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Buzz

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Everything posted by Buzz

  1. In country. Slow satellite when weather is good. No satellite when weather gets real Power just went out X 2 writing this ... but I have that covered contingency covered;) I knew going "In Country" would bring about CMBN / CMFI 3.0 PC upgrades. Consider it my community contribution As for the 3.0 Mac upgrades I may have to wait till work is done here I get back to cable to upgrade.... but keep posting. Great CMBS bones ChrisND. Night vision goggles... Now we are talking Modern! Yes, Changing sound files to 48,000 Khz mono work on many but not all. I tried to rul out the "damage" part by downloading the package again and had the same results. All this was 1.5 years ago so I don't remember all the mods I tried but I was trying to get your vocal mods / radio chatter to work in CMSF Mac. Per waclaw "try changing to mono, the game uses only ambient sounds in stereo." I don't have the correspondence with others re: CMSF MAC sound file formats. I am not sure there is an "official" guide on the specific file format that CMSF Mac needs. Mac guys can explode a base game brz in boot camp. "Here...for the trip. Good luck." Thanks Mord. Can't DL video out here... but Arthur and I did "fire up" .. to celebrate 3.0 PC upgrades
  2. Here you go Mord, Way back from 02/13. CMSF PC mod sound files appear to be in the same format as the stock Version 110.brz files. Sample Rate: 44,100 - Bits per sample: 16 - Audio channels: 2 See this thread. http://www.battlefront.com/community/showthread.php?t=110426&highlight=sample+rate .... convert old voice mods from 44,1 KHz vs. 48,0 KHz sample rate? ---- Per waclaw "try changing to mono, the game uses only ambient sounds in stereo." ---- Buzz used iTunes conversion on "Mord's Vocal Mayhem Mod BASE" files. Converted voice mod to 48,000 kHz,16-bit, but MONO and it worked in Mac CMSF! Conversion worked on Mord's US AFV Radio Chatter as well. *Not every file but most* Next up Mord_& George_MCs_Cuss_Mod_Brits. This did not work so well. CMSF MAC sound file formats may have a very specific file format that needs to be used.... but exactly what it is :confused:
  3. MordBunker HQ has anti curse technology modded into the sandbags And for $10 more... you get to play in the cigar lounge:)
  4. Hey Mord. I enjoyed your CMSF sound mods in "bootcamp" w/o any issues. I will try to dig up the notes I have and respond soon. Heading to the country for a few weeks tomorrow. Ironic.... (but not whining) CMBN / CMFI V3.0 Upgrade will be "Very Very soon…." and satellite internet in country is "Very Very slow …." Seems like every Battlefront release requires me to be in country
  5. Had to answer work call. Missed the last of ChrisND's Upgrade for 3.0 CMBN/CMFI ... reveal but I do know 3.0 CMBN/CMFI should be very soon Maybe others can chime in? Any comments about "Modern" - CMBS / CMSF?
  6. Upgrade for 3.0 CMBN/CMFI should be very soon Get ready for 3.0 Abundance The CMRT 3.0 "Actual Patch" is in testing. No one has asked about "Modern" CMBS yet
  7. UPGRADE 3.0 FEATURES Gameplay • Ground units are now able to fire at attacking aircraft • Ammo Dumps allow platoons to have reserve ammo stored separately on map (automatically distributed for certain Skill Levels) • WeGo TCP/IP with the ability to save but not the ability to replay combat action • Spotters restricted to directing only one Mission at a time. Assets can now be group fired. • More realistic/varied RoF of automatic weapons. • Improved load time for scenarios, especially larger ones with complex terrain User Interface • Three different sets of camera controls; Standard (traditional), First Person Shooter, and Real Time Strategy • Optional graphical Command and Control link tracing • KIAs are shown in the Soldier/Crew Panels to track soldiers lost during the game • Option to disable music separate from other game sounds Editor • Ability to create AI Triggers that execute actions based on other units or interaction with Objectives (existing battles do not have this, but it can be added by authors if they wish) • Maximum map size increased • Improved responsiveness of 2D editing, especially for large maps • Improved load time for 3D Preview, especially large maps • Customized "Mod Tags" for most graphics. This allows for multiple mods for the same item without the need to move items in/out of Data folder • Ability to specify specific mods be used for a specific Scenario. If CM fails to find the specified mod it will use the default Graphics • Hit impacts to vehicles and bunkers now shown graphically ("hit decals") • Water animates for fording units • Improved shaders
  8. ChrisND's twitch feed now on CMBN/CMFI - UPGRADE 3.0 FEATURES edit: Improved load time for scenarios, especially larger ones with complex terrain Improved responsiveness of 2D editing, especially for large maps Improved load time for 3D Preview, especially large maps Improved shaders Has not mentioned CMRT patch yet.
