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Do incapacitations count as a soldier's kills?

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Author Message
  Topic: Custom Map not showing Trees _ forgotten the fix
Privateryan1

Replies: 5
Views: 8209

PostForum: Modding Workshop   Posted: Mon Oct 31, 2022 9:56 pm   Subject: Re: New custom map almost ready
New map almost ready . My maps are referrd to as Plastic and Swiss Village , oh well ..
  Topic: Custom Map not showing Trees _ forgotten the fix
Privateryan1

Replies: 5
Views: 8209

PostForum: Modding Workshop   Posted: Fri Oct 21, 2022 8:48 pm   Subject: Re: Custom Map not showing Trees _ forgotten the fix
Hi There . jeepers forgot about that  Rolling Eyes  Rolling Eyes Thanks . sure will . I have a very useful prog called LD3D Standard and once you get the hang of it . will make amazing bump maps . As im logging out for the night after a long day, i will post a few shots of what it can do to make a great start to any map . I also have tons of roofs , buildings , objects ect that you can have is you wish .
  Topic: Custom Map not showing Trees _ forgotten the fix
Privateryan1

Replies: 5
Views: 8209

PostForum: Modding Workshop   Posted: Thu Oct 20, 2022 8:39 pm   Subject: Custom Map not showing Trees _ forgotten the fix
Hi Everyone,

My latest custom map ( made with Cartographer ) , is not showing up the Tree sprites . I have forgotten the cause or fix for this . Any help appreciated . Map For COI

Ryan
  Topic: Change Sides in COI
Privateryan1

Replies: 0
Views: 1205

PostForum: Close Combat Cross of Iron   Posted: Mon Jan 31, 2022 10:07 pm   Subject: Change Sides in COI
Hi there ,

Wondering is there any little prog which will allow me to edit saved games by way of changing sides in COI . Tnanks for any reply or help in advance !
  Topic: Change Sides in COI
Privateryan1

Replies: 0
Views: 723

PostForum: Close Combat Cross of Iron   Posted: Mon Jan 31, 2022 10:07 pm   Subject: Change Sides in COI
Hi there ,

Wondering is there any little prog which will allow me to edit saved games by way of changing sides in COI . Tnanks for any reply or help in advance !
  Topic: Editing saved games in CC5
Privateryan1

Replies: 3
Views: 2876

PostForum: Close Combat 5: Invasion Normandy   Posted: Sun Jan 30, 2022 1:32 pm   Subject: Re: Editing saved games in CC5
Hi again , not getting any replies at all so all I can do is keep asking . Is there anywhere here on the site where theres info on using a hex editor to change sttings in either a saved or newly created game . Thanks !
  Topic: Editing saved games in CC5
Privateryan1

Replies: 3
Views: 2876

PostForum: Close Combat 5: Invasion Normandy   Posted: Fri Jan 28, 2022 10:31 pm   Subject: Editing saved games in CC5
Hi all ,

Just downloaded and used the cc5 game editor which was relesed as Beta for LSA ect . Does anyone know if there has ever been an update from the beta version with other save game options . Thanks ...
  Topic: CC-5 Battlegroup force Numbers - question
Privateryan1

Replies: 0
Views: 1044

PostForum: Close Combat 5: Invasion Normandy   Posted: Thu Dec 30, 2021 6:46 pm   Subject: CC-5 Battlegroup force Numbers - question
Hi all ,

When you are too long away as i have been , you forget lots of stuff so this question / answer might be obvious. I  have created a battle with one German Battlegroup and two Allied Battlegroup's using BGEdit12 . When i launch the battle / game , the amounts available differ from what I created or have lesser quantities . This seems to be whether i chose Recruit Green - line - veteran or Elite . This is not a Vanilla copy of cc-5 but a mod I have made - Austria . have attached the German quantities and what turns up when i start to fight . Thanks in advance .
  Topic: Converting xxxx_norm_hull_but.tex to nnh.file
Privateryan1

Replies: 6
Views: 5615

PostForum: Modding Workshop   Posted: Sun Oct 09, 2016 7:02 pm   Subject: Re: Converting xxxx_norm_hull_but.tex to nnh.file
So now I have a much more ( technical ) question and one I hope , someone will be able to answer . Its about these upgrade paths in the teams files in COI . Im doing a complete rewrite of my ( master ) copy ( the one I use to clone alll other mods from ) . I have successfully added 40 vehicles roughly 20 German / 20 Allied or Russian . As I now upgrade the infantry teams to ten in most of them , it brings me to look at the upgrade paths and I simply dont have a clue why they are there in the first place as if you actually follow the ( upgrade path ) for a particular team , it mostly leads you to another team which is not remotely assiciated with the original team .So im wondering should i try to ( mess ) with them or should I simply leave them alone . My reason for asking this question is this : I if create a scenario and use the option ( Restrict players to histporical rarity of units ) and if the AI is then not able to follow a given teams upgrade path because of the above mentioned setting , what will the AI do ? and wiil it simple crash the game in progress .
  Topic: Converting xxxx_norm_hull_but.tex to nnh.file
Privateryan1

