Ortona '43 progress updates
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Close Combat Series -> CC5 Ortona 1943

#1: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed Apr 28, 2010 6:52 pm
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This thread serves to keep you informed of our progress with the Ortona '43 mod.

This mod has been in a testing phase for several months now. So far I have not experienced any data crashes. Data are basically the same as the Scheldt mod data with some adjustments necessary for this specific battle.
Roofs and coding were incomplete when we took the helm and 99% are now done. 1 Map was missing and it has been drawn by Buck and works fine and looks just brilliant. Hard to tell the difference between his style and PT's. Another map will be drawn because one map is more or less a copy of another one.  
VL's were added , needs some refining.
Stratmap connections are done but stratmap layout might have to be altered.
Most graphics are finished; unit icons will be redone with as many new images as possible.
Forcepools need a lot of work, especially the Germans need work at this point. Not many sources are available.
Battle groups need some work.
All maps have been tested.
All battles, operations and GC have to be created. Need to reread Mark Zuehlke's book.
Test Op's and GC work fine so far.

Cheers,

Pete

#2: Re: Ortona '43 progress updates Author: squadleader_idLocation: Soerabaja PostPosted: Thu Apr 29, 2010 1:10 am
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Thanks for the update, Pete!
I didn't know Ortona was already at an advanced stage of development when abandoned!  Great news!

#3: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Thu Apr 29, 2010 1:46 am
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Wow, great progress you two are making!!!

Thank you for the update.

#4: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Thu Apr 29, 2010 12:31 pm
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Hey Guys,

Well about 42 maps where allready done before we took over you guys know this is the hardest part of mod making. It's just a matter of fine tuning and graphical work...

Cheers Buck

#5: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Sat May 01, 2010 9:15 pm
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Ok as Pete told you I was working on the New San Nicola Map. I did the job in 2 evenings work. Took me 5-6 Hours coding included. The map is a combination of several terrain feature's we took from the battle discription in the Book Ortona. on the very right you can see the jump of point wich was a larger farm then a gully with a river and rolling terrain lots of fields with olive trees an wineyards. and then the actual village of San Nicola.

Currahee :P

Buck



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#6: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Sat May 01, 2010 9:55 pm
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Looks Great!!!

#7: Re: Ortona '43 progress updates Author: squadleader_idLocation: Soerabaja PostPosted: Sun May 02, 2010 12:12 am
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Nice looking map!  Great work, Buck!

#8: Re: Ortona '43 progress updates Author: pagskier PostPosted: Sun May 02, 2010 2:27 pm
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looking good!!!

#9: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Sat Jun 19, 2010 11:15 pm
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Hey Guys,

A short update on what whe have done so far. Pete has been working on the data the main concern was finding the right mixture of teams within the BG's. Pete is also busy with scanning the Strategic map. As it turned out at least 2 maps where double in the game. And has been checking if there were others with these kind of issues. He is also busy with the BTD's and checking out if all the connections match up with the real time area described in the Book: Ortona, which can be found on google earth.
I've been busy redoing those maps and some graphics like the comsideselect and the battlestatus screen. If Pete is finished checking I will start to evaluate and update the stratmap for the mod. Also i'm busy play testing some op's

Cheers Buck



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#10: Re: Ortona '43 progress updates Author: MF_Church PostPosted: Sun Jun 20, 2010 3:03 am
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Well Done !

Buck you can make something sound simple and yet at the same time convey great weight and work  put in.

Thanks for the great update and work involved! from you Both!  :D

p.s.  That map is one of the best i've seen! to Fight on!!!   Smile

#11: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Jun 20, 2010 1:29 pm
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My main concern is that in my opinion there are too many maps to represent this small area. The maps are very good representations of the actual country but some do not represent completely actual battlefields (meaning they are too small), which might not be a concern for most players but personally I would like to see maps drawn with consideration for geographical features that influenced the actual battles. I am considering cancelling a few maps and reshuffling the stratmap a bit. However, I will not change too much out of respect for PT's original plans.
Fighting on these small maps is good though. What helps is that I am assigning only a small number of vl's per map.

#12: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Sun Jun 20, 2010 6:24 pm
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Thanks for the update Buck/Pete!!!

#13: Re: Ortona '43 progress updates Author: pagskier PostPosted: Mon Jun 21, 2010 2:07 am
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Sounds great!
thanks for the infos

#14: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Fri Aug 13, 2010 3:08 pm
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Hey guys,

A short update of the progress in the mod.

Pete has been busy checking out all the maps made by PT weather or not they are on the right location on the stratmap and if the connections are correct. He also checked the relevance of the maps within the mod. He came to the conclusion that certain maps where on the wrong location or that there wasn't much of fighting on that actual location. I can't specifically tell you what he has found out but it led him to conclude that there was need of a new Vino ridge.
I have been busy over the last few days making that actual map and for the first time in my life I used a 3d program (3ds Max) for rendering the height map. I'm quite satisfied with the actuall result.

Other than that there isn't much progress. As soon as pete returns from his holidays we will start to update the stratmap.

