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umlaut

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Posts posted by umlaut

  1. 15 minutes ago, Aragorn2002 said:

    Pretty spectacular, Umlaut! Great job, mate. +1

    Thanks a lot :)

    BTW, I forgot to mention that I am updating the maps of my Ciembienne scenarios (Seizing Ciembienne and Tiger by the Tail) to fit with this mod set. I´ll post here when they are ready.

     

    8 minutes ago, Erwin said:

    I found an Umlaut 251 2 with [damage] suffix dated 6/1/2025 in my "Download folder" together with the Commercial Buildings.  Is that for CMBN or for another title?

    Yeah, that was a folder that had gotten into the buildings folder by mistake. It should be gone from the latest mod set in CMMODS (which also has several more mods).

    It belongs to some experimenting with making damaged burning vehicles. But I never followed it through because using those mods would mean that you wouldnt be able to play with the same vehicles. Here are some Shermans:
    Sherman%20damage.jpg?dl=1

  2. 1 hour ago, Sgt.Squarehead said:

    In the old CM1 title CM:BO I've seen an AP round ricochet off a tank and kill a nearby infantryman.....I don't know if this can happen in CM2, but it wouldn't surprise me.

    I am relatively sure, that I have seen this in CM2 too.

    I´ve also had a Panther take out three Stuarts with one shot. They were all lined up neatly on a road as the Panther turned the corner. I think it was in GeorgeMC´s great "Huzzar". :)

  3. On 1/23/2020 at 2:47 PM, Sgt.Squarehead said:

    Really looking forward to seeing how this project develops.....I'd love to use these in CM:BN.  B)

    Please go ahead: The mod set is now available at Cmmods IV:

    https://drive.google.com/open?id=1HGDnNtLMkS_IZ_pEeDr_owvWIhLdYakX

    Thanks to @Falaise for contributing with a handful of his own commercial building mods (as seen above). Also I have added few more myself. I also forgot to mention that I have included a couple of mods I once got from @NPye I hope he doesnt mind (I dont think his wonderful CMBN building mods were ever released)?

    This means that the number of mods have risen, since my first post in this thread. Compared to the original game files the mod set now contains:

    Buildings 100: Base game = 2 sets – this mod = 5 sets
    Buildings 101: Base game = 2 sets – this mod = 17 sets
    Buildings 102: Base game = 2 sets – this mod = 6 sets
    Buildings 103: Base game = 2 sets – this mod = 17 sets

     

  4. I´ve got some suggetions:

    When you load new mods, you have to completely quit the game and reload in order for the mods to show up.

    The correct numbering of the files is very important: If you have files 1, 2, 4, 5 and 6, then only 1 and 2 will show, because 3 is missing.

    Check if there is a space between the number and the name: It should be something like: uk-helmet 2 - Not: uk-helmet2

  5. 6 hours ago, Erwin said:

    Love it.  Thanks Umlaut!

    In your video as soldiers run past, one can see one of the wall signs is reversed.  Is that the random issue you mentioned?

    Exaxtly. I only noticed it after I released the video.

    On the other side of the building the mural will be displayed the correct way.

  6. Howdy folks
    The other day I realized that I had an almost complete mod set of commercial buildings that I´d never finished and released. So now I have brushed up the files and made it sort of ready for release. Mind you: The mod set is not as finished as I would like it to be - that is the reason why I didnt release it, when I made it three or four years ago. But I dont think I will ever get the time to fully complete it - so I have decided to release it as it is, rather than just letting it sit idle on my hard drive. 

