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
    —
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
    —
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
    —
good job on fixing tracers :ok2

#4:  Author: Pzt_KamiLocation: IRAN PostPosted: Sat Apr 29, 2006 9:00 pm
    —
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
    —
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
    —
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
    —
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
    —
Excellent work boys,im sure many will consider OMAHA now.

#9:  Author: TejszdLocation: Canada PostPosted: Sun Apr 30, 2006 7:22 pm
    —
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
    —
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
    —
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
    —
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
    —
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
    —
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
    —
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
    —
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
    —
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..


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#18:  Author: Dima PostPosted: Mon May 01, 2006 10:32 am
    —
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
    —
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
    —
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

#21: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Mon May 01, 2006 10:21 pm
    —
well to keep historical accuracy right up there.
maybe ill let u update the mod.
u can make sure the soldiers r carrying the right amount of smoke grenades.
im also interested what is the correct graphic for a DD/m4a1/m4a2/m4a3
id like to see the differences on the different model shermans
how they r interpreted as a certain model,from top down view.
ive got some serious work catching up to do in regxtra anyhow.
I may have another attempt when 1.4 Omaha comes out.

#22: Re: Great News Author: Guest PostPosted: Tue May 02, 2006 12:33 am
    —
Hi Stalky and Lord4War,

This is awesome news. I really enjoy playing Omaha, except for the tracers. Tried fixing myself a couple of times with no luck. Look forward to playing it with the tracer on.

Thanks for all your hard work.

Cheers

#23:  Author: platoon_michaelLocation: Right behind you PostPosted: Tue May 02, 2006 1:46 am
    —
I for one would play it much more with the new release.
If Dom cant be contacted,the best thing would be either
A)New readme file expressing your intentions.
B)Whatever link is provided could be a whole ne download with intentions being listed under the discription.
C)Renaming the new plugin to something likeFull B.O. Mod. Tracerfix 1.0 blah blah blah

I wouldnt change the Data unless it's really that bad,Just do the tracers and thats it.

But by all means please release it.

#24:  Author: Ubaew PostPosted: Fri May 19, 2006 11:03 pm
    —
Im affraid I disagree with this. Before was really good without it, and many my friends thought it`s intended effect. It is possible to make 2 versions, or maybe special patch for people what think same?

#25:  Author: TejszdLocation: Canada PostPosted: Sat May 20, 2006 3:30 pm
    —
ANZAC_Lord4war/AT_Stalky,

The best thing would be a submod just for the tracer fix then people could choose to play with or without them.

#26:  Author: Ubaew PostPosted: Sat May 20, 2006 7:45 pm
    —
Yes, a lot my friend from Polish Strategy Forum really enjoyed that idea without tracer. It make game more difficult and (it`s my point of view) more realistic.

#27:  Author: Wittmann44 PostPosted: Sun May 21, 2006 10:10 am
    —
Hi,

has omaha the version 1.03 or still 1.02?

#28: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Sun May 21, 2006 1:44 pm
    —
technically it is 1.3 or 1.03
but the average user would struggle to get that right.
as there is no Omaha 1.3 or 1.03 plugin
it is still 1.2 or 1.02
and u have to go to CSO forums to get the 1.3 or 1.03 update(posted in Omaha forum).been that way for a long time.

#29:  Author: mooxe PostPosted: Sun May 21, 2006 6:32 pm
    —
So can we get a submod with the tracer fix only? Come on guys people are waiting to play!

#30:  Author: TejszdLocation: Canada PostPosted: Wed May 24, 2006 7:22 am
    —
Wittmann44,

ANZAC_Lord4war is correct, the current full version available at CSO and here at CCS is v1.2. There is a v1.3 Beta release that has a few changes/fixes available in the CSO BO forum;


CHANGES/FIXES From Bloody Omaha Data Files v1.2 - in Jan./Feb./Mar. 2005:
1) Changed D3 map VL's; "none" to "Maison" and "to St-Laurent-s-Mer" to "route secondaire: for the dirt road west (D3.btd)
2) Changed Exit1 map; rotated all VL's 1 spot clock wise to line up better with the strat map (Exit.btd)
3) Changed US Soldier in the 4.2CM mortar team from weapon 43 "Walther P38" to 6 "M1 Carbine" (Soldier.adb)
4) Fixed Stlaurnt map as 2 VL's showed on the mini map that were not supposed to be there (Stlaurnt.btd)
5) Fixed German Opel 3.7cm FlaK by adding a new wreck to use instead of the US M3 wreck (Vehicles.adb and Wrecks.azp)

More changes were planned thus a full v1.3 was not released.

