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Gurra

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Everything posted by Gurra

  1. Yep, it´s finished. Screenshot: Marder III M An ugly little bastard that´s difficult to keep alive in battle Regards Gustav
  2. I know. It came to my mind yesterday, before I saw this. I promise I´ll take a look at it in the near future, like next week or so.
  3. Glad you liked it... Do not worry. If Andrew releases new texures for it, I´ll probably do it. But the mid version comes first.
  4. I proudly present to you, Tiger I Early. Built from Andrew TF's textures. Mind that I posted the mod in the CMAK department of CMMODS, even though it works for CMBB too. In fact, it should work pretty well for a Kursk setting. I have included a couple of markings-options covering Tiger Battalions participating in the battle for Kursk. Moreover, it´s appropriately dusty with a camo that isn´t too far from either the Italian or the Russian front. Screenshot here: Tiger I Early A different question to the users of my mods- I have put together a Gurra specific ruleset in CMMOS and CMMOS mods for all my vehicles, containing advanced rules to simplify use of options, much like Gordon has done recently in coincidence with the release of his King Tiger mod. Would anyone be interested in that other than myself? For now, it´s CMAK only, but a CMBB version is probable to show up sooner or later. I have no idea as to how many here in the forum are using CMMOS. Regards Gurra
  5. Good work Pat! What a relieve, now I can stop being ashamed of not giving you these versions
  6. Hi Andrew, I have started to play with your modders version, as one might have expected. But I have run into a small problem: This is the early version. In CMAK, does this reflect vehicles built early '43 until somewhere 3rd quarter of the same year? If so, it would mean I should not put any zimmerit on, right? If my memory serves me correct, zimmerit started to be applied in September '43. About the same time as the mid version started to appear(game-wise). Am I correct in this issue, or someone could please enlighten me?
  7. Looking forward to this release. Your Pz IVB's are a very fine job. Out of topic: Gordon, in a mail exchange with Philippe, he pointed out that you perhaps could help me out with an issue regarding sound mods for CMMOS. It was something about making the Ruleset look into the wav folder instead of the bmp one. Is that possible? In case it is possible, would you like to help me out? Regards Gustav
  8. Thanks Andrew! Fantastic idea to incorporate that modders special.
  9. I always find it a bít exiting to check out any new tactical/strategic WW2 game - just recently I downloaded and installed the demo of something called 1944 - Battle of the Bulge. The graphical standard are pretty good overall nowadays, and I thought, maybe this could be a little gem coming from nowhere? I was sadly mistaken. What is it with the majority of tactical wargames? I mean, is it the designers perception of fun or is it based on a survey covering the mainstream of mainstram gamers: camera close to tank(fairly nicely done until you get close up - decieves you at the beginning)click on tank, click on ground ahead(max 50 meters, since the isometric view does not allow for more) and ooops! a hostile tank! click on your tank and click on the other and poff! you got hit from 10 meters! Where are the rest of your forces? Aha, a green or red or yellow square on a minimap at the edge of the screen and voila! a quick jump to it so that you absolutely don´t get to grips with the lay of the land. :mad: It´s this crippled view I hate the most. And as a result: tank battles from distances within 20 meters. It has been like this with at least the 15 last games covering any resemblence of WW2. Should the implossible happen, that BFC screws things up badly with their next engine, I won´t acutally be sorry. I can play CM for another 4 years. It´s really that good. Regards Gurra
  10. Rob - good thing you have it solved, at last. Since the ones that know anything about CMMOS has gathered here, may I make an inquire too? I have been trying to create a CMMOS sound mod, but I just won´t succeed. In the CMMOS help files, it says that a sound mod is exactly the same as a graphical mod, except for the 'key file extension', which of course should be .wav instead. Once installed, the disabled icon shows up, no matter what I do. Why is that? I have quadruple checked both the rule, the entire mod in itself plus the Ruleset. I have also compared to existing CMBO sound mods. No fault. What is the magical secret? Gurra
  11. Nah, CM is fine for me even without the motorcycles . Huuh. I totally agree. But as proven by the posted picture above, the motorcycle is pretty cool.
  12. It would have been awesome to see a legion of mc´s seizing a bridge (as have happened) by sheer speed and surprise
  13. Fixed. Well, I believe this kind of fence were pretty common at the time. I don´t know the correct word in english for it, but there is a very specific word for it in my language. BTW, sorry to disappoint you David, about the witches, I mean. Cheers
  14. Hi. Zimorodok has been kind to post my new mod at his site. http://www.zimorodok.org/ There you can find - new wooden fence - new hay roof - 3 new shacks - 4 new small light buildings It´s kind of a package that go together, although i believe everything fits in pretty nice with others effort and default art. Beware though that the same preview picture has been used for the entire mod, which is uploaded house by house. However, the buildings are not the same. :eek: If you like the rustic look, you should try these ingame. Regards Gurra [ June 16, 2005, 02:37 PM: Message edited by: Gurra ]
  15. Okay, I will stop this guessing game. At Zimorodok's, you can get my latest contribution to CM. I did this one primarily for myself, but why not share it anyway? Available stuff: 1. new wooden fence 2. new hay roof 3. 3 new wooden shacks 4. 4 new small light buildings And it's all built out of wood. Well, except for the hay roof(but even that has a bit of wood in it) Why on earth have I done this, which is a fully legitimate question, as Tanks a lot's buildings are out there, and they are gorgeous? I missed light buildings made of timber. These buildings have a very rustic feel about them, and my intentions have been to portray small russian farms or villages. I actually named the project 'Devrenya', which should mean 'the spirit of the small village'. Due to file transportation issues, the whole mod is uploaded house by house, and the same preview picture has been used on almost every house, but you can get a fairly good view of the lot anyhow. Regards Gurra
  16. OK. In my filelist, the specific file is named 'Desert_vehicle_PanzerIIIJ_(short_late).txt The bmp's should start with 8760. Are you 1000% sure you haven´t missed a single letter somewhere, used capitols in wrong place or forgotten a punctuation? I can´t find any other reason for that message. Regards Gurra
  17. Yes, the Italian sappers appears as the holy inquisition. No, you are all wrong! Wrong, wrong, wrong.
  18. Those 251's looks cool! And no, it is not the same thing that I have been doing. Clues to what I´ve been up to: 1. No vehicles 2. Not very needed, actually(I think) 3. Been using a lot of wood. Cheers Gurra
  19. Hi David, that was an interesting proposal... but as MikeyD said in another thread, the excuses for sitting on the inside somewhere and mod when summer has arrived, are running dry. I have just finished a pretty big mod project for CMBB at the moment, and so I need to reload and take a little while off. But when I start again, I could definitely take a look at the Marder IIIM. It will not just happen within the next two weeks.
  20. Does Stockholm count? I så fall är svaret ja
  21. Yes, I have to agree. I really like your new Panzer IV's.
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