WH40K mod on CC engine
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Close Combat Series -> Close Combat Modern Tactics

#1: WH40K mod on CC engine Author: Dima PostPosted: Tue Apr 01, 2008 9:34 pm
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Hi all,

check this vid:
http://www.closecombatseries.net/CCS/modules.php?name=Downloads&d_op=getit&lid=4008

especially be carefull at 1:34 and 1:37 mins. that rox!!!
at last someone made good WH40K mod on CC engine!

THANX CCMT CREW Exclamation Very Happy

#2:  Author: Vman PostPosted: Sat Apr 05, 2008 4:10 pm
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Is that actually a WH40k mod? I can't really tell what makes it that.

What has been altered? There is also a CCV 40k mod by zcharles.

If this CCMT mod is any good, I just might have to buy the game...

#3:  Author: schreckenLocation: Sydney, Australia PostPosted: Sat Apr 05, 2008 9:29 pm
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I think that is a vid of one of the 2 "instant action" scenarios included with CCMT.


The other 29 scenarios are varied and give you time to deploy your teams.


That scenario is a great way to jump straight into the action for a new player.


Would make a great Warhammer base too.

#4:  Author: AT_Stalky PostPosted: Sat Apr 05, 2008 10:13 pm
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It comes like WH40K out of the box...

huuu, who knows maybe the Mk 19 AGL (automatic grenade Launcher) will in realety be able to do what it does in CCMT by the year.... 40 000 AD? hehe

#5:  Author: schreckenLocation: Sydney, Australia PostPosted: Sun Apr 06, 2008 4:26 am
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Serious fun

http://www.youtube.com/watch?v=U9PkYIhjduM


http://www.fas.org/man/dod-101/sys/land/mk19.htm

The system was deployed in Southwest Asia during Operation Desert Storm and devastated enemy infantry.

#6: LOL Author: AT_Stalky PostPosted: Sun Apr 06, 2008 8:41 am
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Hmm

mmm



AGL_CCMT style_WH40K_LOL.jpg
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AGL_CCMT style_WH40K_LOL.jpg



#7:  Author: schreckenLocation: Sydney, Australia PostPosted: Sun Apr 06, 2008 9:52 am
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I don't understand what you are implying, if anything.

Indirect fire over 2 buildings , just like a mortar

Maximum range: 2200 meters
Maximum effective range: 1600 meters
Rates of fire:
Cyclic: 325-375 rounds per minute
Rapid: 60 rounds per minute
Sustained: 40 rounds per minute
Unit Replacement Cost: $13,758

#8:  Author: AT_Stalky PostPosted: Sun Apr 06, 2008 10:56 am
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Indirect at 100m??

#9:  Author: schreckenLocation: Sydney, Australia PostPosted: Sun Apr 06, 2008 10:59 am
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The CC engine can't model it any other way, but it is feasable if difficult to accomplish.
Although we modelled the UGL by assigning 2 weapons to the soldier.

This might be a solution but the soldier will need to carry 2 AGL's......

Got me thinking now, .. could probably creat a zero weight AGL as the 2nd weapon.
1st AGL has direct fire capability only and carries the usual data.

the 2nd AGL is indirect fire only and carries the zero weight data.

will look into that


Thanks for the helpful feedback.

The CCMT team :0)


Last edited by schrecken on Sun Apr 06, 2008 11:05 am; edited 1 time in total

#10:  Author: AT_Stalky PostPosted: Sun Apr 06, 2008 11:03 am
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Is it.... Really....
Not... How about its used only as Direct fire, as most battles is WITH IN 800m in CCMT.

#11:  Author: schreckenLocation: Sydney, Australia PostPosted: Sun Apr 06, 2008 11:07 am
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Nah

I like my idea better.

thanks again

EDIT:
some maps are 4000 metres wide.

#12:  Author: AT_Stalky PostPosted: Sun Apr 06, 2008 11:11 am
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Nice u edited your post...

#13:  Author: schreckenLocation: Sydney, Australia PostPosted: Sun Apr 06, 2008 11:18 am
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That's what the edit button is for... haven't you ever used it?... it's at the top right of each of your posts....

#14:  Author: AT_Stalky PostPosted: Sun Apr 06, 2008 11:19 am
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Why am I not suprized... You edit 72% of that post, not a word is the same, but I like the idea AFTER you edited it..
See what some reserch will do to CCMT... Continue it, and who knows what CCMT will be..

Another thing, as im at it, does this image give you any ideas of the effectiveness of the 40mm AGL grenade?
Or have I missed something, is it a 40mm WH40k nuclear greande?



