The CCIV Kreta (Maleme-Chania sector) v1.0 bugs and mistakes
Select messages from
# through # Forum FAQ
[/[Print]\]

Close Combat Series -> CC4 Kreta, Maleme-Chania sector

#1: The CCIV Kreta (Maleme-Chania sector) v1.0 bugs and mistakes Author: Aetius PostPosted: Mon Feb 09, 2009 7:07 pm
    —
Hi,

Please post bugs or mistakes in this thread.

Thanks

Aetius

#2:  Author: platoon_michaelLocation: Right behind you PostPosted: Mon Feb 09, 2009 9:47 pm
    —
I would hope that maybe some kind sole might be able to help you with the dreaded
"red circle" placement on the map preview screen.

Make stone walls provide atleast good or even better yet great cover.
It would make playability much better.
Is having the Pistol facing the opposite direction by choice?


Last edited by platoon_michael on Tue Feb 10, 2009 2:55 am; edited 1 time in total

#3:  Author: squadleader_idLocation: Soerabaja PostPosted: Mon Feb 09, 2009 10:49 pm
    —
Level 2 buildings in town maps like Chania and Galatas do not have Level Markers (numbers) on both interiors and roofs. At first I thought all the buildings were Level 1...but some of them are coded as Level 2.
Great looking maps, BTW!

#4:  Author: platoon_michaelLocation: Right behind you PostPosted: Mon Feb 09, 2009 11:03 pm
    —
Not really bugs but just advice on things that might improve the looks.

1) Change the Next button on the Soldier screen to not show a white arrow.It just makes it look like that is an option when it isnt.

2) Cover up the tiny yellow dots on the zoomed out map.

On one battle I destroyed a Tank and as soon as I did the vehicle crew text showed up many many yards away.(Look by the Bridge)

Please dont take my graphic advice the wrong way.I can be very anal about things somethimes.



UO0012.jpg
 Description:
 Filesize:  100.04 KB
 Viewed:  22799 Time(s)

UO0012.jpg



UO0011.jpg
 Description:
 Filesize:  147.35 KB
 Viewed:  22799 Time(s)

UO0011.jpg



UO0006.jpg
 Description:
 Filesize:  260.11 KB
 Viewed:  22799 Time(s)

UO0006.jpg



#5:  Author: platoon_michaelLocation: Right behind you PostPosted: Tue Feb 10, 2009 1:44 am
    —
The Brownish/green areas around the Fortified Position VL on this same map are codded as Leaves and Snow.And so are other spots on the map with this same texture.


UO0014.jpg
 Description:
 Filesize:  191.88 KB
 Viewed:  22785 Time(s)

UO0014.jpg



#6:  Author: flick PostPosted: Tue Feb 10, 2009 2:29 pm
    —
Hey, I installed it, but when I choose a battle or campaign, the maps won't open.

I've tried re-installing the maps, but no luck.

#7:  Author: flick PostPosted: Tue Feb 10, 2009 2:59 pm
    —
Crrection, it say's that it can't open the text of the map.

#8:  Author: Aetius PostPosted: Tue Feb 10, 2009 5:33 pm
    —
Hi All,

Thanks for the feedback, i'll check into the issues when i have some more spare time.

@flick:

-Did you unzip the maps in the correct CCIV maps (standard C:\Program Files\Close Combat IV\Maps) folder.

-Check if you didn't have the "subfolder" option on.

-Did you first unzip your maps before installing the mod?

Greetz

Aetius

#9:  Author: DesertmouseLocation: south of London PostPosted: Tue Feb 10, 2009 9:04 pm
    —
DL Kreta mod Very Happy but plugin has no install txt file Mad

#10:  Author: platoon_michaelLocation: Right behind you PostPosted: Tue Feb 10, 2009 9:09 pm
    —
You do have to install the maps for any CCIV mod "Before" installing the plugin.
If you didnt thats why and it's ok.
Just use the CfgIV27 program to uninstall the mod,then reinstall and you will be ok.
Assuming you did put the maps in the right folder and they werent sub-foldered.

