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umlaut

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Everything posted by umlaut

  1. Just checked filefront. They have all three patches listed, so how come you say they don´t have it? cheers
  2. BTW: Here´s a little advertisement for the City Salient operation: http://www.youtube.com/watch?v=oaDKS9kX3DE
  3. Hi I´ve made a few (all are axis vs AI): City Salient, a CMBB operation, february 43, in a russian city divided by a river: http://www.the-proving-grounds.com/scenario_details.html?command=search&db=scenarios.db&eqskudatarq=1518 Guns `n´ Chaperones: A CMAK (ETO) scenario in Normandy, august 44. The map is divided by a river and the bridges are meant to play a crucial part in the outcome of the scenario. http://www.the-proving-grounds.com/scenario_details.html?command=search&db=scenarios.db&eqskudatarq=1407 Jaws of defeat: CMAK scenario set in Italy, july 44. Many similarities with "Guns `n´ Chaperones" - but on a smaller scale. http://www.the-proving-grounds.com/scenario_details.html?command=search&db=scenarios.db&eqskudatarq=1338 Enjoy - and please be so kind as to leave some sort of feed back on The Proving Grounds if/when you´ve finished the scenario. Cheers
  4. Another of my favorites: "Ponyri express". From the Kursk pack, I believe.
  5. Hi I´ve got a question about the maps in CMC that I haven´t been able to find an answer to in the other threads. Please excuse me, if I´ve overlooked the answer. The thing is this: As far as I have understood you can - whenever there´s a battle in CMC - choose to either let CMC autoresolve the battle or play it out as a CMBB battle. I hope that´s correct. Now my question is, whether the battles you play out in CMBB are on maps that has been designed by humans - or if the maps are made by the QB map generator in CMBB (I am of course speaking of the campaigns that are coming wiht the game, not any computer generated campaigns)? I ask this question because I fear having to play on the maps that are auto generated by CMBB . I think that especially the town/villages look awful. The computer simply isn´t capable of making any realisticly looking town - in my opinion. Anyway, I´m really looking forward to the release of CMC (My wife wouldn´t be, if she knew about it. But she won´t). Cheers
  6. One of my favorites is Kalvin Square, Pest (Hungary, january 45) by Bannon DC. Great city battle with some very creative twists. From TSD: "Map, battle lines are historically accurate. OOB is guesswork. Suggest playing H2H if possible, if not, Axis vs AI with modifications as suggested in the brief." Cheers
  7. Hi I´ve just uploaded my new city operation, named "City Salient" to www.the-proving-grounds.com. This is to be used with the Stalingrad mods. look at the trailer here: http://www.youtube.com/watch?v=oaDKS9kX3DE chees
  8. So can I. One of the best CM-battles I´ve played. Highly recommended. [ June 24, 2008, 11:32 AM: Message edited by: umlaut ]
  9. How do I delete this post? [ June 21, 2008, 03:19 PM: Message edited by: umlaut ]
  10. No doubt! A couple of months ago I got fed up with waiting and bought the newly released "Panzer Command Kharkov". No I´m back here, waiting for CMC
  11. Hi If you like playing Stalingrad-style scenarios, I´ll be so very unmodest as to suggest my own Staligrad-mods. For further info, see this thread: http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=23;t=012338 Cheers Umlaut
  12. @ aragorn: I hope it won´t disappoint you that the operation is not entirely new, though: It is based on the River City map, that I believe you´ve already downloaded. Cheers
  13. Sounds good. I´ve lost the fog too, since I bought a PC with ATI card. Could you provide a little more info, please? Like what is CCC, how do I get it, and so? Cheers Umlaut
  14. Update: An entire city operation made for the mods is in the works right now - and will be available soon at the proving grounds TPG
  15. Put rubble on the chosen tile, preview (important), then replace the rubble with a bridge. That should do it. cheers
  16. Hi John Kettler Thanks for the link- in fact I´ve already used the same - and other - clip and pictures in my research for the mods. But as you can see, I hasn´t been possible for me to make mods that actually represent real life (!) Stalingrad in every detail. There are several reasons for this: First, most buildings in Stalingrad were far taller than the two stories that are possible in CM. This alone makes a realistic set of Stalingrad mods impossible. Secondly, the buildings you see in the news reel clips and pictures are heavily damaged buildings. The ones you see, once you load a game with my mods are damaged buildings. They only become heavily damaged when you hit them with arty and stuff. These should then hopefully look more like stalingrad than the current buildings. Anyway: The name "Stalingrad" mods aren´t to be taken too litteraly. I actually mainly used this frase here and other places to convey which kind of mods we were talking about. I thought it sounded better than "Damaged building mods". Hope this hasn´t been too misleading. Cheers, Umlaut [ May 31, 2008, 04:47 PM: Message edited by: umlaut ]
  17. Thanks for the kind words, guys @ patboy: I´ve downloaded your mod and installed it with McMMM. It looks really good in the preview, but it doesn´t appear, when I start a scenario. Does it have to be a certain season or what? What determines whether it is exactly this file, the scenario uses, or one of the other - no city - files? Cheers, Umlaut
