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Jace11

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Everything posted by Jace11

  1. Thanks for the info, I managed to find the timer for Shock Force 2, but not the jump that needs replacing with a nop etc. However, I just manipulated the timer to give myself more time instead so it's fine. Will try the other titles I have. I'm not up to date on all the patches for Red Thunder and Fortress Italy, but I am for Shock Force 2, Cold War, Final Blitzkrieg and Black Sea. You just gotta remember to x 60 x 1000 when calculating what time to set the clock back to. Edit, turned out to be not that simple. Lots of movement artifacts, and weird unit behaviour. Ah well.
  2. Is there any chance of you releasing similar tables for the other titles? If not, could reveal how you located the code in memory, I've used cheat engine before with other titles, but with CM it's been a case of anything interesting being too difficult to find. There are very few useful strings to use as guides etc. e.g is it a countdown timer or count up? is it a 4 byte value or a floating point. As for how I would use it, well I have a couple of saved games in other titles, where I am nearly out of time, and I played these games maybe a year ago but they were great fun so I kept the saves and well, most scenario designers give you plenty of time but in these I just ran out from being a bit cautious. Just want to see how I would get on with a few more turns.
  3. Great stuff thanks. I will install it.
  4. Has anyone tried it and got it working? I imagine it's version dependent, I don't even have Normandy installed and I still haven't upgraded it to engine 4 yet. It is interesting though if someone found something like this, and I'd like to see something similar for the other titles. Infact I opened up CE and had a look. Seems genuine enough, converts a jle which is presumably related to a timer. It's probably identical in all the other titles, but the addresses will be different and finding them is difficult without a few clues what to look for.
  5. I think I know what you mean, they are great, I use them in all the WW2 titles but I often felt that the highlighting and shadows was overdone to the point that they end up appearing like they are made of plastic or waxy material. They are super detailed, but yes the splinter camo smocks look a bit off to me. The feldgrau uniforms do not have any similar issues, I think they are pretty much perfect.
  6. I checked at archive.org and it did get released. It was on the repository. I don't have it however, maybe somebody else does? Kieme made a similar looking thing but maybe not quite as good looking. It's such a shame so much of the repository was lost. Many important things got saved and transferred to Bootie's sites but a lot of smaller stuff is probably lost forever...
  7. Well over 2 years now since the last CMFB patch. The high explosive bug took about 18 months to patch.
  8. Some were tricky. For those, I would open the tank model in blender, load up the textures, then skew, stretch or scale the star or other decal in photoshop, then save it and refresh the texture in blender to view it again. It’s far quicker than loading up the game to check each change. As far as I’m aware you have to restart the game to reload textures, whereas in blender it’s just a button press. There are loads of decals from war thunder, just search Google. I got quite a big collection after an hours searching, not just Russian either, all nations.
  9. Decals Just a few, some just have red stars added or the Fire and Rubble decals with stripes removed, assault guns and a couple of the t34-85s have the funky number decals. They work with default textures.
  10. I meant I don't play war thunder, though it looks pretty cool. I do play RT and like it a lot, but I don't have Fire and Rubble yet, maybe at Christmas. I can upload those skins if you like, they are nothing special, just the decals over the base textures. I will have to find some room somewhere, my google drive is almost full, my mediafire account should still have space (cause they give you 50GB free, google only 15GB??), I'll take a look.
  11. Some Red Thunder vehicles with War Thunder decals added. ( I don't play that game.. btw).
  12. I tried your idea, both observer and M106's well beyond minimum range 1500 m, still only fired once i'm afraid, at least in my tests. Probably just bugged.
