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37mm

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Everything posted by 37mm

  1. I will certainly consider your request the next time I update the AiO. PS As well as the music & the plates, am I alright to use the (tweaked) versions of @Scipio's vehicle silhouettes you used without permission or credit?
  2. Playing @George MC's "Forging Steel" campaign with the recently released SF2 'All in One' & its @dpabrams inspired Generic OPFOR option...
  3. Thanks guys. PS I mixed up @SteppenWolf with @The Steppenwulf.
  4. 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. CMSF2 has been a bit of a mess on that front with separate modpacks for Syria, Afghanistan as well as old dropboxes of content from SF1 scattered around the place. This has now all been brought together under one package... a proper 'All in One'. Arguably this 'All in Ones' primary feature is a vast mass of content (361 scenarios* & 31 campaigns) which has been organized into four different categories... Syria The default modpack should be fairly familiar to many consisting of (tweaked) versions of @Kieme(ITA)'s outstanding terrain & buildings mods (I also added a few of @Zveroboy1's Allepo buildings), @MikeyD's horizons, @Pete Wenman's flavour objects, a tweaked version of @Sir Lancelot's realistic Syrians, @Jock Tamson's unconventional & (tweaked) British mods, tweaked versions of @AtlasActual's Canadians & a few bits & pieces from @mjkerner's USMC mods. There are also some .mds fixes by @Kevin2k & @Jace11. Many of the old SF1 vehicle mods by the likes of @Ryujin, @M1A1TC, @Kieme(ITA) & @Marco Bergman will also be quite familiar. @Mord's Marine vehicles have been given [brown] tags & so don't conflict with the US Army vehicles. UI mods are provided by @xacto, @SteppenWolf, @Vinnart, @Mord & @MikeyD. Whilst music is a mix from @Blimey & (I believe) @Augusto. The ME effects compliation & ME soundscape (with its expanded dynamic range) & voices by waclaw, @George MC & @Mord complete the package. What might not be familiar is that I have added "rudimentary weathering" to (I believe) every vehicle in the game & used @JMDECC's .psd layers to add dust to every uniform. 207 user made scenarios & 23 user made campaigns are set in Syria. There are three zip files inside the Syrian mod folder labelled Afghanistan, MENA & OPFOR. Unzip ONE of these files to activate that particular regions mods... Afghanistan Users of the (now discontinued) SF2-Afghanistan 'All in one' will be familiar with this mod option. It is in essence a fusion of @Zveroboy1's excellent Afghanistan, Taliban & ANA mods alongside a port of Combat Mission: Afghanistan's terrain & @Bil Hardenberger's Afghanistan trees as well as various doodads from @SeinfeldRules & @Kieme(ITA). The modpack has been tweaked & simplified somewhat from the 2021 version but little has really changed. There is now a folder for appropriate text changes (renaming "Syria" into "Afghanistan" for example) however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come. 2 user made campaigns & 44 scenarios have been given an "AFG" prefix to highlight that they are set in Afghanistan. "Middle East & North Africa" aka "MENA" Whilst planning the 'All in One' I was considering updating the old "Road to Bahgdad" mod by @Blimey using primarily the cool DCU uniform mods by @beeron & @Damian45. However as I sorted through all the user made scenarios, I came to realize that there were many other Middle Eastern scenarios set in places like Libya, various fictional Middle Eastern kingdoms, various training camps & even a blue on blue battle set in an Egyptian shopping mall. As such the MENA modpack was born... the best way of describing it is "The Middle East but NOT Syria". Terrain & doodads are a port of the old SF1 terrain & (I think) is quite pleasing to the eye (it also looks much sandier than I remembered). @SteppenWolf's UI & music take centre stage here & more of @Zveroboy1's buildings enter the mix. There's a few different vehicles by @M1A1TC, some more voices by @Mord (as well as a different mix of portraits). @JMDECC's .psd's have been used to create alternative red uniforms alongside his Iranian vehicles (although these have also been rudimentarily weathered &, inspired by @IICptMillerII's sandy vehicles, recoloured somewhat). There is also a folder for appropriate text changes however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come. 2 user made campiagns & 60 scenarios have been given a "MENA" prefix to highlight that they are not set in Syria. "Generic OPFOR" The old SF1 content creators (and some of the newer SF2 ones) were an adventurous & experimental bunch and, with only one CM game to work with for many years, unsurprisingly made a considerable amount of content set in alternative theatres. There are scenarios set in Europe, in Chechnya, on Artic Islands, nuclear wastelands, Africa, South America, New Zealand, New England, various fictional