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Gurra

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Posts posted by Gurra

  1. Hi.

    I´m not quite sure, but I belive that it was MikeyD that did that grassy road mod for CMBB. If this isn´t the case, I apologize to whoever it actually was.

    This is my issue:

    I experimented a while ago with different textures for a road surface and eventuallty came up with one that I used on the above mentioned mod. I think it´s pretty good, not a masterpiece, but anyway a decent road mod that goes somewhere between medium and hi-res. I was just wondering if it´s green light on uploading this mod, or if there would be any dissatisfaction?

    Regards

    Gurra

  2. I remember the first CMAK scenario I played. The Italian one. I played as the German and was to hold a little village and river crossing. I would like to play that again, but I can´t find it. Was that some sort of demo exclusive scenario, which means I have to install the demo to get it? Or am I just blind? :confused:

    The North African one was Frühlingwind, wasn´t it? If someone can point me to that missing Italian theatre scenario I would appreciate it!

    Gurra

  3. Yes. That´s pretty much it. Any gun racks coming?

    And in this next section:

    while doing my little part to shape CMMOS up for CMAK, I started thinking about these 'CMBO revisited' battles that are beginning to pop up here and there. I got this dreamy eyes and saw big chunks of CMMOS mods, like "Normandy terrain", "Normandy buildings"...

    So, maybe in the future, we could see some revamped CMBO buildings and other appropriate stuff from Tanks a lot and all the others that are doing a fantastic job with this game (please)?

    Regards

    Gurra

  4. Hi.

    No, I didn´t do any benchmark. It was a tree heavy map though, and I always use 6X AA and 8X aniso, so of course I can expect some choppiness, but I assure you that with the same setting the choppiness was DEFINITELY worse when panning. I guess that means performance overall should be worse. And yes, I always use Melfa Bridgehead as my comparison map. I didn´t try any other game either. It might have been a little fast there, but CM is the benchmark that counts for me.

    I uninstalled the 53.03 driver via windows add/remove, reeboted, chose the new driver and installed it, and finally ran Nvidia Nasty File Remover. No signs of the old one. Set the settings and went into game. Choppiness.

    ??

    My card is a MSI. What brand do you guys have? I mean, could that have something to do with it?

    [ February 27, 2004, 07:30 AM: Message edited by: Gurra ]

  5. Hmm. Strange. I got curious after I read all these comments and tried the driver. Looked fine and so, but I had definitely reduced performance. Panning the camera over the battlefield delivered some heavy choppiness. I didn´t run any tests, since it was obvious that CMAK suffered. And installation went fine, I assure you, and I also looked for conflicts with the old driver. None of it. So, I guess my system just didn´t like it...

    FX 5900 128mb

    1024 RAM

    Asus P4S8X

    XP Home

    Gurra

  6. Good news, that is.

    By the way, why did people stop making CMMOS mods? Too much work and effort? I haven´t tried MCMMM, so I can´t compare, but as far as I know that application doesn´t need Rule sets. Anyway, I´m happy that a new CMMOS is coming.

    Oh, I forgot to tell: I´m not sure who is concerned, if anyone, but I have CMMOSed quite a lot of mods and in the process discovered that the filelist for CMBB is incorrect in the buildings section. CMMOS won´t swap any winter buildings until you change ALL the bmp numbers for these in the appropriate .txt file. If I remember it correctly, all damaged and undamaged winter buildings start with either 65 or 66 as bmp number. No such numbers were found in the file lists. So if anyone is doing what I do, you might find this info interesting.

    And while I´m on it: DD´s terrain for CMBB contains a error(unless it is fixed now, since the download I use probably is old). The zipped Rule for fall trees has an error, I believe it was a difference between the file name and the name you tell CMMOS to work with. This won´t be obvious if you press only the button to install all of DD's terrain.

    The above mentioned problem applies to Gautrek's Russian Truck too.

    It was a couple of months since I edited these mods, so if I´m wrong with any of this information, I apologize.

    Regards

    Gurra

    [ February 21, 2004, 05:20 AM: Message edited by: Gurra ]

  7. Alright, let´s see here: there are two kinds of high hedges in the game? I have only seen the light green, I suppose, appearing for example in the Melva Bridgehead scenario. But Birdstrike's remark on the light green ones call for another question: why shouldn´t I use those?

    I know about the 'top' bmp's. Fortunately, I believe I have that one pinned down. ;)

    Regards

    Gurra

  8. I agree with the above mentioned. And a little question:

    Where is a decent winter T-34/85 m44 mod? I believe I have searched CMMODS and looked around elsewhere too. Could it be no such thing is? In that case, MikeyD (I can write the name of MikeyD faster than any other living person after all CMMOS conversions of his mods that I´ve done :D ), do you feel your´re in the mood? You´re T34/76 m41 I think it is, is kind of good. ;)

    Regards

    Gurra

    [ January 29, 2004, 02:41 AM: Message edited by: Gurra ]

  9. 1. Having pioneers to clear mines - do I have to select an appropriate target for the squads (say a tile of anti-tank mines) that has been identified beforehand for them to clear it, or can they identify mines on their own and go about their buisiness by themselves? What is the best way of commanding them, making the mine clearing not a struggle against the game engine?

    1(B). If being nearby wire with a pioneer squad, the very same wire seems to be a valid target for them. I had some three squads throwing demo charges at the wire, but nothing happened. Does it take more than so to achieve results, or have I missed something?

    2. Small thing I have never before thought about: you can´t hide squads riding in halftracks, but you can place already hiding squads in halftracks, thus making them hide IN THE HALFTRACKS. Does this have any effect in the game calculations, would you think, or is it just a peculiar "bug"?

    Gurra

  10. I´m trying to put together a depiction of the morning of 5th July, following 656th Panzerjager regiment with their Ferdinands on the breakthrough. Problem I have though, is that my litterature don´t tell me what kind of PAK was mostly used by the russians, or about the character of the first defensive line in detail. Someone who could give me some clues as to what men and material to use for the russian side?

    Regards

    Gurra

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