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Kevin2k

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Everything posted by Kevin2k

  1. Yeah, and I demand the game's source code. I haven't seen any new sort of locking myself. Only found that CMSF2 map format is entirely noninterchangeable with everything else. Which is probably because of CMSF1 legacy compatibility. That is all.
  2. BTR-60PB / BTR-60PBK: Hatch disappears when opened up. (Need sufficient crew to open up)
  3. The Silhouette icons for the soviet tanks need some tinkering: There are several that show no heavy MG on the top of the turret, while the actual model has one.
  4. I added "music intro.wav" from the Normandy game to CW. Then started both games with the same volume setting that makes the music only just audible. Sounds exactly the same to me. No problem. (Windows)
  5. For completeness: One would also expect "sup panel background redforce patch.bmp" to be used by the game, like blue. But that image remains unused. So the best compromise is to make the larger master backdrop in the red force color.
  6. Either that, or supply all the sold games with a coupon, for a free powerful graphics card?
  7. Well the other way around certainly works. CMBS -> CMCW. But at least for Quick Battle maps there is little point. Pretty much all CMBS QB maps seem to already be present in CMCW, sometimes with a slightly different name. CMFB -> CMCW also goes, but the barns need to be re-placed, because they look funky. Maybe more... This requires the tiny map hexedit, as you know of course.
  8. QB Town 704x512: There is a stretch of road with a barn on top, and a house partly on top as well. Looks a bit odd.
  9. Whilst working on an UI panel mod, I stumbled upon some small things: "sup panel background blueforce patch.bmp" is green, but should be gray. That is for the German support interface. In the Soviet support interface there are two similar backgrounds that are not in the same color as the icons. "play button when paused down.bmp" is vertically off by 1 pixel. "bonus -1.bmp" and the other bonus ones, would be in line with the text behind them, when raised 1 pixel.
  10. Nice work. I like V4 just because it is closer to the green of the M1 Abrams and the M2/M3 Bradley.
  11. Great. Trust it will be solved in due time. I do wonder, the team could not force one of the Beta testers to run more modest hardware? (shortest straw ) The lower detail model issues mentioned in this topic would be obvious on such. Whereas on a high end system the game-engine adaptive detail scaling tends to hide any of these lower detail models from view. (Running a Desktop with CPU i5-3550 and GPU Radeon HD6670 myself)
  12. I am on a roll... US infantry lower-detail models have no helmets on. In other words, you zoom out a bit and their helmets disappear. As observed with "balanced" graphics setting. Edit: sometimes the helmet disappearance is very obvious and close, like 15 meters. Other times it is distant and harder to notice. It depends on framerate I recon.
  13. Now the M60 again, but different one: The Machine Gun. It only has a bi-pod when prone, the bi-pod disappears in other stances. At first I thought this is just a known game limitation, but in a game like CMRT the MG 42 bipod does have two appearances, depending on stance.
  14. I think the turret rotation is not working in a lower-detail model of the M60A3 (TTS). It glitches from showing the proper rotation to pointing straight ahead. As a consequence the shadow of the gun barrel is always straight ahead.
  15. Small one: It would be nice to see the Panzer V G (Late) aka Panther without all these tracks on the turret, for once. It should be a random thing, but with this model all spare tracks are there, all the time. This is an old issue that I wrote about in the Rome to Victory bugs topic. I could mod-fix the other Panzer V issues mentioned there, but not this particular issue.
  16. Indeed. I count about 1000 files / 1,5GB of Germany specific textures, and some models in the addon. Did not have to count it by hand fortunately. It seems most buildings in the game have Germany specific appearance available now.
  17. Thanks! Yes that is the white annoyance right there. I just checked, and the issue seems to be confined to the Scenario Editor. I could not reproduce the bug when doing two Quick Battles, snow then non-snow. That is a relief.
  18. Can anyone second this please: In the scenario editor load QuickBattle FR-Arnswalde snow map, do 3D preview, then load QuickBattle FR-MarzDorf non-snow map. Result I get in 3D preview is three white snow roofs in Marzdorf. This is just an example of the snow/non-snow confusion I see, regarding Damaged roofs of independent buildings.
  19. Forget about this. I cannot reproduce that behavior anymore. 2x60% CPU usage it is. The rest still holds true. Edit: I also found the toggle shadows key, to off them. And that actually caused the draw distance to move like 50 meters furher. I will leave it now. It is not my topic.
