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Do incapacitations count as a soldier's kills?

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Author Message
  Topic: Graphics Available?
Ef13

Replies: 2
Views: 2452

PostForum: Modding Workshop   Posted: Thu Sep 25, 2008 4:35 pm   Subject: Graphics Available?
Thnaks.
  Topic: Graphics Available?
Ef13

Replies: 2
Views: 2452

PostForum: Modding Workshop   Posted: Wed Sep 24, 2008 9:45 pm   Subject: Graphics Available?
Hi,
Is there a place where I can find large and small crater graphics in tga format with an alpha channel?
Ive searched the net and bot CC sites but im coming up empty.
  Topic: Future changes to a Close Combat game
Ef13

Replies: 24
Views: 15980

PostForum: The Mess   Posted: Thu Mar 06, 2008 4:58 am   Subject: Future changes to a Close Combat game
Senior_Drill wrote:

One of the axioms from Murphy's Laws of Combat is the sometimes the hard things are very simple and the simple things are very hard.

Pathing is one of those hard things is due to the square grid "hex" system that underlies the map graphics for element and elevation coding in all the existing CC game engines. It is hard to draw pathing lines that cross into different rows and columns.

If CC6 goes with a real hexagonal grid and those hexes are done at the 1 hex = 1 meter scale instead of the CC 1 "hex" (really a square) = 2 meters, it would go a long way towards getting good vehicle movement.

Also, having the tank size as a rectangle instead of a square would help things as well. What we see on the map as a pretty, retangular tank is actually seen by the game engine as a square set of data that most often is wider than the graphic, or longer than the graphic. This leads to problems when the too wide square tries to go down the too narrow set of elements. It keeps bumping into things it can't enter. Make the tank's "square" too small to match the graphic width, and you get funny stuff like the long tank trying to hump the one in front of it.


I have to disagree here. the reason as you said above 'the hard things are very simple and the simple things are very hard'
I can't say for certain exactly how CC does it's vehicle pathing, but a Grid based map system is far easier to deal with in all respects. The problem comes from the fact that a vehicle can be rotated and moved at any arbitrary angle and that a vehicle covers more than one terrain tile at the same time. Infantry pathing by comparison is braindead easy. Only 8 possible angles and only occupies one element in the grid.

For each grid point that vehicle occupies, any one of the 9 or 16 points can prohibit a move, requiiring a new path to be searched. I also suspect that the game has a limit on the number of stops-and-turns a vehicle will make to reach the goal.
Senior_Drill wrote:

It is hard to draw pathing lines that cross into different rows and columns.
This isnt difficult unless there is limit on the number of turns that can be make and or the line is drawn at an arbitrary angle.
  Topic: any conspiracy theorists around
Ef13

Replies: 14
Views: 8567

PostForum: The Mess   Posted: Sun Mar 02, 2008 12:55 am   Subject: any conspiracy theorists around
Polemarchos wrote:

wont happen... falling dollar in fact is better for the US economy (exports)

Ya, its worked out great so far for places like mexico. Rolling Eyes
  Topic: any conspiracy theorists around
Ef13

Replies: 14
Views: 8567

PostForum: The Mess   Posted: Sat Mar 01, 2008 10:11 pm   Subject: any conspiracy theorists around
You could say the same thing about the EU (beginings of a NWO). But I think the UN is completely toothless and will remain that way for a long time.
In terms of a NWO subverting American values and replaceing our current form of government, I dont subscribe to any global conspiracy.
However I do believe that as the value of the Dollar continues to fall, global commodities will start being priced in other currencies, futher putting the US in a bad position globally. Once this happens you'll start seeing the EU other influential counties (UAE) pushing the US around instead the other way around.
  Topic: You never miss it till it's gone..
Ef13

Replies: 29
Views: 15882

PostForum: The Mess   Posted: Fri Feb 29, 2008 3:45 pm   Subject: You never miss it till it's gone..
Quote:
I have enjoyed being able to search through the CSO forums for tech help and modding information, and always tried to take a non-partisan stance in regard to the CSO and CCS rivalry. I've tried to contribute to both sites in my own way and always felt that the community was all the richer for having two good resources for downloads and information. For players that really aren't interested in the modding aspect of the game series, the loss of CSO may not hold much significance. For myself and many others it is a big loss. Lets hope that it is resurrected. Just my two-bits on the subject.

What make matters worse is that the internet archive does not have any history of the forums. A lot of good info may be lost forever.


Quote:
Well the gaming industry haven't released any 'CC replacement' wargames yet.
The new games look amazing but gameplay is usually arcadish and nowhere near the battle sim that CC is.

MatrixGames seems intent on capitalizing on the vacume that other publishers have left open in getting us a new game with the gameplay we love.
I think CC5/CCm is not gonna be the end of bloodline.
  Topic: Movement speed question
Ef13

Replies: 9
Views: 6592

PostForum: Modding Workshop   Posted: Fri Feb 29, 2008 1:54 am   Subject: Movement speed question
Senior_Drill wrote:
According to TheBlood!, who works with the source codes, speeds are effected by the element tile, the speed and the soldier and weapon weights....


Thanks much Senior_Drill!
Thats just the kind of info I was looking for.
  Topic: Movement speed question
Ef13

Replies: 9
Views: 6592

PostForum: Modding Workshop   Posted: Wed Feb 27, 2008 8:45 pm   Subject: Movement speed question
I think I've figured it out.
The number is bound to the frequency of the internal game timer. I was able to get the same results as the game in my tests.
  Topic: Movement speed question
Ef13

Replies: 9
Views: 6592

PostForum: Modding Workshop   Posted: Wed Feb 27, 2008 6:13 am   Subject: Movement speed question
Thanks for the reply,
what im looking for is an explanation of what number represents. If the term 'Secs/2 meters' is accurate, then what does it mean, how is it used?
  Topic: Movement speed question
Ef13

Replies: 9
Views: 6592

PostForum: Modding Workshop   Posted: Tue Feb 26, 2008 11:46 pm   Subject: Movement speed question
When looking at the Movement definitions of the 'Elements' file in QClone, It states that the number is 'Secs/2 meters'.

What does this mean? If it implies that the number is the seconds it takes a unit to move 2 meters then I think its not correct. For example an armored car on pavement is given a value of 3. In the game it definitely doesn't take an armored car 3 seconds to move 2 meters.
Can someone help explain what the number really is?
  Topic: Close Combat Open Source
Ef13

Replies: 3
Views: 4548

PostForum: The Mess   Posted: Tue Feb 26, 2008 12:28 am   Subject: Close Combat Open Source
CSO_Sbufkle wrote:
The CSO and many of the people involved dropped this when Simtak took the baton to do CC6.

Its still worth a look Id say.. but then again Im not invovled more than a casual observer.


What is CC6 exactly?
Is it based off of CC5/CCM or is it a whole new game written from the ground up?
 
 
 
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