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umlaut got a reaction from Bulletpoint in Game not saving when save file´s name already exists
I am experiencing a peculiar problem in CM Red Thunder:
Whenever I try make a save that would normally overwrite a previous save with the same name - then the game doesn´t save the turn. This has begun since installing the Fire and Rubble module.
For instance I last night lost about an hour´s worth of setup "work" in the first battle of Night at the Opera. I had opened the campaign and saved the game right away as "CMFR Night at the Opera Axis b1 150" - and when I took a break an hour later I saved again with the same file name. But when I opened the game, nothing had been saved - and when I checked the time of the save file I could see that the original file had not been overwritten.
I have now tried saving different games and the result is always the same: When I give a savefile a name that already exists, then the game ignores the save.
But: I have also noticed that every time I make such an unsuccesful attempt to save, the game creates a tempfile (TMP) at exactly the same time - in the main Red Thunder folder. For instance: tempfile u5.tmp or tempfile q.tmp
Is there anything I can do - or do I need to reinstall?
I do of course have save files - though only the original versions of each 😉
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umlaut reacted to mjkerner in Game not saving when save file´s name already exists
umlaut, you have company. I noticed that two nights ago, tried it many times, but when I loaded the “new” save it was the first one. Repeated it numerous times, no dice, so now I just add an “a, “b” etc. BFC, do some find, please!
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umlaut got a reaction from Bulletpoint in Game not saving when save file´s name already exists
I have just deleted and reintalled Red Thunder anew.
It didnt solve anything: The save problem still exists!
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umlaut got a reaction from RockinHarry in FR Flavor Object List
Great little feature. Thanks for sharing that 🙂👍
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umlaut reacted to rogue189 in Saved File Not Overriding
I started playing the American campaign yesterday, but found that the game would not override the save file if I used the same file name. I accidently started with a real-time game, but then switched to turn based. I played the first mission for about 15 minutes and kept saving with the same file name, but when I reloaded the game, it was back to turn one of my real-time game.
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umlaut reacted to RockinHarry in FR Flavor Object List
Looks like there´s 9 UI button graphics for flavor objects now. Found my tiny UI button mod works here as well. It extends possible flavor object selection set to 16. Means if you have any flavor objects filling slots 10 to 16 you can access and place them in editor as well. So no need to swap any of the stock games ones if you like adding some new.
Open with 7Zip and drop to data/z: https://www.dropbox.com/s/ty8pp6lutofjimu/FlavorGenericButtons.7z?dl=0
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umlaut got a reaction from STAGEMAN in CMRT Romanian Mod
@kohlenklau
I couldnt resist trying to get the R35 into Red Thunder - and here it is, fighting a couple of BA64. 😁
In the menu in the last seconds you can see that it is actually a disguised psw 222. I´ve tried a lot of other vehicles, but this one is the only vehicle I found with a comparable strength - where the crew isnt too much out of the place. At least when it isn´t open:
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umlaut got a reaction from Blazing 88's in CMRT Romanian Mod
Here are the the first vehicles. Pz IV, StuG IIIG, PSW 222 and 223
https://www.dropbox.com/s/hkcapvfyl3zm5hy/Romania.zip?dl=1
Did you want others @kohlenklau?
And by the way, did you notice this little beaut amongst all the F&R goodies?
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umlaut reacted to Freyberg in Sandbags ruining concealment
OK - this was bugging me so I ran a test. It took a long time to set up, I expect to be thanked 😛
Scenario file attached, play with it yourself.
Test settings:
CMFI, clear day Base terrain 'hard' Spotter, with binoculars, Regular, 0; spotter has 2m elevation advantage Spotter has 10 min to observe (no enemy troops on map, just fortifications) Results:
1) Control, no cover (terrain file 'hard')
Foxholes no longer visible at ~200m Trenches no longer visible at ~600m Sandbags no longer visible at ~800m 2) Extra long grass tile, fortifications placed one tile back from front of cover tiles
Foxholes no longer visible at ~200m Trenches no longer visible at ~600m Sandbags no longer visible at ~900m 3) Light tree cover - light forest tile, tree type A, one tree per tile, fortifications placed one tile back
Foxholes no longer visible around ~200m Trenches no longer visible at ~500m Sandbags no longer visible at around ~900m
OK - so this is a single vanilla spotter, with binoculars and 10 min of uninterrupted observation on a clear day.
For those who say 'these things are too easy to spot', do you drive, do you ever visit the country or go to the beach? 100m is literally 'just over there' - I can spot a sparrow in flight from 100m, without my glasses on - and it doesn't take 10 min.
