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Author Message
  Topic: TGA to OVM conversion
Mafi

Replies: 16
Views: 5451

PostForum: Modding Workshop   Posted: Sat Mar 06, 2021 11:38 am   Subject: Re: TGA to OVM conversion
Good day, Sirs,

got the email. I must rethink the whole source code. Adding something to 5CC is completely unrealistic in short time, because I had to convert the old source to the lastest Xojo-compiler. Must have dived into my old HD: what you need is inside CC2Tools.exe. Not batch, but single file conversion TGA to OVM and back for any old CC-version (up to CC-TLD), should be faster than 5CC.


Cheers
Mafi
  Topic: New African style map
Mafi

Replies: 8
Views: 4046

PostForum: Modding Workshop   Posted: Mon Aug 03, 2020 12:56 pm   Subject: Re: New African style map
well done!
  Topic: Can't see tree layer inside 5CC v1.22
Mafi

Replies: 21
Views: 11572

PostForum: Modding Workshop   Posted: Fri Apr 19, 2019 5:03 pm   Subject: Re: Can't see tree layer inside 5CC v1.22
EagleEye wrote (View Post):
... in game I see the trees so I suppose that the trees should be inside the file. I've checked multiple times insied the "edit tree image overlay" screen and the path is right and there is written the number of sprites loaded, but still the same issue, no trees. I can't try to open other CC maps because I don't have other games installed and so I can't have the Terrain file. Which CC version have you tested on Mac? It could be useful to try all this with the terrain file that you have used to test?


Hello EagleEye,

I have checked the CC2 Terrain file with LSA maps with the original CC2-Elements file. In such a case I see the trees not on the trunks but on the hedges, because the the maps are coded in LSA and not in CC2. But this doesn't matter. The tree layer is there and it's visibility can be toggled. Did you have toogled the visibility in the "Layer select window"? See also menubar item "Visibility", menu item "Show layer select".

Concerning BED9: might be a bug. No chance at the moment to dive into this problem. Sorry.

Cheers
Mafi
  Topic: Can't see tree layer inside 5CC v1.22
Mafi

Replies: 21
Views: 11572

PostForum: Modding Workshop   Posted: Thu Apr 18, 2019 5:03 pm   Subject: Re: Can't see tree layer inside 5CC v1.22
EagleEye wrote (View Post):
I've tried this in OS X Sierra and even in Parallels with Win 8 and the result is the same. Could you share the map that you have tried to see if the issue is the with the default maps?


Hi EagleEye,

AFAIR the 5CC will remember the last used Terrain file. Perhaps this is gone in your case and you will see no trees therefore? So select a new Terrain file via: Menubar: Edit > Select tree image overlay > Button "Load file "Terrain". You wrote you did it this way, what is okay.

Now check your selection: below this button there also a line labeled "file path". There you will find the path of the actually loaded Terrain file. Just stay with the mouse over the text of this path and a tooltip will appear, showing the full path of Terrain file. So you can control which file you have really loaded.

If this file is missing on next start of 5CC, 5CC should ask for "a sprite file to load". In this dialog you can also select the disked Terrain file.

Next problem what might appear: you are using an unusual or empty terrain elements file (or perhaps no terrain elements file at all?) with no trees defined inside? In this case you will see also no trees.

I hope this helps a little bit, otherwise I must dug out my own old manual first.

Just made a test with old 5CC v1.17 on MacOS-X 10.14 and it works.

Cheers
Mafi
  Topic: Too long
Mafi

Replies: 9
Views: 6753

PostForum: The Mess   Posted: Sat May 19, 2018 10:07 am   Subject: Re: Too long
Hello Grunt,

1) - none anymore.
2) - no feelings regarding Windows-based stuff.
3) - all of them.
4) - YES!