countries... I think there's a Chinese invasion of the United States & a zombie attack or two. To mod all of these places would be impractical to say the least, so I came up with the "Generic OPFOR"... they are everyone & nobody, everywhere & nowhere. Terrain is a mix of the old Euroscape & Syrope mods by @dpabrams & @birdstrike respectively as well as their US vehicle mods. @Kevin2k provides the Syrian & British vehicle mods whilst @JMDECC provides the various woodland uniforms. I also added some @Oleksandr uniforms to the mix. Yet more of @Zveroboy1's buildings are added to the mix alongside the modern UI mod by @Kinophile. I have no idea where the music tracks are from. There is also a folder for appropriate text changes however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come. 4 user made campaigns & 50 scenarios have been given the "OPFOR" prefix to highlight that they are not set in the Middle East. There's also another two additional folders... Extras & Options Here you will find various extras which can be activated when needed or desired for example there's a modern version of @RockinHarry's re-animate mods (I used a lot of SF1 animations for the modded stances) designed to keep the pixeltruppens heads down & (possibly) increase their survivability. There's the old SF1 marsh & mud to water mods which can be used whilst playing SF1 campaigns which are meant to have water on them (the old content creators did not have access to water so often made do with marsh). There's an untagged night effects pack designed for dawn/dusk scenarios (this will also have the added benefit of removing all those sunglasses... your troops will no longer wear shades at sunset) as well as @Kieme(ITA)'s optional HD highway pack (these look good but don't work with every maps highway set-up). Modtags There's not many but here you will find @Zveroboy1's ANP pick-up, a weathered & desert version of @Chelentano's T-34, the old "Road to Bahgdad" cemetary mod & @Pete Wenman's squalor mod. They're activated automatically. DOWNLOAD LINKS & INSTALLATION https://www.mediafire.com/file/hk8tt6jfxv2ro8l/CMSF2_%27All_in_One%27.7z/file https://app.mediafire.com/izmk6muctniv5 Unzip the file & add the "Z for Syria" folder to your games data folder (the folder with the .brz files in it)... that's it. For the content, add the campaign .cam files to your games campaign folder & the scenario .btt files to your games scenarios folder... I suggest adding the content to folders which only contain base game scenarios & campaigns. *I have updated a lot of the old SF1 maps which featured marsh being used as pseudo-water with proper SF2 water however there's nothing much I could do about the campaigns (other than provide the old "marsh to water" mods as an optional extra).
  5. I've not changed the effects & certainly not the tracers I use* for many years now so there shouldnt be any issues. Have you an untagged night effects option active somewhere perhaps? I find they can be occasionally quite colourful. *@Vein's v4 tracers during they day & @Ithikial_AU's versions at [night]
  6. GIMP, as far as I can tell, will never transfer transparency to .bmp files (perhaps there's a plugin for that). You need to convert a .bmp file to a .png file (which GIMP & Paint.net handle better), use that & then convert back to .bmp afterwards. I use the very simple Pixelformer for a lot of basic .bmp work (there's probably better options out there).
  7. For anybody having trouble with installing either the modpacks or the content, @Requin87 made a very good video... ... this video is about winter mods, CMBS & CMCW but the principles are exactly the same for any CM game & any content, mod or modpack.
  8. Dude... there's a 14 minute video in the OP!
  9. Nowadays, the links should never change (but I do mess up occasionally) Either way, the VERY FIRST link in the OP is a link to all the compilations & will never change. Also subscribers to my channel will have a pretty good idea of what I'm currently working on & (roughly) when it'll be ready for release.
  10. Fresh sets of eyes are always a good thing & getting an "overall look" right is kinda my thing these days so send away...besides it seems inevitable I will be compiling a 2023 CMBS "All in One" update at some point. I would also ping @Falaise & @Lucky_Strike as they're far better terrain experts than me. Indeed @Lucky_Strike recently discovered why the longstanding general opinion by many that CMFI was the prettiest looking CM game wasn't just an objective opinion but an actual fact as CMFI has (by FAR) the most advanced grass rendering of any CM game. Plus both he & @RockinHarry are apparently working on mud mods. I suspect a lot of the confusion with minimaps is due to engine changes... originally CMSF, CMA & (I believe) early versions of CMBN used multiple mini bitmaps & they were often only 8x8's. As further games were released the mini bitmap sizes seemed to increase over & the multiple mini bitmaps disappeared.
