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Roter Stern

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Everything posted by Roter Stern

  1. Yet Another Spetsnaz Mod for all you Red-vs-Red fans out there, posted on CMMods by yours truly. A complete re-skinning of the Syrian Special Forces texture with a Russian Spetsnaz skin, featuring: - KLMK Camo clothing - Maska-1 helmet - Grad-2 load bearing vest ...or at least as close as I’m able to replicate those with-in the confines of the model and my humble abilities. Enjoy! ... I’m no a uniform nut nor has this been made for those who are, so please don’t yell at me how KLMK actually only comes as a set of coveralls without cargo pockets and never has insignia on it … it looks pretty, and that’s good enough for me [ February 18, 2008, 08:55 PM: Message edited by: The Louch ]
  2. Are they supposed to be part of your Bulkan mod? since the last version i downloaded had the default paved texture and not the cubblestones.
  3. I dunno, there's something odd going on with the A-Channel in CMSF's .bmp files. I'm using a reasonably recent graphics program - Paint Shop Pro 8, to be exact - and it doesn't even recognize the A-channel in those .bmps, even though it's fully equipped to edit all types of channels, alpha or otherwise.
  4. As you can see. You can't really control which weapon, if at all, your units will pick up, but it does seem to work well. Don't expect to recover weapons when a squad is dashing for cover across an open field and the RPG guy gets taken out. But when given enough time the seemingly sure way of getting that all-important last RPG back is to have a unit perform "first aid" on the casualty.
  5. Well, of course I couldn't just leave it there, so here's my "Real Life Appearing Out of the Thin Air Test"... Bunch of vehicles get positioned behind a tall wall with a 16m wide opening in it. On the other side a bunch of AI's tanks and things are ordered to drive back and forth at full speed in front of the opening. Range between vehicles is about 180m, with the wall about half way. Scene 1 - a split second after the first tank peeked though the opening - four out of six vehicles have the tank spotted. Scene 2 - a few seconds after the first - can't really see the spotting info on this one, although it's pretty definitive that not only was the T-72 able to spot the two tanks, but it actually had enough time to engage both as they moved in front of the opening. Also notice that the BRDM2 has already scurried out of the harms way. What does that prove? I have no idea. edit: actually I do know... it proves that Steve was right /gasp edit 2: after running it though a bunch of times had a BMP-2 take out a T-55 with a single burst of the 30mm - must've hit the ammo compartment, since the whole thing went up in the biggest fireball I've seen in a while! [ February 17, 2008, 07:47 PM: Message edited by: The Louch ]
  6. I'm sorry, but that's a ridiculous thing to say In "real life" people don't go around calculating the square root of 225 on a daily basis either, but when you punch it into a calculator for a test it better give you an answer of 15 or you might as well get a new calculator... Besides, how is "appearing out of thin air" different than "appearing from behind a wall", as far as the simulation is concerned? [ February 17, 2008, 06:54 PM: Message edited by: The Louch ]
  7. This skin mod is actually very unique, because you can't see it's best part on the exterior of the vehicle ...shouldn't it come with a PG-13 warning on it? Although it does point out the reason - be it direct or subconscious - for all wars past and present. So in fact, this is a very historical mod. [ February 17, 2008, 03:24 PM: Message edited by: The Louch ]
  8. A remake of a “Small Town” Meeting Engagement Quick Battle map from CMAK, available from CMMods. Not intended as an actual “scenario” per-se, but rather as a standard field for urban battles by either playing it as a scenario with pre-defined units or as a quick battle with random units. Main focus is on Multiplayer, however a few AI plans for both sides have also been included. They are nowhere near where they should be, but then the AI is never stellar on offense anyways. If anyone wants to create a new AI plan, I'd be happy to update it into the map. In order to get this map working for Quick Battles, it must first be saved in the “\Game Files\Quick Battle Maps\” folder. Then in the QB setup you must pick ‘meeting engagement’, ‘small’ map size, and ‘town’ terrain – and unless you installed other ME small town QB maps this map should load up every time. Currently in scenario form it's set up for Red-on-Red as a battle between a reduced mechanized company and a reinforced special forces company. But I encourage everyone to edit in your own units for an unlimited number of "what if" scenarios. Hopefully this will have the same excellent replayability as the original CMAK map. Please note that as of 1.06 there is a bug that prevents units from *entering* buildings though the “blown” walls created in the editor – however units are still able to *exit* the building though those walls. So be extra careful when planning movement orders around the ruined parts of the buildings. Also, walls destroyed *during* the battle seem to work just fine, so engineers can still be used to their full capacity. [ February 17, 2008, 03:14 PM: Message edited by: The Louch ]
  9. IIRC at some point Steve commented on this and basically it came down to logistic being outside of the main focus of Shock Force. If the game dealt with counter-insurgency operations, then of course trucks and such would have a much bigger reason to be in the game. But as it stands right now the game deals with "tip of the spear" type battles, especially when played as the Americans. On top of that, I'm sure it's also the classical case of having to prioritize work within a very limited development time schedule. If I had to pick between a truck and a BMP-3 to make it into the Marine module, you can probably guess wich one I'd want : ...vs...
