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GreenAsJade

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Posts posted by GreenAsJade

  1. McMMM does have its own zip utility: it's a Delphi ZIP component, and I don't think this is the cause of the problem.

    At face value, it appears that the "Mod Directory" setting is not pointing at the folder

    where you have the Mod.

    The instructions are very specific about this:

    McMMM looks in the directory where you told it your mods are going to be. Don't use the "Open Mod" dialog to search around and select Mods from directories other than the one McMMM is expecting to find the Mods in. If you do, McMMM will get upset later. Sometime soon, McMMM won't even let you do that.
    You can check this is the problem you are experiencing: go to the "Game To Mod" tab, double click on the game you are modding (looks like CMBO for SDK), and make sure that the CMBO Mod Directory is pointing at the place where you have put the Mod.

    If this is not the cause of the problem, then what I need is a "McMMM bug report".

    Here's how you do it:

    1) Exit & restart McMMM

    2) Select the "Debug" option from the "Help" menu

    3) Cause the problem to happen in as few mouse clicks as possible.

    4) Select the "Bug Report" option from the "Help" menu.

    5) Follow the instructions, which tell you where to find the bug report file and mail it to me!

    Thanks!

    GaJ.

    (SDK - can you try emailing me again. Bigpond is dropping emails like mad. Maybe try mgregory@ieee.org)

    [ December 05, 2003, 04:02 PM: Message edited by: GreenAsJade ]

  2. Hi Gang,

    The next official version of McMMM is available from CMMODS.

    For those of you who got the 2.11 beta, this is basically the same thing.

    2.11 beta proved to be stable... no-one complained!

    "Why would I want a Mod Manager?"

    This is what McMMM sets out to let you do... quite simple really:

    1) You download a Mod from anywhere and put it in a "Mods" directory... with a couple of clicks McMMM installs it into your Combat Mission installation, and backs up the original BMPs (or WAVs).

    2) McMMM keeps track of what Mods are installed at any given time.

    3) If you don't like a Mod, at any time, McMMM can uninstall it again (restoring the original BMP/WAVs in the process), with only a click or two.

    That's it.

    Oh, it also lets you look at the BMPs in the Mod, and look at the instructions, and pretty JPEGs in the Mod, without messing around with Zip programs, but that's just an added extra.

    "What is new with V2 McMMM?"

    - Support for Sound Mods

    - Sensibly Resizable windows

    - Mod contents comparison with what is installed

    - Various minor irritations fixed

    Enjoy.

    GaJ.

    (It's under the CMBB section of CMMODS, a search will find it too of course)

  3. Hi Gang,

    The next official version of McMMM is available from CMMODS.

    For those of you who got the 2.11 beta, this is basically the same thing.

    2.11 beta proved to be stable... no-one complained!

    "Why would I want a Mod Manager?"

    This is what McMMM sets out to let you do... quite simple really:

    1) You download a Mod from anywhere and put it in a "Mods" directory... with a couple of clicks McMMM installs it into your Combat Mission installation, and backs up the original BMPs (or WAVs).

    2) McMMM keeps track of what Mods are installed at any given time.

    3) If you don't like a Mod, at any time, McMMM can uninstall it again (restoring the original BMP/WAVs in the process), with only a click or two.

    That's it.

    Oh, it also lets you look at the BMPs in the Mod, and look at the instructions, and pretty JPEGs in the Mod, without messing around with Zip programs, but that's just an added extra.

    "What is new with V2 McMMM?"

    - Support for Sound Mods

    - Sensibly Resizable windows

    - Mod contents comparison with what is installed

    - Various minor irritations fixed

    Enjoy.

    GaJ.

    (It's under the CMBB section of CMMODS, a search will find it too of course)

  4. Hi Gang,

    The next official version of McMMM is available from CMMODS.

    For those of you who got the 2.11 beta, this is basically the same thing.

    2.11 beta proved to be stable... no-one complained!

    "Why would I want a Mod Manager?"

    This is what McMMM sets out to let you do... quite simple really:

    1) You download a Mod from anywhere and put it in a "Mods" directory... with a couple of clicks McMMM installs it into your Combat Mission installation, and backs up the original BMPs (or WAVs).

    2) McMMM keeps track of what Mods are installed at any given time.

    3) If you don't like a Mod, at any time, McMMM can uninstall it again (restoring the original BMP/WAVs in the process), with only a click or two.

    That's it.

    Oh, it also lets you look at the BMPs in the Mod, and look at the instructions, and pretty JPEGs in the Mod, without messing around with Zip programs, but that's just an added extra.

    "What is new with V2 McMMM?"

    - Support for Sound Mods

    - Sensibly Resizable windows

    - Mod contents comparison with what is installed

    - Various minor irritations fixed

    Enjoy.

    GaJ.

