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Ivan Zaitzev

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Everything posted by Ivan Zaitzev

  1. If you have all this complicated changes, and they are trying to implement them in the game, then the logic thing is to write it down, get it approved and then implement it according to the approved document. I can't see why this isn't the logic way. It doesn't have to be a single document, you can create one per force or per year, I don't know. Then have testers check the units against those documents. Lack of knowledge by the testers can't be an excuse, you have to give them the tools to know if something is wrong. That or hire professional historians as testers. But I'm a bit confused about what the standardization that has been thrown around means? Is it that units where created using different methods in each game and they have now decided to use a single method across the games even tough units are composed differently in terms of men?
  2. Why didn't you hand down the TO&E with timeframe as it should be in a PDF and have the testers check against that? Someone must be using a master at some point, I can't believe you are creating the formations as you go.
  3. The percentage is the chance you will have of vehicles being repaired and units refitted. Allways talking about your core units. For example, if you are playing two scenarios only separated by a couple of hours, where your troops could not be resupplied then you could leave all in 0%, but if your scenarios are separated by a year then chances of being resupplied should be around 100% (I'm looking at you, Afghanistan 1985 campaign!)
  4. The problem is that pendrives usually come formatted in fat32, and it can't handle 4G files. Try formatting the pendrived to NTFS.
  5. About that flickering issue, it might be you forgot to change something in one of the lod files.
  6. Don't know if it helps but If you keep the ratio you can scale up the uniform so you can use high resolution textures and not resize them too tiny.
  7. Someone mentioned CMA Muj models in this conversation. The CMA models are really old and function like a unit. I don't know how but you don't have a separate model for headgear like you do with newer games.
  8. Amazing job CptMiller, I'm a big fan of ArmA but I have never played the original one.
  9. I have decided to mod the Afghanka. It's almost finished but I'm not 100% happy with it. I will probably release several versions and let people choose what they like. The main problem are the epaulets, I have to remove them. I have tried painting them the same color as the Afghanka but it covers the webbing. I have tried removing the alpha channel thus making them transparent, but that glitches and you can see something it's wrong and it bothers me. I'm not 100% sure if I want to keep or remove webbing. I'm not 100% happy with the shadows either.
  10. It depends if the models are rendered the same, and they probably are. Easiest way is to check yourself. The Syrian helmets in CMSF2 are rendered the same as in CMSF and CM:A but in a higher resolution, so I copied the textures, renamed them and now I have two HD textures for the helmets of my soviets.
  11. Hi Falaise, I have not uploaded them because they are Battlefont's animations. But you can do the change yourself, just copy the kneel and prone animation and rename it stand and kneel respectively, so when the game looks for the standing animation it will get the kneeling one instead. For example take: ussoldierm4-reload-a-kneel and change it into ussoldierm4-reload-a-stand
  12. For what I know, the posture does affect the game. That's why RockinHarry has changed the medic animations from kneeling to prone and I have also changed reload animations from standing to kneeling and from kneeling to prone. This is pretty much the same thing I did for the AKs in CM: Afghanistan. You can have a lot of fun with animations.
  13. Hello @sbobovyc have you made any progress, or plan to look into, editing skeleton MDS files? Just discovered a glitch in CM:A that's really bothering me with the late war paras. Never noticed it before but I can't unseen it now
  14. Ok, never mind the first topic. Using the m4 animation gave the soldiers a strange hump that was bothering me more than the clipping. The solution was way simpler than I first thought. Simply copy and rename the ussoldierm240-idle-kneel animation you will find in the original CM:A game, rename it ussoldierm4-idle-kneel and place it in your z folder. This is what the renamed ussoldierm240-idle-kneel animation looks like.
  15. Something that allways bottered me about CM:A is how the soviet soldiers hand's clip through the AK mags in some positions. I have found that by replacing the original m4 folder (inside the animations folder) with the one provided in CMSF2 Demo you can mitigate this problem. Now the AK looks great but there are some minor uniform clipping problems. It's a trade off. If you try this you do have to leave the original reload animations because the ones in CMSF2 don't work at all. There are other files that are not used by CM:A that can be erased to save space too. Original animation on the left and CMSF2 animation on the right.
  16. I have been following this game for some time now, the game is more an RPG than a Strategy game, each event presents you with decisions you have to take. For example a mortar kills one of your officers, you wait for a medic, leave him there and advance towards the objective or retreat taking him? Each option has its consequences, etc. Although graphically it might be similar to other games, gameplay wise it's nothing like Close Combat or Matrix Games. Sadly, the developers are working at a slower pace than I thought they would.
  17. You might be aware of this already but if you put numbers at the end of your files you can have several styles mixed together in the same squad. But that might create too much of a ragtag look maybe?
  18. I tried to send you a PM yesterday about a CM:A scenario and wasn't able too do it too.
  19. I did a test, rescuing you men means the vehicle is destroyed so you lose points that way. Leaving you men in the vehicle means no vehicle lost, at least in this particular scenario, game, engine, etc, but you are not exiting the vehicle and loosing points that way. The first time I rescued my men, lost the vehicle and got a draw (You have to kill all those sneaky mujahideen before they disappear in the mountains or no points for you). But when I tried a couple of times to leave the men I always get a minor defeat.
  20. I'm playing a scenario in CM:A where I have to escort a convoy to an exit victory location. One of my BMP is immobilized, I wonder should I leave it or should I bail out the crew and exit them? I'm asking for a general scenario, not this case in particular.
  21. Thanks mjkerner, I'm definitely saving that site!
  22. In the top right corner you have a regular clock. If your scenario starts at 06:00, that's your 0 Hour.
  23. The master map does not include this areas, he is talking about the area roughly halfway between Arnhem and Oosterbeek. As for the berets, I did this some time ago, but I honestly can't remember all the steps to create the mod. I searched in CMMODS to no avail but I'm pretty sure someone has already done this. Maybe someone still has it in their archives and can upload it for you.
  24. I'm working on a mod for the soviet winter uniform. I'm no uniform expert but I have always been under the impression that the uniform represented in the game is a great coat, but now I think it might be the more common jacket with woolly neck called Afghanka, although a bit too long. So, Afghanka or Long Coat? Long coat or Afghanka?
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