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umlaut

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  1. Upvote
    umlaut reacted to JonS in Fury Movie Discussion.   
    I went last night and enjoyed it.

    If you think movies should be tactical training tools used in staff colleges around the world: do not go.
    If you think movies should be documentaries, with every single t crossed and i dotted: do not go.

    If, on the other hand, think movies are a good way of telling stories and examining the human condition: go. Go see it at a theatre with comfy seats, a big screen, excellent stereo, and enjoy yourself. Even better is that afterwards you get to giggle at all the joyless dicks who'd rather count rivets than immerse themselves in a well told story for over two hours.

    "nothing I can't see on youtube"? FFS. Miss the point, much?
  2. Upvote
    umlaut reacted to Pak40 in We Need Another "The Road Ahead" from BF.   
    me to
  3. Upvote
    umlaut got a reaction from GhostRider3/3 in Aris CW Vehicles Mods Thread   
    I´ve taken the liberty of making - and uploading - a set of Aris Stuart Recce and Kangaroo mods - simply by renaming the hull, wheel and track files of his previous Stuart III mods. That of course means that this is still 100 percent Aris´ work - I´ve simply renamed the files and uploaded them.

    Get them the usual place: http://cmmods.greenasjade.net/mods/5416/details

    stuart recce
  4. Upvote
    umlaut reacted to weapon2010 in We Need Another "The Road Ahead" from BF.   
    We got one on June 22 2012, and that was nice to have.But we need a new one to see where we are going and what is coming with this game.
  5. Upvote
    umlaut got a reaction from Odin in Any modules coming?   
    You seem to forget the time factor here. CMBN has been on the market at lot longer than CMRT, so of course there are more CMBN mods.
     
    CMBN was released may 17th 2011 - 1387 days ago.
     
    CMRT was released april 4th 2014 - 334 days ago
     
    CMBN
    429/1387 = 0,3 mods a day
     
    CMRT
    183/334 = 0,54 mods a day
     
    Ergo: The number of mods released on cmmods for CMRT is nearly double the amount of the mods for CMBN when time is taken into account.
     
    You point just became weaker.
     
  6. Upvote
    umlaut got a reaction from Zane in [WIP] Juju's TweakedUI v4 (final)   
    Amazing work, mate. As always. Looking forward to getting it.
     
    If you still need testers I´d like to help out - but I´m not quite sure what I should do as a tester?
     
    Cheers
  7. Upvote
    umlaut reacted to Juju in [WIP] Juju's TweakedUI v4 (final)   
    I've finally fully upgraded my CM:BN game and I, naturally, just had to update my UI one final time.
    Simply 'updating' got out of hand rather quickly and we're now looking at a complete overhaul to bring the entire UI up to 'Red Thunder UI' standards.

    There are still several behind-the-scene elements to tackle, but here's a preview of what's coming (click the pic for the original, much less blurry, image).



    By the way, I could still use one more tester! Who's game?
  8. Upvote
    umlaut reacted to Placebo in Request for Bulge bone (or two)   
    Title says it all, weather is getting warmer but I need my fix of winter WW2 battles. 
     
    Anyone know anything on the bulge game release?
  9. Upvote
    umlaut reacted to 76mm in Ostfront movies that need to be made   
    Have your people talk to my people, we'll do lunch...
  10. Upvote
    umlaut got a reaction from Fizou in Aris Vehicle Thread...   
    How about some of the german halftracks (spw 251, if I remember correctly)? I do have Aris versions of those in FI, but I´m pretty sure I have just copied them from CMBN. And I´m not sure that the camouflage is right for Italy. 
     
    Great mods once again, BTW
     
    Edit:
    Can´t believe I managed to reply before Fizou.
  11. Upvote
    umlaut got a reaction from Denis1973 in Question for mod users   
    Just made a quick test with my largest Bitvagorod/Umlaut´s Factory scenario. A large urban map with a huge amount of building mods, not to mention vehicle and uniform mods. I loaded twice with the mods installed and twice without:
     
    Without: 2:27 minutes average
     
    With: 2:57 minutes average
  12. Upvote
    umlaut got a reaction from Vergeltungswaffe in Any modules coming?   
    You seem to forget the time factor here. CMBN has been on the market at lot longer than CMRT, so of course there are more CMBN mods.
     
