Posted: Sun Oct 17, 2021 12:16 pm Post subject: Re: Gold Juno Sword 9.5
The SS inf badge issue is solved by editing column I from '1' to '2' for those units
Heer inf units need to have col I edited from '2' to '0'.
Heer armored units need to have the ten SORANK13_xxx gadgets imported from stock LSA screen gadgets.
SS armored units need to have the ten SORANK53_xxx gadgets imported from stock LSA screen gadgets. For those units then edit col E from '1' to '5' and col I from '1' to '3'.
Game gadgets might need similar corrections.
Additional corrections should be made to infantry units that have crew soldier types (ex. SS Zugfuhrertrupp #131) as well as all the Kompanietruppen that are all mislabeled as Zugfuhrergruppe.
Posted: Sun Oct 17, 2021 2:14 pm Post subject: Re: Gold Juno Sword 9.5
Big thanks for taking time to come up with a solution Jatke.
That's a good start point to make corrections, and nice to know it can be done without having to create new graphics.
Posted: Sun Oct 17, 2021 10:23 pm Post subject: Re: Gold Juno Sword 9.5
to GameRat
No other icon graphics are required. I suppose you need to edit the Uniforms.txt file in order for the icons to appear for the military purpose of the unit - infantry, crew of armored vehicles, etc.
The rest of the mod is excellent, and the inconsistency of the icons in general does not affect the gameplay in any way))
Posted: Mon Oct 18, 2021 9:05 pm Post subject: Re: Gold Juno Sword 9.5
GameRat, I am wondering if those are the settings you recommend for just this mod, or for the gaming in general? I have used the similar settings recommended in playing the LSA Radzymin '44 mod and have noticed a marked more aggressive response for the Russian forces.
"No plan ever survives first contact with the enemy." Moltke
GameRat, I am wondering if those are the settings you recommend for just this mod, or for the gaming in general? I have used the similar settings recommended in playing the LSA Radzymin '44 mod and have noticed a marked more aggressive response for the Russian forces.
Hi, I use these settings ... but sometimes am ok with "Morale" ON.
For LSA GJS though, "Morale" OFF ... is best (in my opinion) because it gives the Allies a better chance to get off the beach maps, due to battles not ending with low "Morale". Battles seem more intense too.
Interesting that you noticed a difference in your gameplay when using these settings. Thanks for mentioning it.
Can you share the Uniforms.txt file for the GJS 9.5 mod with your adjustments?
Yes, good catch, the Uniforms.txt also needs adjustment. Copy the # Nation 1, Style 1 (German SS) lines and paste over the # Nation 1, Style 2 (German Infantry) lines. The color coding for Nation 1, Style 2 is the same as Nation 1, Style 0. No need to duplicate the Heer uniforms. In Axsteams then change all PzGren teams from 2 in column I to 0. This will change their rank badges from SS to Heer.
This edit to PzG teams is a compromise. Wikipedia states, "[their] Waffenfarbe was also changed from either white (in the case of Motorized Infantry) or rose pink to a meadow-green shade previously worn by motorcycle troops. Some units did not change over their designations and/or Waffenfarbe accoutrements until 1943, and many veteran Schützen ignored regulations and kept their rose-pink until the end of the war." If you care to enforce these 1942 uniform regulations, you could copy the ten (Luftwaffe) SORANK50_xxx screen gadgets, which have green piping, from stock LSA. Paste the # Nation 1, Style 0 (German Infantry) uniform color lines over # Nation 5, Style 0 (Canadian Infantry). Then edit PzG teams to (column E) 5, (column I) 0
Copy the # Nation 2, Style 3 (SS vehicle crew) lines and paste over the # Nation 5, Style 3 (Canadian unused) lines. Currently, SS vehicle crew uniform colors arent being used.
Ost teams should also be changed as these currently are using Heer uniforms. In Axsteams.txt edit all Ost teams from 1,0 to 5,1. In Uniforms.txt, then copy the Ost uniform color coding used in The Longest Day (shown below) and paste over the # Nation 5, Style 1 (Canadian unused) lines.
Again, I have not addressed any of the corresponding edits that would need to be made to the SMRANKXXX_xxx graphics in the GameGadg.gdg file.
From all appearances, these data and graphics got garbled when the GJS mod was ported from TLD to LSA. Easy to get off-track when editing six .txt and .gdg files with cross-dependencies.
Posted: Tue Oct 19, 2021 10:15 pm Post subject: Re: Gold Juno Sword 9.5
errata - In Axsteams.txt edit all Ost teams from 1,0 to 5,1 should read- In Axsteams.txt edit all Ost teams in column E from 1 to 5, and in column I from 0 to 1.
Posted: Wed Oct 20, 2021 2:40 pm Post subject: Re: Gold Juno Sword 9.5
The uniform RGB hex values are standards that can be determined in most image editing programs (GIMP etc), or on a website such as https://www.htmlcsscolor.com/
If you care to edit individual gadgets after unpacking them from the .gdg files with CCMunger (attached below), or edit any other CC graphics files, mafi's RTB tool converts from basic file formats (.bmp, .jpg) to .tga with the correct bit depth so CCMunger can repack them properly. Just maintain the original image dimensions.