CCMT_nuclear 40mm AGL.jpg
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#15:  Author: schreckenLocation: Sydney, Australia PostPosted: Sun Apr 06, 2008 11:40 am
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Effective radius is 15 metres

We have it 10-15 HE blast radius

60mm mortar 12 m HE blast radius, which the Mk40 replaces in combat units

#16:  Author: AT_Stalky PostPosted: Sun Apr 06, 2008 11:48 am
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hhmmm
mmm

Laughing

#17:  Author: schreckenLocation: Sydney, Australia PostPosted: Sun Apr 06, 2008 7:29 pm
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yes

#18:  Author: Dima PostPosted: Mon Apr 07, 2008 12:57 pm
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Quote:
Or have I missed something, is it a 40mm WH40k nuclear greande?

of coz u did miss. The 81mm mine u've shown has charachters on it, so not US made. How can it be compared with US 40mm?!

as for WH40K,
we got some exclusive information from the Top Secret WH40K training center. we can't reveal our sources but basically it was told that CCMT that was tested out as possible training simulator for Space Marines was rejected as "too bloody and unrealistic....even for Bloody Sadistic Ravens Space Marines".

Quote:
Thanks for the helpful feedback.

more tip for u:
that's not the AGL that kills the infantry behind the walls in that video Smile.

#19:  Author: Senior_DrillLocation: 22134 PostPosted: Mon Apr 07, 2008 7:18 pm
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The basic programming for indirect fire weapons in the CC series has never modelled the geometry very realistically. Since CC2, I try to place my mortar teams as close to the back side of a building as possible to gain the extra protection, yet they can fire right over a 3 or 4 story building and land a round right on the edge of the opposite side of another building. It just can't be done that way in real life.

That's one of the reasons that an entirely new engine is being written for CC6. The game codes for the CC series were not created from scratch for each new game. The previous code was used and new parts were added and new parts added to fix things that didn't work right in the newer parts.

By the time of CCM and then the commercial version CCMT, some things within the code are so strung out with exceptions, revisions and re-directs that what would seem like an easy, logical change is not easy at all and leads to many unintended consequenses. Simple A + B = C calculations become A + B = C if D is used but not E, then F - G, but if F >H, then I - J, but only if K < A, then use new table W and then subtract L from B, but only if D is in table W and if not then use table Y and add the cosign of M, then take that to table Z and add that line to A before you do anything else.

I was on the test team for the bug fixes of CCM v3 to get it ready for the Gazette version 3.1. The changes were being done by programmers at Atomic and they even had a lot of problems with it. One "fix" caused Night of the Living Dead like zombies walking around the battle field that could not be ordered or killed. Funny to see, but a waste of testing time. TheBlood! has said that the codes are so full of stuff that is no longer used that they could be one third the size if all the band aids could be pulled out without breaking something.

#20:  Author: Dima PostPosted: Mon Apr 07, 2008 8:20 pm
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Drill,

what is yer post about?
anything to tell on the issue in the video i pointed?
if not, why bother to make such big posts about nothing - hobby?

#21:  Author: schreckenLocation: Sydney, Australia PostPosted: Mon Apr 07, 2008 8:41 pm
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The Russian made AGS-17 has similar data to the MK19.

It is only a 30mm shell yet able to compete on a equal footing with the AGL depending on whether vog17m of vog30 ammo is available.

So I don't understand your reference to non-US made equipment, and why you keep pushing that rather warped line of thought.

#22:  Author: Dima PostPosted: Mon Apr 07, 2008 8:44 pm
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schrecken,

the irony sometimes can be hard to understand when u r so much biased Smile.

anyway, i've already gave u a tip - that wasn't AGL that killed so many soldiers inside the house = behind the wall.
Try to figure what and fix it - that will help CCMT more than empty replies Smile.

#23:  Author: schreckenLocation: Sydney, Australia PostPosted: Mon Apr 07, 2008 8:58 pm
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Not an empty reply.

It was a factual statement using the data within the game.

#24:  Author: Dima PostPosted: Mon Apr 07, 2008 9:03 pm
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schrecken wrote:
Not an empty reply.
It was a factual statement using the data within the game.

that was empty as:
1)me didn't talk about perfomance of AGS.
2)i've already pointed u that the problem is not in AGL.
2)that didn't bring CCMT closer to fixing the issue.

#25:  Author: AT_Stalky PostPosted: Mon Apr 07, 2008 9:08 pm
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Shrecken, I was the one complaining about the AGL (and other things), That it cant fire indirect at 100 meter..
Dima had talked about another issue..

Im of for a FUN CC5 game... By

#26:  Author: Senior_DrillLocation: 22134 PostPosted: Mon Apr 07, 2008 9:10 pm
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Dima wrote:
Drill,

what is yer post about?
anything to tell on the issue in the video i pointed?
if not, why bother to make such big posts about nothing - hobby?


Nope. Freedom of speech. You got a problem with that?

#27:  Author: Dima PostPosted: Mon Apr 07, 2008 9:12 pm
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Senior_Drill wrote:

Nope. Freedom of speech. You got a problem with that?

never Smile.
just can't understand what yer reply has to do with this thread...

#28:  Author: schreckenLocation: Sydney, Australia PostPosted: Mon Apr 07, 2008 9:27 pm
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Quote:
Shrecken, I was the one complaining about the AGL (and other things), That it cant fire indirect at 100 meter..
Dima had talked about another issue..