    (It's under the CMBB section of CMMODS, a search will find it too of course)

  5. Originally posted by Michael Emrys:

    </font><blockquote>quote:</font><hr />Originally posted by GreenAsJade:

    So... what are the other two "black cylinders" poking out from the tank higher up? One must be the coax MG... what is the other?

    I'm not sure what you mean, but the coax is right next to the 37mm and the commander's MG is protruding from his cupola.

    </font>

  6. Originally posted by Haohmaru:

    In any case, I will certainly be buying CMAK, the main reason being able to play as the aussies. And you have to admit, the new Sherman models look absolutely beautiful, when I compare them with the CMBO ones it's like chalk and cheese.

    Yeah - right about the models. The Stuey is pretty good too.

    As to the Aussies... I have to admit a certain amount of nervousness about the accents we will encounter. Does anyone have inside information about whether there were Aussie actors?

    GaJ.

  7. Originally posted by MDA:

    Done.

    Thanks!

    Originally posted by MDA:

    Well, that couldn't have been easier.

    Thank COG for that.

    Originally posted by MDA:

    I had more trouble seeing the desert terrain, but the Italy scenario does have a lot more in the way of elevation changes.

    Indeed, and a few sneaky little valleys etc that could be easy to overlook.

    GaJ

  8. Originally posted by Michael Emrys:

    </font><blockquote>quote:</font><hr />Originally posted by GreenAsJade:

    So you don't get this wierd "hull down, MG blocked", which you _do_ get for the M3. I'm thinkin' "MG blocked, geez, what about the 75".

    You are mistaken about the hull MGs being located above the 75mm. The hull MGs are in fixed positions just above the lower hull-glacis seam on the left side. You can see their ports in this screenshot posted by Andreas. . No barrels protrude so you have to look for them.

    Michael </font>

  9. Originally posted by Michael Emrys:

    Okay, that's a point. But I still think that now that it has been scrutinized, it's time to move on to other topics. Maybe BFC should simply stop hyping it and redirect their corporate thrust along a more worthwhile vector.

    Michael

    You have hit the nail on the head here.

    (takes breath before mentioning this...)

    There was (gasp, don't shoot me) some disappointment expressed about how CMAK wasn't such a leap forward. I shared it, when I fired up CMAK and saw what it was.

    Then I took stock of what KwazyDog said: CMAK is basically BFC providing us another theatre. That's it. A new theatre, and one with the allies... something everyone has been wanting.

    Thus it is some more units, terrains, and a few ongoing tweaks to the engine. Sure, they needed to tweak it to make Multi Turret tanks viable, but that's all they've done.

    If this was how CMAK was sold, it wouldn't have risked any disappointment. And, to tell the truth, I don't think BFC ever really hyped CMAK more than saying "It's a new theatre". Most of the hype came from forum members. It's us who've been begging for bones, and hyping each one, and longing and longing for the new release.

    Little wonder, then, that there's a slight "Oh, is that all"... especially since CMBB was such a "Yes, like Wow".

    It's nice having the new theatre, how multi-turrets work seems to be sussed out, so let's get on with playing... (and posting AARs that help me figure out how to play better... when is the first Michael vs Jason in the Desert???)

    GaJ.

  10. Originally posted by TankerJack36:

    I must say that so far I absolutely love CMAK, and the Desert War is a refereshing change from the other theatres. But from reading the other posts there seem to be some minor flaws, such as with multi-turreted tanks.

    Is there a PATCH in the works???

    On multi-turrets, though, I haven't seen or heard anything that will cause a patch to happen.

    They have implemented multi-turret in a particular way... we have to come to grips with what that is and get used to it: it hardly seems likely it will change...

    GaJ.

  11. There's actually another whole thread where I thought the questions around multi turrent were pretty much sorted out.

    The conclusion was that multi-turret is implemented like this:

    MT tanks are the same as any other tank in all ways but this:

    - They have an extra choice of higher guage ammo

    over a limited forward facing arc.

    - They have some graphics to indicate which

    ammo was chosen (IE if 75mm ammo was chosen,

    then the 75mm gun appears to fire).

    There is no such thing as "targetting two separate targets".

    While the "gun facing" parameter is in the arc accessible by the 75, the graphics show the 35 and 75 swinging together, and 75mm micht be chosen. While the "gun facing parameter" is outside the 75 arc, the 75 graphic swings to the front, and the 35 is shown pointing in the facing direction, and only 35 ammo will be chosen.

    There is only one "gun facing" that the tank understands.

    All the above statements are based on observation only, but so far no-one has refuted them and lots have backed it up.

    The only new question that this thread has

    raised in my mind is this:

    "can the tank fire _both_ guns at a single target simultaneiously?"

    My guess is "no"... I'd be interested to hear of counter examples...

    GaJ.

  12. Originally posted by ColumbusOHGamer:

    All I need to get lists of units for each country. Would anyone like to volunteer to help me out with this? RealLife is taking 99.9% of my time these days and I could use the help. Email me at cozog@cozog.com if you are interested in helping. Thanks!