#31:  Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Wed May 24, 2006 8:27 am
    —
I loved the mod when I played it a few years ago. The lack of tracers made it harder, but necessarilly better. I had some fatal crashes whuch I believe TJ has fixed.

I would play it again for sure with tracers fixed, but dont change anything else like maps or units, just fix the errors. The mod is awesome as is.

#32:  Author: TejszdLocation: Canada PostPosted: Sat Jul 29, 2006 3:04 pm
    —
ANZAC_Lord4war/AT_Stalky,

Hey guys I never did see a tracer fix for download???

#33: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Sat Jul 29, 2006 7:07 pm
    —
yer as i said on page 3 of this thread
we may have another attempt,after u do patch for 1.3/1.4.
that was 3 months ago,today.
submod was ur idea on which no one said yes too.

u and dima were going to do some historical and realistics updates with vehicles graphics,
smoke grenade amounts,changing some weapons.i didnt agree with al of them.but said i would follow.
didnt look like that much work to me.
truth was some of our changes removed some of ur changes.
and we werent really interested in submitting our work to you for approval
after ur slow hesistant response.
we had improved the mod massively,in 3 months since u had only done list.
it would of been released 2 and a half months ago.
and just forget the submod idea altogether.
the majority do not think Omaha is better without tracer fire.
its a insult to our determination to fix the errors.
not saying we wont do it (fix the tracer fire)but it was but a small fix to the fixes we done.
but ball is in ur court as to what happens.
if u really wanted it to happen as much as me and stalk did.
it would of been done.both of us have much limited time now.
and also have lost some motivation with it,due to delay.
when u finish ur updates we will consider to update again,but wont get same speedy service offers of 2 motivated modders who were real keen 3
months ago,our interest is now only lukewarm.
as we both have no shortage of things we can do.

Me and Cannon have played 2 ops in the lead up to our announcement of a fix.
not a single crash,no supply bugs.fuel and ammo on 2nd days.
id like to change a few things personally,just let me make 1 10 man team Smile
but me and Stalky made a promise to keep it as close to Doms original intentions as possible.
its a great and really hard attacking mod.and hard to defend in some places.
id also like to change some of the sounds.but wont.

#34:  Author: TejszdLocation: Canada PostPosted: Sat Jul 29, 2006 8:15 pm
    —
It's too bad you feel a submod or having someone comment on what you change in a mod is beneath you. You sure have not hesitated in the forums to comment on others people's mods/work. Oh well, the people hoping/looking for a tracer fix are the ones who will be disappointed.

"improved the mod massively" but what did you change that made things more historical or more stable? Were all those changes in line with Dom's original goals? You say you felt insulted that someone asked that question or wanted to discuss/kmow the changes. Again it sounds more like a double standard where you can change anything you want, without even listing your changes, but what Dima and I were discussing for changes would wreck the game...

All the changes I have made were sent to Dom for his feedback and review. He believed I had the same goals as him and gave me permission to continue to work on his mod.

#35: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Sun Jul 30, 2006 12:31 am
    —
TJ ur the only one who feel u need some1 beneath u!
my above post i just kept to the facts.
ur reply is all about speculation.
answer the questions urself idiot!
as u didnt seem to be reading any of the posts before.

#36:  Author: squadleader_idLocation: Soerabaja PostPosted: Sun Jul 30, 2006 1:48 am
    —
Guys, dunno about everybody else...but I want to play BO with tracers. So a tracer fix submod would be awesome! As for other fixes...I don't mind also...being just a 'consumer' here Wink .

#37: ye Author: AT_Stalky PostPosted: Sun Jul 30, 2006 10:34 am
    —
Quote:
By Lord4war on page three:
Posted: Mon May 01, 2006 9:21 pm
Post subject: mmm


--------------------------------------------------------------------------------
 
well to keep historical accuracy right up there.
maybe ill let u update the mod
.
u can make sure the soldiers r carrying the right amount of smoke grenades.
im also interested what is the correct graphic for a DD/m4a1/m4a2/m4a3
id like to see the differences on the different model shermans
how they r interpreted as a certain model,from top down view.
ive got some serious work catching up to do in regxtra anyhow.
I may have another attempt when 1.4 Omaha comes out. _________________

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=2382&start=16

#38: Re: mmm Author: TejszdLocation: Canada PostPosted: Sun Jul 30, 2006 3:02 pm
    —
ANZAC_Lord4war wrote:

By Lord4war on page five:
Posted: Sun Jul 30, 2006 5:07 am
Post subject: mmm
--------------------------------------------------------------------------------
we werent really interested in submitting our work to you for approval

its a insult to our determination to fix the errors.

but me and Stalky made a promise to keep it as close to Doms original intentions as possible.



