Jump to content

CMFDR

Members
  • Posts

    460
  • Joined

  • Last visited

Reputation Activity

  1. Like
    CMFDR got a reaction from sbobovyc in CMBS Training Maps Ported to WW2 (BN, FB, FI, RT)   
    I like the maps included in Black Sea's training campaign so I ported to Battle for Normandy, Final Blitzkrieg, Fortress Italy and Red Thunder to have my PixelTruppen train better.
    More sweat, less blood they see...
    To port the maps, I've used the novel Mutator tool developed by Stan Bobovych @sbobovyc, thank you Sir.



     


    http://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons/cmbs-training-maps-ported-to-ww2-bn-fb-fi-rt/
  2. Like
    CMFDR got a reaction from PIATpunk in CMBS Training Maps Ported to WW2 (BN, FB, FI, RT)   
    I like the maps included in Black Sea's training campaign so I ported to Battle for Normandy, Final Blitzkrieg, Fortress Italy and Red Thunder to have my PixelTruppen train better.
    More sweat, less blood they see...
    To port the maps, I've used the novel Mutator tool developed by Stan Bobovych @sbobovyc, thank you Sir.



     


    http://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons/cmbs-training-maps-ported-to-ww2-bn-fb-fi-rt/
  3. Like
    CMFDR reacted to Vinnart in VIn CMSF2 Geometric Floating Icons   
    Vin Geometric Icons CMSF2.zipVin Geometric Icons CMSF2
    I have been picking at making this for myself as I am going through the demo, and it should be complete enough to share now.
    First, special thanks to Juju, Wolf, and Bil for all their original contributions from which I have drawn from to create this mod, and it’s concepts. If you are familiar with my other Icon mods this one works the same in using different colors for spotted and FOW icons, along with different colors for fortifications icons making set up much more visually organized. Each unit class has a unique geometric shape making it easier to differentiate unit types while making icons smaller.
    Newest Feature: New HQ icons.
    HQ units stand out much better now using contrast for visual emphasis while having a more interesting distinctive look. Each force has it's own unique HQ floating icon available. Some have variation you can choose from as well. To change to a desired HQ go into the HQ folder where the icons are and cut and paste the "z" and add it to the beginning of the title of the folder you want to use. The default setting is USA white star, and Syria green star. I liked the green star as it felt more Syrian to me, but to use the Syria white star icon instead you would cut the "z" from the folder name and add it to the beginning of the folder name of the icon with the white star. Putting a "z" in front of any file folder name makes the game override to that. You can only use one Bluefor and one Redfor icon at a time. Switching HQ icons must be done manually.
    Also, The mod is set up so you can use all or piecemeal. If you do not want to use the special HQ icons , but the rest then take the HQ icon folder out and it will use the vanilla flag. Just want to use the FOW icons with another mod, or base game then just put that folder in and add a "z" to folder name.
    Enjoy!
    Vin
     
    BEFORE:

     
    AFTER:


     
    HQ's: Note the "z" at beggining of title. Cut and paste to different folder to change.


    DOWNLOAD:
    Vin Geometric Icons CMSF2.zip
     
     
  4. Like
    CMFDR reacted to Vinnart in Vin's Animated Text CMSF2 V2.01   
    I think I will get motivated enough soon though to release my floating icons mod for CMSF2.  At least that one doesn't require constant maintenance and part of the fun is the actual creative process of seeing what I can make and how it looks. Here is a preview of the HQ icons for the countries. Some have variations you can choose as you can see.
     

  5. Like
    CMFDR got a reaction from The_MonkeyKing in Vin's Animated Text CMSF2 V2.01   
    Now on CMMODSIII : http://cmmodsiii.greenasjade.net/?p=8032
    Just launched CMSF2 and it felt uneasy, something was missing you know... then I realized there was some text describing me what my guys were doing, text!
    So yeah, just had to do it. This mod should be an option in game.
    Thank you @Marco Bergman, thank you @Vinnart you both are legends.
  6. Like
    CMFDR got a reaction from A Canadian Cat in A Complete List of Combat Mission Scenarios - re-announce   
    That website is of public utility. So let's lift it up to top so new fellow gamer can get to know it. 🔝
  7. Like
    CMFDR reacted to MikeyD in Uncon "uniform" tags.   
    I just checked, the editor in this title doesn't come with a uniform 'appearance' selection like you see in CMBS and others. The uniforms are... well... uniform. Or any differences (on the Syrian side) are purely random. Combatant's have their own textures, fighters have their own textures, Militia, Mech Infantry, Special forces and Airborne each have their own textures. But you can't further subdivide the groups
  8. Like
    CMFDR reacted to xacto in Xacto's “Camo” Theme Menu Mod for CMSF2   
    Her is my latest  menu mod for Combat Mission Shock Force 2. This will work for the demo as well.
    The file Includes multiples UI screens and a full set of module icons. I will be updating with more mods in the future.
    Cheers,
    XACTO
     
    Download page:
    Xacto's “Camo” Theme Menu Mod for CMSF2
     
     