#11:  Author: DesertmouseLocation: south of London PostPosted: Tue Feb 10, 2009 9:23 pm
    —
Maps installed first and not in sub folder
still no different

#12:  Author: flick PostPosted: Tue Feb 10, 2009 9:50 pm
    —
Where would I see it as sub-folded? As far as I can see it, I've done everything correctly.

I put the new maps into the main map folder, then I installed the plug in. But the maps won't load.

#13:  Author: platoon_michaelLocation: Right behind you PostPosted: Tue Feb 10, 2009 10:48 pm
    —
You would see a folder inside your CCIV maps folder,thats all.
I got my version from Aetius's ftp site but I assume it;s the very same files you guys have.

Are both of you getting the same error message?
Or is it one of you has no install txt for the plugin and one of you cant view maps?

Maybe try deleting all the Kreta files and unzip them again.

#14:  Author: flick PostPosted: Tue Feb 10, 2009 11:02 pm
    —
I'm re-installing everything.

#15:  Author: DesertmouseLocation: south of London PostPosted: Tue Feb 10, 2009 11:40 pm
    —
re-installed 5 times and 5 different error messages Confused
tried to manual install all worked ok but had olive trees in Bastogne
and a lot of Tommies in shorts running around in the snow Ha Ha

#16:  Author: flick PostPosted: Wed Feb 11, 2009 11:38 am
    —
Phew, managed to get it working.

#17:  Author: Sapa PostPosted: Wed Feb 11, 2009 4:21 pm
    —
flick wrote:
Phew, managed to get it working.


What was the problem? Confused

#18:  Author: DesertmouseLocation: south of London PostPosted: Wed Feb 11, 2009 6:28 pm
    —
UCK IT
have install text now
but fails to copy cc4 exe

#19:  Author: DesertmouseLocation: south of London PostPosted: Wed Feb 11, 2009 6:50 pm
    —
given up Shocked Confused Evil or Very Mad

#20:  Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Wed Feb 11, 2009 7:11 pm
    —
Do a fresh instal of CC4, patch it, then manually over wright the files. Sometimes the Cfg program just doesnt work.

#21:  Author: DesertmouseLocation: south of London PostPosted: Wed Feb 11, 2009 7:23 pm
    —
have tried a manual install but maps didnt work

#22:  Author: Aetius PostPosted: Wed Feb 11, 2009 7:37 pm
    —
Hi Desertmouse,

Have you had problems with your CC4 config manager before?

When an install goes wrong the best thing to do is uninstall the game, and delete all remaining files that where "left behind" by the uninstaller in the default CCIV folder (C:\Program Files\Close Combat IV).

A manual install is very tricky, avoid it at all cost.

This is the procedure which should work to install the CC4 Crete mod:

-Install the CCIV stock game into the default path on your C drive
-Install the official Atomic patch for CCIV
-Click the CC4.exe, enter the mainscreen, click the options tab and disable video’s
-Install the CCIV Config Manager (CfgIV27) by Zeppo
-Unzip the mapfiles in your mappack into the C:\Program Files\Close Combat IV\Maps directory
-Unzip the CC4-Kreta v1.0.zip and put the CCIV Kreta v1.0.pln plugin file into your Plugins directory of your Config Manager install.
-Run the CfgIV27.exe
-Select the plugin in the “not installed” window, click your RMB and select install
-Wait until you get a message box, and click OK.
-The CCIV Kreta v1.0mod has now been installed

Could you tell me during wich step of the above procedure you are experiencing difficulties?

Greetz

Aetius

#23:  Author: DesertmouseLocation: south of London PostPosted: Wed Feb 11, 2009 7:54 pm
    —
Hi Aetius
no probs with config before
the part it goes tits up is installing plugin
message unable to copy cc4 exe
ps thanks for help

#24:  Author: DesertmouseLocation: south of London PostPosted: Wed Feb 11, 2009 8:19 pm
    —
Tried again still no luck
perhaps i will it on cc2 if i can find it

#25:  Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Thu Feb 12, 2009 9:23 am
    —
Aetius wrote:

A manual install is very tricky, avoid it at all cost.

