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Author Message
  Topic: New Close Combat
Mana

Replies: 173
Views: 103706

PostForum: The Mess   Posted: Thu Aug 08, 2013 6:16 pm   Subject: Re: New Close Combat
There are probably several translations for this saying, please forgive me for choosing the one you didn't like pete.


What I ment to point out was that there is allot of confusion in this thread that is largely based on assumptions. Both cathartes and I have nothing to do with Blackhand nor Matrixgames. The fact is, is that they are publishing our work officially. Luckily we have the rights to adapt the engine slightly and have Steve McLair on our side.

Every close combat release has had it's ups and downs, my guess is that it is a matter of what people would like and choose to see.
Currently we're doing everything within our capabilties to make this release better than it's predecessor. And I'm sure some people will like it and some won't.

So I'm very happy to do my share within this community!
  Topic: New Close Combat
Mana

Replies: 173
Views: 103706

PostForum: The Mess   Posted: Thu Aug 08, 2013 3:27 pm   Subject: Re: New Close Combat
As the Dutch say "the best steersmen are ashore" fits perfectly in this thread  Wink
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Sat Jul 20, 2013 9:38 am   Subject: Re: Kursk 1943
Ofcourse.. The past few days Matrixgames has announced some of their upcoming projects at Historicon. Both Cathartes and I are probably developing the last traditional close combat version to be released (based on operation Epsom) Currently we're working at least every day on this project and we are very fortunate to be supported by Matrixgames.

Compared to the past releases we're doing our best to get the highest quality close combat version so far.



My approach out here is to be as transparent as possible but I have my obligations.
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Fri Jul 19, 2013 12:04 pm   Subject: Re: Kursk 1943
Hi Guys,

Currently I'm working on the new close combat (Epsom) together with Cathartes.

That means the Kursk mod is currently idle. But that doesn't mean the Kursk mod is not going to be. Since we are reinventing quite allot of features in the upcoming game I'll probably base the mod on this new version.

Kind regards,
Conrad (mana)
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Mon Feb 25, 2013 9:12 am   Subject: Re: Kursk 1943
Hi guys, here's another try to get the new update on these forums
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Sun Feb 24, 2013 3:47 pm   Subject: Re: Kursk 1943
Hi guys,

Since there are some issues with the forums I moved to the matrix games forums.
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Sat Feb 09, 2013 10:42 am   Subject: Re: Kursk 1943
Hi stwa,

Good that you mention those things as they affect gameplay tremendously. I'm not holding on to one decission yet because I keep scaling things untill they seem to be more balanced; that means the map graphics compared to soldiers and vehicles. After that has been done I'll release an alpha version for test players (your welcome to help out)

The changes to the scales are not that much larger (about 5%) so do not worry about not able to see firefights. I've done some test myself and hardly see any difference from the old. The maps can be at maximum 7800 x 7800 I've read, so thats about 650 x 650 meters.

But still I'm not drawing any conclusions untill some players have done some tests themselves.



PS: The update for the current week has been posponed to next week and is a little bit of a surprise Smile
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Tue Feb 05, 2013 8:18 pm   Subject: Re: Kursk 1943
Thank you legion, I came across that thread but never read it in detail. Someone also notified me on this subject on the matrix games forums where I posted several questions related to the map making tool for Pitf.

After reading your thread about the size of the soldiers I started calculating the pitf scales and the ones I created.
Probably for some esthetic reason the developers have chosen to have multiple scales this means one or another object is always unbalanced.
Scale is ofcourse relative, for example it can be dynamic (a road is never one size neither is a tree) So I don't blame them for making a clear decission.

When it comes to designing a map or any other graphic elements I like things that make a logic sense, for example when one meter is represented ingame it should be a rule for all elements. I have put this to practice in an example (see attachment)

For the elements I took the 12 pixels per meter from the standard soldier, no other scales. This means that a 4800 x 4800 pixels map will represent 400 x 400 meters, this size is where most common close combat took place (25 to 200 meters) and tank combat 200 to 1000 meters (most long distant tank combat could never be represented ingame but luckily it rarely took place)
Back to the elements which I calculated from meters to pixels. Ofourse some elements are dynamic which I gave the plus minus sign as some trees might be bigger than the other. The 12 pixels a meter scale makes tanks 20% larger and soldiers now actually fit inside a tank realistically.

There are drawbacks to both the Pitf scales and the presented scale, I beleive the choice remains esthetically but I could be wrong so that's why I'm curious what other players think.
  Topic: "last version using the existing game engine"
Mana

Replies: 2
Views: 5997

PostForum: Close Combat Panthers in the Fog   Posted: Sat Feb 02, 2013 3:20 pm   Subject: Re: "last version using the existing game engine"
Hi Disco,

Yes indeed there are; Matrix games
Steve kind of announces that they are going to work on an close combat version in 3D and it will probably use the unity3d engine.
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Sat Feb 02, 2013 10:05 am   Subject: Re: Kursk 1943
Thanks!