  20. Just another observation on drawing distance, to complete things from my side. The videocard was upgraded a little, but still a low power item (GT 710 GDDR5 + screen 1280x1024). All WW2 based CM games do fine. But CMSF2 keeps the trees draw distance unchanged. Strange thing is that when I lower all game options to the bottom, and turn of all enhancements and detail, even add modded tree textures of mini size. The tree draw distance remains exactly the same. But the difference is that CPU usage of both cores then goes from 2x60% before, to 2x100%, thus bottlenecked. Like I give the game less to to, but the CPU usage goes up? I installed FRAPS as well to measure framerate in that test: 50-60 FPS.
  21. In my install I use the mod-tag "mountains" to trigger a halfway Euroscape style for Quick Battles. I suppose using it for scenarios would require the addition of that mod-tag in the editor. I wrote halfway because I settled with that. It is a bit like the battle is in Greece or a country like that. AFAIK CMSF2 does not have a way to exchange the tree models, neither is there a way to give the existing buildings angled roofs (angled roof mod is only possible for the domed mosque). So for my purposes I dropped the ambition of taking it any further. All in all I use this with the tag "mountains": - Dutch Woodland uniform, above. - Syrian Olive color vehicles, which I uploaded yesterday. - US Woodland vehicles, adjusted from CM Black Sea. - CM Black Sea Terrain Tiles (Ground) and Doodads, roads, skybox, crater - but I changed "ground dirt" and "ground grass yellow" - Soldiers USMC Digital Green. *** - Soldiers US, 3rd ID Multicam. *** This looks a lot like it was taken from CM Black Sea. - Bits taken from Euroscape CMSF2 mod: buildings, walls, flavor-objects, tree- and brush-textures. *** The *** marked bits were offered for download here, I think by Aquila-SmartWargames What I still hope to do one day is convert the British vehicles to green, then add the British woodland uniforms that are already somewhere around here. I decided to just release two smaller mods though, instead of the whole combination of the above. Several reasons for that, like a lot of it is actually Black Sea, or other peoples work, or it may interfere with some other modders that actually want to curate a Euroscape mod.
  22. Good to hear that. You can now find it here: https://community.battlefront.com/topic/138650-cmsf2-syrian-olive-vehicles-mod/
  23. CMSF2 Syrian Olive Vehicles mod For the Sim/Game "Combat Mission: Shock Force 2". Variants for pretty much all Syrian vehicles in Green/Olive color. The color matches the original T-54/T-55 tanks in the game. Not a historical appearance, but altogether can give the game a look somewhere in between the Arab deserts and Northern Europe. Included vehicles (9): syria-bmp1 syria-bmp2 syria-bmp3 syria-brdm2 (+model with fixed texture references) syria-btr-60 syria-shilka syria-t-62 syria-t-72m1 syria-t-90sa All credits to the Battlefront company for supplying the original textures, from which these modded ones were derived. Only for use in the Combat Mission games, other then that, this mod is free and non-profit. This mod cannot be held responsible for harm done to pixeltruppen. Copy the extracted files into your mod folder, or into your install folder in the data\z\ subfolder. The naming of the files contains the mod-tag "mountains". This way they only override the stock vehicle textures when the terrain is set to "mountains", like in the Quick Battle menu. By G. Broers (forum name: Kevin2k) 17-10-2020 ---------------- A preview image is in the zip file. So you can check if it is worthy Download from this place: http://www.gb-homepage.nl/index.htm (Select "Combat Mission" in left navigation window) mirror: https://www.mediafire.com/file/ctt71h9hux7slcr/Syrian-Olive-Vehicles-mod.rar/file
  24. Really? Works fine for me. I am only with this new web hosting service since January. As a workaround I just added a MediaFire mirror.
  25. PS. I made variants for pretty much all Syrian vehicles in Green/Olive color as well. Tried to match the same color as the current T-54/T-55 tanks in the game. If there is interest I can pass on a copy of that. It is not really a historical appearance, but altogether can give the game a look somewhere in between the Arab deserts and Northern Europe. The US vehicles are already available in woodland colors in CM Black Sea, for the most part. IIRC only the Humvee Cargo-variants required a decent amount of work.
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