  13. Oh great, thanks, I’ll try that. I’ll have to remember that and it might solve some other issues. thanks again
  14. I set up some mortar test missions in various titles. Got to testing mortar vehicles in Cold War and found the M106A1 and M106A2 were not firing their mortar in indirect fire missions. They would enter the pre-planned fire mission (shooting at TRP at game start) and fire off 1 round, but then nothing. They would stay in the fire mission indefinitely and they did not respond to cease fire orders, moving would cancel the mortar fire however the gunner was still listed as "firing" in the squad info panel. What am I doing wrong here? I set them up outside minimum range and tried various orientations. In the support tab they are listed as firing. I have attached the test mission and a link to the turn 1 save where they fire and then stop. https://www.mediafire.com/file/waqnfkhzbc1vfzr/Basic_Gunnery_Range_001.bts/file 01 Mortar Test CW.btt
  15. I dunno to be honest, having redone the test in BS and CW, they seem pretty similar. I was always under the impression "on map" was more the more accurate option, but in indirect mode "off map" seems better now. It just seems nonsense for a point target they spot onto the target and then just spray all over at 400 m range. I tried an area target mission with the smallest area possible and it looked the same.
  16. Maybe he didn't read it fully or understand or conduct the tests? Yeah looks like a bug, especially considering a similar test in other titles shows far more precise results with point target orders. I did your test in other titles, I tried Cold War and a couple of WW2 titles, and got completely different results to what I saw in Black Sea. Didn't try SF2 yet. On map mortar point target in Black Sea just looks like an area target to me. The gunner constantly shifts aim around on purpose like an area fire order. Maybe the bug went unnoticed because people use "precision" fire for similar situations in Black Sea.
  17. Great, one never knows without any dedicated bug tracking system or any feedback what’s been reported and what hasn’t. And even if something has been reported, it might not even get forwarded on, like that uniform bug that delayed the release of Fire and Rubble. Fortunately this bug is easy to fix. A few minutes in blender and then a few hex edits to fix them all across this and the other titles.
  18. Just wondered if this Bradley model bug has been reported. On the M2 Bradley, the TOW box elevation axis is off. So when it animates and has to tilt up or down to line up the TOW box, it rotates left or right. The M3 Bradley model is fine the box tilts up and down correctly. If you want to test the bug its best to fire from a reverse slope, where the box should tilt down but instead turns left. This bug also happens in Black Sea, not tested the Shock Force Bradley yet, but willing to bet... PS Yup Shock Force 2 too.
  19. Another TOE bug, again its SS units using Heer uniforms (vehicle crews this time). Quick Battle Purchase Screen, SS Army > Armor Only Tab > Panzer Aufklarung Battalion 44 formation. If 1 Company Recon Tank is selected you get two options: >Light tank >Halftrack If you select halftrack and then select the units in the platoons (SPW250/9s), they are Heer Uniforms (and have Heer uniform options see image below), no SS uniform options can be selected. Also the Company HQ and its kubelwagon has the same options. No bugs occur if you pick the Light Tank option. I also couldn't replicate it in the scenario editor purchase screen, only in Quick Battles.
  20. Gonna say we need either a flavour object mod of a tractor or an official model included in the expansion. We need more tractors, in the background, as props, they don’t even need AI or even to be able to move, just to look menacingly at T-72 B3s, perhaps with the theme from Jaws playing..
  21. Don't want to trivialize what's happening IRL but as far as CM is concerned... I'm never going to complain about the bogged mechanic again.
  22. I saw the original uncensored version earlier today. The guy they shot, appeared to me, to have already been decapitated, but like a "headless chicken" the brain stem still had some function, so the remains were breathing. I would not define him as alive, yet the BBC, CNN and many other western media outlets etc have leapt on it. My fear is they have only seen the censored version (which was published by NYT?), and this completely hides any details of the "victim" other than they are breathing. All the other media outlets have just copy/pasted the footage without seeing the original. Sorry for being so gruesome, and i wish I hadn't seen it at all. This is just my opinion having seen the original clip. There's a better explanation in the top post here: https://www.reddit.com/r/UkrainianConflict/comments/ty6s93/video_appears_to_show_ukrainian_soldiers/
  23. Lots of Stugna footage about. It lends itself to video footage better than the other systems. Can film the control unit from behind cover etc. Cant do that with most other systems, where the operator has to be exposed. Feel like remote guidance units have some nice advantages. There was some footage today of a Stugna taking down a Ka-50 as it hovered above a tree line.
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