ke_mechial
Rep: 89.1 votes: 2
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Posted: Wed Sep 23, 2015 5:19 pm Post subject: Re: Update thread |
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One reason I had learned german was my job, second Close combat series... |
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Pete
Rep: 118.1 votes: 12
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Posted: Wed Sep 23, 2015 6:13 pm Post subject: Re: Update thread |
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ke_mechial wrote (View Post):
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One reason I had learned german was my job, second Close combat series...
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And the manual of your German car |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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Pete
Rep: 118.1 votes: 12
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Pete
Rep: 118.1 votes: 12
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Posted: Fri Oct 09, 2015 7:48 pm Post subject: Re: Update thread |
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Buck asked me to post an update, assuming you'd be hungry for news I guess. Having placed VL's and when testing maps I noticed the lack of cover on the one hand and the abundance of long LOS on the other hand due to the spread of trees in wooded areas. Often the wooded areas feel more like a tundra than anything else and I am quite dissatisfied with this aspect of the maps so I have sent Buck back to the drawing board and coding. Essentially we are going through our usual healthy discussions about what we need for a playable mod. Then there are other things on the maps that need touching up that Buck has started working on. I like the maps though, they are as historically accurate as possible within the limitations of the game and they offer a welcome change in style and I am certain that when the LOS issue is resolved they will be great to play on.
There is also the lack of cover in buildings: LOS into the middle of buildings is quite annoying and I am not sure what we are doing wrong. Same for spottability of units in buildings but I suspect that the AI has deliberately been given an advantage there. I will have to examine if changes within the elements file can resolve these issues.
Unfortunately the mod is not CTD free and I am not yet sure if these are the usual bugs or not. Needs further testing and comparing. Data files are updated when needed. Datawise I currently don't see any major obstacles that could unnecessarily delay the release of the mod . The one limiting factor is the amount of free time we are willing to spend on this project.
ETA (dare I say it) early Feb 2016. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
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ScnelleMeyer
Rep: 191.3 votes: 18
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Posted: Fri Oct 09, 2015 8:41 pm Post subject: Re: Update thread |
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You said it Pete! Very brave indeed.
Nice update, you guys are really modding for perfection:D
Solid research and testing, historical maps used, maps made partly in a 3D program and the screens show the maps have that darkish -45 feeling over them.
It will be great when finished! |
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ke_mechial
Rep: 89.1 votes: 2
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Posted: Fri Oct 09, 2015 9:24 pm Post subject: Re: Update thread |
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Thanks for the update Pete. I will gladly wait until all the issues are resolved, even past the Feb 2016. You and Buck created this mod and it is nice that you do not release it until you feel satisfied about it. Thanks again for your dedication and good luck on finishing!... |
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tripwire
Rep: 37.5 votes: 2
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Posted: Sat Oct 10, 2015 1:08 pm Post subject: Re: Update thread |
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Thank you, Pete (and Buck), for this info update. ScnelleMeyer said it all very well.... especially the mood that you guys have created with that dark '45 feeling of the maps. Keep the faith, guys!! |
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Tejszd
Rep: 133.6 votes: 19
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Posted: Sat Oct 10, 2015 3:21 pm Post subject: Re: Update thread |
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Thank you for the update Pete and for the effort you and Buck are putting into this mod!!! |
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Pete
Rep: 118.1 votes: 12
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Posted: Wed Nov 18, 2015 7:04 pm Post subject: Re: Update thread |
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I changed something in the data last weekend and since then it won't even load. It crashes at 'loading....' after doubleclicking the exe. Is this data related? I believe I changed everything back so I don't understand why this crash occurs.
Ideas anyone? |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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ke_mechial
Rep: 89.1 votes: 2
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Posted: Wed Nov 18, 2015 9:44 pm Post subject: Re: Update thread |
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Pete wrote (View Post):
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I changed something in the data last weekend and since then it won't even load. It crashes at 'loading....' after doubleclicking the exe. Is this data related? I believe I changed everything back so I don't understand why this crash occurs.
Ideas anyone?
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My modding career was just editing an sfx file for my own appetit, I had then got two types of errors, loading crash and crash with error message.