CHeers Buck


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#15: Re: Ortona '43 progress updates Author: QMLocation: Australia PostPosted: Sat Aug 14, 2010 12:00 am
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Great stuff guys, thanks!

#16: Re: Ortona '43 progress updates Author: squadleader_idLocation: Soerabaja PostPosted: Sat Aug 14, 2010 2:57 am
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Very nice looking map, Buck! Well done!

#17: Re: Ortona '43 progress updates Author: Ivan_Zaitzev PostPosted: Sat Aug 14, 2010 4:14 am
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Im looking forward to this mod.
Ortona is a really interesting battle and its not much known.
This last map looks a little dark, it might just be me dough.

#18: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri Aug 27, 2010 8:36 pm
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Well, the new stratmap has received its final shape. Buck has put a lot of work in it and created a new stratmap in one weekend. It's me who is slowing down the progress of this mod Wink . There will be 40 maps on the stratmap. 3 Maps are new and created by Buck. We deleted 4 maps on the bottom half of PT's original stratmap because I felt it was historically unbalanced in the sense that the Allies would be able to win the GC without capturing the major target of the mainroad Orsogna-Ortona. Now it's about 50/50 and I will make sure when assigning VL's that capturing the road Orsogna-Ortona will tip the balance.

#19: Re: Ortona '43 progress updates Author: CSO_Talorgan PostPosted: Sun Aug 29, 2010 8:53 pm
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Buck_Compton wrote (View Post):
for the first time in my life I used a 3d program (3ds Max) for rendering the height map.


First time I've heard of this being done by anyone.

#20: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Sun Aug 29, 2010 9:41 pm
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CSO_Talorgan wrote (View Post):
Buck_Compton wrote (View Post):
for the first time in my life I used a 3d program (3ds Max) for rendering the height map.


First time I've heard of this being done by anyone.


Hey Talorgan,

A first time for everything I'd Guess Wink But you won't be able to see very much of it. But it woudn't suprise me if others allready used this or these kind of techniques. Especially because the bright side of hills is quite dificult to make. The 3d renderd layer has made the map about 10% darker than others...

Cheers Buck

#21: Re: Ortona '43 progress updates Author: CSO_Talorgan PostPosted: Sun Aug 29, 2010 11:30 pm
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Buck_Compton wrote (View Post):
Especially because the bright side of hills is quite dificult to make.


This, and shadows, would be the main reason for employing a 3D technique.

#22: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Mon Aug 30, 2010 12:07 am
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Wasn't 3d rendering techniques used on the stock cc5 maps and vehicle's?? Well i still need to find a right way to put in the shadows... but thats just trial and error ;)

cheers

#23: Re: Ortona '43 progress updates Author: DigsLocation: Ontario, Canada PostPosted: Mon Aug 30, 2010 7:47 am
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Can we see what the strategic map and unit icons looks like?.

#24: Re: Ortona '43 progress updates Author: pagskier PostPosted: Mon Aug 30, 2010 10:46 pm
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Hi
I hope you don't remove map completely

atleast keep em for single battle!
there is never too much maps!

#25: Re: Ortona '43 progress updates Author: CSO_Talorgan PostPosted: Tue Aug 31, 2010 9:27 pm
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Buck_Compton wrote (View Post):
Well i still need to find a right way to put in the shadows... but thats just trial and error Wink


It's a piece of cake; or at least it was when using Nomada_Firefox' Blitzkrieg II method:



All you had to do was orientate the map graphic (spin it round) until the sun was coming from the north west at a 45 degree angle.

It was the *other* problems that proved insurmountable.

#26: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Wed Sep 01, 2010 10:19 am
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Hmm yes it would be but in order to get the shadows correct i would have to make the map in 3d.
3ds max allows me to rotate all object as much as i'd like...

cheers

#27: Re: Ortona '43 progress updates Author: _PT_Location: Athens. GA PostPosted: Sat Oct 23, 2010 12:03 pm
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Pete wrote (View Post):
Well, the new stratmap has received its final shape. Buck has put a lot of work in it and created a new stratmap in one weekend. It's me who is slowing down the progress of this mod Wink . There will be 40 maps on the stratmap. 3 Maps are new and created by Buck. We deleted 4 maps on the bottom half of PT's original stratmap because I felt it was historically unbalanced in the sense that the Allies would be able to win the GC without capturing the major target of the mainroad Orsogna-Ortona. Now it's about 50/50 and I will make sure when assigning VL's that capturing the road Orsogna-Ortona will tip the balance.


I am really glad that this is being worked on. Just some points of what I have intended with the mod:

All the major fighting should be in the city, thus a lot of maps that at the bottom half makng a bottleneck for Canadian advance. The main reson that Germans left when they did is that Orsogna-Ortona Highway was finally taken, so there should be a way to win the GC without getting to the Highway.

There should be only two or three passages maps in the middle gully area. Through San leonardo road, possibly Vino Ridge area and Costal road. If you make more passages it will not be historical.

All off roading by the tanks should be impossible. All the vineyards and mud was dertimental to any tank movement off road.