    CMBN was released may 17th 2011 - 1387 days ago.
     
    CMRT was released april 4th 2014 - 334 days ago
     
    CMBN
    429/1387 = 0,3 mods a day
     
    CMRT
    183/334 = 0,54 mods a day
     
    Ergo: The number of mods released on cmmods for CMRT is nearly double the amount of the mods for CMBN when time is taken into account.
     
    You point just became weaker.
     
  13. Upvote
    umlaut reacted to Jorge MC in RT Unofficial Screenshot Thread   
  14. Upvote
    umlaut got a reaction from Léopold in Released: Umlaut´s Factory Mod Set and Bitvagorod map   
    At long last...
    ...I have finished and released my Factory Mod Set and the Bitvagorod map.

    A heavily damaged industrial town, based on a large set of modded buildings and other files.

    Get it here, at GreenAsJade´s wonderful site: http://cmmods.greenasjade.net/mods/5371/details

    16

    In short, this is a set of mods that allows you to play in a town that looks a lot more heavily damaged than anything you can get with the stock building and terraing textures. And thanks to CM´s new scenario specific mod tags system, these mods will only show up in the maps that have been designed for these mods (unfortunately, there is one exception: The additional flavor objects in this mod set will work in all scenarios. But that shouldn´t be a problem. More on this later - or read the pdf in the mod set).

    Included is also a map created for the mod set: The fictional town of Bitvagorod - with a large factory complex and an small industrial river harbour.

    This mod set and map has taken nearly six months to create - and is 351 MB large (zipped). It includes 409 BMP files and 24 MDR files. The modded textures are mainly:

    Buildings
    Bridges
    Flavor objects
    Roads
    Terrain
    And a few vehicles turned into flavor objects (a railcar and an old GAZ truck)

    This is primarily a map:
    The btt file Bitvagorod is first and foremost a map - meant for CM players to create their own scenarios/quick battles on.

    There is an axis vs AI scenario included as well, but this scenario is very, very rough and unfinished. It is not at all ready for general release - and I have only included it to give players who don´t have the patience to create their own scenarios a chance to play right away. But play at your own peril!

    I am currently working on a proper scenario for the map, but this will not be finished for probably two months at least.

    A few words of caution:
    The Bitvagorod map has been thoroughly tested with the kind help of several members of this forum, and the tests show that these mods will probably slow down your game - or maybe even make it crash. This is probably because of the large number of files involved. The only way to find out how it will affect your computer is to load the game in CMRT. If the game crashes, it might help to remove some of your other (non scenario specific) mods.

    Also, the use of these mods do have some minor negative effects on gameplay. So to avoid frustration, I strongly advice you to read the PDF file "The boring stuff you need to read to avoid unpleasant surprises" included in the mod set.

    A bit of background
    I have aimed to create a damaged town that looks realistic - more realistic than is possible to make with the stock damaged buildings. Consequently, the core of the mod set project has been to turn some of the current stock buildings into heavily damaged buildings. I had to make this mod set as the damage shown on the stock CMRT buildings didn´t allow me to create a heavily damaged town. A bit simplified the damage on the stock buildings could be described as: Either a large hole in the wall - or completely flattened.

    However, I would like to stress that I don´t think this is due to bad or sloppy work from BFC, but because they have to deliver a game where all the little pieces fit perfectly together. As a modder, I have the luxury of being allowed to make texures that will work in some situations but be completely useless in others.

    I ´ve tried some of this before: Six or seven years ago I made a "Stalingrad-ish" mod pack with damaged buildings for CMBB. I´d been considering doing the same for CM2 ever since the release of CMBN, but I decided against it for several reasons: Firstly, because the way textures are used and displayed in CM doesn´t go very well with making damaged building mods. But more importantly: Making these mods would affect the buildings in all the player´s scenarios, not just the ones they were intended to be used in. That meant that the players using the mods would have to move the mods in and out of their z folder, depending on which scenario they were currently playing.