I may (or more likely may not) do other tests with different elevation, but this is my preliminary conclusion.
Summary:
Foxholes are quite hard to spot - camouflage seems to be assumed More robust entrenchments are not easy to spot until you are well within heavy weapons range. A high elevation advantage may make a big difference, but it should; more eyes and more experienced eyes may make a difference, but they should - feel free to play with the file and change terrain types.
https://www.dropbox.com/s/9yvjmwddqiyv0eu/000 spotting A2_L.btt?dl=0
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umlaut got a reaction from RockinHarry in Good German voices
We are lacking the key exclamations, though:
"Achtung, ein engländer!"
"Teuffel! Ich bin getroffen!"
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umlaut reacted to Dr.Fusselpulli in Good German voices
I want to say something most users probably will not notice, but it is an amazing Detail, the voices for the German forces are quite good and believable.
There are a lot of movies or sometimes games with terrible not native voiceactors, but the Soldiers in Combat Mission are sounding very natural.
Good job @Battlefront.com 👍
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umlaut reacted to Vergeltungswaffe in CMRT Romanian Mod
That IIIG brings a tear to my eye from remembering the glory days of CMAK.
I wish there were L/42 and L/60 versions of the IIIJ, but the G and M late give a lot of possibiities.
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umlaut got a reaction from Vergeltungswaffe in CMRT Romanian Mod
Here are the the first vehicles. Pz IV, StuG IIIG, PSW 222 and 223
https://www.dropbox.com/s/hkcapvfyl3zm5hy/Romania.zip?dl=1
Did you want others @kohlenklau?
And by the way, did you notice this little beaut amongst all the F&R goodies?
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umlaut got a reaction from kohlenklau in CMRT Romanian Mod
Here are the the first vehicles. Pz IV, StuG IIIG, PSW 222 and 223
https://www.dropbox.com/s/hkcapvfyl3zm5hy/Romania.zip?dl=1
Did you want others @kohlenklau?
And by the way, did you notice this little beaut amongst all the F&R goodies?
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umlaut got a reaction from Aquila-SmartWargames in CMRT Romanian Mod
Oh, and the R35 (though it is actually from CMBN and luckily not my headache how to get in CMRT😉)
https://www.dropbox.com/s/lspzik65iiz7rq1/R35.zip?dl=1
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umlaut reacted to benpark in FR Flavor Object List
Here's the list of the new Flavor Objects included in the module to keep your slots in order.
Note- The "column" will reach the second story balcony, so you may use them as either a monument, alone- or as pillars for government buildings, etc.
table — Bench6
rubble1 — Junk7
ibeam — Log3
corrugated — Manhole2
monument — Monument1
monument bismarck — Monument2
column — Monument3
kiosk — Monument4
kiosk 2 — Monument5
destroyed pole — Pole6
sbahn sign — Pole7
rubble2 — Rock7
rubble End Down — Rock8
rubble End Up — Rock9
Opel Kadet1 — Vehicle1
Opel Kadet2 — Vehicle2
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umlaut got a reaction from Bulletpoint in Fire and Rubble Possible Bugs
Stug IV tank rider bugs
It seems like I stumbled upon a couple of bugs regarding StuG IV tank riders.
In the first battle of the Broken Shields campaign (gorgeous map, by the way @benpark) the tank riders on this StuG IV (late) disembark as soon as the turn begins, instead of at the vehicle´s last waypoint (move and disembark orders given in the correct sequence). The bug occurs on both my laptop and desktop PC installs of CMRT.
Curiously, when I created a test scenario I wasn´t able to recreate the bug - but I found another one: The tank riders on the StuG IV (early) disappear visually when they embark the vehicle. The icons are still there and they reappear, once they disembark.
I have tested this with all StuG´s and Jagdpanzer IV´s (plus a few other german tanks) but only found the bug with the StuG IV. But as I said I wasn´t able to recreate premature disembarkation in my test scenario - so perhaps it is something specific to the campaign?
I of course have save files I anyone wants them.
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umlaut reacted to zulu1966 in Fire and Rubble Possible Bugs
I tried the same in the broken shields scenario with a couple of MG teams. set disembark from the last stug way point. All worked fine for me ...
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umlaut reacted to kohlenklau in Autographed 8x10 Glossy photos of Kohlenklau's Schwimmwagen now available!
Thank you to Matt A. for immortalizing me in the CM world. Getting the Schwimmwagen in the game is something I really appreciated. Thank you BFC.
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umlaut reacted to benpark in Fire and Rubble
Great to see it in the wild. There will be a few "cutting room floor" things to come (scenarios, mods, and weird concepts).
Have fun.