Aetius


It sounds like he has enough pc knowledge to do a manual install. Most mods were manual install a one time, Vet BoB, GJS, Okinawa etc. I have seen trouble with Cfg manager before, when there's nothing wrong with the install.txt file.

However, Desertmouse, you say you had olive trees in Bastogne. It sounds like the elements file and the data file is in the right place, but you shouldnt be playing a Bastogne game. If you do a manual install it is unlikely you removed the original CC4 games.
Is there a Keta GC or OP or single battle available?
If you try to create a game does it show the Kreta strat map / units?
If so try to create a single battle on a Kreta map.

Good luck....

#26:  Author: salhexe PostPosted: Thu Feb 12, 2009 2:00 pm
    —
Hi Aetius
I have some questions after 2 battles in GC.
I have started GC and marked the time in 15 minutes, it remains hidden (very well is an option for veterans, I want to know how to do it ') but I have played for more than 15 minutes about 20 then I asked truce.
In the post ad, speaks of "Use the standard installation for H2H play and for the vetmods play against the AI", but there is just plug in h2h files however Ai play hard.
The Jager Luger with no scavenging perhaps this is a problem of the game.

congratulations Smile

#27:  Author: Aetius PostPosted: Thu Feb 12, 2009 6:16 pm
    —
Hi,

I did a few manual installs in the past, nomather how carefull i was i forgot to install files or overwrite files that shouldn't be overwritten, and when there are vetmods or other "subplugins" it got really messy.

Config manager never gave me any troubles, but that could be PC related.

@desertmouse

I honestly don't have a clue why your CC4.exe won't install.
Ill check the install text, but i don't think i will find something since most people don't have problems with it.

@salhexe

Quote:
I have started GC and marked the time in 15 minutes, it remains hidden (very well is an option for veterans, I want to know how to do it ') but I have played for more than 15 minutes about 20 then I asked truce.


-I'm not sure if i understand your question could you explain with a screenshot if possible?

-The CC4 Crete vetmods haven't been added to the download section, i'll ask mooxe to add them.

-The jager team with lugers should indeed scavenge, i'll check it out.

Thanks for your comments

Greetz

Aetius

#28:  Author: salhexe PostPosted: Thu Feb 12, 2009 9:02 pm
    —
Aetius wrote:

@salhexe
-I'm not sure if i understand your question could you explain with a screenshot if possible?


I forgot that in CC4 there is a slight difference in the setting than CC5.

When force morale gets too low can not be set and I have not checked when time expires, this means that the time has never end?
I find that not to see the time remaining in the game is more difficult for the person, so that it can not do calculations maybe waiting a few seconds before the order to occupy a vl for example.
You think possible to have this option in CC? That is not to see the time remaining until the end of the game? Razz



UO0005.jpg
 Description:
 Filesize:  138.38 KB
 Viewed:  16639 Time(s)

UO0005.jpg



#29:  Author: DesertmouseLocation: south of London PostPosted: Thu Feb 12, 2009 10:13 pm
    —
Hi Aetius
I can now install mod works ok BUT..............
no maps Confused and cc4 exe wont install (change manually)?

#30:  Author: platoon_michaelLocation: Right behind you PostPosted: Fri Feb 13, 2009 12:19 am
    —
Desertmouse:
Do you have a screen shot program or MSN Instant Messenger?
If you have MSN Instant Messenger add me to your list of friends..........

platoon_michael [at] hotmail [dot] com

If not please send me some screen shots of what you are exactly doing.
(in order please)
My MSN name is the same as my e-mail.

Dont give up.
I'm sure theres enough of us around here who can help get things right.

I have never gotten a message as to the CCIV .exe not being able to install.
Is your copy a legal copy or not?

#31:  Author: Aetius PostPosted: Sun Feb 15, 2009 11:20 am
    —
Hi Salhexe,

Quote:
I forgot that in CC4 there is a slight difference in the setting than CC5.
When force morale gets too low can not be set and I have not checked when time expires, this means that the time has never end?


Indeed, i advise everyone to set the time limit to 15mins.