What do you guys think of the scale?


I have done my math and came to the conclusion that the regular Pitf scaled vehicles are too small to actually fit a soldier inside. I developed these houses and vehicles so a close combat soldier would actually fit realistically. But maybe I missed something?
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Fri Feb 01, 2013 6:34 pm   Subject: Re: Kursk 1943
Here's a preview of the legendary T34/76 1942. The soldier in the square is placed there for the scale. The background image is the Belgorod railyard map I'm working on, but for the alpha version I'm working on Hill 252.2

Hope you like it!
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Mon Jan 28, 2013 8:47 am   Subject: Re: Kursk 1943
Your right, this strategic map is not the actual map it is just a test and is nothing compared to the actual strat map
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Fri Jan 25, 2013 7:52 pm   Subject: Re: Kursk 1943
Hi guys here's a small update: some fuel for the imagination Smile
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Wed Jan 23, 2013 8:37 pm   Subject: Re: Kursk 1943
He guys,

Here's a small update (which I'm planning to do every week) So far Dak_legion is working on the data for an alpha version, with this version I'm planning to create two brand new maps; Belgorod east (station) and a part of prokhorovka. Belgorod east is currently being made (see images for preview)
The past few days I obtained new sounds which contain actual weapon recordings from a distant perspective creating a more realistic and balanced perspective ingame.

Although I probably need help from someone who speaks and understands Russian, both with the voices, data and research.


Kind regards,
mana
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Wed Jan 16, 2013 7:55 am   Subject: Re: Kursk 1943
About the strat map posted:

This is based on actual terrain height data, the cities and villages are not all shown but the major ones are. Belgorod is the main city and an importnant strategical point as is Porkhorovka, my initial idea is that the player has to achieve one of these goals; Belgorod for the russians as key city to Kharkov and Prokhorovka for the Germans to succeed their operational plans of 'Citadel'
(The actual stratmap will go slightly beyond Belgorod and Prokhorovka)


PS: Thank you for all the feedback and responses!
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Tue Jan 15, 2013 6:16 pm   Subject: Re: Kursk 1943
You are right about the scale where the action takes place, in my opinion the whole Kursk bulge would indeed be too large for close combat, I agree with Dima to stick with a certain area. My choice for the area Belgorod/Prokhorovka is obvious, historically this is the most interesting area and probably the most known for people. Action will take place between the beginning of July and will end at the beginning of August.

I would appreciate if someone could research and provide information about the mentioned area and date (detailed information about units, vehicles and environment)
As I mentioned before in order to create this project I will need the talents of others such as Data editing, research and other. This would give me allot of support for a solid base which is not only created from my point of view.

Correct me if you think otherwise! Smile
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Fri Jan 11, 2013 1:56 pm   Subject: Re: Kursk 1943
Thanks for the replies!

Although I have been struggling to create a full conversion for close combat in the past now I'm able to visually express a concept.

But I remember how great mods like GJS where created (community dependent) A team was formed full of enthousiastic close combat players, this team consisted out of researchers, map makers, data editors and sound editors (sometimes multiple functions where assigned to one person)


My point is that I'm trying to form a group of enthousiasts, because I cannot create a full conversion on my own. I beleive that a great mod can only be created through a group of players together with the community.

I guess that an eastern front mod has not been the biggest topic so far. And Kursk 1943 would be interesting because of the variaty of battles that can take place; Battles for cities like Oryol, Belgorod, Kharkov and rural battles (It's also the first operation where the Russians succeeded to repel a German blitzkrieg operation!)

Anyway I could be wrong thats why I need a group that consists out of;

- Researchers
- Data editors
- Map makers
- Sound editors


For now I'll keep posting content, mainly vehicles.

Kind regards,
mana
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Thu Jan 10, 2013 3:44 pm   Subject: Re: Kursk 1943
Here's another render based uppon the Tiger Ausf. E from 2nd SS 'Das Reich', the 3D model gives allot of mobility in texturing and other conversions thus creating a realistic vehicle in close combat.
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Thu Jan 10, 2013 2:53 pm   Subject: Re: Kursk 1943
Thanks legion!


I hope there are other people that find the subject of modding Pitf interesting, because I cannot do it on my own at least that would cost me a full year :)

Anyway here's a render of the tiger tank which I created, it is a fair low poly tiger and not fully textured yet. Curently I'm working on a test strat map and a new vehicle.


More coming soon!
  Topic: Kursk 1943
Mana

Replies: 60
Views: 80840

PostForum: Close Combat Panthers in the Fog   Posted: Thu Jan 10, 2013 11:33 am   Subject: Kursk 1943
Hello,

A while aggo I replied in a thread about close combat in 3D here I was catched about the idea of a 3D version of closecombat.
Anyway I started experimenting with some graphics. Some elements are usable in 3D but the image shown is perfect for a 2D version, perhaps a new eastern front conversion of close combat panthers in the fog which I'd love to see in the future.

Regards,
Mana
 
 
 
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