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37mm

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  1. Like
    37mm reacted to StieliAlpha in Playtesters needed for scenario   
    Strange, does not seem to be in the Scenario Depot, but I can send the scenario. Drop me a line with your mail address, if you want.
  2. Like
    37mm reacted to Harry Speakup in My first attempt at a scenario   
    Still alive, just working shifts. If I have the scenario it will be on the HD of an old (was dying) laptop. I'll dig out the charger and see if I can hunt the file out, presuming it still works.
  3. Like
    37mm reacted to Rinaldi in My first attempt at a scenario   
    Had a quick look through my dropbox/cloud/DMs etc to see if maybe Bloody Bill had also sent me a copy via some other means but no, this one is a complete mystery to me as well. Sorry for going 0 for 2 here. 
  4. Like
    37mm got a reaction from Peregrine in Initial 'All in One' modpack   
    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
  5. Like
    37mm reacted to Rinaldi in Playtesters Needed: "MG Raid on the Sielle"   
    This one was rough around the edges and should never have been published in its current state. Sadly I don't have access to it, it's on a hard disk somewhere back in Canada, gathering dust. I never uploaded it to my cloud. Sorry, 37mm. 
  6. Like
    37mm reacted to rocketman in Smoothing out terrain "peaks"   
    I found something with regards to smoothing terrain in the editor. This might be common knowledge to experienced map makers, but here goes...
     
    Sometimes when there is a steep rise in elevation over a short distance, the editor produces not very real life looking "peaks" that really break immersion for me.

     
    However, if you cover the area in mud, it smooths the entire area out. How about that!
     

     
    I haven't tried all types of terrain features to see if it has the same effect. I can do tests if this isn't already common knowledge.
  7. Like
    37mm reacted to Rinaldi in Playtesters Needed: "MG Raid on the Sielle"   
    Took a crack at doing a late-summer Scenario after replaying the CMBS Russian campaign. Liked the look and feel of the map, figured it could pass for the Lorraine's rolling hills and open sight-lines with a bit of work. Used it as an inspiration for recreating a semi-historical scenario. Treadheads will like this one.
    Download HERE
    Best played as Allied v. AI or H2H; note that the more experienced player should play as the Germans. Market Garden Expansion is required.
    Map Size: 3008m x 1680m
    Battle Size: Battalion-sized forces. Ample artillery, no airpower.
    There is no Allied AI plan.
    ___
    Take command of the famous 37th Tank Battalion and attached elements during their attack into the rear of the 553.Grenadier-Division on September, 1944. Alternatively, play against an opponent and try to frustrate the American's advances. 
    Allied difficulty level: Low.
    Axis difficulty level: High
     
    Spare no criticism, so long as it remains constructive, but do be mindful of the operational situation I'm trying to capture. Allied victory is based as much on getting the crossroads as it is getting armor off the map when that is completed. This means that for a H2H situation, even a mobility-kill is going to score the German player points. Finally, German forces are supposed to capture the generally confused nature of the 553 and its neighboring units - cohesion is not going to be the by-word when a division of armor is 20 miles behind your MLR - but don't worry, they eventually get units that can handle themselves.
    Anyone who can offer a good set of alternative AI plans for the Axis is welcome to suggest them - I want a modicum of replayability.
    Thanks in advance, guys. 
     
     

  8. Like
    37mm reacted to Damian45 in NEW!! Updated 101st 82nd US Paratroopers MOD!   
    Hello all
    Spent many hours perfecting these units for myself, gonna share my new 101st and 82nd US Paratroopers with you all. The last US Airborne mod I made was way back in 2014, time flies. I also have so much more almost complete, such as SS, Heer, Canadian Para, British, Para any many more in the works. I hope you all enjoy this mod as much as I do. Cheers!
    What's in the mod?
    101st Complete Uniforms for Normandy - With Ranks
    101st Complete Uniforms for Holland - With Ranks
    82nd Complete Uniforms for Normandy - With Ranks
    82nd Complete Uniforms for Holland - With Ranks
    All Equipment/Helmets, changed colours ect.
     
