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Close Combat Series -> Rhineland '45

#81: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Mon Jan 11, 2016 3:52 pm
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Update:
We have just announced the mod in progress over at Matrix forums too. We are hoping to release a beta in February.
We made a lot of progress since the last update. What is stopping us from launching now is, well, the GC i not finished yet Wink   and there are a ton of little things that need to be looked at. Basically, it is playable but with some crashes and a weird freeze that sometimes occurs during gameplay. Might be elements file related though.

What we need now is to find out how we create the installer. Who can help out with that?

#82: Re: Update thread Author: ScnelleMeyer PostPosted: Mon Jan 11, 2016 4:24 pm
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Thanks for the good news Pete and Buck!
Good job guys.

Did you take a look at Bernd's Modinstaller for LSA - Its self-explanatory with an example included in the download.

#83: Re: Update thread Author: TejszdLocation: Canada PostPosted: Mon Jan 11, 2016 9:00 pm
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Awesome news Buck/Pete!!!

I have used Bernd's installer for Bloody Omaha and Meuse for TLD, if you any questions I'll try to answer them.

Thank you Bernd for the install creator for Matrix CC releases as it along with /D mod directory feature added by Matrix make it simple for mods to be installed and allow multiple mods to be installed without the risk of getting a corrupted installation!!!

#84: Re: Update thread Author: Gunsche PostPosted: Mon Jan 11, 2016 9:32 pm
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I think mooxe also can help you with the installer.

Btw, any chance that we get to see a screenshot or two?  Very Happy

#85: Re: Update thread Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Tue Jan 12, 2016 9:13 am
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Pete wrote (View Post):

Basically, it is playable but with some crashes and a weird freeze that sometimes occurs during gameplay. Might be elements file related though.


If you worked for Matrix that would be good enough!  Embarassed

#86: Re: Update thread Author: ke_mechial PostPosted: Tue Jan 12, 2016 8:15 pm
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You could release a beta even without a GC, I wouldn't mind Smile

#87: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Tue Jan 12, 2016 10:20 pm
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Buck_Compton says I have to create a GC first Wink .
Patience is a virtue my friend  Smile

#88: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Tue Jan 12, 2016 10:21 pm
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ScnelleMeyer wrote (View Post):
Thanks for the good news Pete and Buck!
Good job guys.

Did you take a look at Bernd's Modinstaller for LSA - Its self-explanatory with an example included in the download.


Thanks, I will check that out.

#89: Re: Update thread Author: Buck_ComptonLocation: Netherlands PostPosted: Tue Jan 12, 2016 10:30 pm
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Pete wrote (View Post):
Buck_Compton says I have to create a GC first Wink .
Patience is a virtue my friend  Smile


What would a decent full mod be without a GC??

#90: Re: Update thread Author: ke_mechial PostPosted: Wed Jan 13, 2016 6:01 pm
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Buck_Compton wrote (View Post):
Pete wrote (View Post):
Buck_Compton says I have to create a GC first Wink .
Patience is a virtue my friend  Smile


What would a decent full mod be without a GC??


I just meant to say, I am so curious and eager to see, how new maps are, new BGs, uniforms, weapons, GUI of the new mod. The mod also portraits an  era of WW2 untouched by other mods.
Of course, We all know GC is vital to every mod and admire the efforts of pete and you.

#91: Re: Update thread Author: Buck_ComptonLocation: Netherlands PostPosted: Wed Jan 13, 2016 7:38 pm
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ke_mechial wrote (View Post):
Buck_Compton wrote (View Post):
Pete wrote (View Post):
Buck_Compton says I have to create a GC first Wink .
Patience is a virtue my friend  Smile


What would a decent full mod be without a GC??


I just meant to say, I am so curious and eager to see, how new maps are, new BGs, uniforms, weapons, GUI of the new mod. The mod also portraits an  era of WW2 untouched by other mods.
Of course, We all know GC is vital to every mod and admire the efforts of pete and you.


Hahaha I was just messing with you guys. I understand you guys are eager to see what we made. But I believe it will be worthwhile waiting for it!

Cheers Buck

#92: Re: Update thread Author: tripwireLocation: Florida - USA PostPosted: Wed Jan 13, 2016 11:24 pm
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Yes, most certainly!!  From your past efforts.... I know it will be greatly worthwhile.  Thanks for the update Buck and Pete!

#93: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Mar 27, 2016 2:01 am
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We were finally able to test h2h tonight. For some reason in the multiplayer screen my internal ip is displayed and not my external ip and Gameranger won't allow me to select the modified exe. Buck has the same problems. This stopped us from testing h2h for some time.
Anyway, first test battle resulted in a 00:00 crash. No airstrike used. I don't recall what causes the 00.00 crash though. Expert opinion anyone?

#94: Re: Update thread Author: ke_mechial PostPosted: Tue Mar 29, 2016 12:42 am
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It is good news you have started testing. Very Happy

Pete wrote (View Post):
We were finally able to test h2h tonight. For some reason in the multiplayer screen my internal ip is displayed and not my external ip and Gameranger won't allow me to select the modified exe. Buck has the same problems. This stopped us from testing h2h for some time.
Anyway, first test battle resulted in a 00:00 crash. No airstrike used. I don't recall what causes the 00.00 crash though. Expert opinion anyone?


I am not an expert, but why don't you use the standard exe and check if Gameranger error persists? If yes, then it is the router or network, not the modification to .exe.
Are you testing H2H in single battle or campaign mode?

#95: Re: Update thread Author: Buck_ComptonLocation: Netherlands PostPosted: Tue Mar 29, 2016 3:02 am
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ke_mechial wrote (View Post):
It is good news you have started testing. Very Happy

I am not an expert, but why don't you use the standard exe and check if Gameranger error persists? If yes, then it is the router or network, not the modification to .exe.
Are you testing H2H in single battle or campaign mode?


We tried that allready. I've spoken with Mooxe about this error. GR only seems to accept an original copy of the game. Seemingly it wont accept any sort of modded version of CC:LSA. I even tried Rhineland with the original exe but that doesn't fix our issue.

Cheers Buck

#96: Re: Update thread Author: TejszdLocation: Canada PostPosted: Tue Mar 29, 2016 6:44 am
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Hi Pete,

I do not think anyone has pinned down what causes the 0:00 crash. I believe it is still happens in all versions of CC since 5. The only good thing is it is rare, how often is it occurring to you guys?

#97: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed Mar 30, 2016 2:17 am
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Thanks Tejszd, I thought the issue had been addressed in a patch of one of the newer games but I was probably dreaming.
So far we played 1 battle but also tested movement on the stratmap and that seems to be going fine. More testing h2h will follow soon ofcourse.

#98: Re: Update thread Author: ke_mechial PostPosted: Thu May 26, 2016 5:04 pm
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any updates guys?

#99: Re: Update thread Author: PeteLocation: Nijmegen, Netherlands PostPosted: Thu May 26, 2016 11:04 pm
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Funny you should ask. Just yesterday Buck and I had a chat about the mod. I have not done anything for months because I am (temporarily) fed up with the mod. It needs work on the forcepools and forcepool reinforcements. H2h play went without issues though.

#100: Re: Update thread Author: Gunsche PostPosted: Thu May 26, 2016 11:56 pm
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Release a beta, the forcepools can be patched with a quick fix when you guys finish them Wink



Close Combat Series -> Rhineland '45


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