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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Fri Nov 06, 2009 1:25 am Post subject: Latest Longest Day Patch v5.50.07 Reply with quote

http://www.matrixgames.com/forums/tm.asp?m=2285606

A Major new update has made it to the beach!

Matrix Games and Strategy 3 Tactics are pleased to announce the release of the new comprehensive v5.50.07 update for Close Combat: The Longest Day, the newest release in the Close Combat series. This major update comes with dozens of bug fixes, map line of sight tweaks, data file changes for increased historical accuracy of equipment performance, and much more.

David Heath, Director of Operations at Matrix Games, said “Close Combat: The Longest Day has earned many well-deserved accolades from gamers and reviewers alike as it recreates the full scope and incredible challenge of the first day of the Allied landings in Normandy. We’re thrilled to continue to support this fantastic game series and Close Combat fans should expect more updates for existing releases as well as additional new releases!”

Close Combat - The Longest Day is a highly enhanced rebuild of the critically acclaimed Close Combat Invasion Normandy, originally developed by Atomic Games. Take command of either the Allied Expeditionary Force or Germany’s Wehrmacht. You will either carry out the world’s largest amphibious invasion to liberate Europe from Nazi occupation or defend Hitler’s Atlantic Wall! From the initial airborne landings to the fight for the beaches and the drive inland towards the D-Day objectives, Close Combat – The Longest Day covers it all.

Close Combat – The Longest Day comes with expanded force pools, support for much larger maps, night battles with simulated flare effects, and more! Also included in this rebuild is are 60+ battles, operations and campaigns including a new enhanced Grand Campaign covering all the beaches and landing areas as well as "classic" CC5 style Grand Campaign available for download!

Get the update here. This update is comprehensive and will bring all previous versions of the game up to 5.50.07.
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DAK_Von_Manteuffel

Rep: 17.9


PostPosted: Fri Nov 06, 2009 9:45 am Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

Wink Thanks for the information,

greetings.


El general que vence , siempre tiene razón.
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pvt_Grunt

Rep: 98.5
votes: 5


PostPosted: Fri Nov 06, 2009 10:51 am Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

Ive got it and I'm playing the GC now, so far so good. There was one unit on day 1 that should have had indirect fire, but didnt have the orange fire line. I'll look into it.
I still have to get used to the change from Brit to US and back again. This game is on a larger scale than any other since CC3.
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mooxe

Rep: 221.1
votes: 25


PostPosted: Fri Nov 06, 2009 4:26 pm Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

Patch Download from CCS

Change History:

v5.50.07 – November 3, 2009

- Code fixes

o Added more error reporting when a missing vehicle/shadow texture is
requested.
o AI may now decided to swap out 1 or 2 active teams from a BG depending
on the known composition of the opposing BG. Occurs only at line
difficulty or higher.
o Fixed a bug where the campaign-defined home direction was being
overwritten after one battle, resulting in inconsistent entry locations any
subsequent single battle games, troops sometimes moving in the wrong
direction, and prisoners wandering off the wrong way.
o Allied AB BGs that arrive during the night turn will not reappear during
turn 1 if they disband during the night.
o No longer able to allocated unlimited teams for some team types of some
BGs on the BG screen.
o Clicking BGs on the strat map now selects the correct BG for all start map
tiles.
o BGs are no longer show as exhausted when they have zero fatigue.
o Assert condition in battlegroups.h at end of the last battle for a day fixed.
o Fixed bug with display settings where CTD would occur when map size is
smaller than users screen resolution.
o Made beach bunker coding consistent among all maps pointed out in bug
tracker.
o Fixed a bug where the AI might swap out a tank for additional infantry if
it found the enemy was weak in anti-tank assets.
o Increased integrity of towed guns to make them somewhat more difficult
to knock out.
o Updated hindrance values to mitigate unspottable troops issue. Visual
hinderance values in the 300-449 range have been reduced to 225-250 or
increased to 450 (total LOS/LOF block).
o Tweaked gun crew engagement decision making. Gunner slightly less
likely to engage infantry with main gun. Crew will not engage with small
arms when gunner would not also choose to engage with HE.
o Made Large Hedgerow block Line of Sight.
- Maps
o Bunker floor element now allows AT guns to be deployed on it.
o Dog Green coding fixed so that bunkers are correclty coded with "bunker
floor" rather than "courtyard".
o More map coding checked for compliance with WaR map coding style
guide.
o UTAH beach US BGs now land in correct place in grand campaign.
o All maps checked for compliance with WaR map coding style guide.
o Map name spelling errors fixed, areas not assigned to specific r/l areas
now assigned.
o Vierville Sur Mer exit VL to Dog Green moved in and down 1 mega tile
to expand deploay zone.
o Returned St. Pierre du Mont map text file to correct file.
o Made map coding match graphical depiction of floors on St. Honorine
map.
o Fixed level number on Caen. Changed interior number from "4" to "3".
o Fixed lines in roof file of St. Marie du Mont.
o Fixed unassigned values in INCauseway map.
o Fixed map coding where dead animal was coded in open ground of St.
Marie du Mont.
o Exit on the north edge of Fox Green map changed from "Fox Red" to
"Easy Red".
o Exit labeled as "to Colombieres" on the Trevieres map changed to "to
Formigny".
o Exit labeled as "to Formigny" on the Trevieres map changed to "to
Surrain".
- Data
o Name in Shadows.azp for Churchill AVRE fixed so its under the max
number of characters.
o French commandos appear in 9 Bde (British) BG.
o ChurchillAVRE name fixed in tanks.azp file to be 13 or less characters.
o ChurchillAVRE references fixed in vehicles.txt.
o Guns added to guns.azp file.
o BGroups.txt fixed to have allied tanks show up in Battlegroups.
o Fixed error in AxsTeams where Panther G (index 152) was pointing to the
wrong BGUNITICON. Changed from 0 to 151.
o Changed PzJg 35R armor to match Marder I.
o Changed PzIVH top armor to 13 (instead of 10).
o Slightly increased mortar minimum ranges for HE when it was less than
actual weapon specs.
o Mortar Point Blank ranges for HE now set to minimum range + 1.
o Mortar Short ranges set to former PB range.
- Graphics
o Name in Shadows.azp for Churchill AVRE fixed so its under the max
number of characters.
o Light fx blended around the edges. NOTE: The huge light from the flare
was causing some performance issues but I think I have this at an
acceptable level. See if the flare slows down the game on your machines,
please.
o All strat map arrows show on strat screen when you hold down the
spacebar. If the user presses a mouse button down the arrows are cleared
– 99% sure that is a non-issue but I had to do it to prevent painting
conflicts.
o Unusable team slots on the BG screen are painted out with a background
texture.
o Fixed German Heer vehicle rank gadgets so uniforms are black.
o Added SS rank gadgets with black uniforms and pink edged shoulder
boards.
o Commonwealth uniforms now coloured correctly.
o Light effects no longer cause errors on maps smaller than the window size
(Amfreville).
o "Illumination Available" message no longer has garbage characters at the
begining.
o Overview map now repaints correctly after a message bar is displayed and
cleared.
o Overview map now repaints correctly when the pause dialog appears /
disappears.
o Added bounds checking to code that loads vehicle texture names to