    I am going to make it temporarily available from Dropbox - but hopefully it will be on CMMODS IV soon and then I´ll remove them again.
    https://www.dropbox.com/sh/f2tl7i0ntkw5r3u/AADyULTXZ40Ms5CDuaQ7B6b7a?dl=0
    Umlauts%20commercial.jpg?dl=1
    Here´s a bit of info on it:
    Umlauts Commercial Buildings
    This set of mods contains modded commercial buildings for CM Normandy.
    I have added murals to the gables of some of the buildings and some extra storefronts.
    According to my research they should all be typical of Normandy in 1944 – but I could be
    wrong.
    The mod set contains quite a few extra commercial buildings, compared to the base game:
    Buildings 100: Base game = 2 sets – this mod = 3 sets
    Buildings 101: Base game = 2 sets – this mod = 15 sets
    Buildings 102: Base game = 2 sets – this mod = 2 sets
    Buildings 103: Base game = 2 sets – this mod = 13 sets


    Mirrored gables
    Unfortunately, the game reuses the gable BMP´s for both gables of a house, so if a
    commercial building isn´t accached to another buildong, then one of the murals will always
    be inverted.
    I have tried to fix this by adding two different versions of each gable – with the inverted
    part on both sides. This means that you can place two commercial buildings next to each
    other and cycle through the building layout (shift-left click), until the inverted gables are
    hidden where the buildings meet.
    Choosing the preferred layout
    I highy recommend that you cycle through the building layout (shift-left click) of each
    building to choose the one with the preferred layout. If you leave it to the game, the
    building layouts are assigned ramdomly – and you will probably see a lot of inverted
    gables and indentical buildings next to each other.
    When you cycle through the layouts, remember that there are up to 15 different layouts for
    some types. And if you click and nothing seems to change – then it is probably only the
    layout of the gable that has changed, while the rest of the building stays the same.
    Damage:
    I have altered the damage files of the game to suit my tastes. The buildings with damage
    showing the brick work through the plaster are modded to fit these damage files. To apply
    damage, press shift-alt-leftclick.
    Please remember that I do not consider this mod set completely finished. But I dont think I
    will find the time to finish it anytime soon – if ever – so I´ve decided to release it as it is.
    Enjoy
     

     

  7. 23 minutes ago, Commanderski said:

    I do see a difference but I am curious as to why the number on the half-track changes from 1122 to 522.  I would think that the change in sharpness wouldn't change the number.

    As waffelman says, there are:
     

    10 minutes ago, waffelmann said:

    Several different textures for the specific halftracks...

    ...at least when using Aris´ mods.
    I have to reload the game after changing the settings. So the game loads a random halftrack texture each time.

     

  8. I had to setup Red Thunder today - so I decided I might as well run a little test on the graphics quality:

    The in-game settings are best/quality/antialiasing on in all pics.

    First pic is default Nvidia settings

    Second pic is costumized Nvidia settings (copied from my previous setup) - with sharpness off

    Third pic is costumized Nvidia settings (copied from my previous setup) - with sharpness on (default settings)

    def.png?dl=1

    sharp%20off.png?dl=1

    sharp%20on.png?dl=1

  9. My apologies: I made a mistake!
    I had exported the Nvidia settings from my old pc - but the settings pointed to a different drive than the game is installed in now. So in fact the pics above are with default Nvidia settings and the differences between them are only due to changes in in-game settings.

    Here are two pics with Nvidia settings on - one with sharpness off and one with (default) sharpness on.
    Unfortunately, the sharpness on has rather annoying effect on the menus! I´ve tried to adjust the "Ignore film grain" setting, but it doesnt seem to have any effect.

    cm%20fortress%20italy.exe%20Screenshot%2

    cm%20fortress%20italy.exe%20Screenshot%2

     

     

  10. 6 hours ago, Andy_101 said:

    This looks amazing.  How do I get the ruins mod to work and where can I find the factory mod?  Will this work for all CM games?

    Just made a quick test in CMFB:
    Yes, the factory mods seem to work in the other WWII games (I dont know about the modern games). The naming of buldings and such more or less follow the same rules, so for example modular buildings seem to share the same names in all WWII titles. 


    But:
    You cant simply drop the folder with Umlauts_Factory into CMFB and then turn for instance Aachen into a ruined city. The mod set is meant to be used with maps that are specifically designed for the mod set (and carry the mod tag: umlauts_factory) so you need to do a lot of work on the map to make it look right. Also this mod set is designed for the Soviet Union, so all shop signs and such are in Russian.
    Please look at the link in my signature to find out more about the mod set and how to use it. The download link in the thread doesnt work any more - but I´ll put in a dropbox link. The ruins in the video above will need more work before I can release them.
     