Small maps were intended to be quick and deady, especially in the bottom part between San Leonardo and the highway with a lot of armor destruction. Thus costal road was used by Canadians to penetrate to the city of Ortona. This is where real infantry combat happen.

Canadians should have some kind of explosive devices that would allow them to go through the walls so they are not exposed in the streets. Rubble should stop most of the city tank movement; they should be limited to couple of main streets.

My point of regret is that I did not keep the mod to the city limits with 24 maps like I originally wanted. Believe it or not that part was all complete in 2005. I actually played test GC and it all worked.

I wish you guys good luck and please finish it soon!
pt

#28: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Thu Nov 18, 2010 11:33 am
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Hey PT,

First we would like to thank you for giving us a chance of making this great mod project to a succes. We are currently busy overcomming the obstalce's on our road. I do have a question for you: Almost all your maps where finished when you send them to me. But about 20-25 maps weren't compeleted. Now as you know I have been busy doing all the interiors and I have taken the liberty of making 3 new maps for your mod. But when I started coding I found out that almost all maps didnt have Height maps along with them. And it is a rather difficult task to detect heights and depressions and to be able to tell wether one is higher than the other. I was wondering if you have any info on that part of the map coding for me...

Cheers Buck

#29: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Thu Nov 18, 2010 11:39 am
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Hey PT,

First we would like to thank you for giving us a chance of making this great mod project to a succes. We are currently busy overcomming the obstalce's on our road. I do have a question for you: Almost all your maps where finished when you send them to me. But about 20-25 maps weren't compeleted. Now as you know I have been busy doing all the interiors and I have taken the liberty of making 3 new maps for your mod. But when I started coding I found out that almost all maps didnt have Height maps along with them. And it is a rather difficult task to detect heights and depressions and to be able to tell wether one is higher than the other. I was wondering if you have any info on that part of the map coding for me...

Cheers Buck

#30: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Thu Jan 06, 2011 7:05 pm
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Time for an update:
We ran into trouble after changing the stratmap. A new version of the .exe would not work on my pc but cause ctd's as soon I was trying to get to the Command Screen. It worked on Buck's pc though. In fact , it would not run on any of my pc's but would run on some other people's pc's. As at the same time we had updated other files too we did not first understand which file was causing the problem. So we lost time searching for the bug and creating new files. Not until I created a new .exe myself did we find a solution. At that point I was close to throwing in the towel. The cause of the crashes remain unclear. During this miserable time we also managed to mix up data versions so that they had to be redone.
Anyway several weeks ago my dedicated CC pc went dead. That was another blow to my motivation I can tell you and that's when you start thinking that this mod is cursed. Luckily it was only the mobo and I was able to salvage the HDD's with their precious collection of data.
Because of these setbacks not much progress has been made (frankly also because I have been spending a lot more time on other interests). I am currently working on creating historical battles and operations, playtesting and finding errors.
I can assure you though that we will finalize this project this year!

Pete

#31: Re: Ortona '43 progress updates Author: salhexe PostPosted: Thu Jan 06, 2011 10:06 pm
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strength and courage

Smile

#32: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Fri Jan 07, 2011 2:43 am
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Thank you for the update guys!!! Definitely looking forward to the mod and hope that you are through the rough spot....

#33: Re: Ortona '43 progress updates Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Fri Jan 07, 2011 9:53 am
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Thanks for your efforts Pete / Buck / PT, many of us have worked on mods and realise the time and effort needed. Take a break if you need to and start again when the time is right, it will be better if you dont rush it. We waited years for the Scheldt mod and it was worth it. Cheers!

#34: Re: Ortona '43 progress updates Author: diggin.robatLocation: Land of the krauts PostPosted: Fri Jan 07, 2011 8:28 pm
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Yes, just take your time to make a nice mod. Keep up the good work!

#35: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sat Jan 08, 2011 10:07 am
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Thanks for your support and patience guys . The road ahead looks smoother now   Wink

#36: Re: Ortona '43 progress updates Author: LostTemple PostPosted: Fri Feb 11, 2011 8:06 am
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Yet another mod I'm looking forward to playing.  Maybe it's just me, but I really really like those darker maps Buck.  It gives it a darker and more ominous atmosphere.  I wish you would remake more of the maps to fit that atmosphere. Smile

#37: Re: Ortona '43 progress updates Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Feb 18, 2011 3:40 am
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keep up the good work gents and keep the faith. this will be a great mod once done. german para's and canucks!!! what could be better!!!  Very Happy

thank you!  Very Happy

#38: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri May 06, 2011 10:04 pm
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Well, just letting you know that we are still working on this  Wink   .  Progress is slow because we are prioritizing our other interests, so to speak.
Currently I am terribly annoyed that when creating custom battles I don't seem to be able to let battle groups enter on the victory location of choice, that is, the historically more accurate direction. How can I force a battle group to enter from a certain direction? Does anyone have a solution for this?

#39: Re: Ortona '43 progress updates Author: southern_land PostPosted: Sat May 07, 2011 1:08 am
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Pete wrote (View Post):
How can I force a battle group to enter from a certain direction? Does anyone have a solution for this?