They were related issues

#29:  Author: Dima PostPosted: Mon Apr 07, 2008 9:34 pm
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schrecken wrote:
They were related issues

ehh,shcrecken, my friend, i can c that u just don't understand...even after my tips...

another tip: my issue is not related to AGL

#30:  Author: schreckenLocation: Sydney, Australia PostPosted: Mon Apr 07, 2008 9:53 pm
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Stop playing games.

Are you talking about the cars?

#31:  Author: Dima PostPosted: Tue Apr 08, 2008 8:26 pm
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Me plays CC games since 1996 and will never stop Smile.

me talking about issues of the commercial product - u or any of the team should fix it.

#32:  Author: schreckenLocation: Sydney, Australia PostPosted: Tue Apr 08, 2008 10:58 pm
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you are still beating about the bush.... and putting a lot of time and effort into saying nothing.

Please explain what you mean

#33:  Author: Senior_DrillLocation: 22134 PostPosted: Wed Apr 09, 2008 2:18 am
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A better question is why fix it. What is your issue with it, Dima? Do you have a solution or are you just baying at the moon again?

#34:  Author: AT_Stalky PostPosted: Wed Apr 09, 2008 12:25 pm
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Hey Dima,
That’s realism for sure, (Hollywood style ofcose…) or maybe OBL or Timothy McVeigh or some other nut parked them there…. Who knows..

Rolling Eyes

(( http://www.closecombatseries.net/CCS/modules.php?name=Downloads&d_op=getit&lid=4008
See at 1:25 & 1:34 & 1:37 & 1:43 Laughing ))

#35:  Author: schreckenLocation: Sydney, Australia PostPosted: Wed Apr 09, 2008 10:04 pm
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Please , send me your data on exploding cars.

I will take a careful look at it and may incorporate it in any future release/patch/expansion.

thanks for your help

#36:  Author: Dima PostPosted: Thu Apr 10, 2008 7:50 pm
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Quote:
Please explain what you mean

that's the question u had to ask first of all.

but u prefer to bitch around something u don't really understand...

Quote:
I will take a careful look at it and may incorporate it in any future release/patch/expansion

plz tell me the reason why?

Quote:
A better question is why fix it.

lol, of coz that a question for u as u harldy understand shit about CC data.

Quote:
What is your issue with it, Dima?

should i repeat 5th time? sry i got used to speak with adequate guys.
no wonder u were fired from the team....

Quote:
Do you have a solution or are you just baying at the moon again?

lol i can fix it in a minute, but i want u guys to fix the shit u did :zzz .

From CSO forums:
Quote:
Yep. My mistake. I tend to not fully read things posted by Her Royal Highness Princess Dima, especially when she is on the rag. Sorry!

and u, Drill, cry like poor mensurated wooman that doesn't understand why everything is so against her.
Be a man, accept that, u just don't understand what modders do speak about Laughing .

#37:  Author: schreckenLocation: Sydney, Australia PostPosted: Thu Apr 10, 2008 9:01 pm
    —
Quote:
Quote:
Please explain what you mean

that's the question u had to ask first of all.


No, the first response was to agree that a WH40k would be an interesting release on the CCMT engine as it is very flexible and designed for modding.


The second response is to address factual data on the AGL, we all seem happy with the explosive power of the round but stalky thinks it should have direct fire capabilities only... I disagree, but it is something to think about.

The third response was to try and work out what you were talking about.

I think that has been addressed, all we need now is your data for exploding cars and we can move on.

thanks again

#38:  Author: AT_Stalky PostPosted: Thu Apr 10, 2008 9:35 pm
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schrecken wrote:

The second response is to address factual data on the AGL, we all seem happy with the explosive power of the round but stalky thinks it should have direct fire capabilities only... I disagree, but it is something to think about.


About AGL
Not realy, Rolling Eyes if so u have not listend or understod, or possible both.
I said a 40mm AGL Mk 19 CANT fire INDIRECT at 100 meter, or as it does in CCMT at 35meter Laughing ???... THATS NOT REALISTIC... THAT WAS MY MAIN OBJECTION...
If you fix it or not, and HOW you fix it, Its up to you..

Make it two weapon or whatever, I said I liked that idea.. Or do nothing... Up to you...

#39:  Author: schreckenLocation: Sydney, Australia PostPosted: Thu Apr 10, 2008 10:51 pm
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Good positive feedback !

thanks

#40:  Author: Therion PostPosted: Fri Apr 11, 2008 2:52 am
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AT_Stalky wrote:
About AGL
Not realy, Rolling Eyes if so u have not listend or understod, or possible both.
I said a 40mm AGL Mk 19 CANT fire INDIRECT at 100 meter, or as it does in CCMT at 35meter Laughing ???... THATS NOT REALISTIC... THAT WAS MY MAIN OBJECTION... .

Hmm...
What's the realistic minimum range of indirect fire?

AT_Stalky wrote:
Make it two weapon or whatever, I said I liked that idea.. Or do nothing... Up to you...

Hmm...
That would add a problem of amount of ammo...
Unless the direct fire version would use HEDP instead of HE...



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