Jump to content
Battlefront is now Slitherine ×

37mm

Members
  • Posts

    2,256
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by 37mm

  1. Soon enough. 'Al Amarah' is looking a bit different these days... ... still a long way to go but at least I've finished 'clicking all the roofs' north of the river.
  2. So far, most of the content the team is producing will require the Marines module however (as it's a full conversion now) anybody will be able to play any scenario/create further content for the modules they own. Off the top of my head, five of the conversions that I've quickly rustled up need the base game only. Whilst one of the "Modern-era" conversions will require the Brits and two the NATO pack. I also added a tag [rvnaf] that allows scenario creators to give red forces american air/helicopters/artillery but with red voices... very useful for those wanting to have air support for "Bong-Hai Civil War" (Red vs Red) battles without requiring the NATO module (which activates proper Red airforces). I believe the mini-campaign that @Sgt.Squarehead is working on will be base game only too, @Combatintman even made some quick battle maps. The "open beta" public release, v0.96, should be ready in a few weeks.
  3. Update All but one of my various "Bong-Hai Civil War" era scenario conversions* now have briefings, designer notes, landmarks etc However, I still need to finish the very last massive conversion for the 0.96 "open beta" release (so much roof clicking). Even so, we're still hoping to be releasing weeks, not months, from now. In the meantime all I have is "Tidbits", here's one from last week... *Eighteen in total, seven of which are slated for use in a Campaign... there are also nine, far simpler, Modern/Aftermath era conversions. When combined with the 15 scenario campaign from @puje & contributions of @Combatintman & @Sgt.Squarehead that should be at least 45 scenarios worth of content for you to chew through.
  4. I've found those BS mods very useful (it's where I got the white pick-ups from)... https://1drv.ms/u/s!Ar0-nWIeMPIA2WLbFK3S9Zl0AB6v?e=Wazydf
  5. I can't really tell without knowing where the sun is (you also play with shadows off) but I imagine it would make sense in the context of a proper map? Edit Oh I see, you fixed it.
  6. I suspect it's a UV map thing, which it sounds like none of us amateurs really understand. Our H&E M79's gleam bright, almost white, when the games shaders are off. Then they look fine with the shaders on.
  7. Oh I also sorted out a new weapon for the Modern/Aftermath era... ... which makes our M79 a "Bong-Hai Civil War" era weapon only. Which reminds me, @Mord I don't suppose we could trouble you for a few more silhouettes?
  8. I think its uninspired working title is The spirits and the Mountain... I'm hoping a future flash of inspiration will change that.
  9. A great movie. Myself, I'm continuing to mostly be writing briefings & tweaking a few things and here... I also quickly rustled up a conversion of The Prophet & the Mountain...
  10. Nope. Are you using the old CMMODS III site or the new CMMODS IV site? IIRC @Oleksandr had similiar difficulties in the past but he seems to be using the new site quite reguarly, perhaps he could be of assistance if @Bootie is currently unavailable?
  11. Quick update. The team is continuing to mostly be working on playable content... ironing out bugs, playtesting scenarios, I've mostly been writing briefings, that kind of thing. I've also converted yet another older map/scenario. This time it's Hakhani Assault by @Stagler which gets the H&E treatment...
  12. I'll just post it here... https://1drv.ms/u/s!Ar0-nWIeMPIA2H92xQF65S8BrDMd?e=FAVkQe Normally, I use the greenzone.ini for H&E... the screenshots that caught your interest used the screenshots.ini. I'm in two minds about the slightly blue "multi.lut" effect. My last two "Tidbits" have both used the screenshot.ini but with the "milti.lut" switched off...
  13. I've have been happily anticipating you getting back into the modding. With a bit of renaming, this mod should also help with the Dutch (who also wore DPM back in 2008). I'll send you a link to 0.954 (and its many, many placeholder uniforms) shortly.
  14. I'll look into this & release the latest iteration the next time I get a free weekend (this one... I believe).
  15. Once the 'public beta' of this entirely free modpack & its content is released, I hope to see an atmosphere of 'constructive criticism'. If anybody thinks something (a map, a scenario, a texture, a model, a sound) doesn't quite meet their standards then they will be encouraged to help provide a better version for the community. It might be helpful to think of H&E as a (very) extensive series of 'placeholders'.
  16. H&E is a modificiation package for CMSF2 and, as such, all CMSF2 features, including the editor, are still present and working. Our team has many campaigns & scenarios currently in various states of completion (@puje's camapign, based around his own firebase, being the most complete at the moment). I've been overwhelmed at work this December so not much has been going on with regards the mod pack itself.... however I believe my hours will start to drop off now that we're approaching January. In the meantime, here's another teaser...
  17. A case of bad timing... I recently removed the Winter mod from my dropbox as I had already improved it for a recent CMA video AAR. In essence... @Ivan Zaitzev has caught me between versions.
  18. I actually don't know what the issue is... the RPG-7 & RPG-29 are different weapons with different in-game observed effects. There is a claim, I think, that the game is wrong in some manner because there should be no differences between the two weapon systems... but there are, both in real-life & the game. So, again, what's the issue?
  19. Which would lead to different projectile velocities & penetration values.
  20. They are both tandem warheads, but they are still different rounds... although I don't think there's that much in it. The RPG-29 rounds also produce larger explosions & have a greater anti-personnel effect.
  21. I was pleased with the reshade settings too. As you well know, spotting in CM is a bit of an... errr... "mystery". So far, whilst playtesting on your maps (including 'the delta'), I can confirm that most engagements seem to occur at short range... indeed I'd say that, at least, a plurality of contacts involve grenades being thrown so, clearly, this is the kind of thing that we're hoping to see from Heaven & Earth. Your philosophy of having the underlying terrain be tactically interesting, in of itself, even before you add the foilage appears to be paying off. However, sometimes, your men spot enemies deep in the middle of forests over a kilometre away... and you're like "wtf?". @puje seems to be aware of this... these distant contacts are often fleeting & of little real use.
×
×
  • Create New...