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Close Combat Series -> Rhineland '45

#61: Re: Update thread Author: ke_mechial PostPosted: Wed Sep 23, 2015 5:19 pm
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One reason I had learned german was my job, second Close combat series...Smile

#62: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed Sep 23, 2015 6:13 pm
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ke_mechial wrote (View Post):
One reason I had learned german was my job, second Close combat series...Smile

And the manual of your German car Wink

#63: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed Sep 23, 2015 6:36 pm
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By the way, we are using the GSGS series of topographical maps. They show a wealth of details and have been invaluable in the map making process and for VL positioning.

http://contentdm.lib.byu.edu/cdm/search/collection/GermanyMaps
https://archive.org/details/gazetteertoams1202unit

#64: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri Oct 09, 2015 7:48 pm
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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.

#65: Re: Update thread Author: ScnelleMeyer PostPosted: Fri Oct 09, 2015 8:41 pm
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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!

#66: Re: Update thread Author: ke_mechial PostPosted: Fri Oct 09, 2015 9:24 pm
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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!...

#67: Re: Update thread Author: tripwireLocation: Florida - USA PostPosted: Sat Oct 10, 2015 1:08 pm
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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!!

#68: Re: Update thread Author: TejszdLocation: Canada PostPosted: Sat Oct 10, 2015 3:21 pm
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Thank you for the update Pete and for the effort you and Buck are putting into this mod!!!

#69: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed Nov 18, 2015 7:04 pm
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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?

#70: Re: Update thread Author: ke_mechial PostPosted: Wed Nov 18, 2015 9:44 pm
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Pete wrote (View Post):
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?


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 Smile


Last edited by ke_mechial on Wed Nov 18, 2015 9:50 pm; edited 1 time in total

#71: Re: Update thread Author: ScnelleMeyer PostPosted: Wed Nov 18, 2015 9:49 pm
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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.

#72: Re: Update thread Author: tripwireLocation: Florida - USA PostPosted: Thu Nov 19, 2015 2:23 pm
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As a former Quality Control Tech... ScnelleMeyer's method has my hearty endorsement.  Wink

#73: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Thu Nov 19, 2015 6:41 pm
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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.

#74: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Thu Nov 19, 2015 8:55 pm
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ke_mechial wrote (View Post):
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 Smile

You neednot worry about that because I have most of my work files in the Cloud  Smile

#75: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Thu Nov 19, 2015 9:40 pm
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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.

#76: Re: Update thread Author: ScnelleMeyer PostPosted: Fri Nov 20, 2015 12:18 am
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Nice find Pete. Glad to see you nailed it.

So small a mistake, yet hard and frustrating to deal with.

#77: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri Nov 20, 2015 7:38 pm
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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.

#78: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri Nov 20, 2015 7:42 pm
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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.

#79: Re: Update thread Author: TejszdLocation: Canada PostPosted: Sat Nov 21, 2015 2:37 am
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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
."

#80: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sat Nov 21, 2015 7:21 pm
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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.



Close Combat Series -> Rhineland '45


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