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para

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  1. Like
    para reacted to Sublime in U Boat The Game   
    Well sure.  That said it looks like it leans way more towards simulation and has a lot of neat authentic touches.  Modded I can see this being a classic classic game.  Even unmodded Im seriously considering finding the money for it tuesday - it just *looks* like a blast!
  2. Like
    para reacted to Sublime in U Boat The Game   
    I could never get/bother to make them all work with 5. I did it all with 3 and 5 was so underwhelming and bugged when I messed around with it for a week...
    Good to know though can I message you to hear your thoughts when you do?
    @para
  3. Like
    para reacted to Sublime in U Boat The Game   
    Anyone seen youtube vids?  Looks really impressive though seems it lacks variety in missions but its still verrry early.
    Anyone else considering snagging it on the 30th?
  4. Like
    para reacted to ncc1701e in Animated maps of the eastern front   
    Year 1943/1944 on the eastern front:
     
  5. Like
    para reacted to ncc1701e in Animated maps of the eastern front   
    Year 1941 on the eastern front:
    Year 1942 on the eastern front:
    Looking forward to 1943, 1944 and 1945... 🙂
  6. Like
    para reacted to slippy in Update on Engine 4 patches   
    i have said it before and i understand a lot of people do not agree, but their public relations absolutely sucks 
  7. Like
    para reacted to snarre in Update on Engine 4 patches   
    some new info about patch status could be cool 
  8. Upvote
    para got a reaction from BletchleyGeek in European Union Army   
    Not all Brits hate Europe or voted out. Indeed 16 million of us wanted to stay.
  9. Like
    para got a reaction from Wicky in European Union Army   
    Not all Brits hate Europe or voted out. Indeed 16 million of us wanted to stay.
  10. Upvote
    para got a reaction from AlexUK in European Union Army   
    Not all Brits hate Europe or voted out. Indeed 16 million of us wanted to stay.
  11. Like
    para reacted to Mord in Question about Fire?   
    ROLL!
    Anyway, I agree with @weapon2010. Gamey tactics isn't a great argument. There are much worse ways to game the system than fire starting. Map edges, recon by jeep, recon by sound etc. They are still in the game. We aren't really asking for much (at least I am not), all I am asking for is to increase what is there now. I'll even go a smaller compromise, keep the little fires burning much longer.
     
    Mord.
  12. Like
    para reacted to Mord in Question about Fire?   
    I don't remember it being officially answered. And I don't think it's sufficient as is. I was under the impression that little fizzle we get for a minute or so was the precursor to them adding the full effect into the game (WAY back when). If you want a middle-ground compromise keep the effect we have now and give it a percentage chance of getting bigger depending on weather/ground conditions and quarantine it to the tile it starts in. There are plenty of solutions that could be made to combat the worn out argument that every player just wants to burn the map to the ground. I've always found that argument to be a cop out. The flame is there, they gave it a length of time, extend the length, extend the size, that would be enough for immersion. And don't anybody come at me with it not being visually realistic etc. because we still got guys that disappear into thin air when they are shot on/in vehicles, tires that don't role on AT guns, tanks that drive through each other, etc. so I think we can get away with bigger fire sticking to one tile.
     
    Mord.
  13. Like
    para reacted to RockinHarry in Question about infantry animation files   
    to make it clear, it´s actually not "new" animations. It´s stock game animation files reused for different purposes. The single "jump" animation is universally used for all forces in the game and what I did as said is I´d taken the "unarmed vehicle-crew-exit" (used for dismounting personal obviously) animation and through renaming the file, made it the new jump animation sequence instead.
    Testing the files is just a matter of dropping into data/z and play! It doesn´t mess anything with your game. Just watch any pixeltrooper going across fences etc. and see the different animation. If you don´t like it, just delete file from data/z again. 
  14. Like
    para reacted to Bulletpoint in Update on Engine 4 patches   
    I'm pretty sure he did:
     