    Fortunately, that is no longer an issue since the release of CM2 3.0 and the introduction of scenario specific mod tags. The mod tags make sure that the mods will only show up in the scenario that are made for these mods (except for flavor objects, unfortunately). So I thought I´d give it a try.

    Enough words - the rest for now will be pics

    Enjoy

    PS:
    I am very grateful to the following for their invaluable help and advice in creating this mod set and map:
    Juju
    TanksALot
    EarlofGrey

    The same goes for the guys that helped test the map:
    Sburke
    AlexUK
    Erwin
    Buzz
    Blazing 88´s

    28

    27
  15. Like
    umlaut got a reaction from CMFDR in A Scenario Designer´s Guide to Umlaut´s Factory Mods   
    All right lads. Now there´s longer any excuse for not making scenarios with my Factory Mod set. As promised long ago I´ve made a guide on how to use the mods. It seems that it turned out to be in the shape of a video.

    Perhaps I went a bit overboard in the process, as it did end up being 10 minutes long. If you want to skip the background part, the how-to part starts at 4:43

    Hopefully, this tutorial will tell you most of what you need to know. If not, that is what this thread (and perhaps future videos) is for.
     
    Best viewed in HD (720p)


  16. Like
    umlaut got a reaction from Léopold in Released: Umlaut´s Factory Mod Set and Bitvagorod map   
    flavor5


    flavor2

    12


    24

    25
  17. Like
    umlaut got a reaction from Falaise in Released: Umlaut´s Factory Mod Set and Bitvagorod map   
    At long last...
    ...I have finished and released my Factory Mod Set and the Bitvagorod map.

    A heavily damaged industrial town, based on a large set of modded buildings and other files.

    Get it here, at GreenAsJade´s wonderful site: http://cmmods.greenasjade.net/mods/5371/details

    16

    In short, this is a set of mods that allows you to play in a town that looks a lot more heavily damaged than anything you can get with the stock building and terraing textures. And thanks to CM´s new scenario specific mod tags system, these mods will only show up in the maps that have been designed for these mods (unfortunately, there is one exception: The additional flavor objects in this mod set will work in all scenarios. But that shouldn´t be a problem. More on this later - or read the pdf in the mod set).

    Included is also a map created for the mod set: The fictional town of Bitvagorod - with a large factory complex and an small industrial river harbour.

    This mod set and map has taken nearly six months to create - and is 351 MB large (zipped). It includes 409 BMP files and 24 MDR files. The modded textures are mainly:

    Buildings
    Bridges
    Flavor objects
    Roads
    Terrain
    And a few vehicles turned into flavor objects (a railcar and an old GAZ truck)

    This is primarily a map:
    The btt file Bitvagorod is first and foremost a map - meant for CM players to create their own scenarios/quick battles on.

    There is an axis vs AI scenario included as well, but this scenario is very, very rough and unfinished. It is not at all ready for general release - and I have only included it to give players who don´t have the patience to create their own scenarios a chance to play right away. But play at your own peril!

    I am currently working on a proper scenario for the map, but this will not be finished for probably two months at least.

    A few words of caution:
    The Bitvagorod map has been thoroughly tested with the kind help of several members of this forum, and the tests show that these mods will probably slow down your game - or maybe even make it crash. This is probably because of the large number of files involved. The only way to find out how it will affect your computer is to load the game in CMRT. If the game crashes, it might help to remove some of your other (non scenario specific) mods.

    Also, the use of these mods do have some minor negative effects on gameplay. So to avoid frustration, I strongly advice you to read the PDF file "The boring stuff you need to read to avoid unpleasant surprises" included in the mod set.

    A bit of background
    I have aimed to create a damaged town that looks realistic - more realistic than is possible to make with the stock damaged buildings. Consequently, the core of the mod set project has been to turn some of the current stock buildings into heavily damaged buildings. I had to make this mod set as the damage shown on the stock CMRT buildings didn´t allow me to create a heavily damaged town. A bit simplified the damage on the stock buildings could be described as: Either a large hole in the wall - or completely flattened.

