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The Steppenwulf

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Everything posted by The Steppenwulf

  1. I didn't know that and I accept the point. The point about camouflage however must stand:- and .... both chime with the point I was making; that ground camouflage on the top is an excessive measure, and the natural white/grey is akin to the sky camouflage colour of the under-side fuselage of manned aircraft anyway.
  2. Given its extremely small size, its unlikely to be spotted - actually a greater chance of being heard. Besides that, white against the sky does not set it drastically against the background; surely aircraft are not camouflaged from the danger of ground spotters but higher altitude fighter aircraft, which is irrelevant (again) given the size and role of this UAV?
  3. And they should be represented with distinct icons, as each is armed with distinct missiles:- SA 13 = 9M37M missile SA 19 = 9m311-m1 missile
  4. I'm in the middle of a scenario and realised that like the SA 13 missile icon on the Strela, the SA 19 missile icon is missing on the Tunguska too.
  5. @kohlenklau I understand that you manged to get a flat roofed building from BS into FI. I'm wanting to bring one from BN to BS - nothing to do with north Africa but I noticed in this thread that it can be done, though I note that you appeared to experience a problem before then succeeding. Just wondering what I've missed here because there's a chance it's the same thing that you experienced trying to achieve this.
  6. Kohlenklau (or anyone else who might know)! - how do I get a building from one CM family into a different family of games? I've tried replacing the signifying number (buildingxxx to buildingxxx) throughout the mdr file with a hex editor. But the game is still not loading the file and crashes out. Is there a flag for each family that needs altering at the beginning of the file? Be mighty grateful if anyone can inform me - save me time trying to figure it out myself.
  7. Are you referring to the field sleeve versions of the ranks? If so, find attached. It's only the RUS mind. I haven't got round to the UKR, and I feel that the US are fine unmodified. Naturally, the main UI mod is on GAJ here:- http://cmmodsiii.greenasjade.net/?p=4368 It'll all get another fine polish (along with more handsome features) when the module comes along. ranks.rar
  8. Thanks for your continuing work on this. I'm sure there will be a flood of interest once we have a working export script for blender.
  9. UI Weapon icons 1) AT6 -ATGM stock icon is missing. 2) SA-13 SAM missile stock icon is missing. 3) The Russian weapon version, AK 47U should use the file aks-47u-black green.bmp but instead is coded to apply the Ukrainian variant file which renders the wrong weapon icon. It would be great if BF distinguish the icon by linking the right file in their code. 4) Similar problem with the PKM icon file (there isn’t a Russian icon version, even though the textures are distinguished). In the two latter cases, I understand that with the stock icons presently used, drawing a distinction between the types is not strictly necessary and by using a generic stock image for both forces (UKR & RUS), this saves (marginally) on memory. Regardless, it is necessary for the benefit of players using modded colour icons and the icons do exist, just not actually loaded into game.
  10. Firstly BF, thanks for the patch. It is warmly welcomed. I'm esp looking forward to the V 4.0 engine update followed hopefully by a Nato forces module in 2017. I do note however with this patch that there are some UI weapon icons that you have missed. I hope you are able therefore to take note of the following:- 1) AT6 -ATGM stock icon is missing. 2) SA-13 SAM missile stock icon is missing. 3) The Russian weapon version, AK 47U should use the file aks-47u-black green.bmp but instead is coded to apply the Ukrainian variant file which renders the wrong weapon icon. It would be great if BF distinguish the icon by linking the right file in their code. 4) Similar problem with the PKM icon file (there isn’t a Russian icon version, even though the textures are distinguished). In the two latter cases, I understand that with the stock icons presently used, drawing a distinction between the types is not strictly necessary and by using a generic stock image for both forces, this saves (marginally) on memory. Regardless, I hope you can address the matter, if only for the benefit of players using modded colour icons.
  11. I concur. I put it down generally to the comparative maturity of the individuals that CM tends to attract, as opposed to many other games where opponent reliability is always questionable.
  12. Ahh thought it could be MG - looks like that might be the Rhine. Thanks!
  13. Incredible map - is it a scenario or a master map? Where can I find it?
  14. Further to Ian's response, the reason why players might experience slower load times with mods is because modded textures frequently use higher resolutions than stock and the files are therefore larger. Such files will, quite logically, lengthen overall load times, though you'd perhaps need a fair few files -such as all the ground textures in high res - to note a clear measurable diff.
  15. Does anyone have puje's guide that they might kindly link for download. Thanks in advance
  16. This really is a great resource Ian - It should be pinned for the benefit of all newcomers! I know there'll be stuff here I haven't got that I should so many thanks!
  17. Do we have one for Black Sea Rocketman? Could prove very useful for me.
  18. As far as I'm aware no-one has reported hitting such a limit. More likely that the effective limitation exists in the RAM that each machine and GPU has, and the 3-4GB 32 bit limitation of the game. The greater the number of different textures that are loaded into each battle scenario, the closer the machine will get to hitting those RAM limits. This is one sure way to find those limits. Operating 4GB of system RAM in combination with a graphics card with 2GB of dedicated memory will help squeeze the most out of the games's imposed memory limits.
  19. The OP's complaint might be taken more seriously if the community had ever heard of single instance of a player reaching the 4 hour time limit, least of all one who felt that the limit, having been met, had frustrated their game. Perhaps the OP is the first player to have experienced this? Nonetheless, I cannot imagine playing for 4 hours; in real time I wouldn't be able to walk for week afterwards, and in WeGo it would be a life long commitment. In the latter case, it would the only CM game I would ever get to play. And in the former it would be the last CM game I would probably ever want to play Life's just too short I'm afraid - too short to play a game for more than four hours and too short to complain about the limit!!
  20. I think you'll find that out of all the games 3d objects, flavours will contain the least metadata, which is almost certainly limited to placement and rotation within the game environment. There are no animations or destruction capabilities nor do they interfere with other objects. They are therefore a good place to start for getting a modded object back into the environment. I do have blender so once we have export capability, I will throw myself into creating models that I'd like to see.
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