    COG

    Hello BFC? Surely this is something you could help COG with easier than anyone else? He's doing your users a great service.... can you help him with this one?
  13. Two points come to mind:

    1) The current rating system works well for

    me as a customer of scenarios. When I want

    something that will definitely be good, I only

    choose high rating ones, and I have not yet

    been disappointed unduly.

    When looking for a good one, I choose

    sceanrios with ample number of reviews,

    pretty decent average score, then I _read_

    the reviews.

    2) The system proposed looks like an improvement

    over something that is already OK.

    I only feel a little perturbed at loosing

    the out-of-10 scale. Would it be OK to use

    the descriptions for 1, 4, 6, 10 and let

    people interpolate if they want to?

    GaJ.

  14. Originally posted by Mike:

    </font><blockquote>quote:</font><hr />Originally posted by GreenAsJade:

    Um, I read the italicised piece of the article CW quoted as saying exactly the opposite...

    ... it was _either_ hull down 37 _or_ use the 75, and be essentially exposed. That was what that article seemed to be saying.

    That part of the article is nonssense - it speaks of having to fully expose the whole tank to use the 75mm - have a look at the photos that accompany it - up to HALF the tank could be shielded by terrain while using the 75mm!

    Now what do you think they did - sit on the highest ridgeline with het whole tank showing, or some distance behin d it with just the minimum amount of the tank showing as required to use the 75? </font>

  15. Shucks thanks. Programmers live for accolades [well, at least freeware ones do :D ]

    While I'm here, one person out of the 70 fresh downloads so far has reported that they don't have the "Select All" button. And gave me a screenshot to prove it.

    Has anyone else experienced that? The "Select All" button shows up in the preview picture on the bottom right of the main screen, right under the sunrise.

    I have no clue how it could fail to appear!

    GaJ.

    [ November 24, 2003, 04:03 AM: Message edited by: GreenAsJade ]

  16. Hi All,

    I just uploaded McMMM 2.11 beta to CMMODS .

    Preview picture here

    It's in the CMBB section of CMMODS under Mod Managers.

    There are significant improvements over McMMM 1.x:

    </font>

    • Supports Sound mods</font>
    • Tabbed pages give much better layout</font>
    • Sensibly resizable windows</font>
    • "Select All" button (major click-saver for mod-sluts with many to install or swap in and out)</font>
    • Mod display allows comparison of the mod with what's installed
      </font></font>
      • </font>
    • with BMPs, the comparison is "in place": you can flick from one to the other and see the differences easily (hard to explain in words!)</font>
    • with WAVs, McMMM runs your default media player to play them to you.</font>

    2.11 beta has had less extensive testing prior to release than 1.x, mostly 'cause less people signed up to help test it. But I think its pretty stable. I've been using it myself for a while. If you don't want the chance of stumbling on a minor bug, hold off for a short while and I'll annouce when it goes off beta status.

    GaJ.

  17. Hi All,

    I just uploaded McMMM 2.11 beta to CMMODS .

    Preview picture here

    It's in the CMBB section of CMMODS under Mod Managers.

    It supports CMAK - for new users, it will automatically find the Demo installation directory.

    For existing users, it always supported CMAK anyhow :), but you will have to point it at the CMAK demo installation yourself.

    But CMAK support aside, there are significant improvements over McMMM 1.x:

    </font>

    • Supports Sound mods</font>
    • Tabbed pages give much better layout</font>
    • Sensibly resizable windows</font>
    • "Select All" button (major click-saver for mod-sluts with many to install or swap in and out)</font>
    • Mod display allows comparison of the mod with what you have installed
      </font></font>
      • </font>
    • with BMPs, the comparison is "in place": you can flick from one to the other and see the differences easily (hard to explain in words!)</font>
    • with WAVs, McMMM runs your default media player to play them to you.</font>

    2.11 beta has had less extensive testing prior to release than 1.x, mostly 'cause less people signed up to help test it. But I think its pretty stable. I've been using it myself for a while. If you don't want the chance of stumbling on a minor bug, hold off for a short while and I'll annouce when it goes off beta status.

    GaJ.

    [ November 23, 2003, 06:11 AM: Message edited by: GreenAsJade ]

  18. Originally posted by Stalin's Organ:

    The idea of "hull down" is to hide as much of hte tank as possible - so even a Lee/Gant can hide everything below the 75mm gun and this would still be useful.

    To a tanker used to equiopment with only 1 main armament and that in a turret, exposing any of the hull would mean they were not what they thought or were taught "hull down" was.

    But I bet they still hid as much of the tank as they could wnehever possible!

    Um, I read the italicised piece of the article CW quoted as saying exactly the opposite...

    ... it was _either_ hull down 37 _or_ use the 75, abd be essentially exposed. That was what that article seemed to be saying.

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