Cheers
Mafi
  Topic: Questions about XXX Corps
Mafi

Replies: 2
Views: 7564

PostForum: Close Combat 2: A Bridge Too Far   Posted: Sat Dec 30, 2017 4:18 pm   Subject: Re: Questions about XXX Corps
Hello Incantator,

perhaps this file might contain the things you are looking for:
http://closecombat2.npage.de/get_file.php?id=19941626&vnr=802006

from this page:
http://closecombat2.npage.de/guidelist.html

from this site:
http://closecombat2.npage.de/
or
http://closecombat2.hpage.com/

Cheers
Mafi
  Topic: A new Commander coming with projects
Mafi

Replies: 24
Views: 14011

PostForum: The Mess   Posted: Wed Nov 09, 2016 1:42 am   Subject: Elevation
Bonjour AelrothFr,

elevation of 193 might be much to high. Choose "20" as basic medium elevation.

Cheers
Mafi
  Topic: Tarawa
Mafi

Replies: 21
Views: 24497

PostForum: Close Combat Cross of Iron   Posted: Thu May 07, 2015 6:21 pm   Subject: Re: Tarawa
US_Brake wrote (View Post):
There are so many CC3 maps many of them have never been played on by most players. I think there are plenty of opportunities to use the older CC3 maps in new original ways on future COI mods and campaigns.


Hello US_Brake,

feel free to use my BetioTail-map from the CC2-download section as well. It is compatible to Manoi's Betio maps.

Cheers and good luck for your project
Mafi
  Topic: [NEW] CC2 St. Oedenrode two maps for original ABTF
Mafi

Replies: 3
Views: 6239

PostForum: Close Combat 2: A Bridge Too Far   Posted: Mon Jun 30, 2014 7:22 am   Subject: [NEW] CC2 St. Oedenrode two maps for original ABTF
Hello to all fellow-CC2-gamers!

long time not being here around, I have used some spare time during the past 14 months by setting up two new maps in original CC2-style, based on a historical map of 1943 (Boxtel). These maps are representing the town of St. Oedenrode in a slightly different way than LSA did: not North-up, but South-East-up to have correct sun direction, smaller and scale reduced to 5 pixels per meter, corrected main buildings (Martinuskerk, Raadhius), corrected water placement. But like the corresponding LSA map, it misses most of the trees which were there in the 20ties up to the 50ties of the last century.

The maps can be played in single battle mode only, because I did not made an attempt to add an operation to CC2-slot "33". So just in-time for the celebration of the 70th anniversary of Operation Market-Garden:

Link: http://closecombat2.jimdo.com/cc2-st-oedenrode-mini-mod/

Added below is a picture showing my map graphics pasted over the original cartography.

I hope not too many bugs a left.
Cheers
Mafi
  Topic: Grille problem
Mafi

Replies: 8
Views: 11186

PostForum: Close Combat Gateway to Caen   Posted: Sun Jun 29, 2014 7:25 pm   Subject: Re: Grille problem
Hi Luker,

JFYI, to see how it can be done in CC2 you can take a look into the vehicle and weapon data of my mini-mod „CC2TheSturmtigerPatch.zip“ at http://closecombat2.npage.de/guidelist.html

Cheers
Mafi
  Topic: CC2 Map Help
Mafi

Replies: 32
Views: 14247

PostForum: Modding Workshop   Posted: Mon Aug 26, 2013 6:33 pm   Subject: Re: CC2 Map Help
Hi Knight,

probably you must modify the Ops file, otherwise the game will crash. But not all is possible. Look at existing mods, for example this smaller one: http://cc2revival.npage.de/

another problem might be:
- missing LOS files.
- missing Battle folders
- wrong map numbers inside the Scenario files
- not enough videos
- gaps in the numbering of battle folders
- OvData# file modding missing
- and so on.....