    Pictures show a bit, best to get in game and see for yourself
     
    Download
    http://www.mediafire.com/file/9e1lw2wcprbu8xi/DM's+US+Airborne.zip/file
     
    Kind Regards,
    Damiano
     





  9. Like
    37mm reacted to Codreanu in Initial 'All in One' modpack   
    @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
  10. Like
    37mm reacted to Codreanu in RT Unofficial Screenshot Thread   
    3/167th Guards Rifle Regiment moves through the town of Osintorf. Enemy small arms fire has been pretty ineffective but they must have a whole battery of mortars somewhere on the map, one platoon has been chewed up pretty well and some more scattered casualties throughout the company, with 9th Company's commander even catching a bit of shrapnel. So far the Hammer's Flank campaign feels like I'm just bashing my head against a wall until I manage to break through the German lines, casualties be damned.
  11. Like
    37mm reacted to Codreanu in RT Unofficial Screenshot Thread   
    As much as I like the fact that troops are much more likely to stay in cover rather than route into the open, sometimes it really does border on ridiculousness.
    Infantry platoon with attached recon squad move down the rail line towards the spotted mortar position. The enemy are almost impossible to hit with nothing but their heads peaking up over the embankment but an MG is providing a bit of suppressive fire.
    heRecon squad frags their position while a rifle squad provides covering fire, their throw is terrible and lands probably 10m behind the foxholes.They pay dearly for their mistake, one is shot and a minute later one of the German ammo bearers pops up and hoses the medic before he's forced back into hiding under a hail of fire.Enough is enough, with an "URAAAA!", the recon team storms over the embankment and assaults the German mortar position, the battle is short but violent with the last of their PPSH ammo unloaded point blank into the defenders. Another squad of infantry goes over the top and frags and fires into the foxholes of the mortar section commander and his staff, they're all killed in their foxholes except one who tried to run and didn't make it more than a couple of steps. Finally, the mortars are silenced.
  12. Like
    37mm reacted to Artkin in Initial 'All in One' modpack   
    Agreed....
    Whoever did the FX for this mod, BFC should consider hiring. Pause and look at the gunshots, they are actually extremely detailed. And the explosions are the most realistic looking explosions I've ever seen in a game. The flashes as violent and rapid as they should be.
    The few friends that I distributed the mods to found it fantastic as well. Good pack, we appreciate it
  13. Like
    37mm got a reaction from Vergeltungswaffe in Initial 'All in One' modpack   
    No you'll be fine without... the fixed modpack already has the patch integrated.
  14. Thanks
    37mm got a reaction from badipaddress in Initial 'All in One' modpack   
    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
  15. Like
    37mm reacted to Artkin in Initial 'All in One' modpack   
    I noticed there is one wall (side of barn I think) that comes up black, I think it was in CMCW, I will try to find it again for you.
  16. Like
    37mm reacted to Codreanu in Initial 'All in One' modpack   
    Amazing pack, I decided to totally delete my old messy mod folder and replace it with yours I liked it so much, with some minor personal tweaks. "russian chatter 39.wav" through "russian chatter 49.wav" and "russian move quick 21.wav" through "russian move quick 50.wav" in "Subdued Red Army voices" seem to be bugged though, with the speed of the files being way higher than they should be making the soldiers sound like they've inhaled helium. There might be more, I haven't gone through all of them but those are the ones I noticed.
  17. Like
    37mm got a reaction from Strykr45 in Initial 'All in One' modpack   
    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
  18. Like
    37mm reacted to kohlenklau in NEW CMFI AFRIKA SCENARIO WITH MODS - "ESCAPE FROM DERNA" (AN OLD ASL SCENARIO)   
    A nice big desert map. 2km wide, 2.68km tall

    Bathing beach in the northeast corner, Army Nurses, nudge nudge say no more wink wink, is she? is she a goer? 😉

    The switchback road up from Derna to the Escarpment.

    And once up there on the escarpment you head to Tobruk for a cold Foster's Lager but first you gotta cross this old stone bridge across Wadi Derna. 