Quote:
I find that not to see the time remaining in the game is more difficult for the person, so that it can not do calculations maybe waiting a few seconds before the order to occupy a vl for example.
You think possible to have this option in CC? That is not to see the time remaining until the end of the game? Razz


It is possible, one can replace the time digits with blank (white) images so no time disply is shown.

Greetz

Aetius

#32:  Author: salhexe PostPosted: Mon Feb 16, 2009 12:27 pm
    —
Aetius wrote:

It is possible, one can replace the time digits with blank (white) images so no time disply is shown.


Thx for reply
you can be more specific? exactly what file and where it must act, if possible?

Thx in advance Smile

#33:  Author: squadleader_idLocation: Soerabaja PostPosted: Mon Feb 16, 2009 1:16 pm
    —
salhexe wrote:
Aetius wrote:

It is possible, one can replace the time digits with blank (white) images so no time disply is shown.


Thx for reply
you can be more specific? exactly what file and where it must act, if possible?

Thx in advance Smile

I'm sure Aetius is referring to the clock digit TGAs in the GameGadg.gdg file.

#34:  Author: salhexe PostPosted: Mon Feb 16, 2009 2:57 pm
    —
Yes Smile thx
Here an first example.
I apologize to Aetius for the image of another mod
This is to say that not knowing the remaining of the time, in this case is hazardous to an approaching vl to conquer in the last seconds without having a reaction dell'ai.
In this case, after the Russians conquered the southern 2 vl, I attempt to regain the "alleged" end of the game, but it was too early and Ai react and destroy my men.



Appunti01.jpg
 Description:
 Filesize:  249.91 KB
 Viewed:  18609 Time(s)

Appunti01.jpg



#35: Can't install the plugin Author: Knecht PostPosted: Sat Feb 21, 2009 2:41 am
    —
Hello all,

I'm looking forward to trying this Kreta mod but have come across a bit of a poser. . .the Kreta plugin was unzipped and is sitting in the Plugins folder but when I run the Manager (CfgIV27) there is nothing to install. It's as if the Manager doesn't recognize there is something in the Plugins folder. I deleted and reinstalled both the manager and the plugin but still get the same result. Any ideas in how to correct this?


Thanks.

#36:  Author: Aetius PostPosted: Sat Feb 21, 2009 8:43 am
    —
Hi knecht,

-Is CC4 installed in the default directory?
C:\Program Files\Close Combat IV
The plugin manager gives troubles if this is not the case.

-Verify that the *.pln files are visible in the config manager plugins folder without being in subfolders.

Aetius

#37:  Author: Knecht PostPosted: Sat Feb 21, 2009 5:52 pm
    —
Aetius wrote:
Hi knecht,

-Is CC4 installed in the default directory?
C:\Program Files\Close Combat IV
The plugin manager gives troubles if this is not the case.

-Verify that the *.pln files are visible in the config manager plugins folder without being in subfolders.

Aetius


Aha! A simple fix. It was in a damn subfolder. . .whoops. Thanks for the help!

#38:  Author: GS_SchimpfLocation: Germany PostPosted: Sat Feb 28, 2009 9:24 am
    —
I think I found a small bug:

on first day of the campaign the bg shown in the screenshot had a strange team in it called "dummy". As you can see, the team has a picture showing brits and they are armed to their teeth. I suppose this is a test team that somehow slipped in. Perhaps aetius can fix this for a upcoming patch.



UO0001.jpg
 Description:
 Filesize:  148.69 KB
 Viewed:  18383 Time(s)

UO0001.jpg



#39:  Author: Aetius PostPosted: Sat Feb 28, 2009 10:22 am
    —
Hi GS_Schimpf,

On wich settings are you playing?
Is this a single battle?

Remember veteran Vs veteran is the only playable level.

Aetius

#40:  Author: GS_SchimpfLocation: Germany PostPosted: Sat Feb 28, 2009 10:37 am
    —
This may be the problem: I play on elite and AI on green.

What is the reason, only vet vs vet is playable?

#41:  Author: Aetius PostPosted: Sat Feb 28, 2009 12:08 pm
    —
Hi GS_Schimpf,

You can edit the force pools for each difficulty level in the CC4 BGedit tool, but it would be a lot of work to do this for each seperate turn.
To save time i only did the veteran Vs Veteran difficulty and created vetmods for a tougher challange.

