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Author Message
  Topic: the lazy mapper experiment FAIL!
Spinlock

Replies: 7
Views: 5604

PostForum: Modding Workshop   Posted: Fri Feb 10, 2012 9:41 pm   Subject: Re: the lazy mapper experiment FAIL!
Bumping. I added a download link to the program in original post
  Topic: the lazy mapper experiment FAIL!
Spinlock

Replies: 7
Views: 5604

PostForum: Modding Workshop   Posted: Thu Feb 09, 2012 6:26 pm   Subject: the lazy mapper experiment FAIL!
Because I suck at photoshop and want a method to create a lot quality looking maps I created a program that will [try to] generate them automatically.
The method is simple, hence the 'lazy' part of the name.

find a good looking map.


create a mask image in paint or photoshop.


create a new mask of whatever you like.


after running the program, it spits out a new map image.


Bigger image here

I consider the experiment a failure because once you consider map-items, debris, terrain shading ect, the quality will not be up to par of a painted map.  
Back to the drawing board.

I'll put up a download link later for anyone who wants to experiment with the program.

Update: Here Is the link to the test program.  There is an INI file that can be used to change the settings. remember that this is just a proof of concept program, not a feature rich application.
  Topic: Warning to New Close Combat Players
Spinlock

Replies: 122
Views: 84370

PostForum: The Mess   Posted: Sat May 07, 2011 5:09 am   Subject: Re: Warning to New Close Combat Players
my question still stands.
Where in the last few years have they(Matrix) said there was gonna be a cc6?
  Topic: Warning to New Close Combat Players
Spinlock

Replies: 122
Views: 84370

PostForum: The Mess   Posted: Thu May 05, 2011 5:53 pm   Subject: Re: Warning to New Close Combat Players
LostTemple wrote (View Post):

they've re-released the old games because they have never had any real intention of making CC6.  Oh sure, they say they will....but they've been saying for the past few years.  Put up or shut up...and stop d*cking us around you lying cheating bastards.


Where in the last few years have they said there was gonna be a cc6?

The new owner of Atomic made a vague, passing reference to, one day, possibly, revisiting the series a few years ago.
I don't recall Matrix ever recently saying a new cc is on the way.  It's most likely to come from somewhere else..
  Topic: CCSS gets all Pathy
Spinlock

Replies: 16
Views: 12353

PostForum: The Mess   Posted: Wed Nov 03, 2010 6:38 pm   Subject: Re: CCSS gets all Pathy
schrecken wrote (View Post):
Another 4 months
How's it looking?


Hi, Things Have progressed slowly in the last few months, but definitely progressing. Day job stuff ramped up lately so I'm not not able to put in as many hours per week as before.
The vehicle pathfinder has been rewritten but works just as well as before, but less wobbly when driving.
I've written a Map making tool to make map creation nearly automatic. My goal is the same level of quality as the excellent map packs from the mod community. Its already pretty close.
I've made improvements to the tactical AI. Squads work together in a better way and better react to changes in the battle.
I've created a method for doing real time lighting and shadow (not just circles of lameness).
I'm in the process of re-making the event system. There won't be any real visual difference, but it will allow some of the future features like match recording and playback.
There are a few other exciting things in the works that I want to keep under my hat for right now.

So, in short, Things are progressing but a little slower for the last few months. The lack of updates is mostly related to the fact all the things on my short list are more like major surgery and there isn't much to show till they're done.
  Topic: Something I never understood..
Spinlock

Replies: 16
Views: 11341

PostForum: The Mess   Posted: Tue Aug 17, 2010 3:58 am   Subject: Re: Something I never understood..
I haven't played cc online for about 6 years.. Here are a few reasons..

1) lazy..
2) don't want to download another lobby client.. (see #1)
3) Too many versions of CC. There is like 10 versions now?  LSA is hot right now and I'm not interested at all, I don't imagine there are many people waiting in the original CC4 lobby.  
4) Burned out by all the bad experiences. Not with other players, but with disconnects, warping units. mismatched patch versions,  mismatched units between opponent and me. (I see a Tiger, he sees a pzII )  
5) I play CCSS   Razz  The combat is brutal and fast paced. I can control way more than 15 full sized squads, I don't know ahead of time how many teams the enemy has, and the AI is smart.
6) I don't win very often..


