leadtag101 wrote (View Post): |
Stupid Jackwagons, I wonder if that means The Bloody first will not be Mod able as well?? |
Nomada_Firefox wrote (View Post): |
Probably many of you feel how GTC was the last CC with the old engine and because it adds more additions than others, it was the best for modding. However, GTC was locked to many changes and it looks as if it was a deliberated act.
It adds these limits: Stratmap.txt, the file where you add the settings for the strategic map, it has several numbers of lines coded. By this reason if the values at these lines are moved to other lines, the game will crash. You can not add more or less lines than in the original file. By this reason, probably you can not add more of 30 maps and the strategic map should not add more of 54 connections. If add less connections, you can not delete the non used lines from the 54 stocked connections. Elements.txt, other file were the rows are coded and linked to the exe, if you add a new element, edit one or some more far from edit the name, the game will not load. Just these two files will prevent that all the modding community create a full mod too different to the original. At the end, personally, it is a piece of shit for modding. Because even if you add a mod with 30 maps, with no more arrows, you can not use a different elements file and by this reaso, if you maps from other previous mod or game, you must edit the elements from it, a lot of additional work which it could be easier if they had not added these stupid limitations. |
Tejszd wrote (View Post): |
For the Bloody First Steve has stated in the Matrix forum there isn't a way yet to add new vehicles graphics. |
Quote: |
Can you share the source of this determination that you have made. Because, if true, it will affect modding in a major way. |
Quote: |
- Map UI strings. This should be the only real problem. There is a list of maps with the name that they have in the game (so not the names in maps folder and more above .txt). It seems Deep coded. But.. After a quick test, I have replaced the inside game map names with the real map names (map00, map01 etc.) and the UI have reappered in normal way. No crashes in starting campaigns or battles (5 minutes.. just a quick test). Real map names are the key to mod the game. If it works...
Bed9 need a "interim .bgm file" of 16 bit, then it works for Vlc. |
Nomada_Firefox wrote (View Post): |
But for me the worse limit is the elements.txt, if you do not use the original elements with no more changes than the names of the elements, you will need code all your maps with this elements. At the end, a lot of additional time if you want convert old maps to this game. |
Nomada_Firefox wrote (View Post): |
Let me explain. I have the maps from my War-ABTF mod. They use a edited elements.txt. How can I import this special elements at 5CC? if I can not import it, I can not make a translation.
Or can I ignore it and I can make the translation table manually and write to the left the War-ABTF values and to the right the new GTC values? |
Stwa wrote (View Post): | ||
You can make the translation table manually as you mentioned, or you can probably select some of the elements table and paste it into a column in excel, or import it into excel as a tab delimited file. |
Quote: |
But, I have never known what the ground scale for CC2 was, because me thinks it is not 5 pixels per meter. It is less than that. |
Quote: |
Elements in my opinion are free. Not fixed positions (der kessel works perfectly with shallow water in another position for example). There are no .exe special works for them (the elements in Michael list), so why fixed? Change names and values and that's all. |
Nomada_Firefox wrote (View Post): |
Really? have you saved the translation text with excell and opened again with 5CC? it does not open nothing different from a ascii file and excel can not save ascii files. |
Quote: |
I don't have to explain anything. |
Quote: |
But this also helps us understand why your work must be free. It was a 5 second task. |
Nomada_Firefox wrote (View Post): |
I think how you have not tried it. If you save the file with excell, 5CC will not open it. |
Nomada_Firefox wrote (View Post): |
No problem, I´m not interested at how great you are without make nothing.....
At least now, after one or two days of work, I can code the maps. This is not a elements file where two values are different, there are more of 260 values at different positions and I must check one by one where it is at GTC or some similar to this because I can not add more new values or edit the originals, a piece of shit. Next, probably I need edit the terrain file and it will be another mess. Perhaps somebody think different but GTC and PTIF are the worse for edit, the CC games with more troubles. |
Nomada_Firefox wrote (View Post): |
I have tried and 5CC does not open the translation. Probably because the manual says how it opens ascii files and not txt tab delimited files. |
Pzt_Crackwise wrote (View Post): |
I know we are doomed and CC will die a slow and painful death thanks to Matrix f*cking it up constantly.