  9. If you wanted to know about UPGRADE 3.0 FEATURES for CMBN/CMFI... you should be tuned in now:D
  10. Thanks. Assuming my local thunder / rain storm does not knock out my internet I will be there.
  11. 770 w/2 GB video RAM should work great. 4GB is probably more than needed (but gives you plenty of room for super hi res. textures / mods if you pack that z-folder) unless you are running 2 monitors... then 4GB GPU memory is very useful. Loading times for "Studienka" Elite RT vs AI as German everything maxed to best, shadows, shaders, trees, at 2560 x 1440 = 39" on the hackintosh. This is just a start up file not 30 minutes into battle.
  12. Looks like an IS 'victory parade' of sorts. Great for "recruiting" I suppose? Talking heads in US keep referring to captured up armored Humvees from Iraqi desertion as the vehicle the Peshmerga can not defeat? Their Anti-Tank Weaponry and Armored Vehicles can defeat Humvees?
  13. In general not that tricky to build and lots of options for how much you invest for your needs. PM sent.
  14. re: v3 of cmx2 a short video on how to.. and how flexible CMx2 is might encourage folks testing their talents.
  15. Thoughts of an animated "hello kitty" type modes made me miss speak
  16. Umlaut´s Factory Project opens my understanding to another level of how flexible CMx3 is. That should be an extra advertised value to new customers. I don't have modding talent / skill to do this graphic art myself but there are people in the CM community that do. I anticipate some new CM players might enjoy a short PR video on how flexible CMx3 is.
  17. CMx2 ScAnCaDe v1.5 works great on my Hackintosh. I have not edited anything and then recompile it .. yet but it looks straightforward enough if you have a tweaking plan.
  18. "The back story posted in this thread is a very old version that was written before the protests and change in government even started. It has been continually revised since then, including taking into account recent events such as Crimea." "There will be no unconventional forces for base game, and definitely no attempt to simulate the current fighting in eastern Ukraine. The setting of the game is a fictional military conflict between NATO, Ukraine, and Russia in 2017, not a simulation of the current Kiev vs Separatist conflict. That was our plan from the very beginning, before all of these real-life events even started, and that's what we are sticking with. Granted, in such a setting unconventional fighters would still be a factor to some extent, but for the base game release we've already got our hands full as it is with the military of three different countries." Thanks ChrisND Any news for this weekend on Streaming Combat Mission every Saturday at 1400 PST: www.twitch.tv/chrisnd Kieme(ITA) re: “..asymmetric fighting, US operations against ISIS have just begun and a campaign about that could be made out of scratch with the good assets of old CMSF.” Absolutely correct. Very nice looking mods Kieme(ITA). Thanks
  19. Happy B-Day. My EVGA GTX 760 ACX cooler is pretty darn quiet. Renders everything fast and pretty in CMRT Mac. Will be interesting to see how this works for you. Hope this helps with those load times.
  20. Happy to help out. Juju and General. ian.leslie files sent. Started 2nd attempt to 'catch the train'... late last PM
  21. Bring on the new modern MORD!!! I (and i am sure many modern CMx guys) can not wait to see what you do in CMBS:)
  22. Looking back on your body of CMSF modding art Mord... you deserve a special recognition notice somewhere. Thank you. I am certain when CMBS hits the deck you will be on it like gravy on rice
  23. Hi Erwin, You do not change the names of files in any mod folder. You change the mod tag name in the Editor. If you can see the rail car you should be OK and not have to change anything. If you see "a mix of truck and railcar very odd looking" then you change the mod tag name in the Editor. It is not too difficult. I am sure if you spent an afternoon playing with the ditor with all your game experience it would be a piece of cake for you. Maybe someone could make a how to video on Mod Tags?
  24. Glad to help General. The entire package will be very noticeable when all the mod tags are recognized. Ultradave ,You got all the mods showing with mod tag 'trap'! Didn't work on my hackintosh like that. Yes it is a fun and graphically interesting scenario. I know what not to do after run #1. I don't mind replaying a scenario if it is interesting to look at and well set up and "The railyard at Pitrovsk" is both.
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