Mod it for LSA   Shocked    Wink

#40: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Sat May 07, 2011 1:19 am
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For singles battles CC4/5 randomly selects an entry VL for a BG entering to allow for re-playability (though it does tend to select the closet VL to usual entry direction for BG's in the original game's GC).

LSA does allow for specific VL's to be set in the editor for single battles thus Southern_land's suggestion.

#41: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sat May 07, 2011 7:44 am
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Thanks for the quick replies gents. Although we have briefly considered using LSA it would take too much time to change things.  LSA is the platform of choice for our next mod Wink .
I remember using a tool once for determining deployment zones. Free Deploy is such a tool but it works only with CC3.  Is there nothing similar for CC5?
About the entry direction: how were the battles in the original game designed and why can we not use that method with mods? Why do Allied BG's [in this mod] sometimes choose an entry point in the north of a map while in regular CC5 this is (as far as I can remember) not the case?

#42: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Sun Aug 14, 2011 2:41 am
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Ok it has been a while since eigther Pete or I posted here to give you an update of whats happening. I'll try to give you guys a bit of an update what has happend in the last weeks.

Maps and Stratmap:
I Believe I introduced you guys with the new map I've made for the Gully Area. There is still some sort of discussion going on concerning some maps PT made. I've removed the gully on the eastern side of the Villa Grande map as it would be no place to fight. Pete also found out that certain maps, especially those in Ortona themselves, had somewhat weird los enabling player to shoot straight trough buildings. As some of you might remember in The battle of the Scheldt mod we had no doors and windows coded in the buildings. I've done the same for most of the buildings in Ortona leaving only the holes made by destruction in the coding.

Sounds:
Pete has also taken responsibillity for most of the ingame sounds. Amongst them he added a couple of new ones like a new Bren Gun, Mg42 and Mortar sounds. He is still looking for a good sound for the thompson. I've also changed the Music wich is to hear in the Command Screen. There is also a plan to have the first few seconds of the same music at the start of each battle in order to set the mood of the player. I'm not quite sure but the same was done in Stalingrad mod and that worked just fine imho.

Data and Gameplay:
Pete has been busy with fine tuning the data these last weeks of the summer. He has made the effect of handgrenades better and the mortar teams are more effective to suppress your opponent. Also the effect of the Piat has been upgraded. He also will try to update the FT in order to make it more effective as in combat is seems quite apathetic. Altough there are no sources telling there was intensive use of the FT but accoring to the To&e they would have been in the area. So we want to give the player the opputunity to use equipment available in the area. Pete has also redone a large portion of the BTD's manouvring around with VL's and the quantity of them in order to make the single player games more intenste. Wich seems to have worked just fine because I have been struggeling to with hold the german offensive's.

We are about to get in the phase of the of playtesting H2H after Pete has done the final touches and a load of Ops and 2 Campaigns for each side.

I guess thats it now. I've hoped to informed you guys. As for those who are interested to know we havn't set a release date yet but I probarbly wont need to use the term Years :)

Cheers Buck

#43: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Sun Aug 14, 2011 4:02 am
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Thanks Buck for taking the time to let us know what is happening.....

#44: Re: Ortona '43 progress updates Author: pagskier PostPosted: Sun Aug 14, 2011 4:38 pm
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I'm really looking to cross that damn gully and move up the church, as I'm thiking I'll have as much fun than crossing those polder areas!

#45: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Aug 14, 2011 7:02 pm
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Basically I am having trouble making decisions  Confused  I am reviewing the elements file because I was not happy with the damage done by artillery and other HE effects. So I have been experimenting with the column 'HE effect' and to my surprise found that changes there gave better results than altering weapon effectiveness. Right now though I have slightly overdone it. Other things that I have been looking into is the movement of vehicles that is seriously affected by differences between the speeds of the elements. I have noticed before that random coding of maps results in vehicles twisting and turning from one element to another , seemingly following a theoretically ideal path between the fastest elements . I am trying to divide them into categories and give each gategory identical speeds.
The past 2 months I have spent reading more Canadian after action reports to get a better understanding of the progress of the battle. I found a report with Canadian maps attached that I wish I had seen a year ago because it makes a number of things a lot clearer. However, it is frustrating knowing where a certain company of a Canadian regiment was engaged but not knowing against which German unit. Most of the times the Germans are referred to only as 'panzergrenadiers' or 'paratroopers' and that is very little information to go by. Which is why I am not really bothered about it any longer.
I promise that your patience will be rewarded.

#46: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Sun Aug 14, 2011 8:53 pm
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Thanks Pete!

#47: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Sep 04, 2011 8:47 pm
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Today the stratmap received its final shape and now counts 41 maps. One map that was previously deleted has been moved to a different location where it fits nicely even though it was not meant to represent that area.
Next weekend we will start h2h playtesting.

cheers,

Pete

#48: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Mon Sep 05, 2011 3:38 am
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Thanks for the update Pete!!!

