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The Steppenwulf

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Posts posted by The Steppenwulf

  1. there's a massive FOW hole there, Steve,  which would get exploited in regular H2H play.

    Yes it seems true prima facie that the integrity of a H2H game would be compromised with this function.

    However, if conversion of a .bts file to .btt were limited to an end of game flag, or alternatively, required both player's password to enable conversion then you have a lock of sorts to prevent using the function as an in-game exploit.

    Naturally sequential .bts files (follow on battles) would be fow exploitable (at the in-between stage) but since the function is only likely to be used by H2H campaign players, chances are they have a campaign umpire or neutral performing the duty of "next game set-up"; at the very least more likely to be trusting of each other. 
     

  2. Some worthwhile and interesting experiments that you've carried out there RockingHarry.

     

    I was particularly enthused by the HQ sign you created. This is very much the sort of thing I'm hoping to create as a set of flavours for BN, only I'm going to have to create the artwork for the entire set from what has inspired me in modelling and various ww2 dioramas.

    I've been deliberating on what specifically I might include in such a set - I'm limited to 8 different designs. For this reason I thought about creating the textures as photoshop/paintshop (.psd) multiple layer files so that map makers can "drop over" whatever design they want for that particular model, thus providing much broader choice particular to the scenario in mind. My reservation in following this idea is that most members of the community probably don't even have these software programs and moreover many others wouldn't be able to see the merits in this idea, thus few will actually take advantage of it.

    I'd be interested to know what scenario your map design centered on. Are you thinking about putting in your own artistic efforts to textures on signs and/or posters? If so do you have possession of a reasonable art programme and are you any good at producing textures?  
     

  3. I should have mentioned if you hadn't already guessed that my inspiration for this came from the cross fertilisation of flavour objects between the various theatres. So for example a Community member, sometime ago, posted various RT flavours for use in BN - since the coding is identical.

    Go check that out of you haven't already, there's a lot of flavours already available that are nice additions to BN.

  4. It´s quite interesting to see, what actually can be made a flavor object in the game. Wished one can add more tree variations with the same methods, but so far I can´t get it to work. I´d attempted to add a "treeF" by "hacking" and renaming the tree2.mdr file to tree6.mdr, a similar procedure like it works for flavor objects, but the game won´t recognice the "new" tree. Now I just modded tree2 to be another coniferous type, by use of tree5 bitmaps, which serves the purpose. Back to flavor objects, ... I successfully got a concrete pillbox beeing added as new doodad in "roadside objects" (just as example. Would make more sense to add this to other flavors), which opens possibilities for some unique flavors, as long as these are compatible game files (*.mdr). Since pillboxes work this way (while not actually beeing usable as "pillbox" ), I´d assume other vehicles can be inserted as flavor objects as well, then beeing "neutral" objects and not applicable to FOW. Interesting affair...B)

    I think you're on the scent and exactly what I identified before working on the milestones. As I stated in my earlier post, I do have some excellent further ideas with the flavours that I shall upload soon enough. Unfortunately trying to get the artwork done for some ideas whilst continuing the experiments with the .mdr and the hexadecimal code for others is a multi-task and impacts on my limited time to work on these matters. Then there's the two huge maps that I'm currently creating and the Black Sea weapon icons that is almost finished...

    In short a collaboration of findings are welcome Rockin and may be the only way to maximise the potential that lies in these ideas.

    I have since played around with the shockforce vehicles that Kheine introduced to BS (see his thread on this if you haven't already) because the modern maps are badly in need of more variety (colour) of vehicles IMO. Without them urban maps look bereft of a greater depth of realism. Nevertheless, my experiments in this area have not yielded much fruit as yet.

    Another thing I thought could be addressed for introducing lots of flavour objects (filling up all the available slots) was to rearrange them better (object names) so that there is more space available to coordinate newly created flavours in the editor. I'm kind of figuring, following a quick examination of the strings .txt, that they are hard coded. 