prevent possible overflows.
o Some vehicle graphics updated and added to tanks.azp.
o Fixed Battlegroup type graphic for BG screen so all are identified
properly. No more "Invalide Battlegroup type" graphics.
o Added brigade identifier to Canadian battlegroup patches.
o Added line on scenario editor screen between Chef du Pont and Pont l
Abbe map area diamonds.
o Fixed Gammon bomb icon in Weapons.txt
o Graphical error in scrngadg.gdg for BG types fixed.
o Change to Battlegroupscreen where "Supply" becomes "Reserves".
o Incorporated fix from Nembo that puts patch shadow for STRPATCH55
on correct side to match other patches shadows.
- Battles
o Bootcamp scripts updated.
o Added one night turn for every day of the GC.
- Classic CC5
o Included previously fixed scrngadg file that repairs the "edit opponent"
button.
o New strat map gadgets (Rest BG button, cohesion, fatigue) no longer
shown on Strat Map screen for classic.
o No more random parachute entry for classic.
o BGEDIT buttons fixed for "Edit Opponent" on the BG screen.
o Updates to Alsteams.txt. Quotation marks team names.
o Updates to FPools.txt. Last 5 columns of Forcepools cleaned up.
o Commander pics that fit in the available Cdr space added to scrngadg file.
v5.50.03b – July 14, 2009
- Code fixes
o Fixed bug with display settings where CTD would occur when map size is
smaller than users screen resolution.
o Multi-player: Force Morale percentages shown on Debrief screen now
identical between host and client in all cases.
o Multi-player: Client now shows correct soldier positions (i.e. Leader,
loader, gunner, etc.) in the soldier monitor for active soldiers. Client will
show last known position for soldiers that have become casualties,
however.
o Multi-player: Entry locations for tactical battles now re-calculated
correctly when continuing a game that was saved from the Strategic
screen.
o Multi-player: Soldier death animation type now consistent between host
and client (i.e. no more shot soldiers shown as burning up on the client).
o Fixed a bug that could cause a crash when starting a new operation or
campaign using all clear or random weather settings.
o Changed display version number to 5.50.03b (to match patch v3 name)
- Maps
o Made beach bunker coding consistent among all maps pointed out in bug
tracker.
o Returned St. Pierre du Mont map text file to correct file.
o Made map coding match graphical depiction of floors on St. Honorine
map.
o Fixed minor grass texture tiling on St. Marie du Mont
o Returned St. Pierre du Mont map text file to correct file.
o Fixed Gold Beach gun pit coding.
o Fixed Dog Green gun pit coding.
o Adjusted one building shadow on LesForges so it looks more appropriate
to the level it is coded for.
- Data
o Increased clip reload times for small caliber guns to minimum of 50 (5
seconds) to reflect more realistic rate of fire. Also prevents gunner from
saving ammo at long range until ammo drops below ~24 rounds.
o Changed weapon class 23 (previously unused) to be 37mm/L21 cannon
(French 37mm SA18).
o Reduce chamber reload time of PPsh from 50 to 5.
o Reduced crew of H-39 to 2.
o Changed R-35 main gun to 37mm/L21 instead of L33.
o Reviewed armor on H-39 and R-35.
- Graphics
o Added SHAEF patch to Campaign debrief graph.
o Added patches for Ost BGs per Nembos artwork.
o Added French rank insignia per Squadleaders artwork.
o Added PzGrenadiere rank insignia per Squadleaders artwork.
o Added French medals per Tejszds Meuse mod artwork.
o Minor enhancements to US Army ranks per Squadleaders artwork.
o Minor enhancements to US AB officer rank bar colors per Squadleaders
artwork.
o Added French rank insignia per Squadleaders artwork.
o Added PzGrenadiere rank insignia per Squadleaders artwork.
o Minor enhancements to US Army ranks per Squadleaders artwork.
- Battles
o Renamed battle to match BGs involved.
- Classic CC5
o Returned elements file to stock CC5 elements.
o Fixed commander pics.
o Deleted Ousterham battle from DATA/BATTLES folder.
v5.50.01b – May 20, 2009
- Features and Enhancements
o Added new fields to CAMPAIGN.TXT to support limits on where a
disbanded BG can reform.
o Soviet weapons being used by Ostruppen given German designations
o German SS tank crew uniforms corrected.
o US AB 57mm gun crew uniforms corrected.
o US paratroops using M1A1 carbine instead of M1 (Graphic TBD)
o British para switch to colt pistol instead of No. 4 revolver
o British AB using Sten Mk. V instead of Mk II (Graphic TBD)
o British vehicle crews use No.2 revolver, not colt
o Re-removed para bren teams 2" smoke mortar
o Para RE rifle team to para RE bren team had weapons swapped
o Changed mortar/MMG/HMG soldiers in US teams to have pistol instead
of carbine (as per TO and E)
o Added scoped Lee-Enfield to para rifle and cdn para rifle teams
o Naval support added for Merville Battery.
o Randomized Bretteville tree sprites.
o Trevieres map added coding for stream.
o St. Mere Eglise added more roof rectangles so that the size of hte graphics