#49: Re: Ortona '43 progress updates Author: kwenistonLocation: Netherlands PostPosted: Mon Sep 05, 2011 7:28 pm
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Looking forward to Ortona. Can I ask what CC the mod is for, I can't seem to find this. CC5, TLD? Thanks.

#50: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Mon Sep 05, 2011 7:59 pm
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It's for CC5. If you don't own a copy already you should get one  Wink

#51: Re: Ortona '43 progress updates Author: kwenistonLocation: Netherlands PostPosted: Mon Sep 05, 2011 10:24 pm
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Pete wrote (View Post):
It's for CC5. If you don't own a copy already you should get one  Wink


lol, where can I get one nowadays? Very Happy
Anyway, great big up for all the work being done, and I look forward to playing the the Ortona battle! And, maybe hopefully also on TLD or LSA some day Wink.

#52: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sat Sep 10, 2011 7:10 pm
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Tonight we played several battles h2h and all works well. The sides are well balanced and the battles are a challenge for both sides.
So far no ctd's have been experienced.
We fix little errors when we encounter them. On the whole it is playable. But the remaining 5% still requires some time. We will continue to test h2h, moving on to Operations.

#53: Re: Ortona '43 progress updates Author: tripwireLocation: Florida - USA PostPosted: Thu Nov 03, 2011 11:56 pm
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Outstanding!!!  Thanks for the update, Pete.

#54: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Mon Dec 19, 2011 3:49 am
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Thanks for the update Pete, looking forward to the mod....

#55: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Sun Jan 08, 2012 8:58 pm
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First off all we'd like to wish you guys all the best for 2012!

It has been quiet for some time concerning updates in the last few weeks. None the less we have been quite busy for the last few days:

Pete has been busy on fine tuning the data mainly the forcepools. He also has been busy trying to find sources on German dispositions during the battle in and around Ortona but it seem to be a rather tough job to find any decent info on that matter!

I have been working together with Pete on a couple of height maps of La Tore, San Leonardo, strada adriatica, Casa Berardi, Sterlin Castle and cider crossroads. I've also checked all the graphs concerned with the battle-groups and updated a couple of them. I've also been doing something about the tune you get to hear upon entering the actual battle. Something quite nice if I may add.

Cheers,

Buck

#56: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Jan 08, 2012 10:14 pm
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That's right, this ordeal is nearly over. After the next graphics update it will be a matter of updating the ops and gc. Last month I spent a lot of time filling in the forcepools, especially the Allies. However, today I came across an issue that is new to me. It seems that CC5 automatically reduces some forcepool quantities at the start of a battle or OP (full supply enabled) so that the quantities that I had wanted to start the OP or GC with are not available. This reduction does not occur regularly so I am in the dark as to what to expect and when. Can anyone shed some light on what may cause this?

#57: Re: Ortona '43 progress updates Author: pagskier PostPosted: Sun Jan 08, 2012 11:31 pm
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Nice to hear!!

#58: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Mon Jan 09, 2012 1:10 am
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Hey Pete,

I believe CC5 uses 2/3 of the FP quantity for the BG, date and difficulty that an Operation or Campaign starts on. Single battles use the full FP for the BG, date and difficulty the battle starts on.

In the re-releases TLD/WAR, LSA probably too but points also be a limiting factor, it was changed to;

Campaign = full team quantities from the FP file for that date/difficulty.
Operation = 2/3 of the above quantity.
Battle = 1/3 of the above quantity.

#59: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Mon Feb 13, 2012 3:48 am
    —
Ok a couple of weeks have gone by again:

Pete Has been working on the forcepools trying to fine tune the last details. An Allied BG only has enough experienced troops to fill the first 15 slots. All other will be replaced with green troops.

I have repaired a couple of maps which had element or image issues.

We have this weekend played some h2h games which got us to conclude that there are some minor issues to be solved in the LOS it is sometimes possible for a tank to shoot another tank whilst the opposing tank is unable to do the same. Other than that it's going great. The battle's are very very intense.

CHeers Buck

#60: Re: Ortona '43 progress updates Author: ste PostPosted: Sat Feb 25, 2012 3:43 pm
    —
Hi guys!!

when his mod are ready?

je n'en peux plus d'attendre, ça sera un super mod d'autant que cette partie du front en 1944 n'a pas été encore abordé par CC5!!

bon boulot pete (d'ailleur es tu italien?)

#61: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sat Feb 25, 2012 7:41 pm
    —
Update from my side: I  have just completed the last single battle. There are around 40 now. They will not cover every map because there are some area's that are represented in the maps that were barely if at all fought for and some maps will have more battles. Moving on to the Ops and GC.
@ ste : Check my profile, I'm from The Netherlands Wink

#62: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Sat Feb 25, 2012 7:47 pm
    —
Thanks for the update Pete!!!

#63: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sat Feb 25, 2012 9:18 pm
    —
Thanks for taking an interest Tejszd. You being Canadian, what voice file would you prefer we use for this mod? Brits or US? Been using the US voices so far.

