Erwin Posted September 6, 2014 Share Posted September 6, 2014 Wow. It looks like one of those post-apocalyptic movies. All it needs are zombies. Amazing work, Dennis! 0 Quote Link to comment Share on other sites More sharing options...
Trooper117 Posted September 6, 2014 Share Posted September 6, 2014 Looking good! 0 Quote Link to comment Share on other sites More sharing options...
PanzerMike Posted September 6, 2014 Share Posted September 6, 2014 Amazing. Simply amazing! 0 Quote Link to comment Share on other sites More sharing options...
kipanderson Posted September 6, 2014 Share Posted September 6, 2014 Hi, Yup... congratulations it does look incredibly impressive. All the best, Kip. 0 Quote Link to comment Share on other sites More sharing options...
nik mond Posted September 8, 2014 Share Posted September 8, 2014 Holy alpha channel batman! That is outstanding. The pipes, girders, and lathe are nice touches. That looks just like the tractor factory Nikki Mond described in War of the Rats;) 0 Quote Link to comment Share on other sites More sharing options...
umlaut Posted September 15, 2014 Author Share Posted September 15, 2014 Another test run through the streets of rubble. So far everything looks fine. http://youtu.be/SoPURJ36rDs And just like the AFV´s, the project is moving along nicely and getting there: All the modding seems to be done, just a little more fine tuning, polishing and testing before the map is ready. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted September 15, 2014 Share Posted September 15, 2014 You need some mud tiles modded as rubble. These guys need to risk bogging in some of this stuff 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted September 16, 2014 Share Posted September 16, 2014 You need some mud tiles modded as rubble. These guys need to risk bogging in some of this stuff Do you get mud working for sloped and piled rubble tiles, particularly when using ditch lock in the range +1 to +2m, or more? 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted September 16, 2014 Share Posted September 16, 2014 Do you get mud working for sloped and piled rubble tiles, particularly when using ditch lock in the range +1 to +2m, or more? Not at home to try, gimme a week, but I have used it playing around with the Venafro map but only on a very limited check. I'll need to focus on it a bit to give you a better answer. 0 Quote Link to comment Share on other sites More sharing options...
umlaut Posted September 16, 2014 Author Share Posted September 16, 2014 BTW: The wonderful rubble those AFVs are driving through is a mod I got from RockinHarry - based on the Red Rocky tile. Thanks a lot for that, Harry - it has made a real difference in the map. Previously, I only had BFC´s stock Heavy Rock-rubble to work with, but that was inaccessible to vehicles. So it is great to be able to use rubble in the streets - without blocking them completely to vehicles. You need some mud tiles modded as rubble. These guys need to risk bogging in some of this stuff Yes, I do agree that it seems like the vehicles are getting through the rubble a little too easily. But that must be due to the way BFC has coded Red Rocky tiles 0 Quote Link to comment Share on other sites More sharing options...
IronCat60 Posted September 16, 2014 Share Posted September 16, 2014 I am very grateful for your railcar work Umlaut. As a train sim modder I appreciate the genius work it took to make this mod. I have been trying to make a railcar mod with no success. Therefore your work is a much desired scenery item for my rail lines. Best Regards, Mech.Gato 0 Quote Link to comment Share on other sites More sharing options...
umlaut Posted September 25, 2014 Author Share Posted September 25, 2014 I am now very close to releasing the mod set and the map itself. Unfortunately, my work on creating a scenario for the map has been set back a bit: It turned out that my PC didn´t have RAM enough to run the scenario - and so the game crashed every time I tried to load it (I had no problems loading in the editor). The problem has been solved now, but it has made me reconsider the size of the map and the scenario. So I might scale things down a bit. Anyway, it would be nice if a forumite (or more) would volunteer to help out by testing how his PC reacts to the scenario. I am not talking about actual playtesting, since the scenario is still in very early stages, but simply a test to see how the scenario runs on other computers (preferably not too powerful ones). If you´re up, please send me a PM. In the meantime, more screenies: 22 26 23 0 Quote Link to comment Share on other sites More sharing options...
umlaut Posted September 25, 2014 Author Share Posted September 25, 2014 24 25 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted September 26, 2014 Share Posted September 26, 2014 been playing around with it to see just what my PC is objecting to and it does appear to be something in the building folder. I have played around with some really massive maps in CM with stuff that I know normally chokes a PC and I haven't had it crash like this. I'll see if I can't isolate further. good news, I was able to get it to run smoothly. What seems to be choking it is the ceiling and floor mod in the modular building file. 0 Quote Link to comment Share on other sites More sharing options...
umlaut Posted September 26, 2014 Author Share Posted September 26, 2014 I still need a couple of testers. Not going to release anything until it has been tested. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted September 26, 2014 Share Posted September 26, 2014 Thank you re the computer tech issues. I have been looking for a reason to get a new system. (My old existing one still handles CM2 just fine.) If you need a tester re system running, send it along. 0 Quote Link to comment Share on other sites More sharing options...
umlaut Posted September 26, 2014 Author Share Posted September 26, 2014 Thank you re the computer tech issues. I have been looking for a reason to get a new system. I´ll give ya an excuse allright! Better keep a fire extinguisher handy (sent you a PM) 0 Quote Link to comment Share on other sites More sharing options...