But when I look at you guys, Stwa and Firefox, I even get more depressed because it becomes apparent there is not a single sane person left in the CC5 modding community who can competently work with other people in mutual UNDERSTANDING... Look at you, you don't agree on an issue (which is very normal btw), but you start trolling each other in lightening speed and waste each other's time unnecesserally. Unbelievable... |
Quote: |
there is not a single sane person left in the CC5 modding community who can competently work with other people in mutual UNDERSTANDING... |
Quote: |
Ok, a good news: I have seen the reply to Nomada from Steve (Gtc Matrix Games forum) about the possibility to add more than 30 maps and.. yes! The game supports 64 maps. Steve instruction about how to do it are exactly what I imagined (and 90% identical to TLD). Angriff mod can continue. |
Stevel wrote: |
(Part of this is a repost of my response to you on the Slitherine forums, where you posted the same message)
Neither of these things were changed from Panthers in the Fog, or previous versions of the game. I suspect you are seeing some other issue, such as a mismatch between the stratmap.txt and the map, arrow, and front line trace images in the scrngadg.gdg file -- if these two things are out of sync, the game will not function properly. See my response to your post in the Modding forum here for more information on this. As for the elements file, there have always been elements that the EXE relies upon being at a certain index. This is not new to Gateway to Caen. You can always add new elements to the end of the elements.txt file, and you can change the values (cover, or movement rate, for example) for any element, even the ones the EXE is relying upon. If you're having a specific problem I would be happy to help with it, but please describe exactly the mod you're making to the game so I can reproduce it and see what's happening myself. Steve |
Quote: |
Anyway, I have appreciated your posts (and also STWA posts about elements): try to explain something it's always better than silence: sometime we (I, you, him etc.) have reason, sometime not. It's ok. |
platoon_michael wrote (View Post): |
Or change the name to CCTroll .net |
Drizzt wrote (View Post): |
to STWA: I think that is a misunderstanding between you and Firefox. I have seen the screenshots, but I don't have verified your explanation (I mean screenshots explanation, I will verify) and the problem between you and him is that Firefox has verified that doesn't work exactly in that way. He writes another passage ( that you consider not necessary, like in Mafi text in the screenshot). Come on.. he is not a liar, just a misunderstanding between you and him.
Drizzt |
Drizzt wrote (View Post): |
to STWA: I think that is a misunderstanding between you and Firefox. I have seen the screenshots, but I don't have verified your explanation (I mean screenshots explanation, I will verify) and the problem between you and him is that Firefox has verified that doesn't work exactly in that way. He writes another passage ( that you consider not necessary, like in Mafi text in the screenshot). Come on.. he is not a liar, just a misunderstanding between you and him.
Drizzt |
Drizzt wrote (View Post): |
I wanted to verify it when I had had will/time, but thanks to your post, I think I will never do it.
Can seems to you strange, but who has reason in this matter it’s not so prior in my life (I know, it's hard to believe for you). I’m “High”..? You mean tall? “Noble”? No no, not tall or noble.. right? English is not my language Mr slang, you don’t show respect for this simple fact. But I’m “high”, so I see this matter in the follow way: in some millions of years' time, this matter will begin to lose a little part of his importance in the history of this galaxy. I think I will wait. Drizzt |
Drizzt wrote (View Post): |
Eat your useless links, Stwa. If you want respect, show respect.
It can be useful also to me in future, so (in five minutes of work) I have verified this thing. As I thought, I have been obliged to rework the new Elements file for 5CC: columns are not identical towards close combat DATA elements file. An example with a new TLD element file for 5CC: DATA TLD Elements file have some (4-5) columns more than 5CC TLD elements file, and 2 columns are in another position (moreover, heading column names are not always identical between the workbook and 5CC file, even when they are exactly the same). A copy and paste work it has been necessary (using excel). Then I have saved it as a normal txt tab-delimited file (with a new name: SDKelements is my new 5CC elements file). And yes, after this kind of work, I can import it in a normal way without to use other editors. It seems to work well with SDK maps. This is just my method, and it doesn’t mean that there aren’t other methods more fast (that I don’t know). This is not a conversation with Stwa. It’s just something to share with the community. Drizzt |
Drizzt wrote: |
(using excel) |
Drizzt wrote (View Post): |
Ok, so GtC need an element translation (also towards TLD? Great). I thought something more "unusual" (unusual elements, like the ones used in some mods, that need to be set to work properly with 5CC). TLD incorporates CC5 elements without the need of an elements translation (if I remember well), so I thought the same thing about GtC. To be honest, I have never used this option in 5CC. In past, I have used Mick(XE5) tool, creating my own CC3toTLD translation table for that tool.
Thanks to have clarified the point. Drizzt |
Nomada_Firefox wrote (View Post): |
What version did you use? I used a 2010 and 5CC could not open the files without edit before with a hexadecimal editor. |
Drizzt wrote (View Post): |
Ok, so GtC need an element translation (also towards TLD? Great). I thought something more "unusual" (unusual elements, like the ones used in some mods, that need to be set to work properly with 5CC). -Drizzt |
Quote: |
Speaking in general, in this thread I have discovered the fixed elements positions issue (that I don’t knew) to let the exe to work properly (many thanks to Michael to have reported Steve words).
