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Posts posted by Champagne
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Now that Battlefront has discontinued support for the Relative System for hotkey reference and usage, what's the best system to use?
I liked the Relative System very much. I would select an "MCSA" Command Panel with F5 or some other F button, then I would use the UIO buttons to select the top row of commands.
My guess is that the next best system is to use the F5 - Fx buttons to select the correct MCSA panel, and then use the Mouse to select the Command.
Does someone have a hotkeys.txt file that continues to utilize the Relative System for 2.01 CMBN? If so, could you please post the text in this thread so I can copy/paste and use?
Thanks.
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I have a 250 GB solid state auxiliary hard drive on my desktop. Would the CMBN ensemble load and run faster on the SSD?
How many GBs on a hard drive does the CMBN ensemble occupy ?
Thanks.
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I'm getting back into CMBB and would like to install a few mods.
I did not see an opportunity to Register on the CMMODS website.
Is there some problem with Green as Jade's CMMODS website?
If so, is there somewhere else I can get these CMBB mods?
Thanks.
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* SPOILER ALERT *
I'm just about to begin the 8th and final mission of this campaign. In the 7th mission I got a Draw, but exited almost all of my complete force. I lost two Pz IVs and a Lynx -- my only tank losses in the 7th mission.
The 8th mission has me surrounded on a hill and trapped.
Is there any way in this campaign for Engel to break out to friendly lines and win?
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So far, it seems safe to say that only the Animated Text mod will clash with version 1.11 of the game.
Anyone disagree?
PS Thanks, Badger, for the detailed and very comprehensive list. Thanks for your hard work.
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Do we know of any mods that are compatible with the new patch?
I have not installed the Animated Text mod, but, I have installed some of Marco B's skins and mods to the weapons info panels.
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Is this the only Marco Bergman mod that conflicts with the new patch?
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I believe tank riding was in the game for one beta build but it became immediately apparent that there was a cascade of behavioral issues that would need intensive coding to make it not be ridiculous. Tanks turrets slewing around cutting infantry in half and firing its gun while the men sat placidly. Item after item after item that would need coding, animating, testing. All for something that you're not supposed to do while within combat range of the enemy anyway.
Thanks for the explanation. I've been curious about this issue for a while. Curiosity now satisfied.
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When will we see this implemented?
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With CMBN, I used the Number Lock key to then select command panels with the slash and asterisk. Then I would use the number pad to select Commands via the "Relative" rather than the Direct system.
CMFI does not seem to be "programmed" this way, and, I do not understand why.
Why was this changed?
I assume that I must use the Hotkey assignment tool in order to program this myself?
Thanks.
PS Great module. Now every WW2 battle in Europe can be a module battle, from 1939 to 1945.
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I suspected as much when I read your first post and saw the turrets were working but the hulls weren't but wasn't sure. Screw ups can be as simple as an extra space before the number or one letter being mistyped...LOL I have done both of these many a time.
Correct! It's simple as pie after you've got that down. That system basically works for anything that can be modded. If you have any more questions ask away. We'll be sure to help you out.
Mord.
I hope that this has been a helpful and informative exchange for everyone who might want to try to install some mods. It requires no special knowledge and there's always help if you have a question. This "Z" folder system makes it easier !
The modders out there spend a great deal of time on their artwork. They really deserve a medal for their selfless service and devotion !
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" I am guessing the first time you tried it you did this "panther-g-hull_HitlerJugend 2"? "
Yes, that's exactly correct. That is the exact file name that I tried at first.
"But anyway the key to all your mods is to know what the base file name is"
Yes, and I did not know this before you helped. That is the best name for it: Base File Name. The key is that you must identify and manipulate the name of the Base File Name with the numbering convention space 2 space 3, and so on.
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No problem, man.
Try this. First if you don't want the plain hull to show, either remove it from the z folder or rename it to whatever...Ex. panther-g-hull...Renamed Aris panther-g-hull. Now it won't show up.
Okay pick the hull you want to show.
In this instance we'll use panther-g-hull_HitlerJugend from Aris' Panther G mod version 2.
Rename it to panther-g-hull. Now all the hulls will show the HitlerJugend symbol on them.
