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Everything posted by 37mm

  1. Good news on the new campaign! I'm perfectly content with downloading your new content along with everyone else besides I'm a particuarly useless playtester at this time of the year (I work a lot during the Winter months and CM time has already become a luxury for me).
  2. Not mine... I believe the CMBS Winter mod was made by the same guys who made the CMRT winter mod so that's primarily @kohlenklau, @Worghern , @Aristoteles & @benpark. Plus BFC themselves as the Gustav Line module introduced winter conditions & terrain which then got ported around. It should be noted that all seasonal modtags, official or unnofficial, are basically just "eye candy"... only particularly deep snow or extremely cold temperatures really change in-game conditions & most scenario creators avoid these extremes anyway.
  3. @rtdood do you have a current link for this scenario?
  4. It's no problem... CM archeology is often hit & miss and, besides, it's not like there's a shortage of CMBN content!
  5. Doing a bit of CM archeology, does anyone have this scenario? @Rinaldi & @Harry Speakup you're both still active?
  6. You're right! Big barn 1 "building200-right (00).bmp" is corrupted... although, if you wriggle the camera around a bit, the original .bmp sometimes loads up instead (might explain why I've never noticed it). Added that to my fixed list.
  7. No you'll be fine without... the fixed modpack already has the patch integrated.
  8. Yeah I found the issue reasonably quickly* & re-uploaded the fixed modpack shortly after. Only the first twenty downloaders will have the problematic Russian voices &, as thirteeen people have downloaded the quick fix, I'm hoping only seven more people are still currently effected. *Irritatingly I would have found it pre-release had I not first mistaken the issue with something else entirely... I'm still not sure how those .wavs got so corrupted. Either way, thankfully, I began a russian Infantry battle shortly after my first upload.
  9. Now that @dragonwynn has returned we might be able to make some movement on that front... he had been doing some interesting things with buildings for his Korean mod. Oh, minor update... I've added a new environment tag to the modpack. [tunnel] is a pretty simple one really... it uses the work of @simast , combines it with some @patboy textures and a few new sounds to give us a quasi-underground environment to play in...
  10. Playing around with deep marsh tiles is already part of H&E's [hotlz] tag (our 'helicopter landings' are trapped in their lz's by a 3x3 grid of deep marsh so that nobody else can get to the central exit objective). It is indeed possible with an alpha'ed out marsh reeds doodad (this will not effect normal marshes as they use the marsh grass doodad*). Here is an [ntc] version I just rustled up... This is a region of heavy rocks bordered by a deep marsh... Up close, you can see that the impassable swamp is missing its rock doodads... *Which we also took advantage of to create our rice paddies.
  11. A few of the experienced terrain modders ( @Aristoteles & @SeinfeldRules spring to mind) seem to use dirt tiles for their cliff faces with good effect (Here, for example, are Aris's CMFI cliffs ported into CMA). I'll look into playing around with cliff faces for the next version (suitably tagged we could have different cliffs for the different areas). Send us what you have... the simplest way to make mini bitmaps is just to shrink your original down to 64x64 & stick a mini prefix on it.
  12. Presumably, I downloaded from this link several years back & the .cam file has remained there in my folders.
  13. I considered using it & giving it a [spring] tag (like Aris' bloody german faces). It (or something similiar) might, eventually, end up in there with a [spring city] tag... for the purposes of Berlin fighting.
  14. Funnily enough, that's the scenario I've been playing on & off these past few days... it definately has Soviets in it coz I am them! It's a @Fredrock1957 scenario & features his "Major Nosov" character... presumably it was meant to be a teaser scenario for (or actually part of) his planned Nosov campaign. However the campaign wasn't finished & Fred is no longer active.
  15. Whole folder goes in your empty modfolder... as @Ithikial_AU highlights, these 'All in Ones' are basically just the modpacks I use when I play/youtube the game.
  16. One of my ongoing side projects (aimed, mostly, at the new influx of Steam Players) is to host an 'All in One' for every CM game here. This is my initial effort for RT & its primary feature is a large collection of weathered vehicle mods (by @kohlenklau, @umlaut & @Aristoteles ) renamed & tagged so that they now work with F&R. It also features terrain mods by @SeinfeldRules, UI mods by @rocketman, @Marco Bergman & @Volksgrenadier, Infantry mods by @EZ, @Tashtego & @Ithikial_AU, loading screens by @umlaut, building mods by @Kieme(ITA) & @Tanks a Lot as well as the ME effects package, ME soundscape & (subdued & fixed) superpack voices by @ironsturm plus many more others. I know a lot of people had issues with their old RT mods & the new Fire & Rubble module so hopefully this modpack will be of some interest to them. Here's a taster of some of what you can expect... Here's the modpack link... https://www.mediafire.com/file/rwd0d774itq1omg/CMRT_Initial_%27All_in_One%27.7z/file
  17. One of my ongoing side projects (aimed at the new influx of Steam Players) is to host an 'All in One' for every CM game here... I suspect my initial CMRT pack will be "ready" in a few days.
  18. Well the original SS mods actually changed normal Heer troops in RT... so they needed to be renamed to work on the newly available SS troops. I Aris's vehicles came with a load of decal options which, unfortunately, have to be "pruned" or else they will interfere with the snow & whitewash textures (this was an issue noted by @kohlenklau when he first made a [snow] tag for RT*). For terrain, I've gone with @SeinfeldRules various seasonal terrains but they too needed tweaking (conflicts with ramblers tree mods & Xtall Yellow grass doodads took me awhile to figure out). It also too me awhile to figure out how to activate different sounds, backgrounds ( @umlaut's ruined cityscape) & terrain for fighting in Berlin. *I've also changed all those Winter mod scenarios to an appropriate time of year.
  19. Ditto... it was my Birthday present too (40th)! I'm still in the process of renaming or pruning the various RT* mods (by the likes of @EZ , @Tashtego , @kohlenklau, @umlaut & @Aristoteles ) so that they work with F&R... so I've barely played the game itself. But I will... soon. *Or merging them with FB mods
  20. @Sergei is the creator of "Guardians of the Homeland", he's still around but I'd imagine he'd have no issue with an SF2 update. "In Search of a Ghost" was made by @Webwing who, although no longer active, has given his blessings for updates (that's also why he packaged his campaign with the core file). It should be noted, anything made with BFC's editors is actually owned by BFC, so there's absolutely no issue with updating old content (especially if it's from many years ago & the original content creator is no longer around)... although it is considered good form to give credit to the original work.
  21. @puje had the same issue whilst making his "Year of the Rat" campaign on your delta map... that's all CMSF2 content.
  22. Thanks @Lucky_Strike & @kohlenklau. I found it in your old [africa] modpack (wind too)... although I've subdued them both to better fit in with the expanded dynamic range of the ME Soundscape.
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