Gold Juno Sword 9.5
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Close Combat Series -> Close Combat Last Stand Arnhem

#1: Gold Juno Sword 9.5 Author: GameRat PostPosted: Fri May 21, 2021 4:58 pm
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May 2021
LSA GJS version 9.5

Note: Cathartes moved GJS to LSA June 6, 2013 ... which was version 6.0 beta. Thanks to him and everyone else who created the original GJS mod.
Version 6.0 notes are further down in this readme file.


Gold, Juno, Sword 9.5 mod Install instructions:

1. Close Combat Last Stand Arnhem
2. LSA patch version: v6.00.03
3. run (double click) the installer program: CCLSAModGJS95v9.5

For Matrix version of the game:
4. install to the default directory "C:\Matrix Games\Close Combat Last Stand Arnhem"
5. deselect the Steam desktop icon box, and select the Matrix desktop icon box.
6. after installation ... Launch GJS using the Matrix desktop icon

For Steam version:
4. install to the Steam directory where CC LSA is installed.
5. deselect the Matrix desktop icon box, and select the Steam desktop icon box.
6. after installation ... Launch GJS using the Steam desktop icon

Note:Printable Strategic map, Battle Group info, and German Battle Groups documents are located in folder:
C:\Matrix Games\Close Combat Last Stand Arnhem\GJS95\DATA\Help

New for version 9.5

-Five German Battle Groups get tank reinforcements on June 20 07:00 ... for a combined total of 36 tanks:
KG Oppeln / 21 Pz. Div.  
I./25 / 12 SS Pz. Div
KG Luck / 21 Pz. Div.
25 / 12 SS Pz. Div.
II./22 / 21 Pz. Div.

-26 / 12 SS Pz. Div. gets tank reinforcement at turn 15 ... four Panthers.

-Corrected problem with open top Tank Destroyers/Assault Guns not being able to fire MG's

-ATG's have less protection against Mortar, Air, and Artillery support.

-Marder increased ammo: 28 AP, 10 HE

-GJS 6.0 game screens are back, due to using only the installer and not plugin method

Thanks
GameRat

Credits:
Cathartes (and team): for GJS version 6.0 - CC LSA
Steiner: we started working together on this after version 6.0
buuface: helped with relocation of German BG's, and created some battles.
SchnelleMeyer: converted explosion graphics to LSA.
Mooxe: created an installer package to include a Steam version installation.
Tigercub: testing and suggestions.


Last edited by GameRat on Sat May 22, 2021 6:53 pm; edited 1 time in total


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#2: Re: Gold Juno Sword 9.5 Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri May 21, 2021 10:04 pm
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Cool

#3: Re: Gold Juno Sword 9.5 Author: backblast PostPosted: Fri May 21, 2021 11:43 pm
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sweet  Shocked

#4: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Sun May 23, 2021 5:23 pm
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get it here:
http://www.closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=4247
 
Thanks Mooxe for hosting the file

#5: Re: Gold Juno Sword 9.5 Author: ManoiLocation: Brussels PostPosted: Sun May 23, 2021 9:05 pm
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Thanks for your work!

#6: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Mon May 24, 2021 4:20 am
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Thanks for the comments

#7: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Mon May 24, 2021 12:58 pm
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Note:
You can't have 9.5 and 9.4 installed at the same time.

#8: Re: Gold Juno Sword 9.5 Author: TyrekiltLocation: Toulouse PostPosted: Sun Oct 10, 2021 3:50 pm
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Omagad !!!! This mod is so cool  haha seems we got time's so play with ly lad bafore bying another cc xD

#9: Re: Gold Juno Sword 9.5 Author: TyrekiltLocation: Toulouse PostPosted: Sun Oct 10, 2021 3:52 pm
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Thanks you to the modder for your awesome work Smile

#10: Re: Gold Juno Sword 9.5 Author: TyrekiltLocation: Toulouse PostPosted: Sun Oct 10, 2021 7:59 pm
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Guys, what are the games seetings i should use before start a grand campaign ?

