand eject "ping" New bazooka, PIAT, and panzerfaust launch 16 new bullet zips and, everyone's favorite: a new chat squawk! I hope to have a new preview up by the end of the day.
  16. Once I have finished importing all of the DoD sounds, I figure I will download all of the sound mods I can find, and replace as many remaining vanilla sounds as possible. I figure I could release two versions of the mod, one being just the DoD sounds, and another being as close as possible to a complete sound mod; replacing all sounds in the game with the best ones I can find.
  17. As of this moment, I have no way of extracting sounds from Day of Defeat: Source. All of the sounds I am using are from the original DoD, being copied directly from the installed game patched to version 3.1. I will include sounds from DoD:S if I am able to extract them. I take it you haven't found Mord's Immersive American Voices Mod V_1.0A? I highly recommend it, and it can be found at the Repository. That's very kind of you, but I would be a poor game player if I had not learned enough German to translate voice content in WWII games.
  18. N/M I'm exploding all of the BRZ files to get all of the sound names.
  19. This whole thing started by me sitting in front of my computer, and asking myself "that would be pretty cool, wouldn't it?". Introducing, My very first mod: The Day of Defeat Sound Mod Note: Unfortunately, the Commonwealth sounds were cut out of the video, that's what I get for not reviewing stuff before I upload it. Needless to say, this Mod will feature new sounds for U.S., German, and Commonwealth forces. So far, I have a few weapons done, and I still need to change some sounds around. Here is the list of what I have planned: New backround ambience New chat radio squawk New weapon sounds New explosion sounds New loading screen music Maybe some new voices Maybe some new reloading sounds Maybe some new bullet hits, and bullet whizzes I think I will increase the volume levels of the sounds as well. (unless the game does it's own sound leveling) My ultimate purpose with this mod is to make you jump a bit in your seat when gunfire suddenly erupts. Questions? Comments? Am I wasting my time? Let me know!
  20. The very first wargame I played was Risk, back when I was a small boy of 10 years old. I remember spending an entire afternoon trying to invade Iceland from Greenland. While I eventually took Iceland, my dad had invaded South America and Asia, and completely destroyed both me and my sister's forces. We never played Risk together again. However, a bug had bitten me and it's effects have lasted until this day. I played Risk with anyone who would, and later I turned to Axis and Allies. 17 years later I still own that box of Axis and Allies, it's sitting under my bed and hasn't been opened in years. I was about 14 years old when we got our first computer, but an intel 486 computer wasn't much of a games machine. Hanging out with my nerd buddies after school, I learned about this great new game called Command and Conquer: Red Alert. I begged my parents to buy a new computer, but that didn't happen. Computers were expensive back then. I played Command and Conquer whenever I could, and eventually learned about other games including Starcraft, and Close Combat. After playing Close Combat for the first time, I knew my priorities had shifted. I didn't want to just play any game, I wanted to play realistic games. In most wargames, soldiers are a disposable commodity, costing anywhere from 50-100 resources, and they train in about 5-10 seconds. In Close Combat, all you get is what you are given, and the challenge and enjoyment of the game immediately increases. As I got older, I played through the Close Combat series, and also played games such as Sudden Strike, and a hex based game called Europe in Flames. However, the was still something missing. Hex based games had the large scale of operations, but were time consuming to play, and didn't offer much in the way of action. Close Combat and Sudden Strike were entertaining, but were either limited in scope, or difficult to manage. One day at college, I was passing time by looking up information about German halftracks. As I was browsing pictures, I came across a screenshot for a game called Combat Mission: Beyond Overlord. The shot simply showed 3 halftracks in a field, but it spoke to me. The halftracks were in 3D! Trees popped up out of the ground, and I could even see a building in the distance! I simply had to find out more about this amazing looking thing! Needless to say, I shortly arrived at Madmatt's Combat Mission website, and then passed through to find the demo for CM:BO. After playing "Valley of Trouble" about 12 times from both sides, I ordered the CM:BO and CM:BB bundle pack, nervously waited about 2 weeks for it to arrive, then immediately uninstalled Close Combat and Sudden Strike, never to take them seriously again. The Combat Mission series has set the standard for realism and gameplay. It has also changed my taste in computer games. The hybrid turn-based game system known as WEGO, that allows you as much time as you want to agonize over your decisions, is a huge improvement to the click fest that turned me off of Starcraft and Sudden Strike. Not to mention, the 3D environment is much more entertaining than watching sprites point red and blue lines at each other like Close Combat. Combat Mission has become the bar which I have used to measure all other wargames I play, and few other games even come close to it. Well, that's my story and I'm sticking to it. - SLIM
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