TT already used this system in his VetBoB mod, i just copied it from the CC4 modding master.

Playing on any difficulty level besides Vet vs Vet will cause weird force pools, so don't.

Aetius

#42:  Author: salhexe PostPosted: Thu Mar 05, 2009 3:35 pm
    —
I have some image hero vs recruit Ai.
Think it's only an image error.

#43:  Author: salhexe PostPosted: Thu Mar 05, 2009 3:58 pm
    —
Aetius wrote:


Playing on any difficulty level besides Vet vs Vet will cause weird force pools, so don't.

Aetius


I've played many GC hero vs recruit Ai with TT's VetBob without errors in both sides german or allied.

#44:  Author: Aetius PostPosted: Thu Mar 05, 2009 5:55 pm
    —
Hi,

I never played the CC4 VetBoB mod on anything but Vet Vs Vet so it could be only an "image error".

The CC4 Kreta force pools are only entered for the vet Vs Vet level so playing on other settings might give strange results.

I remember that BGedit has a function to copy all force pools from one difficulty setting to another chosen difficulty setting, i might try this and make light changes to battlegroups in a future version of the mod.

Aetius

#45:  Author: 7A_WoulfLocation: Sweden PostPosted: Mon Mar 09, 2009 7:22 am
    —
Great mod Aetius, being a pure vs. AI so far it's the best I played! Smile

But...
A) -Anybody else noticed that German soldiers that surrenders disappears from the map, or is just my graphic file that is messed up? (They are there, but you can't see them... None mentioned it so I get a bit uncertain... Confused )
B) -The overall AI is great, but is it possible to do something about its "street fighting skill"? I'm having my own Arnhem up in Chania and the AI's attacks is like the charge of the light Brigade! Rolling Eyes
Only two reasons that I loose ground/soldiers; -his artillery and my lack of ammo.

Keep up the good work, you and the other have created a masterpiece here! :ok2

#46:  Author: squadleader_idLocation: Soerabaja PostPosted: Mon Mar 09, 2009 8:49 am
    —
Woulf73 wrote:


But...
A) -Anybody else noticed that German soldiers that surrenders disappears from the map, or is just my graphic file that is messed up? (They are there, but you can't see them... None mentioned it so I get a bit uncertain... Confused )


AFAIK surrendering soldiers are only visible when they're within LOS of friendly units...otherwise they disappear.

#47:  Author: Aetius PostPosted: Wed Mar 11, 2009 6:40 pm
    —
HI Woulf73,

Quote:
B) -The overall AI is great, but is it possible to do something about its "street fighting skill"? I'm having my own Arnhem up in Chania and the AI's attacks is like the charge of the light Brigade!
Only two reasons that I loose ground/soldiers; -his artillery and my lack of ammo.


Unfortunately changing the AI "street fighting skill", attack patterns and "intelligence" can't be changed.

Aetius

#48:  Author: xristar PostPosted: Fri Mar 13, 2009 11:16 am
    —
Mmm, nice mod; I played a little and looks excellent.
My notices: the greeks didn't have any Hotchkiss M1924/29. They had the Hotchkiss M1922/26 instead.
Additionally, they had a couple of Mannlicher carbines and a grenade launcher as well in every squad. This second comment of course is valid for main greek army, and the greek forces in Crete weren't such, so I suppose one can assume their composition was simpler.
A bug?: I nstalled the greek voices plugin, but that changes the voices of all allied troops into greek. Is that a problem of CCIV or of the mod only? (-cause in CCV more languages can be used for the same side)

#49:  Author: flick PostPosted: Fri Mar 13, 2009 11:34 am
    —
I just have a problem with the greek arty. It just blows my army away, without a chance.

#50:  Author: Aetius PostPosted: Fri Mar 13, 2009 11:56 am
    —
Quote:
My notices: the greeks didn't have any Hotchkiss M1924/29. They had the Hotchkiss M1922/26 instead.
Additionally, they had a couple of Mannlicher carbines and a grenade launcher as well in every squad. This second comment of course is valid for main greek army, and the greek forces in Crete weren't such, so I suppose one can assume their composition was simpler.