#11: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Mon Oct 11, 2021 5:09 am
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The mod turned out to be excellent, both in terms of graphics and in the abundance of equipment and battle groups. Thanks to the authors of the mod!)

#12: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Mon Oct 11, 2021 10:15 pm
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Is it possible to add the tank commander tiger Befehlspz VIE to the "axsteams" file using the data from the "vehicles" file by analogy, or is there a limitation on the number of groups in the mod (game) engine?

#13: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Tue Oct 12, 2021 6:08 am
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The SS Befehlspz VIE already exists in Axteams as index #97. The only instances of this team are in s.SS-Pz.Abt. 101.

#14: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Wed Oct 13, 2021 10:57 pm
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[quote="Jatke";p="92784"]The SS Befehlspz VIE already exists in Axteams as index #97. The only instances of this team are in s.SS-Pz.Abt. 101.[/quote]

Yes I know. I figured out how to add combat groups, vehicles, weapons, etc. to scripts from the "Base" folder, using the notepad ++ program.

#15: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Wed Oct 13, 2021 11:26 pm
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Far easier to mod the /data/base files using a spreadsheet app (Open Office, Libre Office etc) in conjunction with the LSA workbook. Just be sure to save as .txt

#16: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Thu Oct 14, 2021 9:06 pm
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Hello everyone. We found out such a bug - the SS units have paratrooper (FJ) badges in their buttonholes, and German armored vehicles have German infantry badges in their buttonholes. How to fix it?)

#17: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Fri Oct 15, 2021 3:25 am
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What data does the Static BGroups file contain? What do they affect?

#18: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Fri Oct 15, 2021 10:54 am
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re: wrong "badges" - I assume you mean the rank insignia "gadgets" shown to the left of the soldier's name on the Soldier screen. Those are specified in columns E and I in the ***teams.txt files. The gadget graphics themselves are contained in the Graphics/*.gdg files. Use the Munger tool to access those.

re: data in StaticBGs.txt - if you reference the column headers on the Static BGroups tab in the aforementioned LSA WORKBOOK, the data consists of:
"Count" - number of static battle groups
"Class" - static BG index number; "Name" - name of static battle group; "Side" - Allied (0) or Axis (1) all static BGs must be on the same side; "Map Index" - which map that static BG is deployed to. Maps are listed sequentially in the Maps/StratMap.txt file.
"Team Class 0" - index number of the first team in the BG; "Map Tile Index 0" - location where first team is deployed; "Team Class 1" - index number of the second team in the BG; "Map Tile Index 1" - location where second team is deployed; etc. etc.

#19: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Fri Oct 15, 2021 7:30 pm
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Errata:

The Nations tab in the workbook somewhat better explains how columns E & I synchronize in ***teams.txt, although their arrangement differs between stock LSA and GJS.

Map Tile Index (map location) in StaticBGs is best determined using mafi's 5CC map tool. Modified StaticBGs files can be used to create battle scenarios that deploy the AIs custom forces to preset locations. Example below.

The data/base *.txt files use tab separated values



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#20: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Sat Oct 16, 2021 11:56 pm
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Hasky wrote (View Post):
Hello everyone. We found out such a bug - the SS units have paratrooper (FJ) badges in their buttonholes, and German armored vehicles have German infantry badges in their buttonholes. How to fix it?)


Hi,
German infantry badges being "goofed up" has previously been reporting, but I wanted to focus on gameplay related editing for versions 9.5 and previous.
Thanks though for mentioning it.
At this point, I have no plans to make a newer version ... I'm content with 9.5

I've never taken the time to figure out what the exact problem is ... and I'm not an expert on German uniforms and badges.

Therefore, question:
Are the badges just mixed up, and can be swapped to different graphics already in GJS ... or are new graphics required to correct the problem?

#21: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Sun Oct 17, 2021 12:16 pm
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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.

#22: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Sun Oct 17, 2021 2:14 pm
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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.

#23: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Sun Oct 17, 2021 2:59 pm
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Tyrekilt wrote (View Post):
Guys, what are the games seetings i should use before start a grand campaign ?