AT_Stalky,

I have read that reply that you quoted and there is a lot of "maybe" and "may" while people wanted the tracer fix. I did suggest a submod along with others in another post or two.

My issue was with ANZAC_Lord4war post and lines quoted above.

I would love to see Omaha improved but other than the tracer fire fix nobody knows what the other changes were made. With the files and some effort it could be determined but the updated files were never released...

#39: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Sun Jul 30, 2006 11:12 pm
    —
ur a waist of time!
is my official line now.
i could only offer it to you so many times.

we were helping u.

ur a bad caretaker for Omaha as well.

u have never done the best for the mod

u even admit it urself to not having the time.

how long was the mod split all over the place for the last year

bit of it here,bit of it there

how could u call urself a caretaker?

#40:  Author: TejszdLocation: Canada PostPosted: Mon Jul 31, 2006 12:33 am
    —
ANZAC_Lord4war,

You are free to have your opinion. Many would hopefully disagree.

The last full none beta release is v1.2 and has been since Jan. 2005. The beta v1.3 was posted to fix a couple bugs but it was not critical so a full release was not done.

V1.3 Beta fixed the following;
1) Changed D3 map VL's; "none" to "Maison" and "to St-Laurent-s-Mer" to "route secondaire: for the dirt road west (D3.btd)
2) Changed Exit1 map; rotated all VL's 1 spot clock wise to line up better with the strat map (Exit.btd)
3) Changed US Soldier in the 4.2CM mortar team from weapon 43 "Walther P38" to 6 "M1 Carbine" (Soldier.adb)
4) Fixed Stlaurnt map as 2 VL's showed on the mini map that were not supposed to be there (Stlaurnt.btd)
5) Fixed German Opel 3.7cm FlaK by adding a new wreck to use instead of the US M3 wreck (Vehicles.adb and Wrecks.azp)

V1.2 fixed the following;
1) Fixed German team #43 as team size was set higher than the number of members (Geteams.adb)
2) Fixed German team #44 as team size was set higher than the number of members (Geteams.adb)
3) Fixed German team #115 as a soldier was not defined (Geteams.adb)
4) Fixed German team #118 as a soldier was not defined (Geteams.adb)
5) Fixed German vehicle #1 was nation 0 changed to 5 to match Geteams.adb (Vehicles.adb)
6) Fixed German vehicle #17 crew size 3 changed to 4 to match Geteams.adb (Vehicles.adb)
7) Fixed German vehicle #55 crew size 5 changed to 4 to match Geteams.adb (Vehicles.adb)
Cool Fixed German vehicle #15 crew size 7 changed to 4 to match Geteams.adb (Vehicles.adb)
9) Fixed German vehicle #12 crew size 2 changed to 3 to match Geteams.adb (Vehicles.adb)
10) Fixed US vehicle #37 crew size 3 changed to 4 to match AlsTeams.adb (Vehicles.adb)
11) Fixed US vehicle #32 crew size 4 changed to 5 to match AlsTeams.adb (Vehicles.adb)
12) Fixed US vehicle #34 crew size 4 changed to 5 to match AlsTeams.adb (Vehicles.adb)
13) Fixed US vehicle #78 crew size 4 changed to 5 to match AlsTeams.adb (Vehicles.adb)
14) Fixed M7 Wreck problem by using a Sherman wreck (vehicles.adb) - Thanks Aetius
15) Fixed US Team #57 team size 4 changed to 3 to match other teams and vehicle (Alsteams)
16) Fixed German team #50 MG34 was soldier type 6 MG 42 change to 35 MG34 (Geteams.adb) - Thanks Uberdave
17) Fixed US team 6 size 4 changed to 3 to match other team and vehicle (Alsteams.adb)
1Cool Fixed Easy Green map as 2 bunkers did not have interior images (DogR.rfm)
19) Fixed FxGrne.txt changed hangar wall to field beside the big bunker (FxGrne.txt & FxGrne.los)
20) Fixed map connection #0 Port-En-Bessin to #30 Surrain should have been #0 to #29 Mosles - Thanks Kartboy6
21) Fixed operation/campaign debrief strat map ownership shading - Thanks Kartboy6
22) Fixed US team #97 Fwd Obsvs 105mm changed soldier type #81 FO 15cm to #84 FO 105 mm US (AlsTeams.adb)
23) Fixed US team #98 Fwd Obsvs 150mm changed soldier type #81 FO 15cm to #85 FO 150 mm US (AlsTeams.adb)
24) Fixed Lacambe map by changing some coding to match the map image (Lacambe.txt and .los)
25) Changed German team #63 3.7cm PaK35 from requestion type command to support (Geteams.adb)
26) Changed German team #137 Wurfkörper28 from requestion type infantry to support (Geteams.adb)
27) Changed German team #6 Bef. Pzjg 38(t) & #7 Bef. StuG IIIG from requestion type armour to leader(Geteams.adb)
2Cool Changed German team #6 Bef. Pzjg 38(t) changed from command halftrack to command tank (Geteams.adb)
29) Changed weapon #6 M1A1 Carbine to M1 Carbine as only the A1 was issued only to Airborne troops (Weapons.adb)
30) Changed map Isigny to IsignyBO and stpierre to stpierBO to avoid problem with the originals (index.mpi & *.btd)
31) Changed vehicle #13 German 7.5cm PaK40 from size 6 to 5 element size 2 to 1 (Vehicles.adb)
32) Changed vehicle #15 German 8.8cm PaK43 from size 3 to 6 element size 2 to 1 (Vehicles.adb)
33) Changed Fox red map weapon pits from bunker floor to dirt (FoxRed.txt)
34) Changed small hedges to be passable for tanks with 20% bog and 5% immobilize odds (elements.adb)
35) Changed weapon #4 M1 Garand icon swapped with #56 Garand Grenade icon (Weapons.adb)
36) Changed/recalcualted .los files using CC5dbg.exe (.los)
37) Added naval support to Pointe Du Hoc 1 as St. Honorine had two but only 1 worked (CC5.exe)
3Cool Added map connection between #19 D3 to #20 Vaumicel (*.btd)
39) Added map connection between #22 Le Haut Chemin to #23 Asnieris-En-Bessin (*.btd)
40) Added map connection between #32 Formigny to #43 Trevieres (*.btd)
41) Added map connection between #37 Cardonville to #38 Gefosse (*.btd)