SDK has almost all the fixed elements in a wrong position and I have found a good quantity (not a “kill-game” quantity, but anyway not few) of “can’t reach target” messages from the tanks into the game: in CC5, with identical SDK elements and clicking in the same map positions, it doesn’t happens. It will be necessary a deep work for all .txt maps (using a peculiar translation table and a reworked elements txt file). I suspect that the exe uses fixed elements for game situations connected to the path-finding and the IA (movement issues). More important, for the Stalingrad mod it’s the same thing: here no problem about tanks movement, probably because fortunately in this mod only 3 elements must be reworked about their position (3 it’s like 6: after have moved the 3 involved, it’s necessary to relocate the 3 earlier). I think that a quick “change elements” work map by map in 5CC will be sufficient after have created the new elements file for TLD Stalingrad. Kharkov mod doesn’t need this kind of work, thanks to a “pre re-translation elements work” done by me at the time on the maps to make them fully compatible with TLD (about the maps position of both CC5 and CC3 elements towards org TLD elements file). About GtC, I have checked (very quickly..) GtC elements and, towards TLD, I have found very few different elements. In this moment I don’t remember if part of them are located in “surplus” TLD elements towards CC5 elements or not, anyway it’s probable that also between CC5 and GtC elements there are these small differences. Of course, to keep in mind fixed elements issue it’s absolutely necessary also modding GtC. |
Drizzt wrote (View Post): |
To Nomada: I always modding CC in an old PC that has office 2007. I’ don’t Know if the different version is the problem, but I want to tell to you this thing: some years ago, the graphic program I used to save and convert 24-bit to 16-bit tga has stopped to work suddenly (about this specific option) without any reason: it was an original program, not expired, no association file problems etc. I had finally opted for a freeware alternative that I used only for this kind of conversion. It’s just an example to say that sometimes “strange software” related issues they can happens. |
CloseCombatRob wrote (View Post): |
Would love to see a CC2 mod for Gateway to Caen if it's possible, I had the idea to do that some time back, but i'm new to modding so i really couldn't figure out how to do it, i managed to replace one of the gateway to caen maps with the background of a cc2 map, had to slightly stretch it so it worked properly, but thats the most i could figure out, im a noob though without any modding experience for close combat |
DAK_Legion wrote (View Post): |
And are you interested in finished CC5 Kursk by Waldganger to port for TLD Drizzt????
As player and modder WALDGANGER NO EXIST...only give.the credits for your hard work |
johnsilver wrote (View Post): |
Would it be possible to use some of the available.. Say CC3 even maps out there to complete this long needed mod? for CC5? -Werf |
DAK_Legion wrote (View Post): |
Hi!!
I think that YES...it's mod would be finished..only is nrccesary select 44 maps CCIII My mod is a port of CCIII kursk camp by scenarios.single by.sabot and fusion of databaae and graphics of CC5 Kursk I only need 7 maps for.complete this short mod type CC2CCMT. Maybe you can help me Stwa with your Stock Maps for CCMT Please can i help me? I can give the list of maps if.you want;) |
DAK_Legion wrote (View Post): |
No Stwa!!
Work on it friday and saturday and upload for the first bloods;) |
johnsilver wrote (View Post): |
This gets converted to CCMT and no other platform with an installer and some users here may not take kindly to that gents Fine by me, since finally bought CCMT little over a week ago.
CCMT probably is the fewest owned game of all the post CC5, though am curious to see what a good 'ol WW2 skirmish will play like on it as have not played much of anything with it since purchase. Thanks to you both for the effort involved in this. |
Quote: |
BTW, you can download CC2 Redux and CC5 on CCMT from the Matrix site. You can get the big maps too like Badlands and Talos IV and do some tanking. Its fun for a while. |
Quote: |
Right. But the good news is since there are no players, we don't need to upload mods and stuff. But I am sure DAK_Legion will give you a link. |
Quote: |
Stalingrad for CCMT??.It'svery fast to make Stwa;) |
Quote: |
BTW, use a small soldiers mod. |
DAK_Legion wrote (View Post): |
Work slowly!!
Your maps are "cut" and i want original size for the maps. Now coded the maps to CCMT. Stalingrad for CCMT??.It'svery fast to make Stwa;) |
johnsilver wrote (View Post): |
As in PJ's? Hmmmm... |
DAK_Legion wrote (View Post): |
Stalingrad for CCMT??.It's very fast to make Stwa;) |
output generated using printer-friendly topic mod. All times are GMT