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Hicks

Rep: 31.6
votes: 2


PostPosted: Wed Aug 31, 2016 5:15 am Post subject: Sound mod for Close Combat III Reply with quote

Okie-pokie. I thought it would be a good idea to build on the Gateway to Caen sound mod and to make one for my favourite in the series; Close Combat III.

I've tried to set it up so that each weapon has a distinct sound where possible.

Small arms have had their sounds sourced from demonstration videos with a little editing here and there.

Cannons (tank/field) have been kindly sourced mainly from B0ris' Sound Mod for War Thunder.

Here's what I've got set up *so far* with a unique sound unless otherwise noted. If you have suggestions or ideas with the weapons that I've got issues with please do chip in with a suggestion.

German small arms:

MP40
Kar 98k
Kar 98k-ZF41 (scoped)
G43 (scoped)
Panzerbüchse 39
FG-42
StG44 (single shot)
Walther P38
STV40 (burst)
MG34 Crew
MG34 Heavy
MG34 Bow
MG34 Coax
MG34 AA
MG34 Assault
MG42 Crew
MG42 Assault
MG42 Heavy
MG37(t) Crew
MG37(t) Coax
MG37(t) Bow
MG26(t) Crew
7mm FmW41 (small flamethrower)
RPzB. 54 (Panzerschreck)
Panzerfaust 100 (all three panzerfaust models use the same sound)
Panzerfaust 60
Panzerfaust 30
NahvtdgNwf
Smoke Discharger
Rifle Grenade (can't get this one working yet)
50mm Mortar (trying to separate this reference from the Russian 50mm mortar)
8cm Mortar

Not too sure about these two. I've set it up so that it has the sound of a rifle being fired and a heavier grenade attachment triggered)
Granatbuchse39(K)
Granatbuchse39(G)

I'm not sure what to do with these two either;

Hafthohlladung (grunting and a clang??)
Grenade Bundle (grunting from throwing??)

German large calibre arms:

2cm L/55
3.7cm L/40t
3.7cm L/46
3.7cm L/46 (S?pigot?) (needs a new sound - I'm guessing this is akin to an overgrown Granatbuchse39?)
3.7cm L/48t
5cm L/42
5cm L/60
7.5cm L/12
7.5cm L/24
7.5cm L/46
7.5cm L/48
7.5cm L/70
8.8cm Flak
8.8cm L/56
8.8cm L/71
105mm L/28
12.8cm L/55
Wurfgerat 40
14mm FmW41 (medium ?? flamethrower)
FmW-Anlagen (large flamethrower)

Russian small arms:

Mosin1930G
Mosin-Nagant 1891
SVT40 (scoped)
PPS42
Tokarev TT33
DShK 1938 Crew
DShK 1938 AA
DShK 1938 Coax
Goryunov SG43
.30 cal AA
.30 cal Coax
.30 cal Bow
DP 1928 Crew
DT 1928 Coax
DT 1928 Bow
DT 1928 Rear
PTRD
ROKS/ROKS-2 (small flamethrower)
M9 Rocket Launcher

Russian large calibre arms:

20mm L/45
45mm L/40
45mm L/46
45mm L/55
57mm L/50
76.2mm L/30.5
76.2mm L/41.5
76.2mm (Need to check but I think this is the gun used by the Sherman [yep - checked - it'll need a new sound]. Shouldn't it be 75mm?)
85mm L/48 (Not sure if the 85mm AA gun is meant to be a separate weapon, it used the L/48 though in the game. [did some checking and the T34-85, SU85 and AA Gun all seemingly use the same weapon] There's a separate and seemingly unused L42 then)
100mm L/60
122mm Howitzer
122mm L/43
152mm L/20 (the 152s are currently sharing a sound file and are to be changed)
152mm L/40
ATO-41 (large flamethrower)

Shared weapons:

Molotov
Explosives (needs a new sound)
Maxim 1910 Crew
PPSh41G
120mm Mortar (shared sound between Germans and Russians at the moment until I can get them to separate) [sounds are prepared]

Steiner and Ivan need their weapons doing as well though I'm quite tempted to make them joke sounds.

So that's where I'm at currently. I was hoping to record some footage but I was unable to get it to record with shadow play unfortunately. Again, any pointers with the weapons there are some questions with would be great.
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Hicks

Rep: 31.6
votes: 2


PostPosted: Wed Aug 31, 2016 9:45 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

I seem to have hit a problem where the game will crash if I have more than 157 sound files in the sound.sfx file. I've juggled things around a little and managed to find some leftover files that I could swap into their place.

