Author |
Message |
Topic: Gateway to Caen v1.01 Patch + Bug Reports |
davidssfx
Replies: 50
Views: 52949
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Forum: Close Combat Gateway to Caen Posted: Sun Nov 02, 2014 3:56 pm Subject: Re: Gateway to Caen v1.01 Patch + Bug Reports |
I've come to the conclusion that Airstrikes in CC are broken, and cause the game to crash at times during the strike and also at the end of the timer. In my opinion, the best solution is to disable Airstrikes in the editor before starting a battle/campaign. |
Topic: Update to this mod? |
davidssfx
Replies: 13
Views: 24896
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Forum: Battle For Caen Posted: Tue Sep 30, 2014 7:39 am Subject: Re: Update to this mod? |
when you click the reinforcement button ... any unit quantities that are below the value designated for that day, are increased to that assigned value. For Ground Tactics 5, I reduced the units available so that players couldn't stack their roster with large numbers of tanks and stuff. The result being that a player would eventually have to reinforce when too many tanks were lost. |
Topic: Update to this mod? |
davidssfx
Replies: 13
Views: 24896
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Forum: Battle For Caen Posted: Wed Sep 17, 2014 9:49 pm Subject: Re: Update to this mod? |
pretty sure reinforcements worked for Ground Tactics TLD |
Topic: Bill Nye vs Ken Ham Debate |
davidssfx
Replies: 30
Views: 15791
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Forum: The Mess Posted: Tue Jul 22, 2014 10:27 pm Subject: Re: Bill Nye vs Ken Ham Debate |
hi Young earth creationism believes in a literal translation of "day" ... and day meaning a 24 hour period. Old earth creationism believes that the word "day" in Genesis refers to an epoch (period of time). Therefore a day could represent a time period of 24 hours or millions of years (for example). Hugh Ross, of the "reasons to believe" website, explains old earth creationism from a more scientific viewpoint.
I personally believe the old earth explanation of creation. And as a person who treasures our human ability to reason and think critically, I doubt evolution accurately explains life as we know it ... mainly due to it's underpinning believe in random events.
Although we can't say for sure what belief system is true ... we can probably all agree that what we believe plays a pivotal and definite role in our interaction with each other and the universe.
An interesting point mentioned in the Bible is that God says He is able to declare the end from the beginning. If there is written record describing and predicting accurately events in the future ... then it would seem reasonable to research its validity. |
Topic: Renamed German teams |
davidssfx
Replies: 0
Views: 3725
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Forum: Close Combat Panthers in the Fog Posted: Tue Feb 05, 2013 12:32 am Subject: Renamed German teams |
Hi, Renamed the German teams file so it easier to understand what units you have when in game
just unzip it and swap this file (AxsTeams.txt) with the original (save your original)
file is located: C:\Matrix Games\Close Combat Panthers in the Fog\DATA\BASE
note: will have to be redone after any Matrix patches |
Topic: Heated political/religious discussions |
davidssfx
Replies: 563
Views: 360038
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Forum: The Mess Posted: Sun Jan 20, 2013 5:38 am Subject: Re: Heated political/religious discussions |
Antony_nz wrote (View Post):
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You must no what im talking about. It is a common belief that the human race started from 2 humans. Adam and eve. And some people take it as a historical fact. But its not possible.
Why do you ask me for examples of magic? Dont be difficult. There are numerous acts of magic in the religion that some belief to be historical fact. Turning to sand or salt for turning her back on a village being destroyed ect
Dinosaurs cant of existed if the claims they make about the earths age is true.
You can pick apart my debate as much as you want. Its not worth arguing about. I don't know what your beliefs are. Im just saying alot of Christians now look at the book of Genesis as symbolic or poetically relevant ect ect. But not a pure historical fact. As some fundamentalist do.
