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Do incapacitations count as a soldier's kills?

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Author Message
  Topic: French army mod
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Replies: 72
Views: 5543

PostForum: Close Combat Modern Tactics   Posted: Tue Oct 17, 2023 3:26 pm   Subject: Re: French army mod
stratweg wrote (View Post):
Ok, thanks : I founded it

http://www.closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=571

But seems to be a old dos program, and it does not open on my OS (it opens just one second a little dark windows, that closes itself immediatly without any explanation message).

EDIT : Tried with Dosbox : Dosbox works correctly with this CCFx tool, but I receive a windows message that says this program can't be lunched in DOS mode.

Seems :
1- It's not a dos program
2- It doesn't run under my OS (W7) - Tried compatibility mods, etc = no different result


you can check Mafi's excelent tools here:

https://closecombat2.hpage.com/guidelist.html

https://closecombat2.jimdofree.com/tool-downloads/

RtBTool - it works on Win XP and Win 10 OS

regards,

\m/
  Topic: Early builds of CC2: ABTF (With lots of screenshots)
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Replies: 13
Views: 18309

PostForum: Close Combat 2: A Bridge Too Far   Posted: Tue May 16, 2023 5:55 pm   Subject: Re: Early builds of CC2: ABTF (With lots of screenshots)
Once again, perhaps these screenshot had been posted before

1. Groesbeek LZ - perhaps a custom battle, with polish paras against regular german army units. CC1 flags and different fonts for victory location. The Waco glider is clearly present in this version of the map. Too bad is was not kept in the final version.

2. Polish drop Driel, with bigger trees, CC1 flags for victory locations and also different fonts used, CC1 units icons. The victory location is called Cathedral instead of Catholic Church and the Parish House victory location present in the final version is missing. The explosion sprites are again different and explosion crater sprites are CC1 style.

3. Schijndel Road 3, with bigger trees, CC1 flags for victory locations and also different fonts used; also the tank camos are different. The explosion crater sprites are also from CC1. What is interesting is the allied flamethrower in the 3 flour building appear to have 2 soldiers, one of them been designated as a leader. The terrain right under this house is less detailed than the final version.

4. Son Bridge, with bigger trees, CC1 flags for victory locations and also different fonts used; the explosions on the bridge are different from the final version.

5. Early version of the UI Battlemaker menu, with the different logo, CC1 style victory locations and different name for Auflakler team.

cheers,

\m/
  Topic: Early builds of CC2: ABTF (With lots of screenshots)
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Replies: 13
Views: 18309

PostForum: Close Combat 2: A Bridge Too Far   Posted: Wed May 10, 2023 10:40 am   Subject: Re: Early builds of CC2: ABTF (With lots of screenshots)
Again, perhaps it was posted before and it is no longer visible, an early version of CC2 requisition menu: except the structure, pretty much everything is different from the final version.

cheers,

\m/
  Topic: Sharing tips for creating new vehicles.
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Replies: 83
Views: 79189

PostForum: Modding Workshop   Posted: Thu Apr 13, 2023 12:43 pm   Subject: Re: Sharing tips for creating new vehicles.
Pzt_Kanov wrote (View Post):
I think the real secret to maintain detail is to convert the images you get from top down 3D models to SVG vectorized files, use Inkscape to do this to the png image taken in full size then reduce to required size, convert to TGA (with GIMP or photoshop) and test in game.

If you look at the tank files from CC3 you will see they have so much detail even at small sizes. Also some are like flipped sideways, for example the Tiger has the bow MG on the opposite side. Very weird, if you change it back the tilt effect and shadow effect on the image is different so I don't know if it was a bug or a decision to leave it as that (and why?) but nobody complained back then or at least I don't remember.


Hello everyone,

I did run some tests using a drawing of a Marder vehicle found on internet with the following results:
- marderII-big is the original file, with unaltered size or graphic corrections
- marder II scale down, is the result of using the scale down function in Photoshop (version 24.3.0) applied directly to marderII-big file, using the size of Marder III vehicle from CC3, zoomed mode for reference. No graphic corrections were applied.
- The marder-II 8bit version is the result of the following procedure: the original file (marderII-big) was exported as .png with the option 'Smaler File 8-bit' checked, without altering the size of it; after the export, the resulting file was resized using the same Marder III vehicle from CC3, zoomed mode. Once again, no graphic correction were applied. For me at least there are far more details preserved using this method vs the first one.