As for being a poor caretaker again you can have your opinion but Dom has thanked me for what I have done.... http://www.closecombat.org/news/BO/
http://www.closecombat.org/forums/showthread.php?t=7911&highlight=omaha+review

I would gladly take your files or even hear how you fixed the tracers as that is the biggest issue most people have with the mod.

#41: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Mon Jul 31, 2006 1:23 am
    —
yer as u posted was in jan2005.
the last full update.
and with ur minor update.which could not be easily found.
it had vl changes in it.so some1 on 1.2 could not play a gc sucessfully against some1 on 1.3
was posted in 1 forum only
and with the update there was no way to tel if u had updated or not.
i mentioned it to u at the time.
http://www.closecombat.org/forums/showthread.php?t=9904#3
another 6 months had passed
and was still in same state.

none of this takes away from what u had done be4
so if u want to present that angle u can,nothing to debate there.

real issue is what r u doing now?
3 months gone by,did u do them updates?
also u seemed to have changed tune as to how necessary the tracer is now,after basically dismissing it as a minor fix.
saying people prefer without.
i take that as u r lying to me blindly.

#42:  Author: TrogerLocation: L4W's place, Australia PostPosted: Mon Jul 31, 2006 6:00 am
    —
@ TJ

While your list is impressive and the changes you have preformed proved to be instrumental in improving a half0baked mod, it is far from being on the same level as other carefully crafted mods.

On a side note, I think mod makers should invest all the time necessary in improving and finalizing their mod. If one, like Dom, is going to spend the time on such an enormous project with the thought of releasing it to the public, he should be prepared to make the improvements. Releasing a bug-ridden mod while he had worked so hard on maps and coding seems a bit stupid to me. I understand Dom may have been busy, but in that case it would have been best to release it when he had time to finish it. Unfortunately he did release it and it is bug ridden and barely anyone has played it (even with your patches). Now that is even a bigger waste then waiting an extra two years to finish it (or however long he needed). I am sure Dom thanked you for saving his skin, that doesn’t make you any more of an official on the mod than L4W or Stalky.

Your opinion that many people don't need or want tracers is sadly misled. Was always number one issue with the mod. Next to the crapy map coding.

Knowing what L4W and others have accomplished in fixing other mods and their own, it is your fixes that should be a sub-mod! Documenting what he has changed is a bit more complicated then documenting the VL you switched for another!

Now, who's up for a game of tiddlywinks!?