      

  5. I forget to mention in my mod explanation, there exists a small caveat with using these signs which is critical; whatever files you use to build your map must be included as a package with the finished map file. The users then drops this into their z mod folder. In this sense it is no different from mod-tagging where you must include any modded files with the map. However, in this case, unlike mod-tagged material, if these modded additional signs are placed on a map but the files not transferred to the user, the map will crash.
     

    To reiterate; it's not any different to how mod-tagging works.

  6. Thanks! :) Could make good use of that. From your files I also figured how to adapt the "tweak" to the poster files, something (command post signs) I also needed for my WIP missions.

    You must possess a sharp brain as well as some hexadecimal knowledge to work that out - So Bravo!!

    I have some even more impressive tweaks that I'm working on at the moment and I hope to release by the wkd so please do watch this space!

  7. Yep tried it -  works great indeed.

    On another point; I was thinking about someones suggestion regarding a night thermal look mod. Slightly more difficult since I believe it would require enhancing the brightness and contrast on all the men and vehicle skins to be effective. Though actually, this would make the night vision effect better too. Unfortunately it's an onerous task and vastly increases mod material.

    Surely the best solution would be for BF to produce a brightness/contrast filter for infantry and vehicles only in night vision/Movie Mode so that players can best benefit from these great mod ideas?   

     

  8. Thanks Rambler - I dearly hope that tracer fire looks like the dogs bollocks with this night vision effect. Even so, perhaps the 'tracers effect' file could be modded to provide that white hot look in this 'night vision mode'?! Tracer effect file file could then be mog-tagged for specific inclusion in scenario designer's night scenarios.

    Sounds good huh?!

  9. Don't whether it's been mentioned before this, but text displaying when a unit is under fire, just like the "Vehicle Hit" text, but for infantry, would speed individual player decision-making at a stroke and thus speed the whole game. That would make RT slightly more palatable for the WeGo players too. Furthermore, the net-effect of speeding play would not be gained at the cost of dumbing down the game - no-one is asking for Vehicle Hits text to be removed to make it more realistic?!

     

    I would think this could be a game feature that could be easily implemented given that all units are flagged by the engine when receiving fire in any case. Hope BF consider this for version 4.0.
     

  10. "The dynamics of a battlefield" - that oft used phrase and, perhaps contextual for this forum, is one where the conditions, resources and/or any other factors affecting the combat arena are changing or in a state of flux. In reality almost all battlefields are dynamic and it is more about scale and the particular operative factors coming into play.

  11.  

    he initial release of Combat Mission: Black Sea depicts the following brigade unit types:

    • United States Army infantry, armored, and stryker brigade combat teams.
    • Russian Ground Forces motor rifle and tank brigades.
    • Ukrainian Ground Forces mechanized infantry and armored brigades.
    • Future expansions of Black Sea will add more Russian and NATO forces!

    From the official release thread on the Battlefront News page. Chris ND has reported that Bulge and FI will indeed be next with a BS module scheduled for much later on down the line.

  12. If we are lucky the release of Bulge will open for inclusion in further packs/modules for BN/FI. Id love to see it happen and would pay for only this feature added.

    I think this is sensible supposition; the vehicle models in both titles largely overlap, therefore, one would expect it's just a question of activating the respective code in the Normandy exe and then all the model metadata for Bulge can be transferred across.

  13. I'd love to be fly on the wall in the BF office tomorrow morning   :P  


     

    Well, if in the future we'll be able to edit the UV mapping of some models that already was enough for me. Quite a few vehicles have badly mapped parts and it'd be awesome to be able to correct that.

     

     

    To be fair the main reason no one has bothered to pursue writing a script for the mdr files thus far is because there is limited benefit in doing so - for the reasons already explained. Correcting some of the UV mapping issues is certainly one, as is the creating of new special flavours (dead horses in BN anyone?)


    Now a decompression tool for the .bts (game save) file format, that would really set the possibilities alight!!

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