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Author Message
  Topic: historical mod concepts
lifer

Replies: 16
Views: 11748

PostForum: Close Combat Modern Tactics   Posted: Tue Jun 26, 2012 3:02 am   Subject: Re: historical mod concepts
As an example of the usefulness and adaptability of CCMT, here's a screentshot of a new aircraft I added for the mod (namely a UH1 Huey). This took me about two hours from scratch to having it work in the game (and yes, this includes rotating rotor blades). I still haven't cracked changing aircraft graphics for COI despite hours, days and weeks of trying.
  Topic: historical mod concepts
lifer

Replies: 16
Views: 11748

PostForum: Close Combat Modern Tactics   Posted: Tue Jun 26, 2012 2:53 am   Subject: historical mod concepts
I've been considering CCMT as a possible vehicle for historical mods. While this version is criticised for its lack of a strategic campaign or operations, it remains a fantastic tool for generating single battles with relative easy mod-ability and a vast array of units and possible forcepools. I've previously seen the large maps as either too big or full of space that is never used and I think this is especially true with the original maps (the ones from CCM).

The concept I'm considering starts with a standard CCMT-scale large map (see attached) - in this case LZ X-ray (1965 Pleiku operation) -  and then breaks it down into seperate battles. Those who know a bit about the history of this batte will recall it as largely a matter of holding the perimeter and was split between the different companies holding each corner of the zone. Adapting this to the attached map would see a separate quadrant being used for each separate battle, with the other (unplayed) area shaded out and coded as impassable. Each battle could then be broken down into separate timeframes with locked forcepools depicting the various stages of fatigue, casualties, reinforcements, etc. As such, I figure about 8-12 different battles could be created that could be played in turn. A multiplayer version featuring the whole map could also be produced for 5v5 play, assuming there's actually 10 CCMT players in existence (not so sure about that).

But I also think the concept can be taken to other historical engagements and here I'm thinking across the entire spectrum of the modern era (i.e. WWII to now). Off the top of my head I can suggest Inchon, Dien Bien Phu, Hue City, Grozny, Falklands or any of the Arab-Israeli conflicts.

Coding this map remains a bit of a problem. I've never coded a CCMT map before and my first attempt with 5CC ended in the program freezing up and having to be shut down. I have to assume it's a RAM issue. Any tips in this respect are much appreciated.
  Topic: Coming soon: Vietnam submod for COI
lifer

Replies: 23
Views: 23011

PostForum: Modding Workshop   Posted: Tue May 08, 2012 11:56 am   Subject: Re: Coming soon: Vietnam submod for COI
Thanks DAK. Only been in the club one day and this has already got me pulling my hair out.

Take your point re: use of white in the aircraft pic but only a very small amount of it is actually pure white (255). Assuming everything else is correct, there should be something showing up in the game. I'm now wondering if the images should be compressed or not. Will try this and report my findings.

If that fails I guess I'll either give up or start praying to the god of close combat...
  Topic: Coming soon: Vietnam submod for COI
lifer

Replies: 23
Views: 23011

PostForum: Modding Workshop   Posted: Mon May 07, 2012 2:01 am   Subject: Re: Coming soon: Vietnam submod for COI
Further to the above, I'm now getting a new error message when trying to use the new explosion file. Strangely, it seems the game allows a couple of rounds to go through and then it freezes.
  Topic: Coming soon: Vietnam submod for COI
lifer

Replies: 23
Views: 23011

PostForum: Modding Workshop   Posted: Mon May 07, 2012 1:41 am   Subject: Re: Coming soon: Vietnam submod for COI
...in other news...

The map count is now up to two - attached here. Please note, these are works in progress while I'm still working out what I like and what works. The textures are pretty much all original except the trees, but I'm hoping to make some of these too.

I've also attached a screenshot of the forces screen to give an idea of some of the teams available. Still working on a consistent naming protocol that works so might be a while before these are properly done too. I'd also like to rework the icon graphics. I'm considering nato symbols and soldier silhouettes (ala TLD, LSA, etc) but am open to suggestions.
  Topic: Coming soon: Vietnam submod for COI
lifer

Replies: 23
Views: 23011

PostForum: Modding Workshop   Posted: Mon May 07, 2012 1:25 am   Subject: Re: Coming soon: Vietnam submod for COI
Well, after spending the last three hours working on getting some plane graphics into the game, I'm sorry (and frustrated) to report zero progress. Completed the requisite 32 bit tgas with alpha channel in photoshop, numbered correctly, repacked with no problems, copied and pasted the vfx file back to the game. Adjusted the weapons data file appropriately and... nothing. No explosion effect and no plane. And no idea why this isn't working.