Info on the Greek army and it's equipement was really hard to find, especialy since i can't read Greek.
So any info you might have would be more than welcome.

Quote:
A bug?: I nstalled the greek voices plugin, but that changes the voices of all allied troops into greek. Is that a problem of CCIV or of the mod only? (-cause in CCV more languages can be used for the same side)


I didn't know more languages could be used for the same side in CC5, i'll have to check this but it would surprise me if this is the case.
In CC4 there is only 1 allied voice file and 2 german voice files (1 in german and 1 in english with german accent).

Quote:
I just have a problem with the greek arty. It just blows my army away, without a chance.


The arty observers in the Greek force pools are the same teams as in the other creforce force pools.
Are you playing the vetmod?
If so, the creforce arty teams are devastating, to make it very tough for the german side

Aetius

#51:  Author: squadleader_idLocation: Soerabaja PostPosted: Fri Mar 13, 2009 12:01 pm
    —
xristar wrote:

A bug?: I nstalled the greek voices plugin, but that changes the voices of all allied troops into greek. Is that a problem of CCIV or of the mod only? (-cause in CCV more languages can be used for the same side)


That's not a bug...limitation of the CCIV engine.
CCIV and CCV can only handle 3 voices files...1 for Allies and 2 for Axis (ie: Germans can speak English or German).

#52:  Author: xristar PostPosted: Fri Mar 13, 2009 10:23 pm
    —
squadleader_id wrote:
xristar wrote:

A bug?: I nstalled the greek voices plugin, but that changes the voices of all allied troops into greek. Is that a problem of CCIV or of the mod only? (-cause in CCV more languages can be used for the same side)


That's not a bug...limitation of the CCIV engine.
CCIV and CCV can only handle 3 voices files...1 for Allies and 2 for Axis (ie: Germans can speak English or German).

ah, thanks, I didn't know that. I suspected that there must've been an engine limitation, but didn't know that detail about axis and allies.

#53:  Author: xristar PostPosted: Fri Mar 13, 2009 10:33 pm
    —
Aetius wrote:
Quote:
My notices: the greeks didn't have any Hotchkiss M1924/29. They had the Hotchkiss M1922/26 instead.
Additionally, they had a couple of Mannlicher carbines and a grenade launcher as well in every squad. This second comment of course is valid for main greek army, and the greek forces in Crete weren't such, so I suppose one can assume their composition was simpler.


Info on the Greek army and it's equipement was really hard to find, especialy since i can't read Greek.
So any info you might have would be more than welcome.
Aetius

I'd like to help, but I don't actually know much myself. I'm Greek, so
I know some details of the Greek army, but not more than that that many people already know. Depends on what you seek.

Have been playing the mod, and I noticed that MMGs are quite ineffective. To be honest, I relied much on them when playing regular CC, and makes me feel slightly out of my waters.

#54:  Author: Aetius PostPosted: Sat Mar 14, 2009 5:44 pm
    —
Hi xristar,

Mostly information on weapons, rifle's, LMG's, SMG's, HMG's that Greek forces on Crete would have used.

Quote:
Have been playing the mod, and I noticed that MMGs are quite ineffective. To be honest, I relied much on them when playing regular CC, and makes me feel slightly out of my waters.


I used a lot of soldier and weapons data from TT's VetBoB, this makes infantry generaly harder to kill.

Aetius

#55:  Author: xristar PostPosted: Mon Mar 23, 2009 2:49 pm
    —
Quote:
Hi xristar,

Mostly information on weapons, rifle's, LMG's, SMG's, HMG's that Greek forces on Crete would have used.

I came across this document in the internet, which is pretty much as detailed as one could ask.

#56:  Author: Aetius PostPosted: Mon Mar 23, 2009 7:06 pm
    —
Hi xristar,

Thank you very much for your help, but when i want to open or download the document, it says there's an error in the document that can't be repaired.

Could you put the pdf document in attach of your post?