#43:  Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Mon Jul 31, 2006 7:12 am
    —
Everyone quit bitching and fix the mod!! :love1

Seriously, I'm looking forward to playing it with;

1 - the bugs fixed
2 - the tracers back ON
3 - whether it's a sub mod or a ver 2.0 I dont care. If anyone else wants tracers OFF, then there should be a choice.

That's my vote, but not being much of a modder I'll happily take whatever's thrown out there. :Cool

#44:  Author: TejszdLocation: Canada PostPosted: Mon Jul 31, 2006 7:04 pm
    —
Yes it is too bad that Dom’s mod was not more polished/stable when it was 1st released as it is hard to overcome initial negative feedback but I will not put him or his mod down. With v1.2 I have not seen crashes or show stopper bugs so it makes sense that is the last full release, though I’m sure more things could/should be done. As I stated in a previous post all changes made to date have been discussed/forwarded to him for approval/feedback. Dom is the owner of Bloody Omaha.

For v1.3 you’re right Troger it should be a submod and thus it was only posted in one forum thread as an optional zip file for people to download.

As for the tracers many people have posted opinions both ways, even in this thread Ubaew posted saying that he and his friends that play the mod prefer it without tracers. I can provide more links to more forum posts against the tracers being fixed but I do agree the majority would like tracers. The perfect scenario is to give the players the option of playing the way they like.

Great to hear that L4W is so awesome in fixing mods, nobody said he was bad. He can change them all he wants and release his work if he wants to. I posted asking if it was available because I was interested in his work. Is it more historical, is it more stable, is true to Dom’s intentions, who knows? You can’t even start discuss those questions has he can’t even say what he changed other than the tracer fix….

Do whatever you want to it is up to you! I’m sorry I asked if your tracer fix was available for download.

Sorry for wasting people’s time with these posts. They are not productive and usually just go downhill so I will not be participating further in this thread…. I guess no tiddlywinks then Troger.

#45:  Author: mooxe PostPosted: Mon Jul 31, 2006 8:32 pm
    —
Quote:
On a side note, I think mod makers should invest all the time necessary in improving and finalizing their mod. If one, like Dom, is going to spend the time on such an enormous project with the thought of releasing it to the public, he should be prepared to make the improvements. Releasing a bug-ridden mod while he had worked so hard on maps and coding seems a bit stupid to me. I understand Dom may have been busy, but in that case it would have been best to release it when he had time to finish it. Unfortunately he did release it and it is bug ridden and barely anyone has played it (even with your patches). Now that is even a bigger waste then waiting an extra two years to finish it (or however long he needed). I am sure Dom thanked you for saving his skin, that doesn’t make you any more of an official on the mod than L4W or Stalky. ......and everything else you said.....


Stop trolling, I dont think L4W needs any backup insulting Tejszd. We all know that mods are done as a hobby. Nobody is payed, or making money from them...etc etc etc..... I cant follow this thread because it goes way too off topic with personal insults, with no aparent reason.

I, and many others, would really like to see a version of BO with tracers. Whether its a submod or not is not an issue for anyone I think. We would all just like to see tracers in the game. Since it has been fixed, I cant find any reason why it cant be released if people can put thier personal opinions away.

Quote:
You can’t even start discuss those questions has he can’t even say what he changed other than the tracer fix….


If a mod is going to be "officially" updated all changes should be listed. With permission granted from the original maker, or whoever is left in charge. GJS4.5 and Stalingrad are 2 examples of this being done by people we know.

#46:  Author: TrogerLocation: L4W's place, Australia PostPosted: Mon Jul 31, 2006 9:16 pm
    —
Quote:
Stop trolling, I dont think L4W needs any backup insulting Tejszd. We all know that mods are done as a hobby. Nobody is payed, or making money from them...etc etc etc..... I cant follow this thread because it goes way too off topic with personal insults, with no aparent reason.


Wow, where were you a month or two ago, suddenly your against attacks and 'trolling'. I suggest you read the rest of your forums and post this to every violator.

And by the way Mooxe, take a look over at CSO forums and notice how I have continually badgered TJ for some type of fix for tracers and other problems of BO. I guess you also forgot the fact that I made a soundmod for BO that lays on your server. So BO has always been something I wanted improved. The blunt of my message was directed at Dom anyways.

So who's the troll?

Quote:
Is it more historical, is it more stable, is true to Dom’s intentions, who knows


Oh yea, Dom's intentions, historical realism.... Rolling Eyes

I can still make time for tiddlywinks TJ. You have no problem getting in arguments where your opinions were not needed (Mooxe, where were you then). If there is no confidence in L4W and Stalky’s changes then no one deserves the fixes, I wouldn’t allow it to be a submod neither.