If I knew there were people online during the day or night ready to play, I might jump back into it...
  Topic: LET ME KNOW WHEN PATCH COMES OUT! ARGGG my rant wish list
Spinlock

Replies: 13
Views: 12208

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Aug 16, 2010 5:11 am   Subject: Re: LET ME KNOW WHEN PATCH COMES OUT! ARGGG my rant wish lis
I agree with 90% of what you said. I don't have LSA, but I have the others and its the same.
Some of that rant can be corrected with the data files but there really is no excuse for not addressing the others. If not fixing them at least giving an overview/Comment of why it can't be corrected with the old game engine.  
There are 2 other things I would point out..
1) They psych model is one of the bullet point features of close combat. If everything is fair 'n square then for all the times that you rejoice In breaking the enemies moral then  there are times it's gonna happen to you too. Part of the game is that you never have 100% control over your teams..

2) There has been a huge rant lately over at the Matrix forums about how the AI wont attack or generally behave properly.  IMO it basically boils down to the fact that the maps are too big and the number of teams are too small. You cannot properly attack with 10 to 15 half-teams and you cant properly defend either. For example, if the AI is set to attack you, They have to put enough teams into the fight to make dent in your line, at the same time, keep some in reserve so that your counter attack isn't a cake walk. Its just not possible, and atrocious AI performance is the result of trying to balance it (among other things).
  Topic: Nice Rant
Spinlock

Replies: 173
Views: 114793

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Aug 06, 2010 2:53 am   Subject: Re: Nice Rant
Quote:
Sorry... he hasn't shown anything yet.. or have you played his game?

Excuse the non sequitur post in a thread about proper ranting...

I had the download available for while, but later I took it down because I can't verify the authors of the maps I included, hence I can't get proper permission to release them with the download. I'm sure if you ask around, someone who already downloaded it can probably send it too you.  Although I've made massive improvements since then to the AI, graphics, etc. That version is already very much out of date.
There won't be any more screensaver versions. In fact, Development has already moved on to the next major version and I'm very much looking forward to getting rid of the name 'CCSS'!  I'm working on some new features now that are pretty exciting but I'll wait till they get more mature before I announce them. however I can say that in the last 2 days I've totally rewritten the the ballistics system and even I'm impressed with the results.
So, In short, ccss is the real deal. but not yet ready for primetime and I'd gladly accept any help.  
Anyway, this is an CC:LSA thread. Resume the ranting..
  Topic: Nice Rant
Spinlock

Replies: 173
Views: 114793

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Aug 02, 2010 7:54 pm   Subject: Re: Nice Rant
Tactical pathfinding in an rts is not rocket science, but it is very expensive computationally. The size of CC maps are at and beyond the upper limit of sane performance.
I don't know why the S3t devs can't improve the pathfinding. I don't doubt they have the skills to do it.  Rather I imagine the way the game was designed/written creates an intractable situation.

In CCSS I have no problem pathfinding 800+ soldiers in realtime. Vehicle pathfinding is a non issue as well. A tank can travel back and forth across a map of any complexity all day long. [See my blog for an example].
I have the blessing/curse of starting from scratch, something the s3t guys don't (appear to) have.  They're dealing with a codebase that was written back when 133mz processor was state of the art and most computers only had 32 megs of ram.

The only way CC will enter the 21st century is with a project like CCSS or similar effort.  (I never did like the design of 'Open Combat' )

In regards to MS or other major publisher: When has a bigtime publisher like activision or thq ever recently released a great tactical combat game?
They're more likely to turn it into something like 'First to fight'  The guys at Matrix are the ones that try to publish wargames with a bit of purity.

S3t/ Matrix should create a patch to all the new versions of CC that implements and external programming interface (dll, or scripting) giving the users the option of using a secondary pathfinder. In that case I would consider porting some of my code to it.
  Topic: Nice Rant
Spinlock

Replies: 173
Views: 114793

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Jul 17, 2010 10:02 pm   Subject: Re: Nice Rant
southern_land wrote (View Post):

 If you can't visulize the value of double stacking units on the strat map ....  you sir, are the hack
Now that was a nice rant!


You can stack 2 units on the strat map.   So that means you get 15 * 2 Units in the next battle?  
That's the point of stacking.
  Topic: Nice Rant
Spinlock

Replies: 173
Views: 114793

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Jul 17, 2010 7:25 pm   Subject: Re: Nice Rant
Who honestly expected the AI to be any better??

All the re-releases so far have basically just been a mod of a previous version. If there were any significant improvements that could be made to the gameplay, it would have already happened.
I don't have LSA, but If i do get it, i'm going in eyes wide open that its more or less cc5 with the cc2 mod.
Kudos to Matrix for still generating revenue from an old (and seemingly intractable) pile of sourcecode.
  Topic: Thoughts on destroyed buildings
Spinlock

Replies: 11
Views: 8680

PostForum: The Mess   Posted: Sat Jul 10, 2010 5:58 pm   Subject: Re: Thoughts on destroyed buildings
Pete wrote (View Post):
I'm glad to see that you continue working on this. What are your intentions with this 'screensaver' ? Do you intend to develop it into a game, whether commercial or not?