My guess is, as 8bit graphic was probably the norm during '95 ~ '96, at least when the first CC version came out, the developers designed the vehicles and guns using this standard, and later switched to 16bit or 32bit.

best regards
\m/
  Topic: New and up coming War / Conflict genre Movies
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Replies: 388
Views: 226517

PostForum: The Mess   Posted: Mon Feb 07, 2022 2:54 pm   Subject: Re: New and up coming War / Conflict genre Movies
A little bit off topic: Lego WW1 - The Battle Of Verdun - stop motion

https://www.youtube.com/watch?v=qo-58zeyETQ

regards

\m/
  Topic: Gold Juno Sword 9.5
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Replies: 58
Views: 24416

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Dec 14, 2021 5:57 am   Subject: Re: Gold Juno Sword 9.5
Hasky wrote (View Post):
Hello everyone!
The question arose - were the Browning M2 heavy machine guns used by the Commonwealth forces, in the infantry units, during the campaign in Normandy?


Organic in the infantry and armored divisions (British, Canadian, Polish), the Vickers machine gun was used in combat: the infantry divisions had an independent machine gun battalion, and the armored ones had an independent machine gun company at their disposal. In contrast, British airborne divisions included a platoon of Vickers machine guns at battalion level, for both paratroopers and airborne (glider borne) units.

The Browning M2 machine gun equipped both the Sherman tanks and the M10 tank destroyer (in both variants, with 3-in and 17-pdr cannon), plus the M3, M5 half-tracks and White Scout Car. As a practice, but nothing official, British tankers dismounted the Browning M2 because it tended to tangle in the branches of the bocage; in the half tracks, including those in motor battalions organic to Armoured Divisions, the heavy machine gun was replaced with the Bren light machine gun. This surplus of Browning M2 heavy machine guns has been used in various other unofficial field improvisations, such as equipping Bren carriers with one of them.

i hope it helps

\m/
  Topic: Free resources for CC modding/coding
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Replies: 4
Views: 4014

PostForum: Modding Workshop   Posted: Wed May 12, 2021 6:15 pm   Subject: Re: Free resources for CC modding/coding
bux wrote (View Post):
Hello ! Thanks for these ! It will help me a lot.

Did you know who is the author ?


As far as I know, the sprites for soldiers file (Soldier for normal view and SoldierB for zoomed mode) were designed initially by Atomic Games and published by Microsoft, and subsequently held the copyrights for them. The first version was Close Combat released in 1996. For a brief history you could check here:

https://en.wikipedia.org/wiki/Close_Combat_(video_game)

and

https://en.wikipedia.org/wiki/Close_Combat_(series)

the only versions which had 2 modes for gameplay (normal and zoomed) and used 2 separate set of sprites for soldiers and textures were Close Combat 2 A Bridge Too Far and Close Combat 3 The Russian Front. The rest of version used only one set of sprites for soldiers and textures (the normal view).

regards,

\m/
  Topic: Soldier outlines: ON
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Replies: 12
Views: 5075

PostForum: The Mess   Posted: Sun May 02, 2021 8:34 pm   Subject: Re: Soldier outlines: ON
Schmal_Turm wrote (View Post):
I was always of the opinion that the armour zigzagging on the roads was designed to (supposedly) avoid unseen debris, and to make the side of the tank available for a kill shot.


In my opinion the Atomic developers tried to emulate the german tank doctrine, in which the tanks attacked the enemy position zigzagging in order to avoid been hit in the frontal armor and to increase the chance of ricochet of the anti-tank rounds.

regards,

\m/
  Topic: CC2 and CC3 On Windows 10?
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Replies: 9
Views: 4682

PostForum: Tech Support   Posted: Tue Apr 13, 2021 4:35 pm   Subject: Re: CC2 and CC3 On Windows 10?
Sbufkle wrote (View Post):
mooxe wrote (View Post):
You get them running Sbufkle?


Just revisited this thread so will see what I can get.. Im not good with registry stuff ect..


GOG CC2 and CC3 version worked without problems on my Win 10 laptop, however i played only battles not operations or campaign; usually, on GOG.com the games are priced at ~ 5 euro, but i've seen some promotions and the price was reduced to ~ 2.5 euro

regards,

\m/
  Topic: How to change the size of a soldier's graphic
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Replies: 16
Views: 9323

PostForum: Chinese forum   Posted: Tue Mar 16, 2021 2:15 pm   Subject: Re: Can I use it on Close Combat Cross of Iron?
killertiger100 wrote (View Post):
Can I use it on Close Combat Cross of Iron?


Close Combat Cross of Iron has to type of soldiers size: normal and big, for zoomed game mode; if you youse the small size modification uploaded by ScnelleMeyer, only in normal mode you will have smaller soldiers.

regards,
/m
  Topic: Close combat 2 1940 mod
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Replies: 5
Views: 10528

PostForum: Close Combat 2: A Bridge Too Far   Posted: Fri Mar 12, 2021 6:19 pm   Subject: Re: Close combat 2 1940 mod
AdmiraalTromp wrote (View Post):
Thank you Pete.