Hi,
Recommended settings:



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#24: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Sun Oct 17, 2021 10:23 pm
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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))

#25: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Mon Oct 18, 2021 12:36 am
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Thanks Hasky

#26: Re: Gold Juno Sword 9.5 Author: Schmal_Turm PostPosted: Mon Oct 18, 2021 9:05 pm
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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.

#27: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Mon Oct 18, 2021 9:53 pm
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[quote="Jatke";p="92794"]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'...Game gadgets might need similar corrections. [/quote]

Can you share the Uniforms.txt file for the GJS 9.5 mod with your adjustments?

#28: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Tue Oct 19, 2021 2:43 am
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Schmal_Turm wrote (View Post):
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.

#29: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Tue Oct 19, 2021 1:23 pm
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Hasky wrote (View Post):
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.

# Nation 5, Style 1 (Ostruppen)
0x000000, 0xf7f8f4, 0xf6f7f3, 0x0000ff, 0xfffffd, 0xffffff, 0x0601fa, 0x000000
0x000000, 0xf7f8f4, 0xf6f6f4, 0xfffefe, 0xfffffe, 0xffffff, 0xf8f8f8, 0x000000
0x000000, 0xf7f8f4, 0xf7f8f4, 0xffffff, 0xffffff, 0xffffff, 0xfcfcfc, 0x000000

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.

#30: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Tue Oct 19, 2021 10:15 pm
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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.

#31: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Wed Oct 20, 2021 4:19 am
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to Jatke

Many thanks!)
I'll try your work.

#32: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Wed Oct 20, 2021 2:40 pm
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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.



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CCMunger.zip
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#33: Re: Gold Juno Sword 9.5 Author: Berger PostPosted: Wed Oct 20, 2021 2:56 pm
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How Osttruppen can have Russian names? Do I need a new file (RUNames or something like that)?

#34: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Wed Oct 20, 2021 5:38 pm
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Berger wrote (View Post):
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.

# Nation 2, Style 1 (Ostruppen)
0x000000, 0xf7f8f4, 0xf6f7f3, 0x0000ff, 0xfffffd, 0xffffff, 0x0601fa, 0x000000
0x000000, 0xf7f8f4, 0xf6f6f4, 0xfffefe, 0xfffffe, 0xffffff, 0xf8f8f8, 0x000000
0x000000, 0xf7f8f4, 0xf7f8f4, 0xffffff, 0xffffff, 0xffffff, 0xfcfcfc, 0x000000

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 Smile



nations.zip
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extract and place in the GJS data/base folder

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#35: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Wed Oct 20, 2021 10:59 pm
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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

#36: Re: Gold Juno Sword 9.5 Author: Berger PostPosted: Thu Oct 21, 2021 8:39 am
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Fantastic, terrific, awesome, excellent! I don't have words to express  my gratitude to you, Jatke.

#37: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Thu Oct 21, 2021 2:36 pm
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Jatke wrote (View Post):
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).

#38: Re: Gold Juno Sword 9.5 Author: Berger PostPosted: Thu Oct 21, 2021 3:59 pm
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Jatke wrote (View Post):
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.



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ranks.zip
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ranks from Battle for Caen and Ground Tactics mods for TLD

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#39: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Thu Oct 21, 2021 4:35 pm
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@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



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#40: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Thu Oct 21, 2021 9:15 pm
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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?

#41: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Thu Oct 21, 2021 9:24 pm
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>>This GJS95_fix.zip contains the file fixes as discussed above<<

Great job))

#42: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Thu Oct 21, 2021 10:39 pm
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Hasky wrote (View Post):
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?
Using CCMunger is a 3 step process. After placing the CCMunger.exe in the same directory as a copy of a .gdg file:

1) Use the Gadget->OPEN function to browse to, select, and open the .gdg file copy

2) then use the Gadget->EXTRACT function. This unpacks all the hundreds of gadgets as .tga files in the same folder.

Edit these as desired, then save as .bmp or .jpgs. Use RTBtool to convert these .bmp or .jpgs to the correct .tga bit depth (fyi: 24 bpp)

3) Use the Gadget->REBUILD function to repack all the .tgas back into a .gdg file.