How Osttruppen can have Russian names? Do I need a new file (RUNames or something like that)?
Attempting to answer that question revealed another flaw in the GJS mod - the nations.txt file is in the wrong format. It uses the TLD format not the LSA format which places the values and names of the different nations above, instead of below, the # comments. I think the actual problem is that LSA expects a tab separation instead of spaces between the pound sign (#) and the comment text string, but Im not motivated to verify that assumption.
Using the attached nations.txt will rectify the problem of GJS not differentiating the XXnames and XXvox files correctly. Edit all Ost teams to 2 in Column E and new scenarios containing Ost units will use the RUNames.txt and RUvox.sfx files. Then (instead of the Ost team edits I suggested in a post above), edit all Ost teams from Col E 1 to 2, and Column I 0 to 1. In Uniforms.txt, then copy the Ost uniform color coding used in The Longest Day (shown below) and paste over the # Nation 2, Style 1 (German FJ) lines.
The end result should be that Ost teams will use the RUNames.txt file, the RUvox.sfx file, as well as the distinctive uniform coloring they had in stock TLD.
At this point I think I should take my own advice and incorporate all these changes I've suggested in this thread by actually modifying all these files rather than simply yakking about doing so. One truth Ive learned after diddling with CC files for a quarter century is that 99.9% of the problems encountered in modding are due to your own damn mistakes
Posted: Wed Oct 20, 2021 10:59 pm Post subject: Re: Gold Juno Sword 9.5
This GJS95_fix.zip contains the file fixes as discussed above. These correct various uniform, rank badge, team name & type, voice effect and file format issues in the GJS 9.5 mod.
per the readme:
Extract the axsteams.txt, nations.txt, and uniforms.txt file to GJS95/data/base
Extract the GameGadg.gdg and ScrnGadg.gdg files to GJS95/Graphics
Extract the RUvox.sfx and ERUvox.sfx files to GJS95/LocalFX
This GJS95_fix.zip contains the file fixes as discussed above. These correct various uniform, rank badge, team name & type, voice effect and file format issues in the GJS 9.5 mod.
per the readme:
Extract the axsteams.txt, nations.txt, and uniforms.txt file to GJS95/data/base
Extract the GameGadg.gdg and ScrnGadg.gdg files to GJS95/Graphics
Extract the RUvox.sfx and ERUvox.sfx files to GJS95/LocalFX
Gave your work a quick try Jatke ... good stuff!
Thanks very much for your efforts, much appreciated.
I didn't realize you are also known as mick_xe5 ... that is a more familiar name related to your past work for CC.
I'll include these fixes in a next version, if that's ok? ... with credit to you (mick_xe5).
This edit to PzG teams is a compromise. Wikipedia states, "[their] Waffenfarbe was also changed from either white (in the case of Motorized Infantry) or rose pink to a meadow-green shade previously worn by motorcycle troops. Some units did not change over their designations and/or Waffenfarbe accoutrements until 1943, and many veteran Schützen ignored regulations and kept their rose-pink until the end of the war." If you care to enforce these 1942 uniform regulations, you could copy the ten (Luftwaffe) SORANK50_xxx screen gadgets, which have green piping, from stock LSA. Paste the # Nation 1, Style 0 (German Infantry) uniform color lines over # Nation 5, Style 0 (Canadian Infantry). Then edit PzG teams to (column E) 5, (column I) 0
Hi, Jatke, the green waffenfarbe Panzergrenadier uniform is included in TLD mods Battle for Caen and Ground Tactics. I attach an example.
As far I know, Ground Tactics includes the most accurate and comprehensive uniforms. For example in the german side it shows the heer assault gun uniform, SS assault gun uniform, SS panzer, Heer panzer, SS camouflage infantry uniform.
I attach a zip with an example (screencapture) of each uniform. It would be the icing on the cake.
heer assault gun.jpg
Description:
Filesize:
257.29 KB
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6844 Time(s)
PzGren waffenfarbe uniform.jpg
Description:
Filesize:
24.8 KB
Viewed:
6844 Time(s)
ranks.zip
Description:
ranks from Battle for Caen and Ground Tactics mods for TLD
Posted: Thu Oct 21, 2021 4:35 pm Post subject: Re: Gold Juno Sword 9.5
@gamerat - By all means include these edits in GJS 9.6, and no credit necessary. However...my lawyers will be sending an invoice for the substantial damages to my property in Bretteville that you are ultimately liable for as mod proprietor.
@berger - see pm
bretteville.jpg
Description:
This summer chateau was in tip-top condition when let to some nice Nazi gentlemen...until an army of Limey louts showed up!
Posted: Thu Oct 21, 2021 9:15 pm Post subject: Re: Gold Juno Sword 9.5
CCMunger is a good utility to look at the contents of archives with the xxx.gdg extension, and extract files from the archive into a folder. Are there utilities that allow the extracted and edited files to be reassembled back into the xxx.gdg archive?
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