The 120mm mortars are split now between the Germans and Russians with a nice, simple edit to Vehicles.txt.

The Sherman did seem to be equipped with the 76.2mm gun and now has its own sound.

The two 152mm cannons now have their own sounds.

37mm spigot field gun has a separate sound now. No idea what it would *actually* sound like so I've gone for an overgrown Granatbuchse39 at a guess as it seems to have fired a shaped charge.

Still no luck with the rifle grenades yet.

Explosives still need a new sound.

I doubt I'll have enough spaces for new sounds for Ivan and Steiner so it'll likely be existing references.

Wondering how to split the 50mm mortars up though. I've looked through the entries in the workbook but can't find where to split the weapons references for the 50mm mortars the same way as with the 120mm mortars.
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Pete

Rep: 109.1
votes: 12


PostPosted: Wed Aug 31, 2016 11:29 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

It does not crash at 156? Afaik noone compiled a file of more than 130 sounds so that would be a first. I hope you didnot save over any ambient sound, human sound etc.
The 3,7cm 35/36 (S) is probably a version with "Special" type ammo, to distinguish an early war gun, when it did not yet have a tungsten round, from a gun with a tungsten type round.
7.5cm L/46 , 7.5cm L/48 , 7.5cm L/70 are nearly identical. Difference is barrel length. Same for  5cm L/42 and 5cm L/60 and there are more like that. I also don't know why a coax mg would sound different than a hull version. You can save a lot of sound slots in my opinion.


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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Hicks

Rep: 31.6
votes: 2


PostPosted: Wed Aug 31, 2016 11:59 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

Pete wrote (View Post):
It does not crash at 156? Afaik noone compiled a file of more than 130 sounds so that would be a first. I hope you didnot save over any ambient sound, human sound etc.
The 3,7cm 35/36 (S) is probably a version with "Special" type ammo, to distinguish an early war gun, when it did not yet have a tungsten round, from a gun with a tungsten type round.
7.5cm L/46 , 7.5cm L/48 , 7.5cm L/70 are nearly identical. Difference is barrel length. Same for  5cm L/42 and 5cm L/60 and there are more like that. I also don't know why a coax mg would sound different than a hull version. You can save a lot of sound slots in my opinion.


I'm up to 157 files, working without crashing. I've swapped in some of the ambient sounds from the CoI release (getting CoI installed on this machine is another matter) and some explosion effects from CC2 and Gateway to Caen. The voices are in separate files. The injury and death sounds though are in the main sound.sfx and I've left them as is.

With the separating of cannon sounds, it was mainly for identification purposes, you hear a weapon discharge but can't see it - you'll still be able to tell what is firing on you. The bow/coax/aa/rear machine guns was simply for variety. Assault Mgs (MG34/42) fire a shorter burst and the Heavy Crewed MG's fire a longer burst - helpful when it comes to identifying incoming fire and makes for a more interesting soundscape.

I did a little hunting round and the spigot 37mm was a specialised round: http://dragonfigures.tripod.com/images/pak/pak_model.jpg kind of an overgrown Granatbuchse39. There's a 3.7cm L/48t listed in the files. Perhaps that's the tungsten round equipped platform?
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Hicks

Rep: 31.6
votes: 2


PostPosted: Thu Sep 01, 2016 1:18 am Post subject: Re: Sound mod for Close Combat III Reply with quote

Just about done aside from a couple of tweaks to be made here and there as well as Ivan and Steiner.

Would be good to have people try this out and to get some feedback. The file is a .7z package: https://mega.nz/#!WZ1FGQDA!rUI8cZGdUOuDlcC-orr9chDbG9cM_DRuUIBEGiOjpQA
 
The file needs to be unpacked and the folders put into the main CC3 directory. Make sure to back up your Data/Base and LocalFX folders beforehand.

Hope you like these changes! Very Happy
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Pete

Rep: 109.1
votes: 12


PostPosted: Thu Sep 01, 2016 1:43 am Post subject: Re: Sound mod for Close Combat III Reply with quote

Re : the pak 35/36 (S). I didnot check the data to verify my initial thoughts, but indeed it could also be a version with the barrel mounted heat round. Makes more sense too.


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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Hicks

Rep: 31.6
votes: 2


PostPosted: Fri Sep 02, 2016 1:27 am Post subject: Re: Sound mod for Close Combat III Reply with quote

I've been able to get Cross of Iron installed on an XP machine. It's still not co-operating on the Win7 one though. Might be interesting that I've gotten an Sound.sfx file to compile and load with 176 files?