Call up the reserves boys!
[/b]

#47:  Author: mooxe PostPosted: Mon Jul 31, 2006 9:51 pm
    —
Quote:
So who's the troll?


Answer:

Quote:
The blunt of my message was directed at Dom anyways.


I am against unfounded attacks and trolling that involve personal insults.

Quote:
I suggest you read the rest of your forums and post this to every violator.


These forums are loosely moderated by the mods and admins at thier own time and convienence. There is a very liberal approach to what people have to say and therefore most flamewars go unchecked.

This topic reserves special interest for many since it involves such a great fix to a mod many people want to play. There is no doubt that this forum thread has attracted many visitors who have no interest in taknig part in these forums. It is not in the best interests of anyone to keep this flamewar going. It is however, in the best interests to work out a solution to have the fix released. Flamewars will not result in that.

This is why I am asking the trollers to stop trolling.


Last edited by mooxe on Mon Jul 31, 2006 9:54 pm; edited 1 time in total

#48: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Mon Jul 31, 2006 9:52 pm
    —
yer Mooxe instead of advising against support for me.

why dont u just hop in the TJ camp.

i think u know i havent started with insults yet.

this is my way of being cordial.

u just wanna host the file.

TJ just wants it.

I’m not getting payed either, btw, yet I can’t help feel there is pressure on me, as a “sub mod maker” that shall “deliver” on time, yet I have never volunteered to be such....

according to Mooxe and TJ no list no release.

so fuck em!

Omaha Tracer fix has been deleted Twisted Evil Razz

#49:  Author: mooxe PostPosted: Mon Jul 31, 2006 9:55 pm
    —
Then so be it.

#50: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Mon Jul 31, 2006 9:58 pm
    —
p.s if u ever update it to the realistic and historical way u want.

if u get down on ur knees and ask nicely.

it might get done again at our own leisure time.

dont ask in the next couple of months thou.

or we might just make a decent Omaha mod seeming there isnt one.

#51: Näää Author: AT_Stalky PostPosted: Mon Jul 31, 2006 10:29 pm
    —
How long time would be acceptable for us to finish the “sub mod”? 1.5 years can’t be a problem, have now gone 3 month, so still another 15 month left.

Na, would not have touched it if I know what I know today. Last summer I stuck the hedge saw in a hornets nest, I ought to learn.

#52:  Author: mooxe PostPosted: Mon Jul 31, 2006 10:54 pm
    —
This is a highly awaiting and anticipated fix. Feeling pressure to release the fix is quite normal since people want it badly. Ask anyone who finalized the release of Stalingrad.

If you dont have a list of all the changes you made aside from tracers can you blame Dom (or Tejszd) for not wanting it to be an official patch? If I said to you I changed 25 things in RegXtra or Fall Sverige but didnt write them down, would you let me make those updates official?

Since you dont like Tejszd's answer on this topic, I suggest asking Dom.

#53: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Mon Jul 31, 2006 11:25 pm
    —
maybe,sometimes u got take a risk.

with regxtra i kept working on it always,never gave up Smile

if some1 could of solved some of my problems in the early days.

if only id be so lucky.

#54:  Author: platoon_michaelLocation: Right behind you PostPosted: Tue Aug 01, 2006 10:05 am
    —
Quote:
if u get down on ur knees and ask nicely


Not sure I understood that.
But if your asking people to beg for the Omaha mod fix thats just down right mean.

#55: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Tue Aug 01, 2006 11:04 am
    —
well Mik,if u put the effort in,ud might understand.

only tried for 6 pages of this thread and 3 months.

and got pulled up for some bullshit updates they had no intention of doing.

mean?

#56: ! Author: AT_Stalky PostPosted: Tue Aug 01, 2006 11:47 am
    —
We offered our help to fix it long time ago (more interested then some others it seams), when TJ demanded list of things we done, we backed out, and said to TJ he can fix and research the grenades and DD graphics and whatever him self (as he is the caretaker of Omaha anyway) and list was so important. (I respect his view, I just never made a list, dint have it).

