Tejszd
Rep: 133.6 votes: 19
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Posted: Sun Sep 02, 2012 3:33 am Post subject: Re: GJS for LSA |
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Thanks for the update Cathartes. Its looking good and I'm looking forward to playing it when you're done....
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Sun Sep 02, 2012 10:50 am Post subject: Re: GJS for LSA |
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I always liked that feature of CCII and still don't understand why it's not a staple of all the games.
I guess I should be happy they brought it back.
What is the average size for the Maps in this Mod?
If memory serves me correctly there pretty large right?
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Dima
Rep: 87.3 votes: 16
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Posted: Sun Sep 02, 2012 1:36 pm Post subject: Re: GJS for LSA |
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Quote:
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I always liked that feature of CCII and still don't understand why it's not a staple of all the games.
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you can have it in any CC by map coding.
f.e. CC5:Stalingrad has same bridges.
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Sun Sep 02, 2012 2:35 pm Post subject: Re: GJS for LSA |
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Having soldiers go under and over bridges in all CC's?
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Dima
Rep: 87.3 votes: 16
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Posted: Sun Sep 02, 2012 4:46 pm Post subject: Re: GJS for LSA |
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Quote:
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Having soldiers go under and over bridges in all CC's?
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yes, same way as you make houses - interior and exterior layers.
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Cathartes
Rep: 101.3 votes: 15
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Posted: Mon Sep 03, 2012 5:21 pm Post subject: Re: GJS for LSA |
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LSA engine allows for soldiers and vehicles to pass under bridges while keeping the bridge coding and bridge behavior intact. In other words, vehicles/soldiers can pass above and/or under one another simultaneously--not possible when GJS was originally created, until LSA engine.
We could cheat the bridge effect by coding the bridge as a roof, but in terms of LOS and movement, you could only have the bridge surface/overpass -OR- have the surface beneath/underpass. Now we have both.
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Cathartes
Rep: 101.3 votes: 15
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Posted: Wed Sep 26, 2012 4:34 am Post subject: Re: GJS for LSA |
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update: only two maps left to recode. countless coding errors and inconsistencies from original GJS vanquished.
another look at Lebisey...
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Dima
Rep: 87.3 votes: 16
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Posted: Wed Sep 26, 2012 6:51 am Post subject: Re: GJS for LSA |
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Looks great.
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Tejszd
Rep: 133.6 votes: 19
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Posted: Thu Sep 27, 2012 1:26 am Post subject: Re: GJS for LSA |
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Way to keep moving it ahead Cathartes!
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tigercub
Rep: 23.5 votes: 2
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Posted: Thu Sep 27, 2012 9:50 am Post subject: Re: GJS for LSA |
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many Close combat fans will be very happy when this baby is ready!
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The best Target is the one you just Hit!
Started with CC1 Demo |
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Aetius
Rep: 89.2 votes: 4
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Posted: Sat Sep 29, 2012 4:47 pm Post subject: Re: GJS for LSA |
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Looks fantastic, can't wait to play.
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Cathartes
Rep: 101.3 votes: 15
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Posted: Thu Oct 04, 2012 6:23 pm Post subject: Re: GJS for LSA |
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Les Roquettes and WN36 (vicinity of le Hamel):
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CC_CO
Rep: 32.1 votes: 3
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Posted: Thu Oct 04, 2012 8:01 pm Post subject: Re: GJS for LSA |
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Fantastic!
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kweniston
Rep: 57.9 votes: 1
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Posted: Thu Oct 04, 2012 9:29 pm Post subject: Re: GJS for LSA |
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Cathartes wrote (View Post):
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Les Roquettes and WN36 (vicinity of le Hamel):
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Very nice! Not much cover, though. Did the naval bombardment really do so little?
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Cathartes
Rep: 101.3 votes: 15
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Posted: Fri Oct 05, 2012 11:57 am Post subject: Re: GJS for LSA |
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[/quote] Did the naval bombardment really do so little? [/quote]
No, area was plastered with shells. Map is not quite there.
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Dima
Rep: 87.3 votes: 16
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Posted: Fri Oct 05, 2012 4:21 pm Post subject: Re: GJS for LSA |
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Cathartes, you are so fantastic artist!
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tigercub
Rep: 23.5 votes: 2
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Posted: Sat Oct 06, 2012 7:31 am Post subject: Re: GJS for LSA |
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would be nice to see some of the other maps when u have time Cathartes
nice work
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The best Target is the one you just Hit!
Started with CC1 Demo |
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Cathartes
Rep: 101.3 votes: 15
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Posted: Fri Oct 12, 2012 4:03 pm Post subject: Re: GJS for LSA |
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tigercub wrote (View Post):
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would be nice to see some of the other maps when u have time Cathartes
nice work
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Below is a completed look at the le Hamel/Arromanches map. Most of the other maps are from the original GJS, with some switched maps with tLD. Every map has been recoded, new LOS files, incorporating new custom GJS/LSA elements, new BTDs , some .bgm graphics changed ever so slightly, bridges widened (to accommodate new pathfininding), etc.
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Riever
Rep: 0.1
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Posted: Sat Oct 20, 2012 11:12 am Post subject: Re: GJS for LSA |
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Great stuff! Is the GJS for LSA available now? If so, I can't see it anywhere...
(Of course, I'm just dying to play it! And I know how much work you've put into it Cathartes... truly appreciate your efforts!)
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tigercub
Rep: 23.5 votes: 2
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Posted: Sat Oct 20, 2012 2:58 pm Post subject: Re: GJS for LSA |
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i like the trench extenting from each side of the bunker!
i found this nasty toy wile reading and they were in place on the Alantikwall,
The M19 was a very advanced fully-automatic 5cm mortar....M19 Maschinengranatwerfer
up to 120 rounds a min about a 98 were placed on the wall, Standard ammunition storeage inside a R-633, was 3944 rounds
http://www.axishistory.com/index.php?id=1381
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The best Target is the one you just Hit!
Started with CC1 Demo |
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