CCMunger can extract and rebuild other Graphics file archives as indicated on its toolbar. It was common for games to use aggregate .tga graphics files like CC's .gdg, .pix, .azp, etc back in the '90s.



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#43: Re: Gold Juno Sword 9.5 Author: Jatke PostPosted: Thu Oct 21, 2021 10:54 pm
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You can skip the edit and save as .bmp/.jpg - convert to 24 bpp .tga with RTBtool if you have Photoshop or some other image editing app capable of saving edited .tgas directly as 24 bpp. GIMP and most other cheap PShop-knockoffs cant. Hence the need to save edited .tgas as .bmp/.jpg - then use RTBtool to batch convert those to the necessary 24 bit .tga format.

Another item of note is that CC treats pure white graphics (0xFFFFFF) as transparent.

#44: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Fri Oct 22, 2021 12:32 am
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Jatke wrote (View Post):
@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.

Re: Bretteville - haha, sorry about that ... lol

Thanks again Smile

#45: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Fri Oct 22, 2021 12:48 am
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Berger wrote (View Post):

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.


Hi Berger,
Interesting you mention this. It was squadleader_id who made those changes for Ground Tactics ... he was helping with the mod. I was using a different CCS forum name at that time (davidssfx).

here are some of the things he did regarding uniforms:


List of changes - squadleader_id:
Gadget files (CCImages, ScrnGadg, GameGadg):

-New and expanded rank gadgets:
+ Heer Panzer crews: Black panzer Wrap, death's head collar tab, pink waffenfarbe
+ Waffen-SS Panzer crews: Black panzer Wrap, SS collar tab rank insignia, pink waffenfarbe
+ Heer Assault Gun crews: Feldgrau Assault Gun Wrap, double Litzen collar tabs with red piping, red waffenfarbe  
+ Waffen-SS Assault Gun crews: Feldgrau Assault Gun Wrap, SS collar tab rank insignia, red waffenfarbe
+ PanzerGrenadiers: Feldgrau Assault Gun Wrap, double Litzen collar tabs, grass green waffenfarbe
+ Waffen-SS: new rank gadgets with camo uniforms (using standard SS ranks insignia instead of special stripes insignia for camo)
+ French Commandos: with French Naval ranks insignia (updated version)  
AlsTeams.txt:
-New uniforms slots for US Rangers (feat. most Rangers not wearing sand brown M41 jackets)
-Ranger Company HQ, fixed Icon for BG Icon gadget
-Para Company HQ, fixed Icon for BG Icon gadget
-British Commandos Teams, corrected Style so that they're now using Commandos uniform slots
AxsTeams.txt:
-Assault Gun crews, allocated Nations & Style for new rank gadgets
-Armored Car crews, allocated Black Panzer Wrap ranks and uniforms


Last edited by GameRat on Fri Oct 22, 2021 4:28 am; edited 1 time in total

#46: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Fri Oct 22, 2021 1:03 am
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Honestly, I never paid much attention to uniforms in CC ... mostly because I was busy thinking about mod stuff.
But I recently switched on the "scale front end" option in the General options ... in order to make the "Soldier" screen larger.

And it does look much better having more historically correct uniforms.


Last edited by GameRat on Fri Oct 22, 2021 4:29 am; edited 1 time in total

#47: Re: Gold Juno Sword 9.5 Author: TejszdLocation: Canada PostPosted: Fri Oct 22, 2021 2:57 am
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Jatke wrote (View Post):
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


Thank you!

#48: Re: Gold Juno Sword 9.5 Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Fri Oct 22, 2021 7:18 am
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Jatke wrote (View Post):
@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.


HaHa  Very Happy  Very Happy

#49: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Sun Oct 24, 2021 9:25 pm
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How historically accurate is the composition of battle groups in GJS?

#50: Re: Gold Juno Sword 9.5 Author: Berger PostPosted: Fri Oct 29, 2021 5:45 pm
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https://www.mediafire.com/file/4xxzb3wv1fayyzt/GJS+submod.zip/file

These files correct various uniform, rank badge, team name & type, voice effect and file format issues in the GJS 9.5. Not to use for an already underway GC. These files will be in GJS 9.6.