Replies: 6
Views: 5615

PostForum: Modding Workshop   Posted: Sun Oct 09, 2016 6:38 pm   Subject: Re: Converting xxxx_norm_hull_but.tex to nnh.file
Thanks for the heads up guys but the simplest of all was simply to rename for example xxx_hull_but.tex to xxx.nnh or xxx.nnt which ever was apropriate . No conversion at all just a simple rename operation as the frile already contains all of the 16 images with hotpoints so for for anyone for future reference who wants to insert CC5 vehicles to CC3/COI , its just as simple as that .Thank God I didnt have to use x-Tank , as ive had quite a few frustrating battles with that lad ... Embarassed
  Topic: Converting xxxx_norm_hull_but.tex to nnh.file
Privateryan1

Replies: 6
Views: 5615

PostForum: Modding Workshop   Posted: Sat Oct 08, 2016 2:41 pm   Subject: Converting xxxx_norm_hull_but.tex to nnh.file
Hi Guys ,

The heading looks odd up there but what I was able to do before I have now forgotten . So what Im trying to do is to convert a CC5 vehicle from xxx_norm_hull.tex to an xxx.nnh file in order to insert into CC3 .can anyone point me in the direction oif what prog can do this , Thanks ...
  Topic: COI Crash and no sign of finding problem
Privateryan1

Replies: 12
Views: 9604

PostForum: Modding Workshop   Posted: Fri Sep 09, 2016 1:09 am   Subject: Re: COI Crash and no sign of finding problem
Hi Pete ,

Yea lots of the mod has my choice of sounds as were all a bit funny  Laughing . The airplane run though should sound like an airplane fly over as it does for me . You can see how frustrating it is when you have played a few battles with no problems and as i said I can play as many single battles as I like but its on the third of fourth battle of a scenario that the game crashes .To answer the question about a german tank being used by the allies as well is true and I have set the vehicle side to ( any ) , and hope thats not a fatal error .The sound options folder is where i simply copied an entire Sfx sound file from other mods and changed the sounds from German / vs Allies or German / vs Russians ect . This action has never crashed the game either . In my testing as i have said , I have used CC3 hack or edit to set each sides points to zero when trying to load the next game that will noty play so that there would be no ( purchase or deployment ) of new vehicles as neithwer side would have points to purchase , but  the game still crashes and really leaves me in the dark . I have sent you an E-mamil as well and I bet you are as baffeled now as I am .
  Topic: COI Crash and no sign of finding problem
Privateryan1

Replies: 12
Views: 9604

PostForum: Modding Workshop   Posted: Sun Sep 04, 2016 9:25 pm   Subject: Re: COI Crash and no sign of finding problem
Dont recall applying any patch and as I said in the opening post , it baffels me with the fact that it worked so well for so long and then just stopped and in particular as I have made no changes to the games data files at all since . As we all know with modding there can be it seems , hunderds of ways for a game to crash and trying to find it can be a nightmare . I have uploaded it to Google drive but it looks like i'm facing a total rewrite from scratch , which takes months given the spare time one would have . It was my baby but now my baby is very sick  Crying or Very sad
  Topic: COI Crash and no sign of finding problem
Privateryan1

Replies: 12
Views: 9604

PostForum: Modding Workshop   Posted: Sun Sep 04, 2016 4:56 pm   Subject: Re: COI Crash and no sign of finding problem
Hi pete,

Have left a private messgae but for some reason it stays in my Outbox and cant figure out how it actuall gets to ytou if it stays there . Have uploaded the COI mod to Gogle drive and the PM is about this ...
  Topic: COI Crash and no sign of finding problem
Privateryan1

Replies: 12
Views: 9604

PostForum: Modding Workshop   Posted: Sun Sep 04, 2016 3:57 pm   Subject: Re: COI Crash and no sign of finding problem
Hi Pete ,

Yea its random . For instance I played out a fourteen out of fifteen day battle fighting as the Germans with no problems . The problems started when I fought the same scenario as the ALLIED side . When it eventually progresed to the second map , none of my untis apeared on the map and the game ended right away . Most of the time tho , it just fails to load at all . Will get a dropbox account but will 2.5 gig be allowed to upload on a free account . Will get at this right away then and will be back with the details ...
  Topic: COI Crash and no sign of finding problem
Privateryan1

Replies: 12
Views: 9604

PostForum: Modding Workshop   Posted: Sun Sep 04, 2016 2:16 pm   Subject: Re: COI Crash and no sign of finding problem
Hi to both guys ,