Blazing 88's Posted September 27, 2014 Share Posted September 27, 2014 I will test it out for you. My cpu specs vvvv. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted September 28, 2014 Share Posted September 28, 2014 Feedback: Due to the warning re mod conflicts, I removed my existing mod folder and used only Umlaut's Factory mods. Well, the mod set is absolutely wonderful. It makes CMRT look almost like another game since the changes are profound and excellent. It's really fun to wander around this Stalingrad-like destroyed town. A truly amazing effort by Umlaut. The scenario took my system about 3 minutes to load - which is not the longest I have experienced in the CM2 family - so no real problem there. However, once loaded. there was a lot of stuttering of the camera as I moved around, so my system is clearly at its limits. I moved the "at start" units around and made a first move (WEGO). The game didn't crash, but the stuttering was bad and I didn't think I could play it and have fun with my current system (which was very good 5 years ago, but today...). Once vehicles started brewing up and smoke starts to emerge, I think my system would get even worse. The scenario saved ok and quite quickly - 10-15 secs - which surprised me. Re the "look" of the scenario level 1 and 2 are excellent. Once you get to 3 and above, you see the "billiard table" that surrounds CM2 maps and it spoils the immersion. Not sure what can be done. Maybe if the entire map was surround by multi-floor buildings that would enable immersive level 3 viewing and you wouldn't see the "billiard table' until level 4 and higher. In addition to the superbly modded town, this looks like a very interesting scenario. But, be warned... players will have to have a fast machine. 0 Quote Link to comment Share on other sites More sharing options...
Blazing 88's Posted September 28, 2014 Share Posted September 28, 2014 Erwin, have you tried Razer Cortex - Performance Enhancing Launcher? Link: http://www.razerzone.com/cortex You might be able to cut out some of the stuttering issues, maybe all, by using it to launch CM (and other games). Maybe not so much for this test scenario, but for other scenarios if you are experiencing stuttering issues with them. You may be able to get another year or two out of your present system using it. Worth a shot since it is a free download. It's that little blue pill for those old cpu's out there (and even the new ones). Sorry, not trying to hijack the thread, however this could be a useful link for anyone. This program helped me out when a flight sim, WOFF, was causing stuttering issues with my rig. 0 Quote Link to comment Share on other sites More sharing options...
umlaut Posted September 28, 2014 Author Share Posted September 28, 2014 Thanks a lot for testing, Tony. Here are some comments: Due to the warning re mod conflicts, I removed my existing mod folder and used only Umlaut's Factory mods. Just to clarify: Since this mod set uses scenario specific mod tags there shouldn´t be any conflict between these mods and other mods you might have - except if you have other extra flavor objects in your mods folder. More here: https://www.dropbox.com/s/xglor0822uehail/The%20boring%20stuff%20you%20need%20to%20read%20to%20avoid%20unpleasant%20surprises.pdf?dl=0 So the only reason to remove other mods should be to avoid putting to much strain on your system - on top of the strain caused by this very large mod set. Well, the mod set is absolutely wonderful. It makes CMRT look almost like another game since the changes are profound and excellent. It's really fun to wander around this Stalingrad-like destroyed town. A truly amazing effort by Umlaut. Thank you very much. Seems like the map works as intended, then In addition to the superbly modded town, this looks like a very interesting scenario. The scenario provided with the test map is very far from finished and almost completely untested so it might be totally impossible to win. In fact, I think I am going to scrap it completely and start from scratch. But I´ll release the mod set and the map as soon as the testing is done - without a tested scenario for the map. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted September 28, 2014 Share Posted September 28, 2014 You are welcome. It was fun to explore the town from level one and two. I hope you think about ways to disguise/hide the plain billiard table look that surrounds the map from any view level above 2. 0 Quote Link to comment Share on other sites More sharing options...
umlaut Posted September 28, 2014 Author Share Posted September 28, 2014 Sorry, but I'm pretty sure that is not possible. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted September 28, 2014 Share Posted September 28, 2014 Well, if the buildings surrounding the very edge of the map were all high multi-story, that would enable view to 3 and even 4. It might also increase the claustrophobic feeling which hopefully would make immersion even greater. Hope you know what I mean... 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted September 29, 2014 Share Posted September 29, 2014 With some very tricky horizon map modding. :eek: Who knows... 0 Quote Link to comment Share on other sites More sharing options...
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