If you wanted to add all the various hulls you'd rename them thus; panther-g-hull, panther-g-hull 2, panther-g-hull 3 Etc.
Just remember to always go in numerical order and the number 1 is replaced by a blank space. There is usually never a number 1...there's an exception to this but I can't remember what it is.
Let me know if this works for you or I need to explain it better.
Good luck.
Mord.
This turned the trick quickly. It worked.
The key is that the file name for the hull that I want to appear had to be renamed " panther-g-hull ". I did not realize that this was the key.
What did not work for me was when I simply added a " 2 " at the end of the file name that Aris designated for the hull skin with the HJ decal. The game will utilize the file named by the key file name " panther-g-hull ".
Thanks a bunch.
Didn't somebody mention somewhere that there is some kind of software that provides a GUI to easily manage mods/decals/ etc?
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Go into the editor and load up like 7 or 8 versions of the same tank type (like 8 Panther A's or whatever the mod is you are trying) and then view them on the map and see if modded textures are showing up. The game picks textures at random so you may of missed them or a piece of equipment might have blocked one...(some turret numbers get blocked by random pieces of equipment).
If they still aren't showing. Let me know specifically which tanks you are having trouble with and I'll walk you through the naming process.
Mord.
Thanks, Mord. I'll take you up on your offer. Let me explain the exact situation. CW module NEDFORCE battle scenario German side has eight Pz V G Panthers. I've loaded the Aris mod for this vehicle. The turret and hull skins show up just fine. The turret skin displays the tactical numbers as intended.
The glitch is that, regardless of the installation of the Pz Div insignia/logo decals, the generic Aris hull mod skin appears. I checked out all eight Pz V Gs in the NEDFORCE battle scenario and none contain any Pz Div logo. This is very minor, but, I'd like to learn how to install mods properly. I could help explain the process to others once I know.
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They have to be numbered appropriately as in "mod.bmp"; "mod 2.bmp" etc. (There is never a "mod 1.bmp" btw.)
I renamed one decal file , but, it still won't show up. The turret numbers and generic modded hulls show up as they should. I am stumped about the decals with the various Pz Div logos not showing up.
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That seems strange. I suppose that it is possible that 12 SS Hitlerjugend in June 44 might have had a few Hanomag machine gunners with Luftwaffe helmets. I understand that some of the young men mobilized into the division were from the Reichsarbeitsdienst. The RAD personnel sometimes fought as anti-aircraft gunners. Could a young HJ soldier have been a RAD anti aircraft machine gunner who obtained a Luftwaffe helmet during that service ( AA command belonged to the Luftwaffe ), and then kept his old helmet for his 12 SS HJ service?
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Hexes. Hexes make everything better...
Is it possible to have Action Hexes rather than Action Squares?
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Does this mod only affect the SS helmets that appear in the game WITHOUT the cloth helmet covers?
Or does this mod convert ALL SS helmets in the game, effectively removing the cloth covers, such that every SS helmet in the game has the decal with no cloth cover?
Thanks.
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Hilarious, gundolf !
The odd thing is that the Canadian troops use the identical voice tracks as the US troops. It's as if the same people are in both in Canadian and US armies.
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Yes, I now realize that the the UK troops ARE Canadians because the scenario is Surrender Invites Death. However, the Canadians' voices are identical to what the US troops say during combat.
I have installed no voice mods. I suppose that my situation is the default setting?
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In my play vs. the AI, the AI UK troops are using the US troops' voices.
The Commonwealth module installed just fine. Does anybody else experience this phenomenon of UK troops using the US voices when they speak?
Thanks.
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I could not find an explanation of this in the Field Manual.
When calling in artillery strikes, there's an option to choose Personnel or General. Could someone please explain what this means? Thanks.
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Absolutely pre ordered.
I'll buy every WW2 CMx game/module that they publish.
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Thanks, folks. I figured out the problem.
Wrong path. Somehow, the game is installed twice on my computer. The default path is to the inactive installation that serves only as a duplicate.
Once I found the correct path by looking at the Properties of the .exe file, all was well.
Now that the Relative System is gone
in Combat Mission Battle for Normandy
Posted
MikeyD is there some way for you to share a hotkey.txt file with us that you find convenient?
You could copy paste the text in a post here on the board.