#64: Re: Ortona '43 progress updates Author: pagskier PostPosted: Sat Feb 25, 2012 10:42 pm
    —
I think US voices make more sense

#65: Re: Ortona '43 progress updates Author: ste PostPosted: Sun Feb 26, 2012 9:58 am
    —
hi pete,

where is your side? and when your mod is ready?

thanks

#66: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Feb 26, 2012 1:25 pm
    —
I agree on the US voices but I asked just in case.
The mod is 99% done and probably just fine for many people but not yet for me. I still need to look into the forcepool issue again and there is an issue with the coding of walls. Right now it is possible to shoot through buildings so that basically infantry teams can not use buildings for shelter. But I am not the coder and it remains to be seen if this is going to be resolved before the release.

#67: Re: Ortona '43 progress updates Author: ste PostPosted: Sun Feb 26, 2012 1:48 pm
    —
ok pete but for 2012 you think it's ok?

#68: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Feb 26, 2012 2:22 pm
    —
Yes, I think 2012 should be possible.

#69: Re: Ortona '43 progress updates Author: tripwireLocation: Florida - USA PostPosted: Wed Mar 07, 2012 5:19 pm
    —
Quote Pete: "Yes, I think 2012 should be possible."

Sounds like a great plan!  Thanks for all your (and Buck's) diligent work and artistry.  Really looking forward to this one!

#70: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed Mar 07, 2012 10:14 pm
    —
You know, I was actually trying to be funny there. Given the fact that we originally planned this to be finished more than a year ago and that in the previous post I said that it is now 99% done. The problem now is that I feel little motivation to go over all the details again checking for errors. And of course those bloody forcepools need to revised a last time.
If anyone could point me in the direction of a good freeware screen recording application I might create a few ingame videos.

#71: Re: Ortona '43 progress updates Author: US_BrakeLocation: USA PostPosted: Wed Mar 07, 2012 10:19 pm
    —
I have not used it but was recommended to me.


Bandicam

#72: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Tue May 01, 2012 6:19 pm
    —
Tried the bandicam recorder but could not get it to work properly and lost interest Confused  I appear to have a short attention span lately  Wink

#73: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Tue May 01, 2012 6:22 pm
    —
I deliberately didnot post any updates recently. The reason being that I was not working on the mod at all because I had a different project to finish. That is now finished and I am now back on track. Moving on, aiming to finish before my summer vacation.

#74: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Wed May 02, 2012 1:20 am
    —
Almost there Pete....Looking forward to what you and buck are creating!

#75: Re: Ortona '43 progress updates Author: kwenistonLocation: Netherlands PostPosted: Wed May 02, 2012 4:49 pm
    —
Great news!

#76: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed May 02, 2012 9:45 pm
    —
Yeah, did you get a copy of CC5 yet?

#77: Re: Ortona '43 progress updates Author: kwenistonLocation: Netherlands PostPosted: Wed May 02, 2012 10:20 pm
    —
Pete wrote (View Post):
Yeah, did you get a copy of CC5 yet?


I had one already, didn't know I'd be using it in 2012 for a brand new mod. GL.

#78: Re: Ortona '43 progress updates Author: zoober PostPosted: Tue Jun 12, 2012 3:53 pm
    —
Pete wrote (View Post):

If anyone could point me in the direction of a good freeware screen recording application I might create a few ingame videos.

I guess I'm a bit late with this reply but just in case you would still need it:

FRAPS


Btw, thank you for making this mod for CC5. If not mistaken it's gonna be first mod ever covering Italy.

ps.
Fraps should be your best bet but you might want to check also CamStudio or Taksi.

#79: Re: Ortona '43 progress updates Author: ste PostPosted: Sat Oct 06, 2012 5:09 pm
    —
hi gys,

when your mod is disponible?

#80: Re: Ortona '43 progress updates Author: carusoLocation: Livorno PostPosted: Mon Oct 08, 2012 1:12 pm
    —
Hi all!! This job sounds as very, very interesting!!!! well done  Wink

Long life to CC5 and to the modders  Smile

#81: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Mon Oct 08, 2012 3:21 pm
    —
It's been a bit since the last update???

Hopefully you're getting close as many of us are looking forward to this release....

#82: Re: Ortona '43 progress updates Author: Buck_ComptonLocation: Netherlands PostPosted: Wed Oct 10, 2012 10:39 pm
    —
Hey guys,

Ofcourse things are still running at this moment. But private life has caught up with me because of the fact I've bought my own house which is taking a lot of time. But Pete and I are still determined to get the job done!

Cheers Buck

#83: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Thu Oct 11, 2012 2:32 am
    —
Great to hear, thanks Buck_Compton!

#84: Re: Ortona '43 progress updates Author: tripwireLocation: Florida - USA PostPosted: Wed Oct 17, 2012 4:17 pm
    —
Congratulations on your new house, Buck.  Also, great to hear that Ortona '43 is still in good hands!

#85: Re: Ortona '43 progress updates Author: chessmasterLocation: Antwerp and Ghent PostPosted: Thu Oct 18, 2012 12:05 am
    —
everytime i read your words Buck. I hear the voice talkin of the buck in band of brothers :p anyone else has this?

congrats with your new house!