     
  19. Like
    37mm reacted to Sgt.Squarehead in Kharkov Map Sneak Peak   
    Dude.....When? 
    This looks so cool.....You saved me a bunch of work too! 
    PS - @37mm  Thought I'd draw your attention to the building textures a few posts above. 
  20. Upvote
    37mm reacted to kohlenklau in NEW CMFI AFRIKA SCENARIO WITH MODS - "ESCAPE FROM DERNA" (AN OLD ASL SCENARIO)   
    A dream of mine to make/remake/alter/appreciate this old ASL scenario "Escape from Derna" for my CMFI Afrika Mod and now it is in the final stages of testing! 
    I never even played ASL but this story is pretty cool.
    This is the briefing for the axis side:
    ^
    You have 20-25 minutes to block the enemy's escape from Derna and destroy all vehicles that try to flee towards Tobruk!
    ^
    It is midday, 7 April 1941. You are just south of the edge of the escarpment high above the coastal town of Derna, Libya. There is a strong haze in the hot air with the wind barely perceptible over the dry and dusty ground. 
    You are leading a small detachment of 2 reinforced motorized infantry platoons split off from Ponath's Machinegun Battalion 8 fighting to secure the Derna aerodrome off map to the west. Some Italian troops have also accompanied you with anti-tank guns and light mortars. The radio reports in code that panzerspahwagens from AA3 are headed your way to assist you. They will arrive at the southwest corner of your sector in 5 minutes. 
    ^
    The Englanders are falling back as we advance. A pocket of these defeated soldiers has formed at Derna. Their only escape route is a meandering road up from the town and then leading southeast towards Tobruk. The luftwaffe reports several dozen vehicles assembling for a breakout. This includes tanks, infantry carriers and trucks. 
    ^
    From Derna, the paved road to Tobruk leads down to the southeast corner of your sector. That is the goal of the British vehicles. Dig in with foxholes and sandbag sangars to set up overlapping kill zones. Spot and destroy the vehicles as they try to escape. Under the honor system, once a British vehicle reaches the southeast corner, they have "escaped" and cannot return to fight and should not be fired upon. 
    ^
    The destruction of enemy vehicles and their crews will give you points. It is the only objective in this battle FOR BOTH SIDES. The vehicles might use the road or cross open country. Some parts of the wadi are impassable but some are passable. Individual infantry troops do not have any points so round them up afterwards to liberate their cans of bully beef and glorious SPAM, trademark 1937 Hormel Food Corporation, USA.
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    map is 2km x 2.68km 
    Pix to come next week. 
    Estimated it will be available by the end of October!
  21. Like
    37mm got a reaction from Artkin in Heaven & Earth: Project discussion thread   
    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...

     
     
     
  22. Like
    37mm got a reaction from Aquila-SmartWargames in Heaven & Earth: Project discussion thread   
    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.
     
  23. Like
    37mm reacted to Sgt.Squarehead in Heaven & Earth: Project discussion thread   
    Cheers dude, done:

    I'm well chuffed with that for a first attempt. 
    I'll put a link in the message thread.
  24. Like
    37mm reacted to rocketman in Mod that reduces moiré visibility for ploughed fields and some crop fields under snowy conditions   
    I have made a mod for ploughed fields in snowy conditions that produces much less annoying moiré patterns. The ploughed fields ground texture is also used for some of the crop fields. Here is an overview what it looks like under sunny conditions (click and enhance to expand for a closer view):

    The mod is the same for Final Blitzkrieg and Red Thunder but I made seperate folders for convenience. Note that there is a seperate one for Fortress Italy. All three can be found here for now, and maybe @Bootie can add them to CMMODS later on.
    https://www.dropbox.com/sh/1cyq3wnr79ym0mb/AACTEp1VWL0H-3zUaiCzSxC1a?dl=0
  25. Like
    37mm reacted to Sgt.Squarehead in Heaven & Earth: Project discussion thread   
    Cheers @Lucky_Strike. 
    I had a mess around with the various textures you sent me, the finer grained less contrasting styles definitely worked best, but the colder colour palette didn't match the 'Heaven & Earth' look, so I had a mess with the colour balance & contrast of a couple of them in Photoshop and I think we have a winner (17a).....What do you think?
    Close up it's visibly rocky and it blends well with the other tiles (Heavy Rocks & both types of Forest tile here):

    It still looks reasonably interesting at a more normal viewing distance

    Further out the pattern repeat is only really visible if you look for it, certainly no worse than the stock option IMHO:

    Problem is, now I need to sort the distant .bmps to match.....Any idea how to do that at all please? 
    PS - @37mm I (sorta) made a mod! 
    PPS - Just checked it out in some of the other maps.....Not so good in the Mountain environment, think I'm gonna stick the [Delta] Tag on it.
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