Author |
Message |
Topic: Mod Installers - Which way forward? |
bernd_nowak
Replies: 19
Views: 12276
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Forum: Modding Workshop Posted: Wed Aug 20, 2014 1:02 pm Subject: Re: Mod Installers - Which way forward? |
The /D switch was a great help for mods in previous re-releases. You could create a mod by creating a mod directory in your CC directory and only place those files in it which are different from the original. Starting CC by using /D ModDirectory would then allow you to play the "modded" version. So you always had a un-modded CC.
I checked Gateway To Caen Steam version and it's interesting how autorun.exe and cce.exe are tied together as well as steam is tied to this. Calling only CCE.exe would start autorun.exe, the more or less generic autostart menu. Renaming autorun.exe creates a steam error that autorun.exe is missing. Copying cce.exe to autorun.exe (with a backup of the original autorun.exe) would then allow me to start CC Gateway To Caen directly either by using CCE.exe or autostart.exe. Weird.
But it still seems to ignore command line switches. Hmmmm.
JSGME has a lot value but I find it harder then to download a mod.exe file and simply hit more or less several times enter and the mod is installed as well that I have a desktop shortcut :)
JSGME 2.6 seems to be the latest release. Do I need to install it? Where can I download it? |
Topic: Mod Installers - Which way forward? |
bernd_nowak
Replies: 19
Views: 12276
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Forum: Modding Workshop Posted: Wed Aug 20, 2014 11:52 am Subject: Re: Mod Installers - Which way forward? |
Now I'm a bit surprised. CCE.EXE is the main exe. But there's a way to launch it which I'm not able to see at the moment because everytime it opens the autostart menu. Grrr .... anyone knows a bit about it? |
Topic: Mod Installers - Which way forward? |
bernd_nowak
Replies: 19
Views: 12276
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Forum: Modding Workshop Posted: Wed Aug 20, 2014 10:31 am Subject: Re: Mod Installers - Which way forward? |
OK. So the registry path for Gateway to caen is HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 297750 on my notebook. Can someone with steam check this path? I can imagine that the Steam App ID 297750 is a unique one so it's possible to find it and retrieve the InstallLocation string, in this case it's C:\Program Files (x86)\Steam\steamapps\common\Close Combat - Gateway to Caen
It's no voodoo stuff to check this on a 32/64 bit OS. And if someone can give me the Unistall location for non steam installations we could read it too. So we would have the location of the CCE.exe. Are you sure that the /D switch is not working? |
Topic: Mod Installers - Which way forward? |
bernd_nowak
Replies: 19
Views: 12276
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Forum: Modding Workshop Posted: Wed Aug 20, 2014 9:33 am Subject: Re: Mod Installers - Which way forward? |
Thanks Mooxe for asking. I just install Gateway to caen steam edition. I believe but will check that this also makes the needed registry entries where we could determine the installation directory. However the missing D switch would be a drawback. Can't Tejszd check if the possibility exist to "re-add" this?
I too loved the D switch. Keep me informed as will I do. |
Topic: the future |
bernd_nowak
Replies: 21
Views: 15687
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Forum: Close Combat Panthers in the Fog Posted: Mon May 21, 2012 9:06 pm Subject: Re: the future |
While I see the advantages of 3D with a 'fixed' iso view like we had it in 2D with the advantage of a zoom in/out the main problems I see are soldier 3D models. trees and such and for sure tanks. So I'm a bit skeptical while I still love the idea It's something new but I have tried some of the newer 3D 'RTS' stuff with WWII and strange enough the CC 2D world is the one I love most. But I'm looking forward |
Topic: Mods & Grand Campaigns |
bernd_nowak
Replies: 164
Views: 195824
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Forum: Close Combat Cross of Iron Posted: Wed Feb 22, 2012 7:59 pm Subject: Re: Converting CC3 Mods to COI |
Can the CC3 maps used without 'porting' ? And if there was a GC is it included in the ported mods or can the existing ones be used? |
Topic: How to Create and Edit a Strat Map in WaR tLD and LSA - 2010 |
bernd_nowak
Replies: 55
Views: 36862
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Forum: Modding Workshop Posted: Wed Feb 22, 2012 5:58 pm Subject: Re: How to Create and Edit a Strat Map in WaR tLD and LSA - |
Woooow !!!! Thanks for the hard work!!!!! |
Topic: Mods & Grand Campaigns |
bernd_nowak
Replies: 164
Views: 195824
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Forum: Close Combat Cross of Iron Posted: Wed Feb 22, 2012 5:56 pm Subject: Re: Converting CC3 Mods to COI |
Thanks a lot!!!! My goodness. Do I need additional maps to play the mods? Or are they included?
