Battlefront.com Posted December 24, 2017 Share Posted December 24, 2017 Call us traditionalists, creatures of habit, or creatures of tradition (?)... it's time for a little something extra for the season! This one comes to you in the form of a blob of text along with some images to update you on CMSF2's progress. And without further ado, a blob of text (you should hear John Cleese when reading that): Testing is going very well! Things are proceeding at a good clip with all of the old content and artwork up and running for a while now. Most recently the old TO&E, which is coded in a very out dated format, has been successfully updated to Engine 4 standards. This allowed us to start the process of adding in support for things which you guys have probably all forgotten were not around for CMSF1, or even CMBN v1 for that matter. The two big things are Squads as HQs and Soldier models that are not inherently identical for an entire force. Back in CMSF1 days the Syrian, German, and Dutch had their 1st Squads broken up into two Teams because the coding required a HQ be a Team. Some negative gameplay stuff came along for the ride with that one. Now the two artificially separated Teams are a single Squad. Problem solved! The Soldier model stuff is a pretty big deal to update. Back in the old days a single soldier model existed for every member of every Team for a particular force (we had some hardcoded exceptions for Syrian Uncons). The only differences were the weapons and skin textures. CMSF2 will instead have the variety you've come to expect since Engine 2's shift towards Soldier individuality. So there you have it. A blob of text outlining some of the things to expect with CMSF2! Oh, and on-map mortars. There's that too Now onto the pics! 0 Quote Link to comment Share on other sites More sharing options...
Heirloom_Tomato Posted December 24, 2017 Share Posted December 24, 2017 Go to bed I said, nah check just one more time!! Woo Hoo!!!!! Thanks Steve!! 2 Quote Link to comment Share on other sites More sharing options...
Mord Posted December 24, 2017 Share Posted December 24, 2017 (edited) " And as he passed by the bunker and out of our zone I chewed on the annual Christmas bone. " SEE? I told you guys! I knew Santa Steve was real! ON MAP MORTARS! I see the new stream terrain. And the light/heavy? forest tile looks a bit like ferns (last pic). And the AAVs (and LAV) crossing the river are badass! Thanks very much. Mord. Edited December 24, 2017 by Mord 2 Quote Link to comment Share on other sites More sharing options...
Sandokan Posted December 24, 2017 Share Posted December 24, 2017 Aah, great! Thanks for the xmas gift! 0 Quote Link to comment Share on other sites More sharing options...
MeatEtr Posted December 24, 2017 Share Posted December 24, 2017 Ho ho ho... Santa Steve has arrived... CMSF2 looking good! 0 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted December 24, 2017 Share Posted December 24, 2017 Exciting I really enjoyed Shock Force, with all the nationalities - I can't wait to play it with all the enhancements. 0 Quote Link to comment Share on other sites More sharing options...
Pete Wenman Posted December 24, 2017 Share Posted December 24, 2017 Just a little something I found under the Christmas Tree P 2 Quote Link to comment Share on other sites More sharing options...
Mord Posted December 24, 2017 Share Posted December 24, 2017 Awesome! Thanks Pete! Is that new? I didn't know bridges could be destroyed in game. Mord. 0 Quote Link to comment Share on other sites More sharing options...
Glubokii Boy Posted December 24, 2017 Share Posted December 24, 2017 Thanks for the bone._.Looking forward to the game /merry christmas 0 Quote Link to comment Share on other sites More sharing options...
patrykd Posted December 24, 2017 Share Posted December 24, 2017 What about new cmfi content? Any news? 0 Quote Link to comment Share on other sites More sharing options...
stikkypixie Posted December 24, 2017 Share Posted December 24, 2017 Is this mostly a remake of CMSF1 to the latest engine? Or are there also engine changes planned? Any way good to see the progress 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted December 24, 2017 Share Posted December 24, 2017 1 hour ago, Mord said: Is that new? I didn't know bridges could be destroyed in game. No, the ability to destroy bridges is not new. For example you can do it with artillery or direct gun fire. I just took out two bridges in a game I am playing now. It took a lot of 155 shells to pull off but it is totally doable. 0 Quote Link to comment Share on other sites More sharing options...