I have some ambitious plans, But it a lot of it depends on the amount of interest outside my own.

The reason I ask about the destroyable buildings is that the value of placing units a multi-level buildings diminishes by a lot when a tank can sit back and [potentially] bring down the whole building with a few shots of HE from across the map.

Collapsible buildings add more realism i think, But In a playable scenario, the defender would not be too happy with the offender employing a scorched earth policy at the beginning of every match.
  Topic: Thoughts on destroyed buildings
Spinlock

Replies: 11
Views: 8680

PostForum: The Mess   Posted: Fri Jul 09, 2010 7:14 pm   Subject: Thoughts on destroyed buildings
I've implemented a feature into CCSS that allows the chance of buildings to be partially or completely destroyed by heavy weapons.  Any soldiers inside at the time get an unpleasant and fatal surprise.
This could theoretically have a major impact on the way fights play out.  
What do you guys think?
Any feedback is appreciated.
  Topic: CCSS gets all Pathy
Spinlock

Replies: 16
Views: 12353

PostForum: The Mess   Posted: Fri Jul 02, 2010 5:24 pm   Subject: Re: CCSS gets all Pathy
Yes, Things a progressing nicely. I've been buried under work for a while so the rate of new features has slowed a bit.
I hope to have an update soon.
  Topic: CCOPS Project : Close Combat Operations
Spinlock

Replies: 12
Views: 9430

PostForum: The Mess   Posted: Wed Jun 30, 2010 6:20 pm   Subject: Re: CCOPS Project : Close Combat Operations
vonB wrote (View Post):
Ok, I'll lob this into the air and see what happens....

Operation Map:

I need a routine that is able to (for starters):

Read an image (BitMap) into the Application
Display in a viewing box (in a Form), and scrollable
Zoomable within useful limits (original BitMap in 2x standard View for example, so can zoom in x2, or zoom out x2, x4, or however far it can *usefully* go)
Overlay with a Grid (Hex preferred) (zooms with Map)
Overlay game elements (add, remove) including adjustments to the Map View, Cell by Cell (which also need to be zoomable with the Map).
Identify which Cell the pointer has selected

I am developing in VB .NET.

That should provide a basic Map Handler for the Application to start with.

At present, I am working on Player Handling (Installation, Setup, etc.) with Local and Remote File/Database management.  I am changing the way the Dev Release 0.0.0.1 handles these things (well, everything); basically a rewrite.  That was not done with true functionality in mind, just to grab a 'vision', and there is no point trying to progress with Logic that does not provide the functionality desired (which 0.0.0.1 does not).

Anyone want to take a pot shot?


Not sure it it's helpful, But here is a quick and dirty example of drawing a scaled image and applying a grid to to it.
here
stamping additional images can easily follow the same method.
  Topic: CCSS gets all Pathy
Spinlock

Replies: 16
Views: 12353

PostForum: The Mess   Posted: Sat Apr 10, 2010 8:23 pm   Subject: CCSS gets all Pathy
The shameful history of the CC vehicle path finding should be thing of the past.
In just 2 days worth of work, CCSS gets a rock-solid vehicle pathing system that doesn't make you want to smash your keyboard.

Link to post and video

any feedback is appreciated
  Topic: Modding AI
Spinlock

Replies: 18
Views: 11649

PostForum: Modding Workshop   Posted: Fri Apr 09, 2010 4:23 pm   Subject: Re: Modding AI
The small maps are always the most fun, when both sides are forced to bring their troops through choke point is when the action gets good.
Map size is the biggest reason IMO that RTB was crap.
  Topic: Modding AI
Spinlock

Replies: 18
Views: 11649

PostForum: Modding Workshop   Posted: Fri Apr 09, 2010 3:15 pm   Subject: Re: Modding AI
with only 15 teams and no reserves to bring up, you can't really blame the A.I. for being conservative.
After the loss of a few teams the A.I. is at risk of losing the territory it already holds.
What's needed most of all is reserve teams if the A.I. tactics are going to improve.
  Topic: Ryan needs help with Strat
Spinlock

Replies: 7
Views: 4117

PostForum: Modding Workshop   Posted: Tue Apr 06, 2010 8:34 pm   Subject: Re: Ryan needs help with Strat
I believe 'type 2' means uncompressed.
  Topic: Ryan needs help with Strat
Spinlock

Replies: 7
Views: 4117

PostForum: Modding Workshop   Posted: Tue Apr 06, 2010 8:08 pm   Subject: Re: Ryan needs help with Strat
Perhaps the new one needs to be 'type 2'  uncompressed
 
 
 
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