Thanks in advance

Aetius

#57:  Author: salhexe PostPosted: Mon Mar 23, 2009 7:41 pm
    —
Pdf work for me here upload


GreekGroundForcesinCreteandTheirSmallArmsrev.zip
 Description:

Download
 Filename:  GreekGroundForcesinCreteandTheirSmallArmsrev.zip
 Filesize:  97.81 KB
 Downloaded:  567 Time(s)


#58:  Author: Aetius PostPosted: Tue Mar 24, 2009 5:29 pm
    —
Thanks for attaching it salhexe, got it now.

Aetius

#59:  Author: Von MansteinLocation: Santander (Spain) PostPosted: Wed Mar 25, 2009 2:09 pm
    —
Aetius, please. Does Kreta's mod work with the same ports of CCV or it needs more or different ports? I can't connect via IP. First, the connection (a good ADSL line) is aborted a few seconds after the connectiont. In the subsecuents intents, my friend didn't see the game in his screen (doesn't appear the game creatted for me: I'm the host) At the end we tried with the Close Combat WAR and we played without problems...

#60:  Author: Aetius PostPosted: Wed Mar 25, 2009 5:27 pm
    —
Hi Von Manstein,

The mod hasn't been tested H2H via IP and i personaly never played this way either CC4 or CC5.
It should probabaly work the same way as stock CC4, can you unisntall the Kreta mod and try playing stock CC4 via IP.

Aetius

#61:  Author: 7A_WoulfLocation: Sweden PostPosted: Wed Mar 25, 2009 5:53 pm
    —
Don't know if this is an error, or just a flaw in the CC4... :what2

My first experience of this was when I placed an engineer squad in the building by the prison entrance vl with a Twisted Evil smile;
-Just to see what felt like 200 maori rifle coming from the north-east...

Have a picture of this "super-Bren": -this is the THIRD time it drives over a L3 wall!! Smile

Have also noticed the same phenomena at the castle on the Castle Hill map; -The brave defenders just moves right of the walls if you have them on defence or orders them to move...

Is it possible to make these walls "real walls", that is impassable except at the 'right' places?



Super-Bren.JPG
 Description:
 Filesize:  266.72 KB
 Viewed:  43488 Time(s)

Super-Bren.JPG



#62:  Author: Von MansteinLocation: Santander (Spain) PostPosted: Wed Mar 25, 2009 6:13 pm
    —
Thanks very much for your faster answer.

#63:  Author: Aetius PostPosted: Sat Mar 28, 2009 5:48 pm
    —
7A_Woulf wrote:
Don't know if this is an error, or just a flaw in the CC4... :what2

My first experience of this was when I placed an engineer squad in the building by the prison entrance vl with a Twisted Evil smile;
-Just to see what felt like 200 maori rifle coming from the north-east...

Have a picture of this "super-Bren": -this is the THIRD time it drives over a L3 wall!! Smile

Have also noticed the same phenomena at the castle on the Castle Hill map; -The brave defenders just moves right of the walls if you have them on defence or orders them to move...

Is it possible to make these walls "real walls", that is impassable except at the 'right' places?


This is not CC4 but a coding error made by me.

I'll add it to the bug list.

Thanks for posting the bug.

Aetius

#64:  Author: flick PostPosted: Sun Mar 29, 2009 7:30 pm
    —
You really apreciate how tough para troopers are, when you rely on their MG teams keeping calm and accurate.

#65: Re: The CCIV Kreta (Maleme-Chania sector) v1.0 bugs and mist Author: Pzt_KanovLocation: México PostPosted: Thu Apr 15, 2010 6:14 pm
    —
A little late to the party, but just wanted to say that this is a great mod, I've been playing it for the last 3 days and been having a lot of fun. It is challenging as is with out the vetmods, I already lost a BG(!) and have another on a tight spot. I like the huge variation of teams, it is refreshing. As for bugs I have not found any crippling ones, only the ones mentioned here and of course the crewed weapons without crew assigned. I should make a little fix for this for all the mods.