At page three you can see how we BACKED OUT, and turned back the historical grenade amount research to TJ, so he can make a list of what he do: We said we would "maybe" follow and do fix again after TJ had done 1.4 ver: (should this not satisfy him?) Never happened… No 1.4…


Quote:
Lord post at page three, Posted: Mon May 01, 2006 9:21 pm
Post subject: mmm

--------------------------------------------------------------------------------
 
well to keep historical accuracy right up there.
maybe ill let u update the mod. u can make sure the soldiers r carrying the right amount of smoke grenades.

im also interested what is the correct graphic for a DD/m4a1/m4a2/m4a3
id like to see the differences on the different model shermans
how they r interpreted as a certain model,from top down view.
ive got some serious work catching up to do in regxtra anyhow.
I may have another attempt when 1.4 Omaha comes out.



I can’t see how we can be misunderstood,


Don’t for a moment think this work is done in a blink of an eye. Don’t think it’s totally ready either. But don’t think we have worked anymore on it since the lest three month either, we was w8ing for 1.4 as we said, up to what happened on page 4:.

At page 4, TJ turn around, and say do a sub mod, does that force us to pick up the work and put in the time and realise a sub mod just for he say so. He come back after 3 month and asks where it is?

A Caretaker of a mod tells an un-volunteered unwilling sub mod maker to relise a sub mod, and point out 3 month have passed, as we are slow..?


I recomend to read all post from page one.


Na, this is my last and final post in this matter.

#57:  Author: platoon_michaelLocation: Right behind you PostPosted: Wed Aug 02, 2006 12:42 am
    —
Why does it have to be so political?

Isnt there enough of that crap in real life?

I for one was looking forward to the tracer fix.
Geuss I'll just have to wait for someone else to do it and then MAYBE upload it to be used.
But don't worry you'll always be able to post that you did it first. Rolling Eyes

Just as sad as me saying I was creating a mod for CCV,only to dump the idea months later.

Oh hey by the way,Im working on a mod for CCIV. Laughing
Truly I am.
Look for it in about 6-7 years,and that might be dog years with all the help one can get for such a task.
Currently I have almost the command screen done,a little of the others,part of 1 map (not finished or codded).
But i'm sure by the time im done I will be tired of the
"WHEN IS IT COMMING" posts
and what is it about?
And just not release it.
You guys crack me up.Laughing Laughing Laughing Laughing Laughing Laughing Laughing Laughing

#58: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Wed Aug 02, 2006 1:39 am
    —
good u can find humour in it i guess
good luck with ur mod

#59:  Author: platoon_michaelLocation: Right behind you PostPosted: Wed Aug 02, 2006 9:28 am
    —
I'm just trying to make light of a difficult situation.
Hopefully cool heads will prevail and an update will be released.

Mod?
Not me,I doubt it,would like to and have ideas.

Poke around with it yes,but I still have to far a learning curve to go and then theres that whole time thingy.

#60:  Author: Stwa PostPosted: Wed Nov 05, 2008 5:09 pm
    —
BTW, nice thread...

Soooo, can anyone tell me what I have to do to turn tracers OFF in CC5. I thought I would try it for the fun of it.

Thanks,

Stwa

#61:  Author: schreckenLocation: Sydney, Australia PostPosted: Wed Nov 05, 2008 7:35 pm
    —
Sorry State secret and only if you beg then information might/may/maybe be forthcoming.


Funny, ppl are asking in 2008 for tracers to be turned off.

Isn't it a funny world

#62:  Author: Therion PostPosted: Wed Nov 05, 2008 11:51 pm
    —
So, how can be those pesky tracers fixed?

#63:  Author: Therion PostPosted: Sun Nov 09, 2008 12:24 am
    —
*Bump?*

#64:  Author: Therion PostPosted: Thu Nov 20, 2008 11:29 pm
    —
*Bump?*

#65: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Thu Dec 25, 2008 4:43 am
    —
Quote:
BTW, nice thread...

Soooo, can anyone tell me what I have to do to turn tracers OFF in CC5. I thought I would try it for the fun of it.

Thanks,

Stwa


U just need qclone to turn it off in any mod. Wink

#66:  Author: HOStum PostPosted: Fri Jan 16, 2009 4:43 pm
    —
Maybe I dont understand something, but I dont see here "tracer fire fixed" anywhere. Can you helm me?

#67: Re: Omaha tracer fire fixed! Author: tripwireLocation: Florida - USA PostPosted: Thu Jul 02, 2009 3:49 pm
    —
I certainly know how to use qclone to some extent... but would somebody please explain HOW to mod WHICH FILE to turn ON the tracers in Bloody Omaha?   Cool

A much appreciated 'Thanks' in advance.   Very Happy

#68: Re: Omaha tracer fire fixed! Author: Therion PostPosted: Thu Jul 02, 2009 5:15 pm
    —
How do I turn off tracers?