Boche Posted December 24, 2017 Share Posted December 24, 2017 made my day...now I cant wait till the next bone! 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted December 24, 2017 Author Share Posted December 24, 2017 2 hours ago, patrykd said: What about new cmfi content? Any news? We'll hopefully be wrapping things up in January. More news at that time. 2 hours ago, stikkypixie said: Is this mostly a remake of CMSF1 to the latest engine? Or are there also engine changes planned? Any way good to see the progress It's all the original CMSF1 content (forces, art, scenarios, etc.) in the Engine 4 environment. That means all Engine 4 game features, including QBs, are a part of CMSF2. There's a lot of updating to the original CMSF1 stuff to make it work and look as it should, but we're not adding anything per se except the things which are fairly obvious (soldier models, QB maps, ground to air, on map mortars, bridges, water, etc.). Steve 0 Quote Link to comment Share on other sites More sharing options...
AlexUK Posted December 24, 2017 Share Posted December 24, 2017 I'm particularly looking forward to CMFI - great to hear it is almost there! 0 Quote Link to comment Share on other sites More sharing options...
Gkenny Posted December 24, 2017 Share Posted December 24, 2017 Wow, looking great. Can't wait till its finished! 0 Quote Link to comment Share on other sites More sharing options...
SlowMotion Posted December 24, 2017 Share Posted December 24, 2017 Is it possible to split Syrian squads now? To reduce casualties when advancing. 1 Quote Link to comment Share on other sites More sharing options...
Rinaldi Posted December 24, 2017 Share Posted December 24, 2017 One thought that's been nagging on me - I knew the ZSUs would be able to fire at airpower when they announced CMSF2 and what it would entail; but NATO has no ADA assets in game and there's a few default scenarios where the Syrian airpower gets to make a rare appearance. That'll be interesting. This all looks phenomenal. 0 Quote Link to comment Share on other sites More sharing options...
IICptMillerII Posted December 24, 2017 Share Posted December 24, 2017 Screenshots and news all look/sound great! Very much looking forward to everything. 0 Quote Link to comment Share on other sites More sharing options...
DougPhresh Posted December 24, 2017 Share Posted December 24, 2017 Great news! So CMFI module will get news in January. What's on the horizon for CMRT and CMBS? 0 Quote Link to comment Share on other sites More sharing options...
sttp Posted December 24, 2017 Share Posted December 24, 2017 1 hour ago, Battlefront.com said: We'll hopefully be wrapping things up [with the new CMFI module] in January. More news at that time. Yes!!! Awesome to hear. Christmas just got a whole lot brighter with this news. I think I've now played every single small-to-medium + fair-weather CMFI/Gustav Line scenario, and I can't wait to get my hands on some new ones. Especially given that these missions will (presumably) feature all those new version 4 AI plan enhancements. I know it puts me in the minority -- probably significantly so, if relative number of CMFI forum posts is any indication -- but Fortress Italy is my favorite in the entire series. Not sure why... something about the environment / atmosphere / architecture / terrain. It just feels extra real somehow. Merry Christmas everyone! 0 Quote Link to comment Share on other sites More sharing options...
Jumpete Posted December 24, 2017 Share Posted December 24, 2017 2 hours ago, Battlefront.com said: We'll hopefully be wrapping things up in January. More news at that time. It's all the original CMSF1 content (forces, art, scenarios, etc.) in the Engine 4 environment. That means all Engine 4 game features, including QBs, are a part of CMSF2. There's a lot of updating to the original CMSF1 stuff to make it work and look as it should, but we're not adding anything per se except the things which are fairly obvious (soldier models, QB maps, ground to air, on map mortars, bridges, water, etc.). Steve Thanks Steve. I was waiting for this module since its announcement (Xmas bone'15). The new SF2 looks like awesome, great work! Merry Christmas ;D 0 Quote Link to comment Share on other sites More sharing options...
Xorg_Xalargsky Posted December 24, 2017 Share Posted December 24, 2017 This forum thread to me is like being the kid at the end of any cartoon christmas special realizing that "Santa, you ARE real, now I feel the christmas spirit too!" 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted December 24, 2017 Share Posted December 24, 2017 I like it! 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted December 24, 2017 Share Posted December 24, 2017 2 hours ago, Rinaldi said: One thought that's been nagging on me - I knew the ZSUs would be able to fire at airpower when they announced CMSF2 and what it would entail; but NATO has no ADA assets in game and there's a few default scenarios where the Syrian airpower gets to make a rare appearance. That'll be interesting. not for me, my air defense always seems to suck anyway 0 Quote Link to comment Share on other sites More sharing options...
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