  15. Like
    para reacted to Thewood1 in Update on Engine 4 patches   
    Yeah, I'm a little puzzled at lack of news and lack of patch.  I mean, I have spent plenty of time managing SW projects, so crap happens.  But we have been told over and over that its soon, right around the corner, etc. for quite some time.
  16. Like
    para reacted to RockinHarry in any more Interest in CMBN (or any WW2) sound mods?   
    Just recently I came to do some optimizing of the stock games sounds to my personal liking, or tinkering with other modders files. ATM I´m at small arms hit impact sounds (ground, buildings ect.). To me personally most of them are bit too bassy, thus giving these a pronounced near effect, no matter the range to the camera. Cutting (high pass) the bass below 100Hz does the trick for me most the time and they´re sounding now more distant. There´s also one "penetrate building" sound file which I left as is (bassy), so this comes through somewhat better in case a buildings walls receive many hits the same time. This is to indicate that the (stone) building is shot at with something that can penetrate and thus dangerous to its occupants. Til now I wasn´t quite aware that there´s a "penetrating" sound file, since building hits do all sound the same to me. Same for ground/rock hits. Cut the bass even more, so there´s more distinction between ground and building hits. I also expanded some the building hit files with some shattering glass sound FX and numbered them up (offering the game more to draw from randomly). Always sounded strange to me when a building front having multiple windows receiving hits and no glass shattering to hear.
    Did similar edits to voice sound files (cutting bass and highs) so they sound somewhat more smooth and distant now. Problem with voice files (germans in particular) is these weren´t recorded professionally, either having disturbing noises, pronounced near effect, or that unwanted spatial reverb FX to them that you can´t filter out without diminishing audio quality generally. There´s some simple tricks to record better game voice audio, even if you´ve nothing but a simple headset and sitting in your living room.
    I´m aware we already have multiple sound mods released by folks over the years, but in case there´s further needs for sound files as mentioned above, I just ask.  
  17. Upvote
    para got a reaction from MOS:96B2P in What engines and versions?   
    Thank you
  18. Like
    para reacted to MOS:96B2P in What engines and versions?   
    If fully updated to the latest.
    CMFB:  v2.0 Engine 4
    CMBN:  v4.0 Engine 4 
    CMRT:  v2.0 Engine 4
    AIRBORNE!!!! Brother 
  19. Like
    para reacted to John Kettler in Great CMRT period war pic segment   
    This clip is overflowing with martial goodness: Panzerfausts, StG44s,flare pistol, MG-34, ZIS-3, T-34/85, tankodesantniki ,Su-76M Beutepanzer etc. Especially notable in the clip is what Russian military writing calls aktivnost, or combat activity by the soldiers. Here, it's the Germans exhibiting it, and it's quite the thing to see. The only oops I saw was that the Russians somehow took really early delivery on a small arm. Other than that, this looks like something perfect for a CMRT fight. Commenters took exception to Su-76M Beutepanzer, as did I--until seeing the contents of link. Clip's from "The Adventure of Werner Holt."
     


    http://beutepanzer.ru/Beutepanzer/su/su-76m/su-76m.htm

    Regards,

    John Kettler
  20. Like
    para reacted to Bootie in New CMMODS IV   
    Hello Gentlemen
    I had hoped to delay the announcement of this until the new CMMODS site was 100% finished and all the mods uploaded however due to circumstances I am pulling the announcement forward to... well now.
    After recent discussions between GreenAsJade and Battlefront it has been decided to relocate the CMMODSIII site to fall under the umbrella of The Few Good Men where The Proving Grounds and The Scenario Depot already reside. 
    To this end work has begun on moving the modifications currently hosted at CMMODSIII to their new home at CMMODS IV.  As you can imagine this is a major job and will take a few weeks.  CMMODSIII will remain open until the full transfer has taken place so for now I request that no new mods be uploaded to CMMODSIII. 
    Within the next few days CMMODS IV will be opening the requests section for folk interested in becoming Creators (formerly Authors) and at this time the new upload process will be implemented.  This will be under the Instructions section of the new website but I will post in this thread to keep you all in the loop.
    A few points about the new website worth mentioning... all files will now be held in cloud storage so even a catastrophic website crash will not impact any loss of modifications.  All files from the old CMMODSIII site will be relisted and recently with the help of @Erwin I have acquired approx. just shy of 300GB of modifications with quite a few that slipped through the net between the Repository and CMMODSIII transfer over 3 years ago.  So as you can imagine Im going to be very busy over the next few weeks.
    Please do not subscribe to the new CMMODS IV just yet or you will be inundated with copious amounts of uploads... I think I uploaded over 100 today... you really don't want that many notification emails dropping in your inbox anytime soon!
    In closing I want to thank Martin for all his sterling work over the years keeping CMMODS running and it's an honour to pick up the gauntlet where he left off.
    Without further ado, here is the new site, still a work in progress but getting their quickly.  
    http://www.thefewgoodmen.com/cm-mod-warehouse/
    Regards
    Bootie
    @Battlefront.com
     
     
  21. Like
    para reacted to Rinaldi in ~5 minute video of what I think is Azov on parade   
    Far right trite, not worth your or anyone else's time.
  22. Like
    para reacted to kevinkin in Stalingrad: The Battle for the Martenovskii Shop   
    "Using the recently developed Battle of Stalingrad Virtual Staff Ride, Army University Press developed a multimedia historical documentary of the battle through the lens of current doctrine."
    https://www.youtube.com/watch?v=1K0SFr2gPbc
    Excellent detail with computer graphics. Published July 2018. 53 minutes in length. 
    Kevin
  23. Like
    para reacted to PIATpunk in Update on Engine 4 patches   
    Steve, can I please ask about how are we (royal) on track for the WWII V4 patches releases?  Tanks in advance!
  24. Like
    para reacted to sburke in Update on Engine 4 patches   
    Combat Mission is so slick you'll frequently see your pixeltruppen sliding into position...  
  25. Like
    para reacted to coachjohn in Update on Engine 4 patches   
    Same here. I was gonna buy marl=ket garden / British modules but refuse to til patch comes out. Matter of principal.
     
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