#86: Re: Ortona '43 progress updates Author: tigercubLocation: charters towers PostPosted: Sat Oct 20, 2012 6:11 am
    —
yes would love to give a try!

#87: Re: Ortona '43 progress updates Author: tigercubLocation: charters towers PostPosted: Sat Oct 20, 2012 6:18 am
    —
tigercub wrote (View Post):
yes would love to give a try!



Ortona1.jpg
 Description:
a pic of the town during the battle!
 Filesize:  50.29 KB
 Viewed:  524 Time(s)

Ortona1.jpg



#88: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri Dec 07, 2012 3:39 pm
    —
We have attempted to release the mod this weekend but due to an unexpected and new error we will not make it. All goes well in single player mode. In multiplayer Operations and Campaigns we have encountered an error we have never seen before. When executing our moves on the stratmap one player has to go through the 'execute, next, next ' sequence twice, during which the opponents' game freezes. Only during the second sequence movement arrows become visible and the moves are executed. We hope that by redoing the stratmap we will be able to resolve the error. If anyone has experienced this error before and knows the solution we would like to hear your comments...

cheers

Pete

#89: Re: Ortona '43 progress updates Author: tripwireLocation: Florida - USA PostPosted: Sat Dec 08, 2012 1:14 am
    —
Pete, thank you for the status update on Ortona '43.  When its done... its done.

Sorry, I can't offer any suggestions on the strat map issue.

Have a wonderful holidays, guys!!

#90: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Sat Dec 08, 2012 1:34 am
    —
Thanks for the update! If you redoing the strat doesn't solve it you could send a message to Steve on the Matrix forum as h might be able to help....

#91: Re: Ortona '43 progress updates Author: squadleader_idLocation: Soerabaja PostPosted: Sat Dec 08, 2012 1:58 am
    —
Great news, Pete (and Buck)!
I hope you guys get the probs sorted quickly!
Wow...it's a great time to come back to CC...PitF's amazing explosion effects...and on the horizon finally Ortona!!!  Very Happy

#92: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sat Dec 08, 2012 7:43 am
    —
Yeah, not only do we want to finalize this project and move ahead with "Rhineland '45" I also suppose that after PTiF some people would appreciate another Christmas gift  Smile

#93: Re: Ortona '43 progress updates Author: dj PostPosted: Sun Dec 09, 2012 12:29 am
    —
Good stuff.  You guys still going to use CC5 correct?

#94: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Dec 09, 2012 6:21 pm
    —
Yes it's for CC5.
Right now we are at a loss because even after redoing the stratmap and cc5.exe we are getting the same error. It only occurs at the host's side.

#95: Re: Ortona '43 progress updates Author: dj PostPosted: Sun Dec 09, 2012 6:51 pm
    —
Oh for H2H play only it sounds like there are issues?  Well you guys could always do single player vs AI as first release of mod.  Then do 2.0 mod later for H2H.

#96: Re: Ortona '43 progress updates Author: Von MansteinLocation: Santander (Spain) PostPosted: Fri Jan 25, 2013 3:15 pm
    —
Any new? We are expectants at the end of the mod works

#97: Re: Ortona '43 progress updates Author: tripwireLocation: Florida - USA PostPosted: Sat Jan 26, 2013 4:38 am
    —
dj wrote (View Post):
Oh for H2H play only it sounds like there are issues?  Well you guys could always do single player vs AI as first release of mod.  Then do 2.0 mod later for H2H.


That would be really cool, in my opinion, too!  I'd love to get started against the AI before attempting a H2H match.   Wink

#98: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sat Jan 26, 2013 11:02 pm
    —
We are not working on the mod at the moment. Stress has affected my health and I have stopped doing multiple "projects" at the same time. At the moment I have got different priorities and Ortona is going to have to wait a couple of months.

#99: Re: Ortona '43 progress updates Author: Antony_nz PostPosted: Sat Jan 26, 2013 11:41 pm
    —
Well good on you.

We look forward to any updates you have. Thanks for the project. Must be fun turning your passion into a Mod.
Don t stress.

;)

#100: Re: Ortona '43 progress updates Author: TejszdLocation: Canada PostPosted: Sun Jan 27, 2013 1:35 am
    —
Definitely looking forward to the mod but definitely understand about spreading yourself too thin....

#101: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Jan 27, 2013 9:05 am
    —
Thanks for your understanding. My ambition to finish the mod before Christmas, other interests, the situation at work and personal things just caused the bucket to overflow. Priority nbr. one is to empty the bucket. Can't keep everybody happy at the same time.

#102: Re: Ortona '43 progress updates Author: tripwireLocation: Florida - USA PostPosted: Mon Jan 28, 2013 4:39 am
    —
Pete, sometimes in life you must stop and critically analyze your priorities.... usually coming to the conclusion that looking out for #1 is prime for continued sanity.  I'm not being facetious or obtuse.  People that put themselves out there for others have a propensity for "getting in so deep" that they fail to see that they may be over-extending themselves.