  11. This image might help explain what happens if you use larger bitmaps for the mini's... ... the tiles on the left are using a 512x512 bitmap of this square pattern. As you can see the game loads the entire bitmap & tries to spread it entirely over a large area. The tiles on the right are using a typical 64x64 bitmap of the same pattern & here, once the pattern is finished with, the game just loads another one & keeps going until the area has been covered. The reason why @Kieme(ITA) & @SeinfeldRules sometimes go for smaller bitmaps is probably because getting the colour right is the most important aspect of distant terrain. Creating a large repeating pattern is often detrimental for smooth distant views. Here for example is the transition from HD terrain to a full HD mini bitmap... Here's how it should look (with 64x64 bitmaps)... Oh & here's how it looks if you shrink the mini's to 8x8...
  12. I also noticed @dragonwynn's "Day of Days- Complete" had broken links the other day.
  13. Are you patched up? Not sure which patch @Paper Tiger is on but I have the latest & see the new Gung-Ho! campaign fine.
  14. As well as the CMA demo there's the old CMSF 1.30 demo which is also engine 0... if you're okay with the old engine then you'll be fine with CMA. You can play any CM game in any resolution you want (there's a text file you can edit in addition to the game settings) however there's no UI scaling so you'll have to put up with tiny icons & text if you play at 4k. From what I can tell, most people play CM at 2k & do so with little difficulty.
  15. Put it in your data folder (the folder with the games .brz's)... that's it.
  16. Great! Interestingly I recently discovered that the Marines inherent [brown] tag, designed by BFC for their uniforms, will work for vehicles & voices too. So as part of the upcoming SF2 'All in One' I've been playing around with & adding [brown] to @Mord's Marine voices & vehicles.
  17. Great news! May I suggest using something like an "UPDATED" or "SF2" suffix?
  18. As per the OP... no. This AiO revolves around the Afghanistan content made for SF & SF2 which is almost entirely GWOT. You might be interested to know that this AiO will be updated soon as part of a full proper SF2 "All in One"...
  19. Amazing work! Funnily enough I've been thinking all of today about a project where your first version Auto-editor would have come in really handy... then I find out you've massively expanded your work & given it a GUI! I believe, that thanks to the simplicity of hexediting, by covering CMCW you've probably already covered CMFB, CMRT & CMBS (CM Pro too) as all of these games have basically interchangeable maps. @Artkin would know better but, if my thinking is correct, for maximum "bang for your buck" a CMBN or CMFI auto-editor would seem to be the most profitable.
  20. I know they've been added to the CMBS '2022 All in One' snowy option. Here are the flat roofs specifically... https://1drv.ms/u/s!Ar0-nWIeMPIA3S9bsAj8JoC3CQo3?e=ambRDN
  21. I'll definitely be giving this a whirl when I get time but, after reading your designer notes, just wanted to let you know that with the 'Early Spring' option from the '2022 All in One' your scenario looks like this (with a bit of reshade too)...
  22. BFC's seasonal foilage is also purely cosmetic, LOS does not change between a BFC Summer or a BFC Winter.
  23. There is the unlimited time mod for all (or most) CM games by @Dragon Coder... I've never used it but @Aquila-SmartWargames has & is a big fan of it from what I can tell...
  24. I dare you to keep the awesome name of "Carry On Up The Khabour" for a grim, Syrian Civil War campaign! News of more Red vs Red content is always good news as such content tends to be peak CMSF (and arguably peak CMx2). The Syrian Airborne have been a favourite for the SF2 content creators as (modded) they've been used as ANA by the likes of @Zveroboy1 and as "Imperial Cavalry" (think proxy pseudo-ARVN) by the Heaven & Earth team. They use proper AK-74's in SF2 (rather than the AKS-74U they used back in SF) but do come with one major issue. There was a day 1 bug where (because of squad TOE changes between the games) the Syrian squads would only carry 100 rounds of their squad MG. This tended to make them even more brittle after they had fired off those hundred rounds. That bug has since been fixed for most of the Syrian Army but, unfortuantely, has NOT been fixed for the Airborne (or the Special Forces). The issue is exacerbated by the lack of ammo dumps & no MG rounds carried in Syrian trucks. As a result, content creators have had to provide players with alternative access to extra MG ammo. IIRC @Zveroboy1used a walled off BMP-3 in one of his scenarios, the H&E team tended to use APC's or UAZ's (these little cars carry a useful 500 MG rounds).
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