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Everything posted by 37mm
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New terrain tile: 'Lily Pond' Deep Marsh tile
37mm replied to MikeyD's topic in CM Red Thunder Maps and Mods
Thanks, @76mm & @Pete Wenman. -
SF2 or Black Sea for first modern CM game?
37mm replied to danfrodo's topic in Combat Mission Shock Force 2
You will never, ever finish playing all the available content... and, obviously, more is yet to come. As for the 1980's... give us some time & we'll see what we can do. -
Heaven & Earth: Project discussion thread
37mm replied to 37mm's topic in CM Shock Force 2 Maps and Mods
Nope... never had an issue with that site and I use multiple devices, with multiple OS's & multiple browsers. However, i'll try out imgur anyway... ... a burning village at night (standard view & movie mode). -
New terrain tile: 'Lily Pond' Deep Marsh tile
37mm replied to MikeyD's topic in CM Red Thunder Maps and Mods
Hey.... does anybody have this @MikeyD mod still? I think it would look good in Heaven & Earth. -
Heaven & Earth: Project discussion thread
37mm replied to 37mm's topic in CM Shock Force 2 Maps and Mods
A bit more playtesting... . -
Shock Force 2 Unofficial Screenshot And Video Thread
37mm replied to Mord's topic in Combat Mission Shock Force 2
It's the 'subdued Vein' option from my special effects mix... although it'll have been recoloured somewhat by @BarbaricCo shaders & reshade. -
Shock Force 2 Unofficial Screenshot And Video Thread
37mm replied to Mord's topic in Combat Mission Shock Force 2
The USMC scenario "Clear & Present danger", set in a South American Jungle... -
The original CMSF1 "Tactical Vignette; Passage from Wilcox " is part of my package & is, indeed, very different from the CMSF2 Demo scenario. The SF2 update, which comes with the base game, is identical to the Demo scenario as far as I can tell. What might be causing confusion is, because of the very long title names, you probably won't be able to differentiate between the two very easily on the scenario select screen (the SF2 suffix, of the update, just isn't visible). I recall encountering a similiar issue when I played the other Tactical Vignette.
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That is clever... I will definietely consider it.
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Trust me, it's the lesser of two evils to delete them now. I'd rather have a pre & post patch "difficulty gap" instead of dealing with dismounted BTR's, their crews & their super-heavy MG's on maps where I don't even want them.
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Good news... I can now delete these immobilized BTR's I've been forced to use as "ammo dumps"!
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Must've just been glitching for me last night. Well there you go @Col Rosenberger, Ian has catalogued at least half of the available scenarios & campaigns.
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They've always been able to coexist, although you have to follow the "two zz's" selection option of the initial release. However, as you've just read above, I now realize the [night] tag does work. I will probably update the current beta shortly to take account of this fact.
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Heaven & Earth: Project discussion thread
37mm replied to 37mm's topic in CM Shock Force 2 Maps and Mods
Jungle fighting at night is tense stuff... -
@IanL does have a list of some scenarios IIRC (although his site appears to be down at the moment). However, in general, you're correct... it's a matter of memory & guesswork. I myself have probably only ever looked at a small fraction of the available content... never mind played it.
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You're right, the [night] tag does work. I must've messed up the earlier experiments (probably forgot the space). Your tracers are now part of Heaven & Earth & will be part of the final version of this mix too.
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Shock Force 2 Unofficial Screenshot And Video Thread
37mm replied to Mord's topic in Combat Mission Shock Force 2
Is that a "sparkly explosion" experiment I see? -
Another bump.
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I was hesitant to create another 'optional set' however it recently occured to me that your increased visibility tracers might look cool at night... do you still have them?
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Heaven & Earth: Project discussion thread
37mm replied to 37mm's topic in CM Shock Force 2 Maps and Mods
Indeed, a "hack" too far.. However, once I've finished alpha'ing out or pasting over the bits I don't need, it will be the M113 (which the YPR-GN is basically just a variant of anyway). I've been working on the sounds, as a separate project, since December(?)... you wouldn't believe how many different sounds & "soundscape philosophies" I've gone through in that time. -
Heaven & Earth: Project discussion thread
37mm replied to 37mm's topic in CM Shock Force 2 Maps and Mods
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Heaven & Earth: Project discussion thread
37mm replied to 37mm's topic in CM Shock Force 2 Maps and Mods
I haven't had time to test the reimagining much... but it certainly feels different with the walls replaced by foilage, the lack of flat rooftops, the 'less than crack' non Brits & much more restrictive terrain (thanks to the boggy rice paddies) . -
Heaven & Earth: Project discussion thread
37mm replied to 37mm's topic in CM Shock Force 2 Maps and Mods
Good eye's. -
HQS 3.1 selecting backgrounds?
37mm replied to Homo_Ferricus's topic in CM Shock Force 2 Maps and Mods
Actually, although we're using his buildings textures (hut 8, IIRC) & distant coast bitmaps (for the [delta] tag), we're not using the sounds from LLF's Jungle mod. -
Clearly, neither myself or the original posters who brought the issue up, have explained ourselves... I apologize for my part in that. Syrian Squads have 100 rounds of MG ammo at the start of a battle... no matter the situation, context, battle type, supply situation or anything else. I agree that 100 rounds of PKM ammo is a reasonable loadout for a man... the issue is that the PKM is a Squad GPMG in CMSF2. Squad level GPMG's are quite rare in modern games (I can't recall them in CMA anyhow) however the Dutch do have them &, for them, 750 rounds per squad is a typical loadout. Additionally, all of the WW2 games features higher GPMG loadouts than 100 rounds per squad. Finally, this 'situation' is difficult to work around... we have no ammo dumps & Syrian trucks don't carry MG ammo (that might explain why the front line units don't have much of it!).