  10. Thanks! Now we both have the same mods running But speaking of the Balkans mod, seeing how you ignored my question in that thread, I'll ask it again here .. Where do the cobblestone textures come from? i.e. these ground textures:
  11. I absolutely love how resourceful vehicle crews are! Check out a pair of these Rambos - after having their BMP-2 blown to pieces they ditched a their handguns and equipped themselves with an RPG and an LMG from the bodies of the very same dismounts they were carrying in their BMP. ...also notice a 2-man RPG team in the background who managed to secure a second launcher. Those guys caused some real damage a moment later when a foolish LMG team tried to open fire on them. Looks like something right out of Jagged Alliance 2 when by the end of the game every single merc was packing an FN Minimi and a backpack-full of LAWs, doesn't it? [ February 17, 2008, 01:43 PM: Message edited by: The Louch ]
  12. If that's the case, would it not have been better to post to that very same thread instead of starting a new one? But anywho... That's exactly what needs to happen ... however, in order to create a new building texture set you must replicate all of the required textures. So as a bare minimum you need eleven #8 textures. Also, while not mandatory, you should create a balcony texture for the new building, otherwise any balcony placed on the new building will not be textured.
  13. Try here - http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=52;t=003695;p=1#000000 Although CMmods worked fine for me. I'd like to know which mod these uniforms are from...
  14. Which mod are the cobblestone textures from, because I don't seem them in yours? Also there seems to be a lot of redundant BMPs - either repeating in different folders of the mod or completely unmodified from the originals ... that just bloats up the already large mod. Other than that, excellent work! [ February 16, 2008, 02:58 PM: Message edited by: The Louch ]
  15. Keep in mind that a player will not be able to reposition any unit that is not positioned on a setup zone in the editor. This does not actually apply to the AI, as a matter of fact you do not need to create a setup zone for the AI at all - AI units will always deploy into their "setup" zones in the AI plan.
  16. Well the two wall on the left are the "empty" wall section you can create in the editor ... presumably to simulate a "garage" sort of thing. I have tried a bunch of combinations of the two types of walls and just the regular ones and none seems to work.
  17. Is it just me or are units unable to enter buildings though the "blown" or "empty" walls made in the editor? They are happy to exit the building though those, and they are also able to enter though a blown wall that was created during the battle, but those made in the editor they don't even bother trying... First the two squads are given a movement command into the building - a blow wall on the right and an empty wall on the left. But then after a few seconds they self-cancel the movement order without even as much as an attempt to get in: Blasting though those doesn't work either - the charge goes off, but they still refuse to go though. [ February 17, 2008, 03:03 PM: Message edited by: The Louch ]
  18. Yep, by all means, just fire off which ever scenarios you'd like me to have a look at to my email. Try this, unless you already are of course - instead of doing this for the AI orders: ...do it like this: A single painted square is all it takes to get the AI to set up in a house. Also note that the AI will set up in all seven buildings in the example above, not just the closest one to the edge or the top.
  19. Who's concrete barrier mod are you using in this one?
  20. Red-vs-Red wins the day again! Can't say I did terribly well, but at least I was left with a single tank in the end and the attacking AI did not. Most of the foxhole positions got overran very easily... almost a waste to even have them there, actually. So is this an actual scenario or just something quick and random you put together?
  21. Actually the Reconnaissance Vehicle Strykers - the ones you get in the Curve - do not have remote weapons control, so they do need to pop out to use the 40mm or the .50cal.
  22. The scenario has been updated: - Defender's AI expanded to 4 plans, to increase setup unpredictability. To counter Red's rather cheap tactic of preemptively leveling the two flanking sets of buildings, the defenders are now able to occasionally leave them completely unoccupied. Defenders are now also able to counter-attack. - Seeing how Red forces can no longer call in Arty with out an FO, one such unit has been added to the attackers. - Changed the defender's units from "Combatants" to "Fighters" in order to take advantage of my very own Rebel Fighters skin mod. I also finally took the plunge and despite it's atrocious interface uploaded stuff to CMMods. ...perhaps this post can be moved to the Scenario forum? (it didn't yet exist when I first posted it)
  23. Resurrecting this older thread that I just stumbled upon, because I'd like to hear something 'official' on this one: Does the QB AI split its troops into groups? If so, what is the general logic for when it does that? Is it more or less random or does it actually split light infantry and heavy armor into different groups? [ February 15, 2008, 09:54 AM: Message edited by: The Louch ]
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