[Edit] Testing the sounds now and so far they're working. Put the Red Army Choir singing Katyusha as well for the menu music Very Happy
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Hicks

Rep: 31.6
votes: 2


PostPosted: Wed Sep 07, 2016 9:56 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

Just about done with this :)

Still tinkering with the mortars - trying to split up the 50mms.

I've managed to end up with a good set of different sounds so have been piecing together versions for CC4 and Cross of Iron. I've updated the Gateway to Caen version as well. Last Stand Arnhem shit the bed when trying to run the custom sound file so that one's ruled out though. Trying to make sense of Bridge Too Far has been a bit more troublesome however.
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ScnelleMeyer

Rep: 155.8
votes: 13


PostPosted: Wed Sep 07, 2016 9:59 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

Good work Hicks!
Im looking forward to checking out your mod mate.

A question: would you be OK with me using some of your sounds in my CCMT-COI mod ?
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Hicks

Rep: 31.6
votes: 2


PostPosted: Wed Sep 07, 2016 11:33 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

ScnelleMeyer wrote (View Post):
Good work Hicks!
Im looking forward to checking out your mod mate.

A question: would you be OK with me using some of your sounds in my CCMT-COI mod ?


Absolutely :)

I was planning on uploading all the sounds that I've collected and tinkered with as well in case they'd be useful to others. There are alternate versions for some of the more common weapons as well.

The tank cannons are mainly from Boris' War Thunder mod, might want to send him a mail over at Moddb but the small arms are all from demonstration videos.

Flamethrowers outside of the US M2 are from a variety of contemporary models.

There are a couple of platforms that I'd like to get better sounds for but for the most part I'm pretty happy with what's been collected.

Here's a list of what I've got sounds for:

Hidden: 
###SMALL ARMS###

British

Enf No2 Mk. I
Lee-Enfield No.4 Mk I
No. 4 Mk. I (T)  No32 MkI scope
Sten Mk 2
Sten Mk 5
Bren Mk 1
Vickers .303 Mk 1
BESA 7.92mm Bow
BESA 7.92mm Coax
PIAT
Flamethrower No. 2


German

Walther P38
Maschinenpistole 40
STV40 (burst)
PPSh41G
Mauser K 98k
Mauser w/Schiessbecher
Mauser K 98ZF
Gewehr 43
Gewehr 43ZF
Sturmgewehr 44 (single)
Sturmgewehr 44 (burst)
Fallschirmjagergewehr 42
Sturm MG15
Leichtes Maschinengewehr 15
Sturm Maschinengewehr 34
Leichtes Maschinengewehr 34
Schweres Maschinengewehr 34
Maschinengewehr 34 (Bow)
Maschinengewehr 34 (Coax)
Maschinengewehr 34 (AA)
Sturm Maschinengewehr 42
Leichtes Maschinengewehr 42
Schweres Maschinengewehr 42
Maschinengewehr 42 (Coax)
Maschinengewehr 42 (AA)
MG26(t) Crew
MG37(t)
MG37(t) Coax
MG37(t) Bow
MG 116 (F)
MG 131 13mm
7.5mm MG (F)
MG 257 (f)
EFmW46 (small flamethrower)
7mm FmW41 (small flamethrower)
8.8cm Raketenpanzerbüchse 54
Panzerfaust 30 kl
Panzerfaust 30
Panzerfaust 60
Panzerfaust 100
Panzerbüchse 39
PzB39 w/ GewPzG30
PzB39 w/ GewPzG60
7.5cm RFK 43 (Recoilless Rifle)
Hafthohlladung
Grenade Bundle
Explosives


Soviet

Nagant M95
Tokarev TT33
M1938g
M-N 1891g
M1891/30g (Scoped)
DT 1928 Coax
DT 1928 Bow
DT 1928 Rear
DP 1928
Maxim 1910
PPSh41G
PPS42
PPS43
SVT40
DShK 1938 Coax
DShK 1938 Crew
DShK 1938 AA
Goryunov SG43
PTRD-41
PTRS-41
ROKS/ROKS-2
Molotov


US

M1 Garand
M1 Garand (spigot)
M1 Carbine
M1A1 Carbine
M1 Thompson
M3 Grease Gun
BAR
Springfield 1903
.45 Colt 1911
.30 cal M1919A4
.30 cal M1919A6
.30 Cal. Machine Gun (Crew)
.30 Cal. Machine Gun M1919A5 (AA)
.30 Cal. Machine Gun M1919A5 (Bow)
.30 Cal. Machine Gun M1919A5 (Coax)
.50 Cal. Machine Gun M2 HB (AA)
.50 Cal. Machine Gun M2 HB (Crew)
.50 cal MG (Quad)
M9 Rocket Launcher
M2 Flamethrower