  18. Hi Buq-Buq Thanks for your very detailed "review". You should be aware, that in my opinion you can´t make these kinds of mods perfect - you´ll have to make a lot of compromises. That said, I´ll try to provide some answers: I´ll answer here by quoting the readme-file, that came with the mods: "Disadvantages: No roofs on any buildings - whether "damaged" or "undamaged" (unfortunately I haven´t been able to make a damaged roof that looked convincing, so I have decided that the best solution was to loose the roofs alltogether). "Half" buildings: You only see half - i.e. the two nearest sides - of the buildings. The other two sides - the ones furthest away - are missing. I guess this is caused by the my discarding the roofs (in reality they are not gone, only transparent): When the roofs are there, there´s no need for the game to display the two sides furthest away, as they are hidden by the roof. This is only a problem when looking down from viewpoint 3 or higher (this is a mod mainly for those of us who prefer the lower viewpoints 1 or 2)." There is more than one reason why I haven´t been able to make a convincing looking damaged roof. The first is this: The roofs you see in CMBB are actually put together by several (16, I think) roof-files put side by side. This means that if you make a damaged roof mod with say one hole in the middle, then when you load the game, the buildings will show up as having roofs with 16 holes - set in a very neat, symmetrical pattern. I´ve tried it, and think it looks far worse than the missing far walls. The alternative to that would be to put whole, undamaged roofs back on the building, but I also think that an undamaged roof would look utterly strange on a nearly collapsed building. So I am well aware that the current mods aren´t perfect. But I consider the missing far walls to be the lesser evil, and thus for now I do not see any point in changing them. Sorry. But if you can convice me that there IS a better way of making them, I´ll off course be more than willing to look at it. If you prefer the undamaged roofs I suggest you reinstall the original roof files to you bmp-folder. They are numbered: 1200,1201,1202,1203 and 1227 As for the telephone poles: Again, I´ll refer you to the readme-file that came with the mods: "These mods are intended for use in maps with no tall pines forests - and only with woods in snow-scenarios. " and "Replace any areas of "tall pines" and "woods" with some other feature, for instance "scattered trees". Otherwise you will have forests of telephone poles and woods with pavements." As I said before: Using and making these kinds of mods require a lot of compromises - unfortunately you can´t have it all. In this case this is because the "tall pines"-files share the same "ground/terrain" files with the woods-files. I know about the disadvantages of the mods (at least most of them, I hope) and have tried to warn about them and take them into account. When it comes to the pavement in woods terrain that is exactly why I made both a "full" and a "basic" version of the "telephone pole"-mods: If you use the basic, you don´t get pavement under woods, but unfortunately neither pavement in the steets with telephone poles. I hope this clears up some of it for you. Thanks for the review and comments Cheers, Umlaut [ April 19, 2008, 03:39 AM: Message edited by: umlaut ]
  19. Hi Aco4bn187inf I´ve actually had the exact same idea about making rough as urban rubble. But it only occured when as in the middle of making the mods above - and I thought I had enough on my plate at the time. So maybe later... As to the telephone poles, they are replacing tall pines. At first my telephone poles became ridiculously tall, as I had made the the same height as the pines. If I remember correctly they are almost half the height now. Why you had two very different sizes, I can´t imagine, never had that problem. Cheers
  20. Despair no longer: You can now create a Stalingrad scenario that actually looks like Stalingrad (at least a little): At long last, Umlaut´s "Stalingrad mods" are finished and ready for download at www.cmmods.com The idea behind the mods is this: I´ve always found it a real pity that you can´t begin a scenario in a damaged city like for instance Stalingrad at the end of 1942. Yes, you can make a scenario with a lot of rubble in it - but I really think it looks awful: Basicly you´ll have a city with a mixture of completely unharmed buildings - and completely flattened ones. But when you look at pictures of for instance Stalingrad most of the buildings are actually still standing to some degree - all though many are little more than shells. So my idea is to change the appearance of the "normal" building-files in CMBB to make them look more damaged. To me a realistic visual experience is an important part of playing CM - that´s why I generally won´t play a scenario, if the map looks unrealistic. There are four packages of mods, meant to be used together in the combination you prefer: stalingrad_buildings_umlaut: Damaged and heavily damaged buildings. Allows you to make scenarios with cities that are damaged from the onset. BASIC_telephonepole_umlaut: Paved roads with telephone poles. Replaces "Paved road with tall pines" FULL_telephonepole_umlaut: Street with telephone poles and pavements with scattered rubble. Replaces "Paved road with tall pines" and "Pavement". For use mainly in city scenarios. rubble_spray_umlaut: "Sprayable" scattered rubble. Replaces huge craters. For your convenience, I´ve also uploaded a little QB-map at The Proving Grounds , prepared for the mods, so you right away will be able to see what it all looks like - and fight a battle in the right surroundings. It´s called "Stalingrad mod QBmap" (http://www.the-proving-grounds.com/map_details_link.html?sku=150). You should also try it with winter settings. More battles made - or adjusted - for these mods will be coming soon... I really hope you like the mods, and I´d appreciate comments from all of you. Either here - or in the thread under "design tips" Cheers, Umlaut How to get the mods: You can find the mods at www.cmmods.com - in the left column, click "CMBB Mods" Then simply search for the name "umlaut" or: - Click "by designer" - Click "+" at "Umlaut" - Click "+" at "All" - Click "+" at "terrain" or "other" - and you´re there. If you can´t see all four mod-packages, you´ll probably just have to click "next page" At the moment you should also be able to find them under: "newest mods"
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