removed when troops enter is not so large.
o Enhanced randomization of Benouveille tree sprites.
o Message bar is now grey (ala original CC5) instead of (CC4) green.
o Added additional checking to Debrief screen to try and avoid / pinpoint
crash reported at end of battle, but after file had been saved.
o Connection arrows / command radius circles no longer displayed if you hit
space while typing in MP chat pane or when CC is not active window.
o Gave team member manning crewed weapon higher priority in
determining final location
o Added “Night Battle” option in Scenario Settings dialog of Scenario
Editor. Allows you to set a single battle scenario to be at night
o Added additional handling (based on campaign.txt settings) for reforming
disbanded BGs. This will prevent disbanded Allied BGs landing on the
wrong beaches in our GC.
o Low BG cohesion affects replacements to fill out shot up teams and repair
of damaged vehicles.
o Low BG cohesion can result in disorganized teams which can not be
swapped out on the BG screen. These will be any shot up teams that were
not repaired / filled out, or random teams if none of those exist.
o Add “Night Battle” option to Scenario Settings dialog. Allows you to set
a single battle to be at night.
o Added Allied patch to DBBATTLEGRAPH_000.tga.
o Added 4 BGUNIT icons to match data forcepool updates.
o Added rank graphics for British/Cdn AB. *Unable to add AB M42 rank
graphics due to current data design.
o Added weapon icon for M1A1 Carbine.
o Added weapon icon for Sten MkV.
o Added MG120(r) weapon graphic
o Added 4 GSUNIT icons to reflect additions in scrngadg BGUNIT icons.
o Added rank graphics for British/Cdn AB. *see note in scrngadg.
o Added icon for M1919 water cooled 30cal.
o Added graphics for 15cm sIG33 gun.
o Added graphics for 2cm FlaK gun.
o Added graphics for Jpz35
o Added graphics for 75mm IG
o Replaced H39 graphic
- Fixes
o Fixed error where US garand / gammon and thomspon / gammon had
carbines
o Fixed error where US .30 HMG teams had the M1919A4 MMG instead of
the M1917 HMG
o Fixed error where US carbine / pistol team leader had no pistol ammo
o Fixed errors where data was pointing to incorrect icons or graphics.
Noted in the TLD data workbook sign-out thread.
o Fixed data where 251/2 mortar weapon was sitting on top of the vehicle
exposed to fire from the sides.
o Fixed errors where R-35 and other vehicles were using the incorrect wreck
graphic.
o INTrvres.btd: Exit VL leading to Longueville was incorrectly named “To
Mosles"
o INBrvnds.btd: Adjusted X/Y values to accomodate larger graphics drawn
by Shane.
o INDogRed.btd: Fixed syntax error in advice to the commander.
"landingcrafts" changed to "landingcraft".
o Changed coding on several maps where stone fences were coded as stone
walls.
o St. Germaine de Varreville changed coding so that no fields are
completely enclosed with bocage type element.
o Brevands expanded by 3 megatiles so that US deploy from Vierville does
not allow deployment across the river from the entry VL
o Dog Green changed bunker coding to match the graphics.
o Fixed landing craft coding so troops can deploy inside of them but the
landingcraft blocks LOS. Maps effected: Uncle Red, Tare Green, Point du
Hoc, Dog Green, Dog Red, Easy Red, Juno Beach, Arromanches.
o Dog Red RFM lines removed.
o Fixed RFM error on LesForges where roof number and coding did not
match.
o Fixed a crash that could occur when the last live soldier in a surrendered
team exited the map.
o Fixed a case where you could continue to play a saved Operation or
Campaign that had been completed.
o Light Halftrack now correctly used as a potential substitute team type for
filling out empty BG slots.
o Fixed a potential multi-player deadlock when host or client disbands all
battlegroups that are on the same map as enemy BGs.
o Fixed a case where a team could end up aborting all orders when enemy
team was < 31m away.
o Fixed a bug where teams would double back to their original location after
taking cover from enemy fire.
o Fixed minor graphical glitch with bottom of strat screen legend.
o Fixed bug where you could not move off a contested map onto an enemy
controlled map during the first morning turn, even if you held the correct
exit VL.
o Previous night state in an op /camp no longer affects subsequent single
battle games.
o Tweaked About dialog to insure the dots above the lower case Is in the
last line of disclaimer were not being overwritten.
o Changed name of GC to “The Longest Day” to match actual scenario file.
o Changed bootcamp mainscreen map to match the map used in exercises
o Fixed icon for Marder III from Marder III 38(t) to Marder III ausfM.
o Fixed 38th reg. 2nd Infantry badge so there are no transparent pixels.
o Fixed icon for Marder III from Marder III 38(t) to Marder III ausfM.
o Fixed 38th reg. 2nd Infantry badge so there are no transparent pixels.
- AI Enhancement & Fixes
o The AI player no longer uses AT infantry for recon.