My main problem is of course that if this kind of crash happens on a CC5 mod , you can simply change sides and deploy unit by until and in that way you can isolate a tank or vehicle thats causing a problem . The problem with COI is that , you have no way of seeing before the next battle commences , what untis the AI has ( purchased ) as there is no ( edit oponent ) screen to ( see ) what units are about to fight against you . To try to eliminate this I used CC3 pointreq edit and set both sides to zero points and in this way there would be ( no purchases ) by either side and ( i think ) then eliminating the fact that an ( about to be deployed ) vehicle would not enter the battle . The game still crashes despite the fact that no new untils were about to be deployed by either side . I use many/most of my own custom maps and Eg : 004 and if the crash happens as the battle is abou to ( move ) to lets say that map 004 , I will then create a single battle for that map and it loads and plays with no problems at all . I never considered ( until now ) that there might be a sound problem as to be honest I have messed around quite a bit with the sound files as all of my mods have airstrikes in them with a plane streaking acorss the map on bomming runs .But my main head bender is this , why do all of my vehicles deploy work , fight , get knocked out and still work with no problems on a single map . its for this reason I am baffeled as it has worked fro so long . To answer the question as to what other pc i migrated to , both are winxp and the mod versions reside on and external drive which can be attached to either .Do either of you guys know where or how i can actually upload the entire game itself for people to have a look at it and shot a few games up and then see what I mean .
  Topic: COI Crash and no sign of finding problem
Privateryan1

Replies: 12
Views: 9604

PostForum: Modding Workshop   Posted: Sun Sep 04, 2016 1:01 am   Subject: COI Crash and no sign of finding problem
Hi Everyone ,

Having a real troublesome time with a COI mod i made as far back as three years ago . To give a background on the mod, I spent literaly ages adding as many favoured tanks consisting of German , Allied and Russian . This mod worked and test battles without a hitch I would say hunderds of times . So for the experts among you and I hope , some of you can take the time to read this , heres what I did , and it might be able to point you to what my fault / problem / error might be . Firstly as I noticed in the Teams files using Q-clone that some of their Upgrade paths were set to -1 , so i set all vehicle upgrade paths to -1 . In order for me to be able to have the Germans fight the Allies
( British/American ) , and Russians seperately using the option ( restrict player to historical rarity of units ) , I set the rarity options for half of the Russian vehicles to either 7 ( plentiful ) or 0 ( none ) . i did the same with the Allied vehicles and in this way I could create a battle or scenario where if playing as the Germans , the game would only be able to ( pick ) ( buy ) either Russian vehicles or Allied vehicles . This has worked absolutley fine until recently I migrated one of the copies of this mod over to another pc . The game will play for a battle or two and then crash . Now as a modder I know you may well give me the answer that there are a thousand ways a mod can crash , but my head bender is this ... Why did it work all along for me and why is it crashing now .
The usual shadows or wreck problem would not allow a game to deploy in the first place and all of these vehicles have been knocked out several times , so it cant be a wreck problem as COI does not ask for a specific wreck to be assigned to each vehicle ( I think ) . So Im wondering could any of you modders point to what my be my problem considering what I have listed above . As always , thanks in advance for any help or advice .
  Topic: Ryan Lost in No mans land !
Privateryan1

Replies: 8
Views: 7444

PostForum: Modding Workshop   Posted: Sat Aug 27, 2016 11:57 pm   Subject: Re: Ryan Lost in No mans land !
Ok thanks for that , I will try sending him a message . Rather frustrating to be at this projest for five years now and its such a big mistake to break off for a couple of months or more only to foorget that your actually working in a minefiled and not testing often enought causes this . I had no idea there was a fatal crash until started to find one of them that would work and none of them do once a the Ai tries to ( buy ) a vehicle , so I must have done somehting wrong with the teams files im guessing . Its  like trying to find a needle in a haystack ....
  Topic: Ryan Lost in No mans land !
Privateryan1

Replies: 8
Views: 7444

PostForum: Modding Workshop   Posted: Sat Aug 27, 2016 10:50 pm   Subject: Re: Ryan Lost in No mans land !
Thanks to both ,il have a go at using Stratedit and accepting that I can only have 44 maps . To be honest the only thing that interests me in LSA is battlegroup stacking and realy nithing else . While im here , would anyone know who would be the best guy to talk to re modding COI . I have made quite a few with all of the vehicles i would ever want . However im getting a crash now when I try to move on to my second map and im wondering who would be the best person to look at a crash report for me as i have done some serious changing of the teams file woith Q-clone such as removing the upgrade paths setting all of them to - 1 . Hope that that's not FATAL . Thanks fo your help guys ...
  Topic: Ryan Lost in No mans land !
Privateryan1

Replies: 8
Views: 7444

PostForum: Modding Workshop   Posted: Fri Aug 26, 2016 5:59 pm   Subject: Ryan Lost in No mans land !
Hi Guys,

Im just having a look at BTEditor and the LSA scenario creator . While im completely comfortable with CC5 Stratedit , im completely lost with even trying to make any kind of  start on this one . As i havent been here for a while , im wondering has anyone created a step by step guide to making your own LSA mod . Having looked througnh the help files , it looks to be for seasoned pros , and there seeems to be no ( idiots help file ) .Any type of a guide would be a help .. thanks guys ...
 
 
 
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