Welcome to Close Combat Series
  Login or Register Home  ·  Downloads  ·  Forums  ·  Combat Camera  ·  Help  

  Survey
Do incapacitations count as a soldier's kills?

Yes
No



Results
Polls

Votes 1261
Comments: 1

  Shout Box!!

Only registered users can shout. Please login or create an account.

  Main Menu
Articles & News  
    Help
    Player`s News
    Site News
    Multiplayer
    Terrain Challenge
    Boot Camp
Community  
    Forums
    Downloads
    Combat Camera
    MOOXE @ Youtube
    Statistics
Members  
    Private Messages
    Your Account
    Logout

  Donations
Anonymous - $25.00
08/15/2022

Anonymous - $25.00
08/15/2022

Anonymous - $25.00
12/18/2021

Anonymous - $100.00
11/08/2021

Anonymous - $15.00
04/09/2021

Anonymous - $100.00
04/05/2021

Anonymous - $20.00
02/20/2021

Anonymous - $10.00
12/29/2020

Anonymous - $1.00
11/06/2020

ZAPPI4 - $20.00
10/10/2020

Find our site useful? Make a small donation to show your support.



Search for at
Close Combat Series Advanced Search

Search found 17 matches
Close Combat Series Forum Index
 
 
Author Message
  Topic: (RegXtra Mod) Were to download?
leonpoi

Replies: 6
Views: 5616

PostForum: Close Combat 5: Invasion Normandy   Posted: Sat Feb 24, 2007 6:12 am   Subject: (RegXtra Mod) Were to download?
Hey skoRn, just so you know, it's not just you. I've been wondering about that too. By coincidence i downloaded the previous version the day before it was taken down, but you can find it on other sites on the web if you search long enough.
  Topic: muzzle flashes h2h, can they be fixed?
leonpoi

Replies: 1
Views: 2731

PostForum: Modding Workshop   Posted: Thu Oct 12, 2006 12:01 am   Subject: muzzle flashes h2h, can they be fixed?
I'm going to mod out the effects file and change all of the muzzle flashes, rifle smoke, mortar and bazooka smokes to black tgas. This removes them from the game and should give both players no muzzle flahes etc. The only effect that seems to appear on the client side is the explosions and the tank gun firing. I installed cc3 and found that the exact same problem has been around since then....sigh
  Topic: some advice on crashes
leonpoi

Replies: 7
Views: 5715

PostForum: Tech Support   Posted: Wed Oct 11, 2006 12:37 am   Subject: some advice on crashes
Thanks. I noticed that cc3 wouldn't start unless 98 compat mode was on. Well we played some games yesterday, in one we both used an airstrike almost simultaneoulsy and it was fine. Here's hoping.
  Topic: config
leonpoi

Replies: 2
Views: 2688

PostForum: The Mess   Posted: Tue Oct 10, 2006 11:21 am   Subject: config
Pretty sure you need different ones for each version of CC. I've got CC3 and CC5 installed so I have the 2 different mod managers,
  Topic: some advice on crashes
leonpoi

Replies: 7
Views: 5715

PostForum: Tech Support   Posted: Mon Oct 09, 2006 12:38 pm   Subject: some advice on crashes
Thanks. I;ve had pretty good luck with 00 and moral failure crashes, none yet. Airstrikes have been a probelm now and then though. Now that you mention it, I will reinstall both versions as one had lots of mods trialled oin it and maybe a mod hadn't cleaned itself up properly and there might have been a rouge file etc. I also just noticed that one of the 2 computers was on win98 compat mode, the other wasn't and that was the one crashing. I'll change both to 98 mode.
  Topic: some advice on crashes
leonpoi

Replies: 7
Views: 5715

PostForum: Tech Support   Posted: Mon Oct 09, 2006 7:38 am   Subject: some advice on crashes
Hi, my friend and I were playing cc5 on a lan and he had a few crashes part way through battles on the same map - normally with an explosion I think, one was definitely due to my airstrike. The crashes were just your standard cc5.exe has performed a bla and bla, do you want to send the info to microsoft bla. I've read that directx problems can cause crashes in cc5, but from reading in the forums it seems that I would expect a different error message than this standard one. Otherwise, my game is running as normal and not in win98 compat mode. Anyone who is familiar with crashing, could you give some advice. Thanks.
  Topic: muzzle flashes h2h, can they be fixed?
leonpoi

Replies: 1
Views: 2731

PostForum: Modding Workshop   Posted: Mon Oct 09, 2006 5:21 am   Subject: muzzle flashes h2h, can they be fixed?
Hi, just played my first real multiplayer games of cc5 on the weekend and ran into the well established client not seeing muzzle flashes bug. I've taken advice on board and made allies the host, but is there any easy way (such as a transparent tga) so remove muzzle flashes so that both sides are on a level playing field?
  Topic: QClone questions
leonpoi

Replies: 3
Views: 4188

PostForum: Modding Workshop   Posted: Fri Oct 06, 2006 3:38 pm   Subject: QClone questions
Got it. A pesky little folder in the other gdg. Man it was hard to track down.
  Topic: QClone questions
leonpoi

Replies: 3
Views: 4188

PostForum: Modding Workshop   Posted: Fri Oct 06, 2006 9:13 am   Subject: QClone questions
Thanks for the link
Quote:
max for weapons is 136.