Anyway, thanks for the work to those who made the current beta mods and to the original modders! |
Topic: Trainwrecks & The Off Topic Hijackers Graveyard |
bernd_nowak
Replies: 645
Views: 5156627
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Forum: The Mess Posted: Thu Feb 16, 2012 9:01 pm Subject: Re: Trainwrecks & The Off Topic Hijackers Graveyard |
Nice find
For my defense I would like to say that even with matrix stepping in the discussions @ matrix take GPL times (GPL = Grand Prix Legends = long development times for community addons ). For me the problem now with the re-releases is that a good idea, to make a further tweaked CC5 engine available, is getting the worse by not getting rid of some obvious errors as well as not to communicate while it may take longer then thought to fix the errors. To me the re-releases show that CC5 can do well with Windows 7/Vista without killing UAC or other things or by having to use my little tool to tweak the DX settings of your video card. |
Topic: TLD port - release date? |
bernd_nowak
Replies: 61
Views: 71239
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Forum: Meuse Mod Posted: Fri Jan 13, 2012 8:46 pm Subject: Re: TLD port - release date? |
Great |
Topic: TLD port - release date? |
bernd_nowak
Replies: 61
Views: 71239
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Forum: Meuse Mod Posted: Wed Jan 11, 2012 10:19 am Subject: Re: TLD port - release date? |
Looking great!!!!! |
Topic: Trainwrecks & The Off Topic Hijackers Graveyard |
bernd_nowak
Replies: 645
Views: 5156627
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Forum: The Mess Posted: Wed Dec 28, 2011 9:08 pm Subject: Re: Newbie looking for input |
Sorry if it sounded harsh. Not meant to be. |
Topic: Trainwrecks & The Off Topic Hijackers Graveyard |
bernd_nowak
Replies: 645
Views: 5156627
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Forum: The Mess Posted: Wed Dec 28, 2011 5:22 pm Subject: Re: Newbie looking for input |
I can't see why the re-releases are getting attacked that badly. They tried there best to fix some errors and make it better. For sure they did make money but we're not talking about big money. Tejszd is also one of the guys behind the mod Meuse which has a version of 3.4.
I would not have been able to tell the differences like Tejszd and from my understanding he's right with his listing.
Sure an open sourced CC would have been great. It isn't open sourced, still closed and some community members like Tejszd tried to help make it a good product. For what reason there are still errors in it. There are some which might know the current schedule. And I would rather see some member of current CC developer posting progress here then @ Matrix. IMO |
Topic: GJS for tLD |
bernd_nowak
Replies: 239
Views: 167302
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Forum: Close Combat The Longest Day Posted: Mon Dec 26, 2011 9:10 pm Subject: Re: GJS for tLD |
Thanks for updating and keeping us in the loop !!!! |
Topic: New Close combat release announced |
bernd_nowak
Replies: 107
Views: 129806
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Forum: The Mess Posted: Fri Dec 23, 2011 9:43 am Subject: Re: New Close combat release announced |
No idea what they will release and it's a shame that they don't give some early screenshots or infos. But looking around the CC series is still a special niche/idea which is not cloned by any other game/simulation. Don't get me wrong. CC series is a game for me but more based on a truth like maybe Men Of War, Company of Heroes etc. IMO So it would be a shame to not develop any further.
While I would prefer a D3D based engine with a fixed iso view I see that creating 3D maps would be to much work to make them really shining. It would be great to have the campaign system still in place and have a strategic map with a better AI as well as for the single maps a better AI while my biggest concern is the strategic AI. So a remake/new one which has all features from the other releases working as well as a better strategic AI would suit me well And some integrated tools to create strategic map ... to make it easier to add custom content as well as some basic import tools for older Mods.
But a little more info would be great |
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