I think the original cc2 maps could be "usefull" for the Dutch campaign

Arnhem bridge - Rotterdam Willemsbridge
Nijmegen City - Dordrecht
Nijmegen bridge North acces - Moerdijk bridge
Small town Maps like Oosterbeek, Schijndel - Moerdijk, Valkenburg, Katwijk
Arnhem Suburbs - Rotterdam City/Noordereiland
Groesbeek and Oosterbeek landingzones - Waalhaven and Ypenburg/Ockenburg/Valkenburg
The Tullipfields - highway between Moerdijk and Dordrecht

The weapons of the Germans and French (failed attack to recapture the Moerdijkbridge) are correct but for the Dutch we need for example the Lewis gun. In the great war mode there is a Lewis gun. Possible to copy the Lewis gun to the 1940 mod?

I think as we can "give" the Dutch the right weapons, it is good possible to make a Dutch campaign


if you need assistance i could help you, with textures, gadget files for weapons, soldier colours uniform and data for weapons, soldiers and teams

regards,

/m
  Topic: Early builds of CC2: ABTF (With lots of screenshots)
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Replies: 13
Views: 18309

PostForum: Close Combat 2: A Bridge Too Far   Posted: Tue Mar 09, 2021 7:46 pm   Subject: Re: Early builds of CC2: ABTF (With lots of screenshots)
The images below may have been posted for the first time by CloseCombatRob, but at the moment the images in his post are no longer visible. I found on various sites dedicated to computer games some screenshots of the game in various stages of development:

1.  Part of Nijmegen Bridge map - CC1 style UI, bigger trees and early flags and fonts used for victory locations; and different textures used for German and Allied tanks. Also visible a small civilian car near the fountain and the civilian truck at the right side of the map, both removed in the final version of the map.

2. Part of Schijndel Dunes map - CC1 style UI, bigger trees and different textures for German and Allied tanks, early flags and fonts used for victory locations; apparently the german infantry was able to cross the river to attack the allied positions.

3. Part of Schijndel Road (1) map - bigger trees, and early flags and fonts used for victory locations. The tanks textures are very similar with the final versions. What is interesting in this screenshot, is what appears to be an explosion near the Sherman 76 positioned near the allied anti-tank gun. They seem to have used sprites different from the final version.

4. Part of Schijndel Road (2) map - CC1 gadgets, completely different trees and early textures for tanks; very interesting, the scale of soldiers compared to tanks, which appear much smaller. Also the rifles, especially of the german soldiers in attack, appear to be much longer than the final version of the game; perhaps, the developers tried to depict the soldiers with bayonet mounted - the shadows of the two US paratroopers located on bottom left side of the map, positioned in front of the Sherman 76 tank, indicates rifle with mounted bayonet. The helmet of the german soldiers is also different from the final game.

In all screenshots of the maps, the "Flee" and "Truce" buttons in the interface are different compared with the released version.

I just hope I can ever play one of these early builds.

regards,

m's
  Topic: Graphics mod - GtC Explosions for COI by ScnelleMeyer
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Replies: 22
Views: 20916

PostForum: Close Combat Cross of Iron   Posted: Thu Feb 11, 2021 10:03 am   Subject: Re: Graphics mod - GtC Explosions for COI by ScnelleMeyer
AngloSniper wrote (View Post):
sample wrote (View Post):
AngloSniper, as an concept it is possible to replace the files, only you have to pay attention to the exact number of files, their extension and name, the graphic characteristics and so on.

regards,

/s


I think this is way beyond my current level of understanding and I certainly dont want to break anything but thanks for trying to help.


the process is quite simple: once you have extracted the files, you will notice that they are placed in graphic sequences consisting of TGA files, with certain characteristics and specific names. If you want, you can give me a message in private to explain in detail the whole process.

regards,

/s
  Topic: Graphics mod - GtC Explosions for COI by ScnelleMeyer
sample

Replies: 22
Views: 20916

PostForum: Close Combat Cross of Iron   Posted: Thu Feb 11, 2021 9:33 am   Subject: Re: Graphics mod - GtC Explosions for COI by ScnelleMeyer
AngloSniper, as an concept it is possible to replace the files, only you have to pay attention to the exact number of files, their extension and name, the graphic characteristics and so on.

regards,

/s
  Topic: Classics collectibles CC2,3 and 5.
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Replies: 3
Views: 2574