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Just trying to help you realize there are many avenues to explore before you declare something not possible, or is a lie about history :)
couple of examples: http://www.reasons.org/articles/does-old-earth-creationism-contradict-genesis-1-2
http://www.reasons.org/articles/lost-civilization-beneath-the-persian-gulf-confirms-genesis-history-of-humanity |
Topic: Heated political/religious discussions |
davidssfx
Replies: 563
Views: 360038
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Forum: The Mess Posted: Sun Jan 20, 2013 1:06 am Subject: Re: Heated political/religious discussions |
Antony_nz wrote (View Post):
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Why would you say that? There heeps. Dinosaurs.. To suggest that they are not real and did not exist is obscene...
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I didn't suggest dinosaurs aren't real and that they did not exist. Why can't a person believe dinosaurs existed and also that Genesis is true?
Antony_nz wrote (View Post):
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It talks about magic even tho there's no such thing as magic
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Can you please provide an example?
Antony_nz wrote (View Post):
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And we have so much information about the world during the time that Genesis is written by the Chinese and Egyptians ect.
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I've never heard of this before ... do you have any references?
Antony_nz wrote (View Post):
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Noah s ark didn't/ couldn't of happened.
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Do you have evidence to back this claim?
Antony_nz wrote (View Post):
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There is a scientific explanation for a rainbow. (Dont ask me to explain it or you are just being difficult)
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I honestly don't understand what point you are trying to make ... please clarify
Antony_nz wrote (View Post):
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Our understanding of in breading
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I honestly don't understand what point you are trying to make ... please clarify
Antony_nz wrote (View Post):
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The diverse rage of homo erect-us species that lived on the earth.
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How does the diverse rage of homo erect-us species that lived on the earth ... relate to Genesis being true or not? |
Topic: Heated political/religious discussions |
davidssfx
Replies: 563
Views: 360038
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Forum: The Mess Posted: Sat Jan 19, 2013 8:32 pm Subject: Re: Heated political/religious discussions |
Antony_nz wrote (View Post):
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Crazy. Out of interest. Do any Christians here believe the book of Genesis to be True as a historical fact?.
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What evidence can you provide to prove that the book of Genesis is not True as a historical fact? |
Topic: CCS Statistics and Server Updates |
davidssfx
Replies: 105
Views: 229624
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Forum: Site Info Posted: Thu Jan 17, 2013 12:03 am Subject: Re: CCS Statistics and Server Updates |
mooxe wrote (View Post):
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Just realized... or remembered that users not logged in could not view attachments. I have changed this so anyone who visits here can see and download any attachment. The only reason to login now would be to make a forum post. Downloads have been available for the public for the past couple years.
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nice work ... thanks a million |
Topic: Size SoldiervsTanks(Stwa) |
davidssfx
Replies: 31
Views: 43639
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Forum: Close Combat Panthers in the Fog Posted: Thu Jan 10, 2013 8:12 pm Subject: Re: Size SoldiervsTanks(Stwa) |
Stwa wrote (View Post):
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So, if the road is in fact 5.8 meters wide (19 feet), or 9.5 feet for each lane, then at least the road scale (perhaps the map feature scale) can closely aproximate the Axis tank scale.