I had fixed it, and the cause was the weapon indices binding the sound file number and weapons. I think it was out of index range.
By the way, GitHub is really awesome for version control and going back and forth. There are a few simple commands and that simple, I can help. And I hope you fix the issue, since southerland got his hard-drive crashed and lost his rising strom maps, community is not ready for another loss |
Last edited by ke_mechial on Wed Nov 18, 2015 9:50 pm; edited 1 time in total |
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ScnelleMeyer
Rep: 191.3 votes: 18
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Posted: Wed Nov 18, 2015 9:49 pm Post subject: Re: Update thread |
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My suggestion: Start with a new, empty mod-folder and add file by file from the crashing folder. - checking function by starting game after each is added.
When crash occurs you will know that is the file causing it. |
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tripwire
Rep: 37.5 votes: 2
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Posted: Thu Nov 19, 2015 2:23 pm Post subject: Re: Update thread |
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As a former Quality Control Tech... ScnelleMeyer's method has my hearty endorsement. |
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Pete
Rep: 118.1 votes: 12
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Posted: Thu Nov 19, 2015 6:41 pm Post subject: Re: Update thread |
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I am bit puzzled about this error because I have rarely seen it before. Iirc data errors do not cause a crash until loading the battle. Minor data errors are indeed reported in a pop up window upon game start up but will not cause a crash as far as I know. Could be sounds or graphics. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
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Pete
Rep: 118.1 votes: 12
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Posted: Thu Nov 19, 2015 8:55 pm Post subject: Re: Update thread |
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ke_mechial wrote (View Post):
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And I hope you fix the issue, since southerland got his hard-drive crashed and lost his rising strom maps, community is not ready for another loss
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You neednot worry about that because I have most of my work files in the Cloud |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
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Pete
Rep: 118.1 votes: 12
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Posted: Thu Nov 19, 2015 9:40 pm Post subject: Re: Update thread |
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Ok, found the error. Was in data after all: new team referred to a new vehicle in the last line of the vehicles.txt but the total number of lines in the vehicles.txt had not been updated so that it could not find a matching vehicle. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
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ScnelleMeyer
Rep: 191.3 votes: 18
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Posted: Fri Nov 20, 2015 12:18 am Post subject: Re: Update thread |
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Nice find Pete. Glad to see you nailed it.
So small a mistake, yet hard and frustrating to deal with. |
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Pete
Rep: 118.1 votes: 12
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Posted: Fri Nov 20, 2015 7:38 pm Post subject: Re: Update thread |
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Apart from btd's and sounds I had updated only 3 files and at first thought it was the forcepools (or rather a new unit in the forcepools) but changing back to the previous version didnot make a difference. The next file I checked was the Alsteams. Comparing the last 2 versions I quickly found the error. Finding differences between file versions is easy: I open both files in excel and then open a third worksheet where I insert a formula to deduct the values of 1 file from the other file. Changes will show up as values other than 0. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
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Pete
Rep: 118.1 votes: 12
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Posted: Fri Nov 20, 2015 7:42 pm Post subject: Re: Update thread |
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Also, dissatisfied as I was with the lack of protection for infantry in LSA I compared the elements of CC5 with LSA and found that LSA elements have significantly lower cover values. I am now using CC5 values and infantry is much harder to kill now. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
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Tejszd
Rep: 133.6 votes: 19
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Posted: Sat Nov 21, 2015 2:37 am Post subject: Re: Update thread |
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I remember reading that the formulas in LSA were changed from previous CC games which meant the data needed to be adjusted. Maybe it was adjusted too much? Or applied to other data?
Edit: found this comment from Steve, unfortunately it doesn't tell what was affected or by how much....
"As for list of changes, no, I did not keep a list of everything I tweaked.
Why had two main reasons:
1) To make the cover and protection values work properly with the weapon penetration values
2) to standardize the movement rates." |
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Pete
Rep: 118.1 votes: 12
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Posted: Sat Nov 21, 2015 7:21 pm Post subject: Re: Update thread |
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I remember Steve's comment but I had not expected the differences to big so big. I might not retain the CC5 values though because artillery now is far less effective. I am going to have to find a better balance. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
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