  11. Thanks @IanL

    My problem is, that I cant get the windows to accept changing the documents location from C to F.  Settings says that the location has been changed to F - but it is still C in the shortcuts menu (and in any other way).

    Never mind about that - I am happy with the current setup, but one of your other comments intrigued me:

    16 hours ago, IanL said:

    D:\Users\Ian\Documents\Battlefront\Combat Mission\Final Blitzkrieg (which contains the Game Files folders and the User Data where I have my main mods that can be shared between all versions of Final Blitzkrieg that I have running - which is currently two 2.01 and 2.02)

    How do you get two different game installs to share the same User Data folder? And more to the point: Could several CM games share a common User Data folder? If so, then perhaps we would be able to have only one folder with all those mods that are common to all CM WWII games - for instance most of the german vehicles - instead of four relatively identical folders in each of the WWII games. That would save me - and others players - a lot of disk space.

    Cheers

  12. Thanks a lot for the replies, guys. I have tried everything I could to change the default location of the documents folder - but nothing works.

    Fortunately, I have found a very acceptable alternative solution - inspired by Elvis´ answer:

    18 hours ago, BFCElvis said:

    The games can be installed anywhere in your system that you want but the Game Files folder  absolutely, positively, 100%, no expectations MUST be in Documents. That is the only place that the game "looks" for what is in those folders.

    I had assumed that forced placement of the "user data" and "game files" folders were linked. But today I tried to manually move my "user data" (mods) folder from the C drive to the "data" folder on my F drive. And the games work just fine with "user data" placed there.

    This is certainly an acceptable solution to me, as the "user data" folders with the mods are the main problem to me as they contain 7 to 10 GB´s of mods each. And with five CM games on my pc they would occupy a substantial amount of disk space on my little 250 GB SSD drive. The game files take up much less volume (if I remember to clean out old save files regularily).

    So the lesson for me is this: The Games Files folder must be on the C drive - but the "User Data" folder doesnt have to.
    :)
    Cheers

     

  13. Thanks a lot for the reply @Sgt.Squarehead

    Unfortunately it doesnt work: I´ve uninstalled CMFI and changed the directory (though I had to use a different method, because there´s no "location" tab in Properties on my version of Win 10: https://answers.microsoft.com/en-us/windows/forum/all/win-10-some-user-folders-missing-location-tab-in/9f5249ce-e2a2-4311-8b50-d40d0830a907).

    But no matter what I do, the "user data" and "game files" folders are placed on my C drive. 😫

  14. Hi
    I´ve just gotten a new windows 10 PC instead of my old Windows 7 PC - and now I am in the process of reinstalling all my CM games. I want to keep them on a separate SSD-disk - my F-drive - as I did before, so I wont risk cluttering up my C-drive. I have all CM games, modules, packs and upgrades - except for Afghanistan and Black Sea

    Problem 1:
    I have installed CMBN, but when I enter my original base game CMBN license key the activation menu says "invalid license key". I know for sure that this is the original CMBN base game license key. I have tried to enter all the license keys for the subsequent modules and upgrades, but the activation menu doesnt react to any of them. I guess this is because I have to activate the base game first.
    Any ideas why my license key doesnt work?

    Problem 2:
    I have installed CMFI succesfully on my F-drive, but the game never the less places the "user data" and "game files" folders in my documents folder on my C-drive. On my old pc all game folders would be placed in the location I chose for the install - but now it seems that I can no longer choose where the "user data" and "game files" are placed. Can this really be the case?
    Can anyone  tell me how to get the game to place these folders on my F-drive?

    I have tried searching the forums for answers to both problems, but I dont find the search function very useful.


    Cheers
    Umlaut

     

  15. 1 hour ago, kohlenklau said:

    Please give me a StuG III Ausf D so I can try and make a scenario based on this old image I have...

     

    CMBB.jpg

    Hi Phil
    I made this mod for the Stalingrad mod set. It is a StuG IIIG early where I removed the most of the barrel with alpha channels. It should be part of the Stalingrad mod set.

    Dont know if you can use that?

    Cheers

    StuG.jpg?dl=1

     

    Here´s the release video:

     

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