Omaha tracer fire fixed!
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Close Combat Series -> CC5 Bloody Omaha

#1: Omaha tracer fire fixed! Author: AT_Stalky PostPosted: Sat Apr 29, 2006 2:29 pm
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Hey all.

Me and Lord4War both have a common favourite mod, and that’s Omaha mod for CC5.
Both I and L4W have problems in playing the Omaha for it lacks the tracer’s fire.

The mod basically rocks apart from that, well we formed the OTFFT. (Omaha Tracer Fire Fix Team) Smile .
We have split the work between us after making an attack plan.
So far, we have raided the .adb files and found errors, we have completely redone the EXE file.

The Result so far:
1. Tracer Fire is back and working perfectly.
2. Game is faster
3. Game run smother, scrolls better
4. No crashes so far (Early stages though)



A. Me and L4W are in no way try to “hijack” the mod, its belong to initially owner, and his research seem after we looked at it to be good.
B. We want to keep the original intentions as it’s really good.
C. We will not make any changes in teams and such apart from some really small corrections in team composition, (seem owner got it rather right).
D. We will recalculate the weapons data, and we started already, but also here it seems owner got much realistic, no major stuff.

The question is, before me and L4W put more time in to Omaha “try” to get it to work fully. Is there any interest in playing this mod? For it’s a major time consuming project. We estimate we are half way now, and I have FS (Fall Sverige mod) that’s to be realised as soon as the English text fixers have done that work. And I estimate I will have some work there. And L4W is work on his RX mod, and it demands his attention to.
But we both agree, that Omaha is so good, that it deserves to be fixed, but we don’t feel we want to put in all that time in a mod non is interested in (at least not now). We both agree, that if many want it fixed, we can put aside time to fix it..

We can only do our best ofcose.

Stalky and Lord4War (OTFFT)



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#2:  Author: killing machineLocation: Nîmes - FRANCE PostPosted: Sat Apr 29, 2006 4:33 pm
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Yes yes yes and yes Wink , we need to have the fix to play this very good mod in excellent conditions, it's a very great job for the CC players.
Thank you for all.
Cheers

#3:  Author: Dima PostPosted: Sat Apr 29, 2006 6:47 pm
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good job on fixing tracers :ok2

#4:  Author: Pzt_KamiLocation: IRAN PostPosted: Sat Apr 29, 2006 9:00 pm
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Hi Stalky ,My Lord Wink
I didnt think you guys interested in this mod.Hey...very good idea.Its very good mod with good subject,The Omaha beach.Cool.

The only problem (Besides the tracers),imo is the sounds of the weapons,
Especially its guns which have nastiest sounds among other mods.If you guys
change these voices with better ones,I think the mod will become perfect.
You release it as add on or somthing like patch.

Cheers

#5:  Author: mooxe PostPosted: Sun Apr 30, 2006 1:01 am
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This is great news. I know alot of people never played this mod simply because of the tracers. They are an integral part of Close Combat.

#6:  Author: TejszdLocation: Canada PostPosted: Sun Apr 30, 2006 1:30 am
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AT_Stalky/Lord4War,

I be very interested to see an update for Bloody Omaha. What version are you starting work from? V1.3 beta was last version that I had put out. Unfortunately like you said it does take a lot of effort and I just haven't had time over the last 6 months to continue .

Have you emailed/talked with Dom for permission?

#7: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Sun Apr 30, 2006 2:07 am
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hi TJ yes we used the 1.2 patch with the 1.3 zip update u had posted.
last time i email Dom too use a map of his he never reply me,also forum posted as well.
And i viewwed u as the custodian of the mod now.
one of reason we done this we thought it might give its modders a new lease of life,to continue or to finish work.
certainly will spark some playing interest in it.
and r basically looking for the blessing/permission to continue what we motivated to finish.
i.e not wanting to upset any1 by releasing it,as we dont consider it our own work,just applied our knowledge to debug the game.

#8: Great News Author: cannonfodder67 PostPosted: Sun Apr 30, 2006 8:38 am
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Excellent work boys,im sure many will consider OMAHA now.

#9:  Author: TejszdLocation: Canada PostPosted: Sun Apr 30, 2006 7:22 pm
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Your intentions sound just like mine when I approached Dom about doing some fixes for Bloody Omaha. My goal was to fix things that caused stability problems or seemed to be just accidents in editing so that more people would enjoy the mod.

The only exception was making hedges passable and that I debated with myself and some others a lot before making the change. But in the end I did it because it seemed the majority of players (and the game AI) preferred them to be passable.

The tracers problem seemed to cause some of the same debate but the majority want that feature in (plus I believe it was an accident they were taken out) but I didn’t know how to fix it. I also have a few other things written down that I had hoped to get into the final v1.3 release.

I have no issue with you guys fixing some things (actually I'm glad to hear it) but I would like to see the list and/or test before I agree that your new release is the "official" version to replace v1.2/v1.3....

#10:  Author: von_crumLocation: Tasmania Australia PostPosted: Sun Apr 30, 2006 11:29 pm
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Omaha is a great mod, if you can make it better, excellent.

#11: Hello TJ Author: AT_Stalky PostPosted: Sun Apr 30, 2006 11:38 pm
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Hello TJ

Our task was a "work strategy" and a constant talking of how to fix them files and who do what, and in what way. We also made a “talk/brainstorm” how to easiest way debug this and that, and so on.

We then gather the files that were under "barrage", and decided what was most at L4W table and on my table, and what was to be joint prioritized work.