#69: Re: Omaha tracer fire fixed! Author: mooxe PostPosted: Thu Jul 02, 2009 7:54 pm
    —
I dont understand why anyone would want tracers off. You need them on to find out what direction fire is coming from. Tracers take the place of sound and impact.

#70: Re: Omaha tracer fire fixed! Author: Therion PostPosted: Thu Jul 02, 2009 11:58 pm
    —
Tracers support metagaming.

#71: Re: Omaha tracer fire fixed! Author: mooxe PostPosted: Fri Jul 03, 2009 12:06 am
    —
Which is?

#72: Re: Omaha tracer fire fixed! Author: Therion PostPosted: Fri Jul 03, 2009 12:53 am
    —
Here is a definition.

Simply, tracer is a visual effect, not a game mechanic. Soldiers (and the AI) in game don't see tracers and displaying of tracers isn't dependent on whenever soldiers see them or not, which makes using tracers metagaming.

#73: Re: Omaha tracer fire fixed! Author: mooxe PostPosted: Fri Jul 03, 2009 1:06 am
    —
10$ words aside.... I think tracers take the place of the gun firing sounds and the impact zone. If you had a way of simulating both of those in game (besides stereo sound!) then maybe you could remove tracers. It makes up for something thats missing. Removing it completely without providing a solution doesnt really accomplish anything but make the game worse.

#74: Re: Omaha tracer fire fixed! Author: Therion PostPosted: Fri Jul 03, 2009 1:20 am
    —
I don't think looking for tracers or listening to gunshot sounds is my job in game. That's soldier's job, after all they are on the battlefield, not me.
Also, as I said, neither the AI, nor the soldiers see the tracers.

Well, the best way of replacing tracers would be having the soldiers detect and report the effects of fire.
They could report that they are perceiving fire from unknown source, from general direction, from certain direction or from certain point.

#75: Re: Omaha tracer fire fixed! Author: mooxe PostPosted: Fri Jul 03, 2009 1:46 am
    —
Leaves me wondering... what exactly if your role in the game then? Just telling men where to move?

#76: Re: Omaha tracer fire fixed! Author: Therion PostPosted: Fri Jul 03, 2009 1:51 am
    —
Commanding?

#77: Re: Omaha tracer fire fixed! Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 03, 2009 1:58 am
    —
How novel

#78: Re: Omaha tracer fire fixed! Author: funky_ribar PostPosted: Fri Jul 03, 2009 1:11 pm
    —
if it was FPS i wouldn't mind about tracers, but somehow in this case i really do...and again, this is a great mod..so let say i will play it again and again and again but not so frequent as GJS or Stalingrad series.

Laughing

#79: Re: Omaha tracer fire fixed! Author: tripwireLocation: Florida - USA PostPosted: Fri Jul 03, 2009 2:16 pm
    —
Ermmmm.....  One more time.  Is it an easy fix to mod a file with qclone to "enable" tracers in Bloody Omaha?  What file and what needs modding?  Thanks.

Mooxe, the web site is really awesome!  Thank you for all your efforts... its a peach!   Very Happy

#80: Re: Omaha tracer fire fixed! Author: Therion PostPosted: Fri Jul 03, 2009 2:33 pm
    —
I think no one really knows what happened to tracers in this mod.

#81: Re: Omaha tracer fire fixed! Author: Ost_KinsK PostPosted: Sat Jul 25, 2009 12:49 am
    —
Waiting here... i need finish my BO GC wicth my brother (the second better player in world), need tracer fire fixed  Wink

BO have great´s maps, create a new mod using this maps

my english is great thx uauauha

To me (a old and the better cc player in world), BO is the best mod

thx, this game.. my wife dont like it

i like pro evolution soccer to.... what?

thx

#82: Re: Omaha tracer fire fixed! Author: Ost_KinsK PostPosted: Sat Jul 25, 2009 10:08 am
    —
The friends can return the fire of weapons for both players? who only appears to be host.

#83: Re: Omaha tracer fire fixed! Author: schreckenLocation: Sydney, Australia PostPosted: Sun Nov 22, 2009 8:22 am
    —
Could you see the tracer?

#84: Re: Omaha tracer fire fixed! Author: TejszdLocation: Canada PostPosted: Sat May 15, 2010 11:14 pm
    —
schrecken,

Sounds like the CC5 bugs where the client can not see muzzle flashes and or crushed hedges or .... Would be great to get the mod on WAR/TLD to avoid those CC5 H2H bugs....



Close Combat Series -> CC5 Bloody Omaha


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