Good luck
Mafi
  Topic: CC2 Map Help
Mafi

Replies: 32
Views: 14247

PostForum: Modding Workshop   Posted: Tue Aug 20, 2013 4:47 am   Subject: Re: CC2 Map Help
Hi Knight,

other than replacing an existing map you can extend the base file "BATNAMES" up to 50 entries for single battle play. In this case you must also add battle folders. See my CC2Guide-NewBattlesMaps-v6.pdf

from http://closecombat2.npage.de/guidelist.html

This PDF describes the "Ugur's method".

To set up your own scenarios/OOB-files, you can use my tool CCBMaker: http://closecombat2.jimdo.com/tool-downloads/

Cheers
Mafi
  Topic: How generate LOS file?
Mafi

Replies: 9
Views: 5167

PostForum: Modding Workshop   Posted: Sun Jul 21, 2013 4:18 pm   Subject: Re: How generate LOS file?
Hello Nikin,

Terrain elements files are included in the 5CC-ZIP. Select the one you need for your mod version / CC version. Selection has to be done via Preferences window.

the terrain file is necessary because it contains height informations and hindrance informations of the terrain elements (those 10x10 pixel squares). LOS means "line of sight". It is coded the way "Visibility from one Deployment tile to all other deployment tiles". A deployment tile is the 120x120 pixel square you might see if you are going to deploy your units on the map before battle starts.

And you will need also the map-data file, because it contains the elevation infos of your map. Alltogether, those map elevations, the element heights, the element hindrace and more will be summed up for a LOS-obstacle for each Deployment tile when it comes calculating the LOS for a single deplyment tile.

Because I was unable to implement the original CC-LOS-code, I made several attempts. All these attempts are still available in 5CC. Choose the one you like. And afterwards, you can even edit the LOS-structure manually in 5CC.

And the next problem is: CC will handle 4 different LOS-layers: soldier-viewing-soldiers, soldier-viewing-tanks, tank-viewing-soldiers, tank-viewing-tanks. In 5CC you can restrict additionally LOS to certain distances, whch might be usefull for very large maps.

Cheers
Mafi
  Topic: Son Bridge - Map311 - Modding the turning bridge
Mafi

Replies: 15
Views: 20510

PostForum: Close Combat 2: A Bridge Too Far   Posted: Fri Jun 28, 2013 7:34 pm   Subject: Re: Son Bridge - Map311 - Modding the turning bridge
tripwire wrote (View Post):
Mafi will your updated map files (both data and graphics with the 2013 date on them) work with the Hell's Highway mini-mod?


Hello Tripwire,
no, not out of the box. You must adjust the filenames, the Scenario files (different map sizes, other VL-psoitions, and so on). The idea behind SonBridgeSouth-MiniMod is older than HH.

Quote:
I can't seem to get it to work that way.... but if I go back to your Son Bridge South mini-mod, it works.


These two mods are "rivals". There is no easy way to have them both in one installation. And it does not make sense from my point of view:
- SonBridgeSouth is for those who like the the original CC2-ABTF but wanted to get a little bit extension. Can be used in SingleBattle, Ops and Campaign play.
- HH is a mod with different painting style. And it is nearer to historical correctness than anything else (except for the Bailey bridge, I must confess...). For SingleBattle and Ops play.

Cheers
Mafi
  Topic: Son Bridge - Map311 - Modding the turning bridge
Mafi

Replies: 15
Views: 20510

PostForum: Close Combat 2: A Bridge Too Far   Posted: Fri Jun 28, 2013 7:23 am   Subject: Re: Son Bridge - Map311 - Modding the turning bridge
Hello Pete,
yes, I think you are correct with the sluices, but to stay a little bit close to Atomic, I solely flipped the graphics and will keep the gun pit for playing reasons.

