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boog2006

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Everything posted by boog2006

  1. Bingo I've got an old Radeon X600, which, AFAIK, is a revamped 9600 for Dell. I think it's a shaders 2.0. Oh well, perhaps someday. Sorry to take your time.
  2. Yeah, I got it from one of the listed links. My harddrive has only about 4 Gig left. I'll try with a new harddrive and let you know...
  3. I've downloaded and installed the Kursk 1943 demo to try it out before I purchase the game. However, when I try to run the demo, I get a Microsfoft Visual C++ Runtime Library box that says "Buffer overrun detected!" etc. etc. Then, I get CTD. Any ideas? Thanks...
  4. Ok, I've found my old files and now have JSH 1.3.2. I've finished making the small arms mod compatible with this newest JSH. I need Tartari's permission to make this mod compatible with his movable hmg mod. Tartari, if you read this...? Other than that it's ready to upload.
  5. Hello everyone. Sorry I've been away for a year and a half. I had a total HD crash followed by some real world issues. I was the author of the small arms mod about a year and a half ago. This "fixed" the semi-auto animations, added MG-26(t) (at least a hack of one), changed the belting of the other German MGs to historic types, and tweaked some values all over, etc. I'm not sure if I still have the files, and I see cmmods.com where it was uploaded is down. If this still would be a useful mod- If any modder with the knowhow has this mod, could you please update the fileslist (or anything else that obviously needs updated, based on the current mod scene) and post to the repository? Or, perhaps you could incorporate it into your own mod, if you wish. Just please give credit, and let me know where you post to. At the very least could someone who has it please upload it to the repository as is? Also, speaking of mod scene, where can I find the latest FULL JSH mod? The one in the repository is only a patch, I think... Thanks all
  6. I'll be out of town for some time, so if anyone has any comments, please be patient.
  7. All accuracy values came from the developers, with the exception of HMGs, which are half of those of the developers. I only standardized what seemed like rushed and inconsistent entries. I think skill level has a greater impact anyway. Do you have any specific suggestions?
  8. Is this it? triggers are a different file. Didn't you have triggers as well?
  9. Hold on. I would appreciate if you could both test this for a few days and play some missions. Make sure it is stable
  10. Alright guys. Thanks so much. Expect an e-mail. I'm also going to send two test missions.
  11. Yes, the animation changes are purposeful. I only edited those that AFAIK, contained the bolt animation. For example, stay2shoot is the ainimation for a standing soldier to raise his rifle as in "standing to shooting". Doesn't matter if it's bolt action or not. So it's OK as is.
  12. Updated the first post to reflect everything this mod now does. I'm about ready for release. I am requesting beta testers first, please. Post here if interested. Also, I am asking permission from the JSH team, as I have done some of my work "on top" of theirs.
  13. Surrender can be simulated using the triggers. I recently uploaded a surrender test mission at CMMods.
  14. Ideally.... But I don't know how to correct the aiming. I'll send it to you, tell me what you think. Thanks.
  15. No, that doesn't seem to be it. Perhaps I could e-mail it out to those interested?
  16. I'm happy to report success. The M1 Garand and SVT are working with new semi-auto animations. Here is the problem I'm having now. When I hacked the M1 and SVT as mgns, they fired from the hip but you could easily set the shotFreq (rounds/sec). I went as high as 1.75. Now, the animations are right, but the rate of fire is way down and does not respond to the shotFreq value much. The rate is only slightly faster than bolt action rifles. I think the problem is in aiming, since if you give an area fire command, the rate of fire is fast. Similarly, I tried to fix the stg44, but unfortunatly, with correct animations it can only work as semi-auto but still makes sound as if it's auto. Any Ideas? Oudy (or anyone else), the questions I have: -What is the purpose of Human.rc? I did not understand about the table headers in your post from over the summer. -in the animation tables, what are {}, %, +, ., [], etc.?
  17. Update. I'm working on the animation tables to add full semiauto, rather than turning the SVT and M1 into hacked MGs that shoot from the hip. If anyone knows anything about the animation tables...
  18. I have a question regarding animation tables.
  19. Mcalhau, that kind of campaign would be easy to make since you can set "diplomacy" to anything. The 'Reserves' is for the player to customize his forces before the battle. It isn't for AI armies. If you want AI units to appear late, the group must have the "sleep" attribute set to true and you must write a trigger to land them. Using German equipment is harder and requires modification of game files. If it isn't in JSH, you'll have to do it yourself.
  20. Yes, it LOOKS fine. But it might be why the map isn't loading. The reason all ingame maps look spaced is because the game engine can't handle trees too bunched. From the documentation: 5.2. Recommendations on arranging objects To avoid lower game throughput or failures in map loading you should observe recommendations as follows when arranging objects: ·The number of statics should be below one thousand. ·The number of trees should be below three thousand. ·The number of far trees should be below fifty thousand. ·Objects should be arranged in so that to avoid having large impassable areas on the map. Otherwise, the map may fail to load. ·If after being edited in Builder a map still fails to load try to reduce the number of impassable objects (trees, buildings, fences) especially in areas where those are plentiful.
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