###VEHICLE MOUNTED/MORTARS###

British

2-in. Bomb Thrower
2-inch Mortar
3-inch Mortar
M6 37mm Gun
M1 57mm Gun
M1A1 75mm Howitzer
M3 75mm Gun
M7 3-inch Gun
M3 105mm Howitzer
RP-3 Rocket
OQF 2 Pdr
40mm Bofors
OQF 6 Pdr OQF
OQF 75mm
OQF 17-pdr OQF Mk. IV
OQF 17-pdr AT Gun Mk. I
OQF 95mm Howitzer
OQF 25 Pdr Mk 2
OQF 95mm Howitzer
Flame Projector


German

Nahverteidigungswaffe
Smoke Discharger
5cm Granatwerfer
6cm GrW 225 (f)
8cm Granatwerfer
8cm Granatwerfer 278(f)
12cm Granatwerfer
2cm L/55
2cm Flakvierling
2cm FlaK 38 (Dual)
2.8cm s.PzB. 41
3.7cm L/40t
3.7cm L/46
3.7cm L/46 (S)
3.7cm L/48t
37mm AA
5cm Flak 41
5cm L/42
5cm L/60
7.5cm L/12
7.5cm L/24
7.5cm L/43
7.5cm L/46
7.5cm L/48
7.5cm L/70
7.62cm FK 296(r)
8.1cm PAW 600
8.8cm Flak 36
8.8cm L/56
8.8cm L/71
10.5cm leFH 18/2
10.5cm L/28
15cm L/12
12.8cm L/55
14mm FmW41 (medium flamethrower)
FmW-Anlagen (large flamethrower)
Wurfgerat 40

MG 121 (Aircraft)
MG 131 (Aircraft)


Soviet

50mm Mortar
82mm Mortar
120mm Mortar
20mm L/45
45mm L/40
45mm L/46
45mm L/55
57mm ZIS-2 L/73
76.2mm E-2
76.2mm L-11 L/30.5
76.2mm F-34 L/41.5
76.2mm Zis-3 L/41.5
76.2mm KT-26
85mm D-5T L/54
100mm BS-3
100mm D-10s L/56
122mm M-30S L/22.7
122mm D-25T L/46.3
152mm ML-20S L/28.8
152mm M-30 L/28.8
ATO-41 (large flamethrower)


US

Smk Mortar
M2 60mm Moratar
M1 81mm Mortar
4.2" Mortar
37mm L/50 (M5)
40mm AA
57mm Gun L/50
75mm M3
75mm L/40
76mm L/53 (M10)
90mm Gun L/50 (M36)
3-inch Gun M7

Aircraft Rocket
Calliope Rocket


Just tried running the CC4 set and outside of a couple of mismatched references and some grumbles with the 2cm cannons it's working. Gateway to Caen is working. CC3 is working, yet to test Cross of Iron.  I'm up to over 170 sound samples in some of them :S


Last edited by Hicks on Wed Sep 07, 2016 11:42 pm; edited 1 time in total
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ScnelleMeyer

Rep: 155.8
votes: 13


PostPosted: Wed Sep 07, 2016 11:41 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

Thats cool Hicks!  - Thanks a lot for your generousity towards the community.
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Hicks

Rep: 31.6
votes: 2


PostPosted: Thu Sep 08, 2016 12:18 am Post subject: Re: Sound mod for Close Combat III Reply with quote

Close Combat III: https://mega.nz/#!CM0BQYRA!ljv_NgUHOmdnh-K1wMRPXYZzKwIuX4_iwxr67UbJruw - includes a modified Vehicles and Weapons file as well as the Sound file.
Gateway to Caen: https://mega.nz/#!eM1W3RoI!pXDvQ-guQp9jyWPMAkGDl0kGqdPtvQAXZ69dL3h7Ouo - Weapons and Sound files included, no Vehicles file necessary.
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Hicks

Rep: 31.6
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PostPosted: Thu Sep 08, 2016 5:43 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

I think I've gotten the CC4 set of sounds working. I did have a crash with an "Invalid Parameter" report being given when the 37mm (German) cannon was fired. I swapped out the reference to the US 37mm and it's now working. A bit strange. I wondered if it were the length of the sound file that was the problem but whatever I try doesn't seem to work.
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ScnelleMeyer

Rep: 155.8
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PostPosted: Thu Sep 08, 2016 7:06 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

Make sure when saving the sound in Audacity that the "data" fields in the save file are completely emty.
If there is any text in there that sound file will not work in CC
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Hicks

Rep: 31.6
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PostPosted: Thu Sep 08, 2016 7:50 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

That's what was strange. All the files have empty data fields and have worked in CC3 and Gateway to Caen.

