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Posts
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Posts posted by 37mm
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On 10/14/2021 at 7:17 PM, Sgt.Squarehead said:
I believe that's one of @37mm's products.....He's a creative chap.
Any chance of getting a copy of the blank map when its done please?
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.
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30 minutes ago, Rinaldi said:
Sorry for going 0 for 2 here.
It's no problem... CM archeology is often hit & miss and, besides, it's not like there's a shortage of CMBN content!
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Anyone have this scenario?
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Doing a bit of CM archeology, does anyone have this scenario?
@Rinaldi & @Harry Speakup you're both still active?
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7 hours ago, Codreanu said:
@Artkin @37mm Corrupted barn wall is from Tanks a Lot's CMRT Big Barn 1. Here's the uncorrupted version if you haven't grabbed it yet https://drive.google.com/file/d/19wwWHoLBQh2E8LQ_rqA7MnIAzvJKaOt-/view
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.
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12 hours ago, Lucky_Strike said:
So does this mean that if we downloaded the all in one pack when the patch was already available then we don't need the patch
No you'll be fine without... the fixed modpack already has the patch integrated.
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8 hours ago, Codreanu said:
And now I see that there is a quick fix for that in your Mediafire folder, but at least now I know how to edit sound files in Audacity
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.
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54 minutes ago, Sgt.Squarehead said:
I'd like it to feature brightly painted wooden buildings that wouldn't really be suitable elsewhere.
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...
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17 hours ago, MOS:96B2P said:
Speaking of cliffs....... is there a way to make Heavy Rocks impassible to infantry besides making it a very steep cliff? I was wondering if the deep marsh tile (or something else) could be made to look like Heavy Rocks but maintain the ability to be no-go terrain for both vehicles and infantry.
At the NTC in real life troops are not allowed access to some high ridge tops / mountains for safety reasons. An attempt to keep overzealous, sleep deprived 18 year old's from rolling vehicles etc. In game its not practical on a huge map to have cliffs all around the high ground. But for game design reasons I would like to make some high ground off limits in a NTC like setting.
I thought this might be useful and re-named the terrain files but could not make it work.
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.
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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.
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9 minutes ago, dbsapp said:
Also didn't notice if you put "no helmets mod" made by @MOS:96B2P.
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.
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2 hours ago, Vergeltungswaffe said:
There is a scenario called Breakout from Korets in the pack that I didn't have, but it has no Soviet forces, just FYI.
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.
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4 hours ago, dbsapp said:
@37mmwhat about compatibility between dufferent mods included in the folder?
Can I put the whole folder in Z or I should pick mods one by one?
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.
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1 hour ago, dbsapp said:
So mods can work with CMFR now?
They do...
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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
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16 minutes ago, Lucky_Strike said:
This all sounds like it could save others a mass of frustration ... 37mm's F&RT Mega Mod Pack ... I can hear the grateful thank yous already ...
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.
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1 hour ago, BornGinger said:
What is the difference with the base game and F&R which prevents some mods to work properly? I suppose it isn't the deep snow and freezing cold in F&R which is causing the problems.
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.
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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
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17 hours ago, AlanSA said:
The creators of the campaigns wouldn't appreciate me making my revised edits of their work available without permission on the forum. Suppose I could PM you directly though.
@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.
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2 hours ago, Sgt.Squarehead said:
Now that is interesting.....I seem to recall having some issues using a ported map, but I don't remeber what, or which (it may have been one of @37mm's conversions for CM:H&E, they came from all manner of sources).
@puje had the same issue whilst making his "Year of the Rat" campaign on your delta map... that's all CMSF2 content.
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5 minutes ago, kohlenklau said:
What ambient background sound mod do you have? That sounds better than hearing crickets and flies.
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.
Playtesters needed for scenario
in CM Normandy Maps and Mods
Posted
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).