Jump to content

Vein

Members
  • Posts

    336
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Vein

  1. I believe that Basic Training is the only setting where this doesn't happen (in CMSF), any of the other difficulty settings leave a '?' there.... IIRC
  2. You need to create a Z folder in your DATA directory (where the 1.00, 1.01 etc files are). Then place the mod .BRZ files into the newly created Z folder.
  3. I would imagine it's too subtle for most players. For me the large bases got in the way of seeing where the units were. They are really only there to tell me who needs buddy aid etc. That's why I appreciate BFs indulgence with modding: it allows us to change things to our tastes. I prefer the information feedback to be as subtle and unobtrusive as possible, however most people who play wargames are only secondarily concerned with visuals (as observed in all those hex based strategy games), and want the feedback somewhat screamed at them. And of course there is nothing at all wrong with that.
  4. Erwin: Yes, replace it completely. Eagle2: It's up there under the shock force base directory. Called Vein's X2 Base Markers. Link: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=select&id=2&orderby=2&page=3
  5. And here it is. It is unmodded at present so you'll need to unpack it and search for the text line: Soldier State Display. Then change what you like, save, repack and you're good to go. CM Afghan text.zip
  6. You will need to remove the old one. I don't think it will work with CM:A. You would need to amend the text from that module. If you like I can upload a base mod for CM:A when I get home and you can unpack it and modify it to your liking.
  7. Yeah the bases are subtle. Not for the people who like to play from above all the time. But I like to get in there with the troops and find that for my tastes the less obtrusive the (necessary) feedback the better. And with the casualty text added on there I find I use the text info more than the base info.
  8. The text folder is in the latest module data file you have (Brit/Marines/Nato) which would need to be unpacked. The one I use and have attached in my post is from the NATO module I believe. Using earlier ones would mess up some menu text.
  9. Gah! I got it right in the post though. Ah well that's what you get for rushing. Good job it's only a forum file and not on the repository!
  10. I have uploaded the bases mod to the repository. I have attached a zip to this post with the casualty text file. :cool: Steve Veins_Casulty cross.zip
  11. I just edited the incapacitated (bright red) and dead (dark red) bases to be light red and dark red blood pools.
  12. To change the text you need to edit the: Text/Strings.txt file. I have been using crosses at the end of the Casualty report and it works nicely. Steve
  13. Judging from the screenshots seen so far the effects are the same as the other x2 games (CM:SF, CM:Afghanistan), so the mod should be applicable to all x2 engine games. I wil release an updated effects mod for CM:BN anyway... along with a few others. Steve
  14. Yup. They will probably work in Normandy too when it comes out but I will tweak and rerelease them for CM:BN anyway.
  15. Dan said this in the German DAR thread regarding the foxholes: 'They are just place holders guys... I'm not sure we can do a hell of a lot with them, but I'll be looking at them shortly.' So I'm sure he'll come up with something good.
  16. Re the pimply foxholes: perhaps not making them round would get away from the pimple/mole-hill look. I cobbled these up over lunch time as an example. And a quick mock-up: Even if you didn't want to use sandbags for some reason a square earth mound is perhaps more man-made looking than a round one. Steve
  17. It's a shame that deformation trenches are such a drain, but I think above ground foxholes and trenches could work quite well. Here's a few examples of foxholes that work graphically as 'above ground' (if the WW2 guy is the second pic is kneeling that is).
  18. New skys for all conditions. new sun :cool: and softer moon. Download from the repository soon. Steve
  19. The explosion was taken from a video (not a movie) of an airburst shell of some kind. The muzzle flash is half new and half nicked from Crysis. I did create a 'realistic' rifle flash. It looked mostly like a puff of smoke. It looked great for the rifle but utter pants from an MG. So I compromised on the one I've used. Uploaded to the repository now. Called: Combat Mission x2 Effects
  20. As you didn't specify I assumed you wanted all of the effects. On their way. Hope you like them. Steve
  21. With the impending release of CM:BN I thought it was time I got the effects I have been poodeling around with for the last few years finished. If anybody wants them message me with your email and I'll bung whatever you want over. If there's enough demand I'll get around to sending them to the repository. I'll release them when CM:BN comes out anyway, along with a few others no doubt The effects are: small arms muzzle flash big guns muzle flash all smoke explosions tracers flames Here are some pics. I won't bother labeling them as I'm sure they're pretty self explanatory. Video: More...
  22. Just for Tiger123. My 3 minute and 46 second mod.
×
×
  • Create New...