Any advice on this issue is greatly appreciated!

Have attached the plane tga I'm using here and a gif representing the explosion.
  Topic: Coming soon: Vietnam submod for COI
lifer

Replies: 23
Views: 23011

PostForum: Modding Workshop   Posted: Sat Apr 28, 2012 2:48 am   Subject: Re: Coming soon: Vietnam submod for COI
Firstly I'll say thanks for the compliments. It's a helluva lot easy to work on something like this knowing it will be appreciated.

Secondly, I'm sorry to say I can't put up any more pics at this time. I'm unfortunately limited to a crappy iPhone 3G connection that I can't sync with my pc. Will try to rectify this ASAP.

Thirdly, thanks for posting the pics of the napalm effect. I have experimented with equipping a team with a flame thrower then increasing its range and accomplished something similar. The end result is correct (the bad guys burn) but I'm not sure the effect looks right. I will be trying something more along the lines of the original Nam mod effect but tweaking the graphics to look a bit more like a massive ball of flame. Oh, and with a plane graphic too, of course.

Pending properly getting my pc back on line, I will spend some of this weekend getting a list of teams together to post here, assuming I get some time off from the obligatory child care and social responsibilities...
  Topic: Coming soon: Vietnam submod for COI
lifer

Replies: 23
Views: 23011

PostForum: Modding Workshop   Posted: Fri Apr 20, 2012 7:32 am   Subject: Coming soon: Vietnam submod for COI
The 'Nam mod is something I've played and tinkered with ever since it was released. A few weeks of unemployment has given me some time to progress my ideas of how to develop the mod further. In particular, I want to focus on a specific unit (as in Grossdeutschland) and restrict the campaign to a specific area of responsibility. With that in mind, I've been working on a submod featuring the Third Marine Amphibious Force in the I corps tactical area.

I say "submod" but it's actually more a total conversion.
The plan is for the mod to include new maps, new screens, new sounds, a new campaign, new units and new graphics. So pretty much a new game...

Progress so far has been mostly on the conceptual side but some concrete gains have been made.

The interface changes are 80% done. Just a few buttons  left to fix.

Weapon sounds have been sourced but yet to be integrated.

Research on unit composition is continuing but presently consists of about 50 mostly new USMC & NVA/VC teams. The emphasis will be mostly on infantry combat but some of the main vehicles will be included (ie LVT-5, M-48, Ontos, etc).

There will hopefully be 28 new maps. At present there is only one. This is the most painstaking aspect of modding and will consume the most time. Currently it's taking about three days to get the map completed and coded but this should get quicker as I produce more.

I'm hoping to add some new effect graphics in the form of air strikes. I seem to remember some work being done previously on a napalm effect but I'm not sure that came to much...

Operations are listed below and encompass the period from 1965 to 1969.

1 apr 65 danang patrols http://ehistory.osu.edu/osu/books/1965/index.cfm?page=0028

2 aug 65 starlite http://en.wikipedia.org/wiki/Operation_Starlite

3 dec 65 harvest moon http://www.marzone.com/7thMarines/Hst0103.htm

4 jan-feb 66 double eagle http://www.3onevet.com/doubleeaglephase2.htm

5 jul-aug 66 hastings http://en.wikipedia.org/wiki/Operation_Hastings

6 Aug 66-Jan 67 Prairie I http://en.wikipedia.org/wiki/Operation_Prairie

7 Feb-Mar 67 Prairie II http://www.vietnamgear.com/Article.aspx?Art=57

8 Apr-May 67 Prairie IV
9 apr-jun 67 union i & ii http://en.wikipedia.org/wiki/Operation_Union

10 jul-oct 67 kingfisher http://thundering-third.org/4members/OpKingfisher29.html

11 nov 67-mar 68 scotland http://en.wikipedia.org/wiki/Battle_of_Khe_Sanh

12 jan-feb 68 tet! hue city http://en.wikipedia.org/wiki/Battle_of_Hu%E1%BA%BF

13 jan-feb 68 hue city http://en.wikipedia.org/wiki/Battle_of_Hu%E1%BA%BF

14 apr 68 pegasus http://en.wikipedia.org/wiki/Battle_of_Khe_Sanh

15 may-oct 68 mameluke thrust
16 jan-mar 69 dewey canyon http://en.wikipedia.org/wiki/Operation_Dewey_Canyon

Nods to Tombstone and everyone else who have kept the original 'Nam mod alive.

Comments, criticism, offers of assistance are greatly appreciated...
 
 
 
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