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shilka18

Rep: 3


PostPosted: Thu Nov 12, 2009 12:20 pm Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

Thanks
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ranchero

Rep: 0.6


PostPosted: Sun Nov 29, 2009 12:54 am Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

which is the serial number it asks me the file CloseCombatLongestDay-UpdateRelease-55007.exe?
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Gen_Jack

Rep: 3


PostPosted: Sun Nov 29, 2009 1:37 am Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

ranchero wrote (View Post):
which is the serial number it asks me the file CloseCombatLongestDay-UpdateRelease-55007.exe?


The serial number for your copy of the game.  The same as you used to originally install it.
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ranchero

Rep: 0.6


PostPosted: Sun Nov 29, 2009 3:52 am Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

Gen_Jack wrote (View Post):
ranchero wrote (View Post):
which is the serial number it asks me the file CloseCombatLongestDay-UpdateRelease-55007.exe?


The serial number for your copy of the game.  The same as you used to originally install it.


Buy the game a year ago and lost the box, I only have the iso backup on my pc. I have way of knowing which was the password?
I get a serial number online?
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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Sun Nov 29, 2009 3:59 am Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

Go to your "\Matrix Games\Close Combat The Longest Day\" install folder and open serialreg.txt.
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Tejszd

Rep: 133.6
votes: 19


PostPosted: Sun Nov 29, 2009 4:16 am Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

IF you have the bought CD you will see the serial number printed right on it, the box doesn't matter....
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abake

Rep: 1.3


PostPosted: Sun Dec 06, 2009 5:54 pm Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

So I just bought my copy for download online, does it already come with the latest patches and fixes, or should I install this patch?

Thanks!
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mooxe

Rep: 221.1
votes: 25


PostPosted: Sun Dec 06, 2009 6:01 pm Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

You will need to install the patch yourself.


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abake

Rep: 1.3


PostPosted: Sun Dec 06, 2009 10:10 pm Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

Awesome, thanks for the quick reply!
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Infidel

Rep: 25.4


PostPosted: Sun Dec 06, 2009 10:45 pm Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

ranchero wrote (View Post):
Gen_Jack wrote (View Post):
ranchero wrote (View Post):
which is the serial number it asks me the file CloseCombatLongestDay-UpdateRelease-55007.exe?


The serial number for your copy of the game.  The same as you used to originally install it.


Buy the game a year ago and lost the box, I only have the iso backup on my pc. I have way of knowing which was the password?
I get a serial number online?


For some reason, I'm not buying this.  Did you secretly download it ranchero?  Be honest!
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mooxe

Rep: 221.1
votes: 25


PostPosted: Sun Dec 06, 2009 11:01 pm Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

Infidel wrote (View Post):

ranchero wrote (View Post):
Gen_Jack wrote (View Post):
ranchero wrote (View Post):
which is the serial number it asks me the file CloseCombatLongestDay-UpdateRelease-55007.exe?


The serial number for your copy of the game.  The same as you used to originally install it.


Buy the game a year ago and lost the box, I only have the iso backup on my pc. I have way of knowing which was the password?
I get a serial number online?


For some reason, I'm not buying this. &nbsp;Did you secretly download it ranchero? &nbsp;Be honest!


The serial would be in the email Digital River or Matrix Games sent you. Use it for patches as well. The Longest Day only came out in May 2009. He posted November 2009 stating he bought the game a year ago and lost serial. So yeah, its probably a downloaded copy.


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Infidel

Rep: 25.4


PostPosted: Sun Dec 06, 2009 11:07 pm Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

In which case I know the perfect website for him, but I'll keep it all via pm to keep things covert.
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CSO_Talorgan

Rep: 72.5
votes: 1


PostPosted: Sun Dec 27, 2009 9:30 am Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

Infidel wrote (View Post):
In which case I know the perfect website for him, but I'll keep it all via pm to keep things covert.


This does not help the game develope and progress. Do you not want to see new versions?
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Infidel

Rep: 25.4


PostPosted: Sun Dec 27, 2009 2:58 pm Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

No.
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mooxe

Rep: 221.1
votes: 25


PostPosted: Sun Dec 27, 2009 3:20 pm Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

CSO_Talorgan wrote (View Post):
Infidel wrote (View Post):
In which case I know the perfect website for him, but I'll keep it all via pm to keep things covert.


This does not help the game develope and progress. Do you not want to see new versions?


There is no game development. Its more like recycled games with some bugs fixed, new ones made and random halfway done features hacked in.


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CSO_Talorgan

Rep: 72.5
votes: 1


PostPosted: Mon Dec 28, 2009 10:52 pm Post subject: Re: Latest Longest Day Patch v5.50.07 Reply with quote

mooxe wrote (View Post):
some bugs fixed, ... and random halfway done features hacked in.


The glass is half full.
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