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eichenbaum

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Everything posted by eichenbaum

  1. Noticed that problem in CMBB to. If you want to be sure all trenches make a nice connection you can place units with a foxhole on the gaps. Original they have about the same color and both have an entrenchement function. Nils
  2. Ok, I didn't saw the topic on the Gernal forums
  3. I have noticed that all posts from the last few hours have been deleted. Was there a server error?
  4. <a href="http://www.eichenbaum.org/Images/Screenshots/Kuib301.jpg" target="_blank">OSF Screenshot </a> Preview of a demo scenario. (click to enlarge) [ January 28, 2004, 07:13 PM: Message edited by: eichenbaum ]
  5. Hey, Thanks for all the nice words. It's really big indeed. Lucky I didn't knew this before I started this project. Now the only thing I can do about it is finish it The team has grown the last few months. OSF is now being developed, tested and tuned with much more speed and proffesion. We will launch the 1st part of OSF (2nd version) very soon. Greetings! Nils
  6. Hi MG, Thanks for the link man! Although we knew this site already I'm still grateful for your effort We will publish a list with recourse sites once we have launched our new campaign OSF. Thanks! Nils
  7. It's just an idea; a Sound-Vibration Mouse. Maybe this way you can feel the shooting and explosions on the battlefield. They aren't that expensive (about $40,-). Nils
  8. If they would serve Dutch beer in English pubs you wouldn’t have to drink so much Vodka With the translation tools we can translate Russian sites like this one. ------- Edit: With thanks to Santiago, webmaster Punta de Lanza [ January 22, 2004, 04:24 PM: Message edited by: eichenbaum ]
  9. But after all it's a great job to do. Especially for the nice response you get from the players and the working in a team
  10. No, our campaign system will not be 'open'. Unless there are party's who are willing to create the 3d (VRML) enviroments that are build in this system. This would also take much more time in the developemnt. A 'template' is not something easy to create and make it run smooth enough for distribution. Another problem would be the textures that are being used in a dynamic way. For every scenario we have specific MODs. These can vary with each scenario. If you like you can drop an email to talk about this. (Couldn't find yours in your profile) Greetings, Nils
  11. Gee, I whished we had a programmer like you in our team. I have been working on a Visual Basic version of a campaign system. So far I have developed a 3d enviroment (VRML) where 3d objects represent units like infantry devisions. This way the player can see in advance if he encounters mountainious terrain for example. The next upcomming program should be the managing of different versions (scenario's) of 1 grid. But that's on the planning; so we're not even started with that part. Our team is build op with an cartographer (CAD), a writer, some one who takes care of the historical research, scenario testers and myself (the rest of time consuming jobs). I must say that tuning of scenario's and research take a whole lot of amount of time. Something I didn't expect before we started this operation. My advice to you is either to get more people who want to help you out, or join an existing group. Good luck! Nils [ January 17, 2004, 08:20 PM: Message edited by: eichenbaum ]
  12. Hi Peter, Good luck with this immense task! It's a lot of work, creating a campaign There are a lot of websites with information on Stalingrad. Google is a fine tool to gather the info you need. Nils
  13. Stalin had the opinion that if a FO was good & quick in calculating pinpoints for artillery he/she should be working for an airoplane factory instead of being killed on the field. In CM it's better to use pre-planning for Russian artillery. Many times I have seen the grenades falling more then 200 meters off target after long waiting for an area target.
  14. <u>OSF Preview</u> `Pionieren im Angriff', Kuib'ishevo 1942 by Trommelfeuer.
  15. Other specialists seem to stick to the CMAK forum. Let's 'bump' this again and hope some Grogs will respond to this question. Nils
  16. All other textures in CM can only have an opacity of 100% or 0%. The 50% for buildings has been hardcoded (build in). So trees can not have the same opacity effect as buildings. You could mod the bitmaps in a way that they have a grain of pixels that are transparent (magenta). Only this would look a bit too unrealistic at close range. Nils [ January 11, 2004, 07:07 AM: Message edited by: eichenbaum ]
  17. Pfffff..... When does the hurting stop! - Red (Cow & Chicken) Ignore these posts TPatch. I want to welcome you to these forums and thank you for sharing your story about your father. Good luck in finding the scenario that you're looking for! Nils
  18. Not that long ago I really beleived it was possible to finish around this time. But a lot of items of our project are taking more time to develop than we expected. It's still very busy within our team and we're giving all we can to get this done a.s.a.p. Nils
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