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Hi, Firstly, congrats on your son's birthday :)
Second, I'll just comment on the Panther / Road scale comparison since I'm busy right now. If the road size is 19 feet across and a Panther is slightly over 11 feet in width ... then you would expect a Panther to surpass the halfway point by about 1.5 feet. In the image, it looks to be about a tread width (2 feet) more than half way ... so I'd figure the width comparison is less than 1 foot difference between real life and PitF. Therefore, visually PitF seems to simulate the road width to Panther width ratio quite well. |
Topic: Size SoldiervsTanks(Stwa) |
davidssfx
Replies: 31
Views: 43639
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Forum: Close Combat Panthers in the Fog Posted: Tue Jan 08, 2013 4:52 pm Subject: Re: Size SoldiervsTanks(Stwa) |
for comparison |
Topic: Size SoldiervsTanks(Stwa) |
davidssfx
Replies: 31
Views: 43639
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Forum: Close Combat Panthers in the Fog Posted: Mon Jan 07, 2013 9:27 am Subject: Re: Size SoldiervsTanks(Stwa) |
here is a PitF 200 meter image capture across a 1600 pixel screen with a few 200 meter google earth buildings and stuff overlaid. PitF roads and building are a bit oversize, as well as soldiers (but you do want to be able to see soldiers) ... all in all, it seems pretty close. |
Topic: Size SoldiervsTanks(Stwa) |
davidssfx
Replies: 31
Views: 43639
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Forum: Close Combat Panthers in the Fog Posted: Sun Jan 06, 2013 8:20 am Subject: Re: Size SoldiervsTanks(Stwa) |
Does what you see looking down at a PitF map resemble the scale of things in the real world viewed from the same height? Try this: Since PitF maps are 8 pixels per meter ... you can figure out how many meters are represented across your computer screen by dividing the width of you computer screen by 8. For example: 1600 screen pixels divided by 8 pixels equals 200 meters. Now open google earth, and go to a place where it's pretty nice resolution ... like "Cagny Normandy" Get the ruler from the tools menu, and use meters. Then zoom in on some residential area until you can measure 200 meters across your entire screen (or whatever amount of meters you got for your screen). Remember to tilt the google earth view to direct top down view by using the tilt arrow at the bottom of the nav ring, under the N for north symbol. That's 200 meters of real life terrain across your screen ... does the scale of things (buildings, roads, vehicles) look similar to a PitF map?
Also, I realize a PitF map is not 1:1 ratio of map to real life meters, but the above method does give a way of comparing what you see on your screen. |
Topic: The game was released today |
davidssfx
Replies: 72
Views: 112021
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Forum: Close Combat Panthers in the Fog Posted: Thu Jan 03, 2013 1:16 am Subject: Re: The game was released today |
also: - turrets have their own shadows -vehicle crews flee their abandoned vehicle (when hit), to try and live another day ... instead of hiding close by the wreck. |
Topic: CombatSoundFX sound mod |
davidssfx
Replies: 2
Views: 7011
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Forum: Close Combat Panthers in the Fog Posted: Wed Jan 02, 2013 5:54 pm Subject: Re: CombatSoundFX sound mod |
CombatSoundFX ver2 ... final version
version 2 added several more sounds
note: this sound mod does not create compatibility issues between players, since it only changes the sounds you here. The Weapons.txt file is required to add more sounds, but weapons data is unchanged.
get it here: http://www.mediafire.com/?vn7sau372a72o2s
more is sometimes better ... in this case more sounds, but it may also provide a tactical advantage. Once you get familiar with the sound associated to each weapon ... in some cases you will be able predict the weapon type, even before seeing it. Especially true when facing various main gun types. |
Topic: Best PC Upgrade in Years |
davidssfx
Replies: 5
Views: 6877
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Forum: The Mess Posted: Tue Jan 01, 2013 10:49 pm Subject: Re: Best PC Upgrade in Years |
I agree, the SSD's are fast
I upgraded our machine last month ... I'll post the parts here, since I think it's a nice combo. Note that the Intel i7 3770K CPU has graphics onboard, and can easily handle games like CC PitF ... you won't need to buy a graphics card unless you play newer demanding 3D games.
I put these parts in our existing (Antec Sonata) case:
Intel Core i7 3770K CPU OCZ Vertex 3 - 120GB SSD Asus P8Z77-V Pro motherboard Corsair Professional HX650W 650W ATX power supply Corsair Vengeance Blue CMZ8GX3M2A 8GB 2x4GB DDR3-1600 RAM Windows 8 Pro Asus DRW-24B1ST 24x DVD |
Topic: turning off the fog |
davidssfx
Replies: 8
Views: 25978
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Forum: Close Combat Panthers in the Fog Posted: Sat Dec 29, 2012 7:52 pm Subject: turning off the fog |
Until Matrix decides if, how, and when they are going to provide an option to remove fog graphics ... here is a method to remove fog graphics from your game: Note: This method of removing fog graphics will also allow Allied air spotting/support during the 0600 turn (when fog is an active weather condition).