    However, I would like to stress that I don´t think this is due to bad or sloppy work from BFC, but because they have to deliver a game where all the little pieces fit perfectly together. As a modder, I have the luxury of being allowed to make texures that will work in some situations but be completely useless in others.

    I ´ve tried some of this before: Six or seven years ago I made a "Stalingrad-ish" mod pack with damaged buildings for CMBB. I´d been considering doing the same for CM2 ever since the release of CMBN, but I decided against it for several reasons: Firstly, because the way textures are used and displayed in CM doesn´t go very well with making damaged building mods. But more importantly: Making these mods would affect the buildings in all the player´s scenarios, not just the ones they were intended to be used in. That meant that the players using the mods would have to move the mods in and out of their z folder, depending on which scenario they were currently playing.

    Fortunately, that is no longer an issue since the release of CM2 3.0 and the introduction of scenario specific mod tags. The mod tags make sure that the mods will only show up in the scenario that are made for these mods (except for flavor objects, unfortunately). So I thought I´d give it a try.

    Enough words - the rest for now will be pics

    Enjoy

    PS:
    I am very grateful to the following for their invaluable help and advice in creating this mod set and map:
    Juju
    TanksALot
    EarlofGrey

    The same goes for the guys that helped test the map:
    Sburke
    AlexUK
    Erwin
    Buzz
    Blazing 88´s

    28

    27
  18. Upvote
    umlaut reacted to kohlenklau in researching a new scenario. Be careful when you google XXX Corps!   
    researching a new scenario for MG, south of Eindhoven, the Irish Guards attack on towards Valkenswaard. Be careful when you google for images of the British "XXX Corps"!
     
    Looking for images to use on some briefing TacMaps and such...
     
    Ahhhem! 
  19. Upvote
    umlaut reacted to kohlenklau in A not very exciting Christmas Bone this year   
  20. Upvote
    umlaut got a reaction from GhostRider3/3 in Question on a couple of Aris Mods   
    MJkerner is spot on - except for one thing: There are no files with the number "1". It is "pz-ivg-hull",  "pz-ivg-hull 2", "pz-ivg-hull 3", etc.
  21. Upvote
    umlaut reacted to Aragorn2002 in A not very exciting Christmas Bone this year   
    We are almost two months further now, but still no screenshots. Please show us something, Steve.
  22. Upvote
    umlaut got a reaction from rocketman in New CMRT Campaign: The Cross of Iron   
    Hi Hister
    Just want to point you - and everyone else - to a nice little feature in the new forum software: A special function for spoiler text.
     
     



     
    Unfortunately, it is rather hard to find. But here it is:
     
    Chose "More Reply Options". Then choose the third icon from the left - in the upper left hand corner. "Special BBCode"
     
    spoiler 1
     
    Then in the roll down menu choose "spoiler".
     
    spoiler 2
     
    And Bob´s your uncle!
  23. Upvote
    umlaut reacted to sburke in Evade command is actually super useful   
    All hail Ryujin, the master of evasion! 
     
    Seriously thanks for the thread Ryujin.
  24. Upvote
    umlaut got a reaction from PIATpunk in New CMRT Campaign: The Cross of Iron   
    Hi Hister
    Just want to point you - and everyone else - to a nice little feature in the new forum software: A special function for spoiler text.
     
     



     
    Unfortunately, it is rather hard to find. But here it is:
     
    Chose "More Reply Options". Then choose the third icon from the left - in the upper left hand corner. "Special BBCode"
     
    spoiler 1
     
    Then in the roll down menu choose "spoiler".
     
    spoiler 2
     
    And Bob´s your uncle!
  25. Upvote
    umlaut reacted to Tanks a Lot in Tanks a Lot's CMRT building preview   
    Almost done with another 1-story building, here's a preview:
     

     

     

     

     
    Thanks to Juju for the idea of the Russian nesting dolls in that last pic.
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