     
     
  9. Like
    CMFDR got a reaction from Aquila-SmartWargames in cmsf2 custom intro   
    Thanks for the details Strigoi.
    I'm wondering if the video could be launched at another moment than at game launch, and I guess that since it's at game start tags wouldn't work.
    Still, great potential you uncovered there dear mate.
  10. Upvote
    CMFDR got a reaction from A Canadian Cat in Vin's Animated Text CMSF2 V2.01   
    Now on CMMODSIII : http://cmmodsiii.greenasjade.net/?p=8032
    Just launched CMSF2 and it felt uneasy, something was missing you know... then I realized there was some text describing me what my guys were doing, text!
    So yeah, just had to do it. This mod should be an option in game.
    Thank you @Marco Bergman, thank you @Vinnart you both are legends.
  11. Like
    CMFDR reacted to MOS:96B2P in Finally got in to the forum! could use some pointers   
    Below is the SOP I use for Hull Down:
    1. Give vehicle Open Up order.     
    2. Give vehicle Armor Target Arc1 entire map 3600.
    3. Place Hull Down waypoints on every action spot in direction of OpFor unit.
    4. Select first waypoint that allows an Area Target on the desired A/S.2
    5. Place a Target Briefly3 order from this waypoint to the desired A/S.
    6. Delete all the subsequent Hull Down waypoints.
    7. If appropriate give vehicle Hide at final Hull Down waypoint.
    Notes: 1)Armor Target Arc will not fire on AT guns. 2)LOS can be blocked between hull down position and desired A/S. 3)This will not cause the tank to fire.
     
    Nope. 
     
    There is no standard skill level for a PBEM.  You just agree to it before you start.  Also it's not a skill level as in most other games.  It is more like a realism level.  More realistic call times for artillery etc.  There is no giving the AI more hit points or health bars etc.... 
    No contour lines.  I had contour lines as a wish in my signature line until just a few months ago.  @Bil Hardenberger does have a mod that shows grid lines on the map which helps a player see elevations better.  I'm not sure if it works with CMBS or not.  I just tagged him so maybe he will stop by and let us know.  Bil also has a Combat Mission Blog you should visit.  I'll let him tell you about it.
    Welcome to the forum!!!    
  12. Like
    CMFDR reacted to RockinHarry in CM New MG34/MG42 LMG animations   
    Now that´s something to my liking!  I´ll see how I can get it combined with my animation file mod.
  13. Like
    CMFDR reacted to Frenchy56 in CM New MG34/MG42 LMG animations   
    I was honestly a bit annoyed by CM's rendition of the Germans firing their LMG's with one hand on the barrel, so I saw that US soldiers in the modern games seemed to hold the M240 closer to what a German GPMG should be.
    So I swapped some files and voilà:


     
    Here's the download link:
    http://www.mediafire.com/file/vb8xtrx2j0mciau/mg42_anims.rar/file
    Install it by unzipping it into the Z folder inside your data folder. Create it if you don't have one.
    It should work for all CM2 games.
    Let the spirit of the MACHINE GUN be with you.
     
  14. Like
    CMFDR reacted to Aquila-SmartWargames in cmsf2 custom intro   
    I do not even consider it as real mod but just an experiment to test what videos combat mission intro can play. Looks like there are no restrictions which means a campaign maker theoretically can use the intro.wmv for his means (video campaign briefing, situational report on war etc.) in order to provide player with further background which is good.    
     
    But when I will do real mod I will consider uploading to cmmods.
     
    You are welcome 🙂
  15. Like
    CMFDR reacted to Bil Hardenberger in Bil's Floating Icon Mod   
    Finally completed the Icon Key.. hope this helps:

  16. Like
    CMFDR reacted to Bil Hardenberger in Bil's Floating Icon Mod   
    I have completed my first iteration of these icons, please download them and give them a try.  
    There are two versions:
    War Movie Mode Icons - these are brighter so they look better when playing in War Movie mode.
    Standard Mode Icons - (the @domfluff Variant) these icons are saturated versions of the original and look superior to the in-game screenshots I originally posted.
    Note:  There are two vehicles, the British Sultan and Spartan that are not working right now.. but this is a BETA version.. I will update the links when I get the issues ironed out.
    Standard Mode Version:


    War Movie Mode Version:


  17. Like
    CMFDR reacted to Bil Hardenberger in Bil's Floating Icon Mod   
    I know there have already been a few of these released, but thought I would show a preview of what I have been toying with...
    These are based on the US Army's FM 101-5.1 .... with a little license taken to make them clear at any distance.
    This image is an overview of the first AAR map I was playing with @Baneman.. yellow are FOW icons of course.  

    This set includes special colors for each nation... 
    ...in this image I have selected a Bradley Platoon, which if you remember was playing red in this action.  The icons remain the color I chose for the US side (Infantry Blue) while selected.. they will be red when not selected.  

    FOW icons showing a selection of different unit types... very easy t tell them apart.  All nations use the same FOW icon set... so no clues as to nationality until you fully ID a unit.