Instructions:
1.Right click on the "Campaign.txt" file, located in the "BASE" folder ... found here: C:\Matrix Games\Close Combat Panthers In The Fog\DATA\BASE
2.Select, open with Notepad
3.Look for this text: # Historical weather for each day (0 = Clear, 1 = overcast, 2 = light overcast, 3 = storm, 4 = morning fog)
4.Change all the numbers listed below the text to zeros ... so it looks like this:
# Historical weather for each day (0 = Clear, 1 = overcast, 2 = light overcast, 3 = storm, 4 = morning fog) 0,0,0,0,0,0,0
5.Save the file to your Desktop (or somewhere), and then put your original file somewhere for backup, and put the new file into the BASE folder
Note: both players of a Multiplayer game need to have similar files ... either with or without this edit
Thanks to Steve McClaire for explaining the details fog
Or Here is the file (Campaign.txt) already edited with the fog effects removed ... just unzip (extract) and then swap out the original with this attached file
File is located at: C:\Matrix Games\Close Combat Panthers in the Fog\DATA\BASE
get it here:
http://www.mediafire.com/?oll0ep1mqus2d1h |
Topic: CombatSoundFX sound mod |
davidssfx
Replies: 2
Views: 7011
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Forum: Close Combat Panthers in the Fog Posted: Sat Dec 29, 2012 7:42 am Subject: CombatSoundFX sound mod |
Hi,
CombatSoundFX ver1.1 sound mod for Close Combat Panthers in the Fog davidssfx
This sound mod uses sounds from TLD Ground Tactics 5 mod ... thanks to Dima, romppane, and VetBoB for several sounds from their mods.
Two files need to be replaced for the sound mod to work ... Weapons.txt and Sound.sfx
Install instructions:
1.Unzip (Extract) the "CombatSoundFXver1.0.zip" file (you downloaded)
2.Open folder: "C:\Matrix Games\Close Combat Panthers in the Fog\DATA\BASE"
3.Move the "Weapons.txt" file out of the "BASE" folder and to another location for backup
4.Move the "Weapons.txt" file (from the CombatSoundFXver1.0 folder) into the "BASE" folder
5.Open folder: "C:\Matrix Games\Close Combat Panthers in the Fog\LOCALFX"
6.Move the "Sound.sfx" file out of the "LOCALFX" folder and to another location for backup
7.Move the "Sound.sfx" file (from the CombatSoundFXver1.0 folder) into the "LOCALFX" folder
get it here:
edit ... had to make ver1.1, since I think rifle grenades require a separate weapon slot in order to associate a specific sound to them. Will have to wait for a workbook first ... for now it sounds the same as a rifle shot.
edit dead link |
Topic: Battle of Berlin v1.0 |
davidssfx
Replies: 62
Views: 100372
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Forum: Close Combat The Longest Day Posted: Wed Dec 26, 2012 6:46 pm Subject: Re: Battle of Berlin v1.0 |
Thanks for converting these mods to TLD |
Topic: square into octagon - strat movement |
davidssfx
Replies: 0
Views: 1967
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Forum: Modding Workshop Posted: Wed Dec 26, 2012 4:20 pm Subject: square into octagon - strat movement |
Hi, how to turn a square into an octagon? Recently I've been exploring ideas of how to simulate a strategic map where all the individual maps connect to form one large continuous area. While experimenting with hex shaped strategic map shapes (for six directions of movement) ... it seemed the basic square was best suited to visualize the terrain each map represents. The problem with a square, is the limit of movement to only four other surrounding maps.
The CC strategic map abstracts movement from map to map as an exit from a section of space on one map to the entry of a section of space on another ... which may allow for diagonal movement to four more maps (total of eight maps).
Depending on the size of deployment zones and potential conflicts in overlapping ... it may be possible to construct a strategic map with this idea.
Any thoughts about why this may not be possible in CC, or shouldn't be considered? The attached image is portraying 4800 x 4800 pixels maps (600 x 600 meters in game) ... with about 150 meter length deployment zones ... with a buffer between for neutral deployment. |
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