#66: Re: The CCIV Kreta (Maleme-Chania sector) v1.0 bugs and mist Author: platoon_michaelLocation: Right behind you PostPosted: Fri Feb 28, 2014 11:56 am
    —
Hello,
I was just curious,Are these maps still available in the original full size?

And is there any updates on the horizon?

#67: Re: The CCIV Kreta (Maleme-Chania sector) v1.0 bugs and mist Author: Aetius PostPosted: Sat Mar 01, 2014 11:36 am
    —
Hi,

The full size original maps where not coded when i started the Crete mod, only the cut up maps where coded.

But i might have the original maps in *.pdf or *.jpeg somewhere on my backup CD's i've made years ago.

No, No updates on the horizon.
I stopped playing(modding) the classic CC games when i bought my 24" screen, i can't seem to find a screen size that works for me.

However i've often thought what a good platform LSA would make for the Crete mod.
The ability to merge BG's is ideal for Crete, depleted units/regiments/sturmgruppen could merge to KG's as they did historically.
Unfortunately i don't have the time anymore to do this.

If you want i'll see if i can find the full size originals and mail them to you.

Aetius

#68: Re: The CCIV Kreta (Maleme-Chania sector) v1.0 bugs and mist Author: dj PostPosted: Sat Mar 01, 2014 4:43 pm
    —
Aetius wrote (View Post):
Hi,

The full size original maps where not coded when i started the Crete mod, only the cut up maps where coded.

But i might have the original maps in *.pdf or *.jpeg somewhere on my backup CD's i've made years ago.

No, No updates on the horizon.
I stopped playing(modding) the classic CC games when i bought my 24" screen, i can't seem to find a screen size that works for me.

However i've often thought what a good platform LSA would make for the Crete mod.
The ability to merge BG's is ideal for Crete, depleted units/regiments/sturmgruppen could merge to KG's as they did historically.
Unfortunately i don't have the time anymore to do this.

If you want i'll see if i can find the full size originals and mail them to you.

Aetius


Hi Aetius - long time have not seen you around.  I have the same issue trying to find good screen size for my 23" LED monitor...and have issues running all the classic CC games on Windows 7.  However all the re-releases work fine on the wide screen monitor and Windows 7.

Yes maybe there is a way you can share your great work on this mod and one day the CC community can convert to LSA / TLD / PitF.  I bought PitF on sale for only $20 and it works especially good on larger monitor.  

Weren't you working on other mods also as I recall?

#69: Re: The CCIV Kreta (Maleme-Chania sector) v1.0 bugs and mist Author: Aetius PostPosted: Sun Mar 02, 2014 7:37 am
    —
I still lurk around, playing the Kharkov mod on WAR now.
max screen resolution setting on the re-releases also work fine for me (i own WAR and LSA).

Original full scale maps where made by Moloch and Dom, if someone is planning to convert the mod to the re-release games, please feel free to use anything you want from the CC4 Crete mod.

No, i wasn't working on any other mods.

Aetius

#70: Re: The CCIV Kreta (Maleme-Chania sector) v1.0 bugs and mist Author: paratmar PostPosted: Mon Jan 25, 2021 4:10 pm
    —
Kreta (1941) About the military actions of German troops on the island of Crete. https://youtu.be/Fk4aqxlbjz0

#71: Re: The CCIV Kreta (Maleme-Chania sector) v1.0 bugs and mist Author: dj PostPosted: Thu Jan 28, 2021 2:52 am
    —
Link isn't working?  Best documentary I saw on Crete invasion was the Discovery Channel "Wings of the Luftwaffe".  Was that what you found?  Not many left remaining on YouTube.  Also Wings of the Red Star was very good.

#72: Re: The CCIV Kreta (Maleme-Chania sector) v1.0 bugs and mist Author: paratmar PostPosted: Thu Jan 28, 2021 8:05 am
    —
Part 1 - https://youtu.be/MIRdA6JUGBs ...... part 2 - https://drive.google.com/file/d/1_PeOJhqAKnng0E9e2TF5osEvUztpkdak/view?usp=sharing



Close Combat Series -> CC4 Kreta, Maleme-Chania sector


output generated using printer-friendly topic mod. All times are GMT

Page 1 of 1