    The following image illustrates Syrian infantry.. also note the Blue infantry.. that is one of Baneman's irregulars and was on Blue.. Ihave included an inset of that icon selected, showing that when playing blue, Syrian units will highlight green.

    BMP-3 (with one infantry unit selected) showing the darker red Syrian highlight:

    On the blue side...highlight insets show a British vehicle (khaki) and a German IFV (gray)...

    And finally, the overview I started this post off with, but with one US Platoon highlighted...

    Coming soon.. probably this weekend.  Just need to run them through some thorough tests.
    Bil
  18. Like
    CMFDR reacted to Combatintman in Tactical Icons - FOW icons using NATO Unknown symbol   
    From my perspective, the unit would be Suspect rather than Unknown. FM 1-02 defines Suspect as 'An identity applied to a track that is potentially hostile because of its characteristics, behavior, origin, or nationality'. The reason I think this is more applicable than the Unknown symbol is because any unit that is not a friendly is by default an enemy as CMSF only has friendly and enemy units modelled in a visible to the player sense.
    The correct symbol therefore would be an empty red diamond with a question mark to the right of it although whether or not that would work visually and add more clarity for the player, which is the desired endstate of the mod, is another matter.
  19. Like
    CMFDR reacted to Mord in Shock Force II Modding Discoveries.   
    In light of what @Sgt.Squarehead posted in the SF2 Screenshot thread I figured I open a topic for any work arounds and tricks we can use to manipulate SF2. Maybe Steve cut that conversation and post it here?
     
    Mord.
  20. Like
    CMFDR reacted to Aquila-SmartWargames in cmsf2 custom intro   
    Hello cm community,
    I was just testing if the cm intro video supports different video sizes and lengths and created a custom intro about us troops. It is really nothing special and just work of some minutes but I thought perhaps somebody likes it.You still can click it away. Download: https://www36.zippyshare.com/v/bcmsshwn/file.html
    Instructions:
    1) backup original intro.wmv in combat mission shock force 2/data folder
    2) unzip, place custom intro.wmv in same place
    3) to remove... you can guess it
       
     
    strigoi   
  21. Upvote
    CMFDR got a reaction from MOS:96B2P in New Scenario: Coup D'etat   
    Now I need CMSF2!
    (Tyrant is a great show by the way)
  22. Like
    CMFDR reacted to Mord in Mord's Mods: Fortress Italy Edition   
    Thanks, Ironsturm.
     
    Managed to get the British armoured infantry designed along with a special guy.  Worked on these dude for ten hours today. LOL. I am beat.
    Hope you like them.
     

     

     
    Mord.
  23. Like
    CMFDR reacted to MOS:96B2P in New Scenario: Coup D'etat   
    A new fictional scenario for CMSF2: “Coup d’etat” is in Beta testing now and is intended as player vs AI.  The player will lead rebel (Syrian) units in an early morning (0400hrs) coup attempt to overthrow the governing regime (also Syrian).  It is set in the fictional third world country of Abbudin and takes place in the heavy urban terrain of the city of Al Mout.  The city of Al Mout is a heavily modified portion of the Ramadi-Government-Center map created by @LongLeftFlank.  Approximately 1072 meters by 592 meters. 
    The scenario has a variable end time.  The optimal scenario length is two hours and 15 minutes however it can be played to four hours.  If the scenario is played longer than two hours and 15 minutes the regime AI is awarded an extra 200 Victory Points.  It requires all the CMSF2 modules to play since it features US Marines (guarding a US Consulate & later an amphibious force), a British SF unit (hunting for WMDs) and Canadian advisors (assisting the local city police).
    The scenario was created with the idea of taking a small, under equipped, rebel force and using in-game intelligence and insurgent tactics to expand the combat power of the rebel force until the rebels controlled the city.   Below are some daylight screenshots of the urban part of the map.

    View of the 4th December Bridge.

    Slums in the south west area of the city.

    Looking east on Al Jazeera Boulevard from the area of Asfarr Taksi Company.

    An Agricultural Specialist, looks east out a window from Hotel Mout.  In the distance is the Mayoral Residence along the bank of the River of Martyrs. 

     
  24. Like
    CMFDR reacted to RockinHarry in CMBN Invisible floating unit icons mod   
    Didn´t take me much work to make invisible floating unit icons for all CMX2 WW2 series games (CMBN; CMFI; CMRT and CMFB). Although I do neither have CMFI nor CMRT, I was able to pull required file names and folder structure info from the demoes or icon mods over at CMMODS III. For anybody like giving it a try, here´s the link (check the incl. readme for more detailed info). The archive contains seperate files to be unpacked into corresponding games data/z folder:
    https://www.dropbox.com/s/1o7jbvfduvqgugr/RHZ CMX2 WW2 Invisible Floating Unit icons Full Package.rar?dl=0
  25. Like
    CMFDR reacted to Pak40 in Motherload of Germany 1:25k Topos   
    This is the link to the index page: http://igrek.amzp.pl/mapindex.php?cat=M841W
×
×
  • Create New...