I've got 140 in my weapons file and it seems to work ok, but I'll see if I can cut it down. It starts, it plays, but one problem I've found is that while my replacement weapon icons (put in with RtBTool) work in the battlegroup screen, they do not work in the actual game. They instead all come up with what used to be the icon before I replaced it. Any ideas?

[edit] I've cut the weapons file down to 135 and the problem still exists...

[edit] there seems to be tga info for the weapons saved somewhere besides ScrnGadg.gdg. I can replace this file with ones from totally different mods and I get the same result in the combat screen
  Topic: QClone questions
leonpoi

Replies: 3
Views: 4188

PostForum: Modding Workshop   Posted: Thu Oct 05, 2006 8:01 am   Subject: QClone questions
Would someone help me out for a bit: In QClone, what are the unkown fields at the end of soldiers, weapons etc? I've just been copying and pasting entries and changing bits and pieces. I haven't been changing the unkown fields because the readme told me I shouldn't. My only fear is that they need to be unique or something. e.g. I make a new mg team by copying an old one. I don't change the unknown fields.

Also, QClone readme suggests that the weapon file shouldn't have more than 133 entries. I've gone beyond that and it seems to work. Does anyone know what the max is?
Thanks
  Topic: CC5 Online Manual
leonpoi

Replies: 4
Views: 4847

PostForum: Close Combat 5: Invasion Normandy   Posted: Wed Oct 04, 2006 11:09 pm   Subject: CC5 Online Manual
there is one in the downloads section under misc at this very site
  Topic: squad position question
leonpoi

Replies: 2
Views: 2802

PostForum: Modding Workshop   Posted: Wed Oct 04, 2006 9:53 am   Subject: squad position question
Thanks. The effect I got was the one I wanted - but I just wanted to know how to change the behaviour.
  Topic: squad position question
leonpoi

Replies: 2
Views: 2802

PostForum: Modding Workshop   Posted: Tue Oct 03, 2006 8:01 am   Subject: squad position question
Ok, finally got QClone working when I managed to track down JavaVM. Anyway, had a first go at changing some things, weapons, soldiers and squads. I've made 2 man MG teams and set the gunner to crew and the other to assistant leader, and this does what I want it to, he helps out with the gun but also has a command radius. I've made 3 man MG teams with 2 crew and 1 leader, but I've noticed that if the 2 crew die the leader grabs the mg. My question is, is there any squad positions that won't pick up the gun? Thanks in advance.
  Topic: map txt
leonpoi

Replies: 1
Views: 3363

PostForum: CC5 Gold, Juno, Sword   Posted: Sat Sep 23, 2006 5:32 am   Subject: map txt
In the readme it lists

Corrections were made to the following map.txt files:
- Bayeux
- Caen
- Creully
- Hottot
- Juno
- Port-en-Bessin

now I think I've overwritten these txt files with older versions accidently. I wanted to replace them but they are not in the plugin. Would someone be good enough to tell me where these 6 files are located in the plugin?
Thanks in advance
  Topic: GJS Crash Crash Crash and 00
leonpoi

Replies: 10
Views: 10802

PostForum: CC5 Gold, Juno, Sword   Posted: Mon Sep 18, 2006 7:52 am   Subject: GJS Crash Crash Crash and 00
Hey, I'm using your update and have actually had a 00 crash. I'd never had one before with GJS (but have had them now and then normally so I know it's not your update). Just thought I'd tell you. What did you actually change in the update that was meant to remove the crashes?
FYI I'm also using the sound mod, but I've opened it up with the sfx tools and swapped around some sounds etc. didn't edit any of the other files though - so I don't think that's the reason for the crash.
  Topic: Sound mods
leonpoi

Replies: 2
Views: 3430

PostForum: CC5 Gold, Juno, Sword   Posted: Mon Sep 18, 2006 1:02 am   Subject: Sound mods
I originally wasn't refering to your patch, but now that I see you have one floating around I'll try it out with your sound mod.
  Topic: Sound mods
leonpoi

Replies: 2
Views: 3430

PostForum: CC5 Gold, Juno, Sword   Posted: Sun Sep 17, 2006 8:19 am   Subject: Sound mods
There are 2 sound mods on this site, Mals GJS 4.4 Sound and GJSv44KUSound.zip, could anyone tell me if they are both compatable with the latest (I suppose patched) version, as I prefer one over the other. I have downloaded them both and they both seem to work, but is there anything nasty that could happen like weapon stats getting mixed up?
Thanks in advance
 
 
 
Page 1 of 1
Time synchronized with your computer time
Jump to:  




Forums ©





In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited and
found this site to thier liking. I hope you had time to check out some of the great Close Combat
mods and our forums. I'd also like to thank all the members of our volunteer staff that have
helped over the years, and all our users that contributed to this site!