I'll keep on tinkering for the time being to see if I can get them to work but in the mean time the CC3 and GtC files are there for people to try out. Cross of Iron is next to piece together.
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Hicks

Rep: 31.6
votes: 2


PostPosted: Thu Sep 08, 2016 9:53 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

As an aside I needed to start using QClone to be able to make the changes to CC4. There would be the function to quite easily change the amount of shots fired by each weapon.

How attached are people to the current ammunition usage of weapons? Otherwise I can set it so that the number of shots fired, matches the sound effect.

For example:

Hidden: 

Modified rounds expended count / (original rounds expended count) / Weapon

3[3] MP40
3[4] Sturmgewehr 44 (burst)
3[4] Falschirmjagergewehr 42 - infantry won't burn through ammunition *quite* so fast.
7[6] Leichtes Maschinengewehr 34
9[8] Schweres Maschinengewehr 34
7[5] Schweres Maschinengewehr 34 (bow)
8[5] Schweres Maschinengewehr 34 (coax)
8[5] Schweres Maschinengewehr 34 (AA)
3[6] Sturm Maschinengewehr 34
6[8] Leichtes Maschinengewehr 42
5[6] Sturm Maschinengewehr 42
10[12] Schweres Maschinengewehr 42
3[1] STV40 (burst) - bit of an oddity this one, the original sound was a burst as well but it's listed as only firing one round at a time
5[10] MG37(t) Crew
3[4] MG37(t) Coax
4[4] MG37(t) Bow
5[3] MG26(t) Crew - may need trimming to a three round burst. They don't carry *that* much ammunition for it

3[2] 2cm 30 L/55
1[2] 14mm FmW41
1[2] FmW-Anlagen

5[3] PPS42
4[3] DShK 1938 Crew - the DShKs have that much power it makes sense to have a bit of a trade off with them
4[4] DShK 1938 AA
5[4] DShK 1938 Coax
6[6] Goryunov SG43
9[5] .30 cal Coax
7[5] .30 cal Bow
4[5] DP 1928 Crew
6[4] DT 1928 Coax
9[4] DT 1928 Bow
5[3] DT 1928 Rear

1[2] ATO-41 (large flamethrower)

5[5] PPSh41G
5[4] Maxim 1910 Crew

5[6] Super Aslt MG.42
4[5] Super DT1928


Last edited by Hicks on Thu Sep 08, 2016 11:37 pm; edited 1 time in total
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ScnelleMeyer

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PostPosted: Thu Sep 08, 2016 10:53 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

In the sound mod I made for CCMT I adjusted the number of shots to correspond with the sound effect, increasing the number of shots in a burst can have a dramatic effect on the killing power of a weapon.
Thanks for the sound mod Hicks - will check out the CC3 version now.
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Hicks

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PostPosted: Thu Sep 08, 2016 11:39 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

ScnelleMeyer wrote (View Post):
In the sound mod I made for CCMT I adjusted the number of shots to correspond with the sound effect, increasing the number of shots in a burst can have a dramatic effect on the killing power of a weapon.
Thanks for the sound mod Hicks - will check out the CC3 version now.


That could be interesting to experiment with! Hope you enjoy trying the modified files out. Please let me know if there's anything missing or doesn't seem to be working as it should.
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Fritz_Fraghof

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PostPosted: Fri Nov 04, 2016 9:21 pm Post subject: Re: Sound mod for Close Combat III Reply with quote

Fantastic collection of sounds Hicks. I have been using the CC3 version and it really lifts the game. Thank you.
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Hicks

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PostPosted: Mon Feb 06, 2017 1:23 am Post subject: Re: Sound mod for Close Combat III Reply with quote

Fritz_Fraghof wrote (View Post):
Fantastic collection of sounds Hicks. I have been using the CC3 version and it really lifts the game. Thank you.


Happy you're enjoying it  :)

I've made some changes along with versions for Cross of Iron, CC4 and Gateway to Caen which I'll upload when I get a chance.

*and like the dumbass I am tried out the Finland mod for CoI and now want to do a sound for that.
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