Cheers
Mafi

EDIT: added in-game result: BaileyBridge in Ops-play
I have added these artworks to my CC2-SonSouth-MiniMod, which is now republished at  http://closecombat2.jimdo.com/cc2-sonsouth-minimod/.
  Topic: Son Bridge - Map311 - Modding the turning bridge
Mafi

Replies: 15
Views: 20510

PostForum: Close Combat 2: A Bridge Too Far   Posted: Thu Jun 27, 2013 5:54 pm   Subject: Re: Son Bridge - Map311 - Modding the turning bridge
Hello Pete,

you think the water should flow to the North Sea? I couldn't find any Dutch infos concerning the streaming direction in a canal.

Cheers
Mafi
  Topic: Son Bridge - Map311 - Modding the turning bridge
Mafi

Replies: 15
Views: 20510

PostForum: Close Combat 2: A Bridge Too Far   Posted: Wed Jun 26, 2013 5:25 pm   Subject: Re: Son Bridge - Map311 - Modding the turning bridge
...and in game. This shows that the 88-gun pit south of the Kanaal is historically incorrect but from the point of the gaming direction a good option.
  Topic: Son Bridge - Map311 - Modding the turning bridge
Mafi

Replies: 15
Views: 20510

PostForum: Close Combat 2: A Bridge Too Far   Posted: Wed Jun 26, 2013 1:18 pm   Subject: Re: Son Bridge - Map311 - Modding the turning bridge
...okay, here the next suggestion by me:
  Topic: Son Bridge - Map311 - Modding the turning bridge
Mafi

Replies: 15
Views: 20510

PostForum: Close Combat 2: A Bridge Too Far   Posted: Mon Jun 24, 2013 9:57 am   Subject: Re: Son Bridge - Map311 - Modding the turning bridge
Again a fault of mine. Have to change some of the graphics after reading this Dutch article and looking at these photos:
http://www.oisterwijk-marketgarden.com/de_brug_bij%20son_fotos.html

... more to come.
  Topic: Son Bridge - Map311 - Modding the turning bridge
Mafi

Replies: 15
Views: 20510

PostForum: Close Combat 2: A Bridge Too Far   Posted: Sun Jun 23, 2013 4:11 pm   Subject: Son Bridge - Map311 - Modding the turning bridge
Hi to all here,

in the meantime more and more historical pictures are available on Dutch sites. Example: the turning bridge at Son (in Dutch: "Draaibrug"). So if you are going to "google" using Dutch terms, you will find things like this:
http://nl.wikipedia.org/wiki/Draaibrug_(brugtype)
http://www.bhic.nl/data/docs/Water/bruggen,%20sonse%20draaibrug%203a.jpg
http://www.thuisinbrabant.nl/zoeken?q=Bruggen%3B+Kanalen&c=ccBrabantPictura&p=2
http://nl.wikipedia.org/wiki/Sonse_brug
... is telling: "De middenpijler van de brug bleef echter intact en een provisorische reparatie kon snel geschieden. De volgende morgen had de Britse genie een baileybrug gereed."
= "However, the central pillar of the bridge remained intact and a temporary repair could proceed rapidly. The next morning, the British engineers had a bailey bridge ready."

So I do not know why Atomic made the blow in the center of the bridge. Perhaps for gaming reasons? I made a test with blowing using different image: in this case it is possible that GE soldiers coming from the left side of the map might crawl over the "water". But a crossing from the right side of the map is impossible due to the explosion effect (which position is determined by the victory location "Bridge").

Currently I have no testing done regarding the Bailey bridge placed in historical correct position: it was built over the ruins of the Draaibrug and it central pillar. See these pictures:
http://www.gearboxsoftware.com/community/articles/261/gearbox-market-garden-week
http://www.battledetective.com/casefiles4.html
http://www.filmenfotobank-nb.nl/photo/thumbs/UVT_DAT_4651/70480.jpg?default=http://www.thuisinbrabant.nl/grafiek/iconen/_200/x.png
http://www.filmenfotobank-nb.nl/photo/thumbs/UVT_DAT_4651/70481.jpg


So here is my graphical suggestion:

Cheers
Mafi
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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