PostForum: The Mess   Posted: Sat May 16, 2020 7:11 pm   Subject: Re: Classics collectibles CC2,3 and 5.
ScnelleMeyer wrote (View Post):
Yeah and I admit it was hard to get used to not having physical copies of games. I even ordered physical copies of most of the Matrix releases!


any one by any chance to have the french voices from local cc2 copies ?

thanks in advance,
<s>
  Topic: pre-WW II maps:
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Replies: 0
Views: 1554

PostForum: The Mess   Posted: Fri Mar 27, 2020 7:31 pm   Subject: pre-WW II maps:
perhaps it is the wrong section of the forum to post, but i have found this site with pre-WW II maps:

http://igrek.amzp.pl/

stay safe and best regards,

/s
  Topic: New and up coming War / Conflict genre Movies
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Replies: 388
Views: 226517

PostForum: The Mess   Posted: Thu Dec 19, 2019 3:39 pm   Subject: Re: New and up coming War / Conflict genre Movies
1917

https://www.imdb.com/title/tt8579674/?ref_=nv_sr_srsg_0
  Topic: Working on TLD Kursk mod
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Replies: 105
Views: 66369

PostForum: Modding Workshop   Posted: Thu May 02, 2019 8:38 pm   Subject: Re: Working on TLD Kursk mod
ScnelleMeyer wrote (View Post):
My understanding of the terms are this: a self-propelled gun would be some kind of artillery gun with the main job of lobbing shells with indirect fire at the enemy from fairly long distances. It will only fire directly (Over open sights) in an emergency if surprised by enemy armor for instance.
Wespe, Hummel, M7 Priest fall in this category.


Regarding the use of M7 Priest, by American forces, beside the standard job of indirect fire support:
- in US Army Infantry Divisions 1944-45 book by John Sayen, Duncan Anderson it is mentioned that few unspecified units used M7 in their canon companies in Europe and Pacific replacing the 75mm or 105 mm mounted on half-tracks and used in direct-fire assault role;
- in the New Vanguard no 131 - US Field Artillery of WW 2 book, the M7 is mentioned as used as an expedient assault gun in the headquarters companies of tank battalions until M4 105 mm became available; the US Marine Corps replaced the old M3 75 mm GMG with M7 in their Special Weapons Battalions and used in the same direct-fire assault role in Pacific; the same source specifies that the M7 was widely used in US Army infantry canon companies in the final campaigns of '44-45 in the Pacific.

i hope it helps,

/s
  Topic: U23, 30th flotilla, Hitlers lost fleet filmed
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Replies: 13
Views: 6047

PostForum: The Mess   Posted: Mon Mar 18, 2019 7:29 pm   Subject: Re: U23, 30th flotilla, Hitlers lost fleet filmed
apologies for the triple posting, please delete the last 2 duplicates

thanks,
  Topic: U23, 30th flotilla, Hitlers lost fleet filmed
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Replies: 13
Views: 6047

PostForum: The Mess   Posted: Mon Mar 18, 2019 7:23 pm   Subject: Re: U23, 30th flotilla, Hitlers lost fleet filmed
Quote:
Of these four only first two was up-to-date destroyers, other two was a WWI-era ships in bad conditions.


While I agree with you that NMS Regele Ferdinand, NMS Regina Maria were more modern in terms of hull design and propulsion, been commissioned into the Romanian Navy on 7 September 1930, NMS Marasesti and NMS Marasti, a WW1 design, were hardly in bad conditions: throughout the war, M?r??ti carried out a total of 28 escort missions and M?r??e?ti 21. There were 6 escort missions in which both warships took part, resulting in a grand total of 55 escort missions. Been Romanian, I have read many books about our navy and I have not seen any reference to the bad condition of those ships during war.

From my point of view, when we look at some specific event, like the raid on port Constanta, what matters is what happened after: the soviet navy didn't engaged their surface ships against the axis surface ships for the rest of the war, using aircraft and submarines instead. Just look at the Operation 60000, the Romanian Dunkirk, in which, between 14 April – 13 May 1944, 120,853 men and 22,548 tone of cargo were evacuated by sea from Crimea. The loses on Axis side were caused only by submarines, air attacks and field artillery, not soviet surface ships (more info here: http://www.worldwar2.ro/operatii/?article=776). If the soviet Navy would have decided to use the superiority in surface ships against the slow moving transport ships, most likely those 120,853 men would have been killed at sea or captured when the battle for Crimea in 1944 was over. The loses for the Germans in this battle were 31,700 killed or missing with other 33,400 wounded and Romanian Army lost 25,800 killed or missing and 5,800 wounded, in all 96,700.

regards
 
 
 
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