The Joint work was worked on in shift, as he sleeps when im awake and vice versa. We sent files as we meet and did debrief/revalue and what was next, and went over how to proceed next.
Most fast work method we prioritised, as we can see problem and solutions in two really different ways, and then just decided what way was fastest and would give an "adequate" debugging or confirmation its ok.

In short, no list of what changed is done (sorry), at least not by me; I/We work systematic, and nudge of the stuff covered as we go. Sorry, about that.
In research I do lists ofcose, but not here.
This started in just “give it a try” spirit.


Here is a image from a beach map:


Last edited by AT_Stalky on Mon May 01, 2006 1:39 pm; edited 1 time in total


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#12: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Mon May 01, 2006 12:09 am
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maybe send over ur to do list now,before too late.
or make us work for nothing if its going to be modified again,
as stalky said i neither keep a list of work done,as id never get anything done.
u can look at the finished files,and compare them to the old files.

#13:  Author: TejszdLocation: Canada PostPosted: Mon May 01, 2006 4:23 am
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Having a list and actually doing it are two different things;

TO DO:
Add .30cal M1917A1 (water cooled) as it was still being used
Change FO's to direct fire (only the AI should get indirect in a vetmod)
Change/Fix M4 dozer wreck graphic
Change/Fix M4 dozer graphic
Change/Fix M4 tank wreck graphic
Change/Fix DD M4A1 graphic
Change/Fix .30cal M1917A1 graphic
Change M8 HMC gun M3 75mm L40 to gun 75mm M
Change ranger M3 SMG to Thompsons
Reduce the number of smoke grenades available

Dima has agreed/sent me his Utah vehicle graphics to use.

#14:  Author: BlackstumpLocation: Hunter Valley Australia PostPosted: Mon May 01, 2006 7:56 am
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Well done fellas, ive never played this mod, because i heard about the tracer issue. Looks like another dial up d/l coming up... i just cant stand missing out!!

#15: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Mon May 01, 2006 7:59 am
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are any of them wreck graphics causing crashes?
id prefer not to mess with them, if ur planning to use Dimas vehicles.
same with 30 cals is not going to be game fixing.
can change f.o,s for direct fire np
can Change M8 HMC gun M3 75mm L40 to gun 75mm M
can Change ranger M3 SMG to Thompsons
can Reduce the number of smoke grenades available

for smoke grenades u like reduced by how much? 50%?

#16:  Author: Dima PostPosted: Mon May 01, 2006 10:03 am
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Quote:
can Change M8 HMC gun M3 75mm L40 to gun 75mm M

75mm M2 L/16.

Quote:
are any of them wreck graphics causing crashes?

no.
all mentioned vehicles use wrong graphics if u care for historicity.
we were discussing those things with Tejszd but had no time to work on BO.

Quote:
id prefer not to mess with them, if ur planning to use Dimas vehicles.

i don't care actually.
We decided to do it as Utah US vehicles r in same line as in BO.
U can just do new ones.

#17: Change vehicles??????????? Author: AT_Stalky PostPosted: Mon May 01, 2006 10:26 am
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Have anyone seen the excelent vehicles in Omah, and how smoth they are in gameplay how they look when fire IMO, etc, and they fit perfect in background and in general game. I can imagen when see this, Dom either made god selections, or he made em him self as he seem to really understand grapix and coloure.
Why change somthing good to somthing less good? This if changed it ought to stay tru to Dom IMO, and be done in his style.

Stay tru to Dom intention, I have huge respect for Dom work, and not change stuff just for sake of changing them. Errors ofcose..


Last edited by AT_Stalky on Mon May 01, 2006 6:33 pm; edited 4 times in total


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#18:  Author: Dima PostPosted: Mon May 01, 2006 10:32 am
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lol yeah...so smooth, so big Very Happy

well the problem is that M4A3 wasn't used as DD Sherman.

#19:  Author: Guest PostPosted: Mon May 01, 2006 5:46 pm
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The change isn't being suggested just to make changes but because the tank and wreck graphics are wrong for the vehicle. Most people may not notice though and the graphics are not causing any crashes so they don't necessarily need to be fixed. I'm not going to demand/force you to make the change but I do think it is staying true to Dom's original goal of historical accuracy....

For the grenades some more research is required but we need to confirm the total carried and the ratio bewteen regular and smoke; Example; "Everybody wore assault jackets, with large pockets and built-in packs on the back; each man carried, in addition to personal weapons and special equipment, a gas mask, 5 grenades (the riflemen and wire-cutters also had 4 smoke grenades)"



QCloneData:
"48","Leader MP40" 2 6
"49","Carbine/Colt/Leader"2 6
"50","Leader Thompson" 2 4

#20:  Author: TejszdLocation: Canada PostPosted: Mon May 01, 2006 6:32 pm
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Sorry didn't realize I wasn't logged in properly....

Anonymous wrote:
The change isn't being suggested just to make changes but because the tank and wreck graphics are wrong for the vehicle. Most people may not notice though and the graphics are not causing any crashes so they don't necessarily need to be fixed. I'm not going to demand/force you to make the change but I do think it is staying true to Dom's original goal of historical accuracy....

For the grenades some more research is required but we need to confirm the total carried and the ratio bewteen regular and smoke; Example; "Everybody wore assault jackets, with large pockets and built-in packs on the back; each man carried, in addition to personal weapons and special equipment, a gas mask, 5 grenades (the riflemen and wire-cutters also had 4 smoke grenades)"



BO QCloneData:
# Description Grenades Smoke Grenades
48 Leader MP40 2 6
49 Carbine/Colt/Leader 2 6
50 Leader Thompson 2 4



Close Combat Series -> CC5 Bloody Omaha


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