Credits: Gamerat, Jatke and squadleader_id

#51: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Fri Oct 29, 2021 10:18 pm
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Berger wrote (View Post):
https://www.mediafire.com/file/4xxzb3wv1fayyzt/GJS+submod.zip/file
 
These files correct various uniform, rank badge, team name & type, voice effect and file format issues in the GJS 9.5. Not to use for an already underway GC. These files will be in GJS 9.6.

Credits: Gamerat, Jatke and squadleader_id


Thanks Berger

#52: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Wed Dec 01, 2021 11:37 pm
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Hello everyone))
The following question arose - can small-caliber anti-aircraft guns 20 and 37 mm be able to fire at aviation, or were they added to BG as a means against infantry and weakly armored vehicles?

#53: Re: Gold Juno Sword 9.5 Author: Berger PostPosted: Fri Dec 03, 2021 8:04 am
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Small caliber AA guns can't fire at airplanes during an airstrike. You must use them against infantry, guns and soft-armored vehicles (cars, half-tracks).

#54: Re: Gold Juno Sword 9.5 Author: ke_mechial PostPosted: Mon Dec 13, 2021 5:17 pm
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Berger wrote (View Post):
Small caliber AA guns can't fire at airplanes during an airstrike. You must use them against infantry, guns and soft-armored vehicles (cars, half-tracks).

And they are actually used this way in the war.

#55: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Tue Dec 14, 2021 12:28 am
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Hello everyone!
The question arose - were the Browning M2 heavy machine guns used by the Commonwealth forces, in the infantry units, during the campaign in Normandy?

#56: Re: Gold Juno Sword 9.5 Author: sample PostPosted: Tue Dec 14, 2021 5:57 am
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Hasky wrote (View Post):
Hello everyone!
The question arose - were the Browning M2 heavy machine guns used by the Commonwealth forces, in the infantry units, during the campaign in Normandy?


Organic in the infantry and armored divisions (British, Canadian, Polish), the Vickers machine gun was used in combat: the infantry divisions had an independent machine gun battalion, and the armored ones had an independent machine gun company at their disposal. In contrast, British airborne divisions included a platoon of Vickers machine guns at battalion level, for both paratroopers and airborne (glider borne) units.

The Browning M2 machine gun equipped both the Sherman tanks and the M10 tank destroyer (in both variants, with 3-in and 17-pdr cannon), plus the M3, M5 half-tracks and White Scout Car. As a practice, but nothing official, British tankers dismounted the Browning M2 because it tended to tangle in the branches of the bocage; in the half tracks, including those in motor battalions organic to Armoured Divisions, the heavy machine gun was replaced with the Bren light machine gun. This surplus of Browning M2 heavy machine guns has been used in various other unofficial field improvisations, such as equipping Bren carriers with one of them.

i hope it helps

\m/


Last edited by sample on Tue Dec 21, 2021 6:55 pm; edited 3 times in total

#57: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Tue Dec 14, 2021 9:39 pm
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To Samle

Thanks for the information))

#58: Re: Gold Juno Sword 9.5 Author: Hasky PostPosted: Tue Dec 21, 2021 8:08 am
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Hello everyone. The question arose - how to place static battle groups on the map when creating a campaign?
In the GJS campaign DDay to June 30, static battle groups appear on the map when the campaign starts. How are they placed on the map if there is such an option in the campaign editor, or there is no list of such groups?

#59: Re: Gold Juno Sword 9.5 Author: GameRat PostPosted: Tue Dec 21, 2021 5:41 pm
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Hasky wrote (View Post):
Hello everyone. The question arose - how to place static battle groups on the map when creating a campaign?
In the GJS campaign DDay to June 30, static battle groups appear on the map when the campaign starts. How are they placed on the map if there is such an option in the campaign editor, or there is no list of such groups?

Static BG's are edited with the StaticBGs.txt file.
In this file is a list of Static BG's, and the map number they are deployed to, as well as, the units they have available in the Active Roster.



Close Combat Series -> Close Combat Last Stand Arnhem


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