I hope all the best for you and will appreciate your return to the Ortona mod when it is the right time.

#103: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri Feb 01, 2013 11:31 pm
    —
Thanks Tripwire for your kind words. Mental and physical health are what I aim to retain and indeed to improve  Wink  . I intend to get back to Ortona by the end of February by the way.

#104: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun May 05, 2013 8:50 pm
    —
I have been working again on Ortona since a couple of months and today Buck and I again tried playing an operation but we are still getting the stratmap error that we reported 6 months ago ("All goes well in single player mode. In multiplayer Operations and Campaigns we have encountered an error we have never seen before. When executing our moves on the stratmap one player has to go through the 'execute, next, next ' sequence twice, during which the opponents' game freezes. Only during the second sequence movement arrows become visible and the moves are executed." ) . The double move sequence occurs only at the host's  side. Last time we found out we were using not quite the same version of the mod so that we figured that that was the problem. This time I am quite sure that we were using the same data.
Still, I want to move ahead and invite a couple of people to run a few tests. The testing would be to complete a multiplayer operation and some multiplayer battles. Also, general feedback would be appreciated. If you are interested you'd have to be available in a European time zone between 8 and 11pm. Drop me a pm.

#105: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed May 15, 2013 5:49 pm
    —
I have not received any response to my previous post so it seems no-one is interested in beta testing. Given the time it has taken to come this far I fully understand if interest has diminished. Considering that I don't see myself solving the stratmap issue myself we will be releasing the mod as a beta only within the next 2 weeks.

#106: Re: Ortona '43 progress updates Author: platoon_michaelLocation: Right behind you PostPosted: Wed May 15, 2013 7:45 pm
    —
CC Game version?

Link?

#107: Re: Ortona '43 progress updates Author: DoktorPajLocation: Norrköping PostPosted: Wed May 15, 2013 8:09 pm
    —
[quote="platoon_michael";p="69599"]CC Game version?

Link?[/quote]

It's for CC5. That's what keeping me away from this mod.  Crying or Very sad

#108: Re: Ortona '43 progress updates Author: platoon_michaelLocation: Right behind you PostPosted: Wed May 15, 2013 9:39 pm
    —
I still have CCV on my PC.
I'll give it a whirl if you like?

#109: Re: Ortona '43 progress updates Author: Stwa PostPosted: Thu May 16, 2013 4:48 am
    —
Pete wrote (View Post):
I have not received any response to my previous post so it seems no-one is interested in beta testing. Given the time it has taken to come this far I fully understand if interest has diminished. Considering that I don't see myself solving the stratmap issue myself we will be releasing the mod as a beta only within the next 2 weeks.


Hi Pete,

Good decision. Now we can understand why the public beta test has proliferated over the years. Hopefully your MP issue will be identified.

#110: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Thu May 16, 2013 5:45 am
    —
Hey P-M,

I have sent you a pm with a link to the Ortona mod. The stratmap issue however only occurs in multiplayer mode when I am playing against Buck_Compton. Which is why I would like others to play multiplayer as well to find out if they are experiencing the same problem.

#111: Re: Ortona '43 progress updates Author: Von MansteinLocation: Santander (Spain) PostPosted: Thu May 16, 2013 6:04 pm
    —
Ready for test. At your orders, if you want. I hope the PC don`t crashes...

#112: Re: Ortona '43 progress updates Author: mooxe PostPosted: Thu May 16, 2013 7:22 pm
    —
Pete & Buck...

For beta testing lets get a plugin ready to go. It will make it so much easier for the people who volunteer. I can create the plugin, if provided the files.

#113: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Thu May 16, 2013 8:23 pm
    —
Thanks Mooxe, I will upload the files to Bucks ftp.

#114: Re: Ortona '43 progress updates Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Fri May 17, 2013 10:35 am
    —
Pete wrote (View Post):
I have not received any response to my previous post so it seems no-one is interested in beta testing. Given the time it has taken to come this far I fully understand if interest has diminished. Considering that I don't see myself solving the stratmap issue myself we will be releasing the mod as a beta only within the next 2 weeks.


Well, it seems as a community we need to hang our modded heads in shame....  I have been looking forward to this mod, no matter how long it takes and I/WE need to support a modder who has spent so much time and effort to give us what we want.

I can see from other posts there are others who feel the same. We have been spoiled by an abundance of mods in the past, this may be the last one, let's treat it as precious.

Please post a beta and we will belatedly help as much as we can.  Embarassed

#115: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri May 17, 2013 4:49 pm
    —
Hi pvt_Grunt,

It was not my intention to lament my fate as a mod maker or to complain about a lack of interest. I don't take other people's interest in our mod projects for granted. In the end, we mod makers embark on such projects out of personal interest and it is both the mod making process and the final result that gives us satisfaction. So as long as there is a final result....
I will gladly accept your help on finding this stratmap error.

#116: Re: Ortona '43 progress updates Author: Schmal_Turm PostPosted: Fri May 17, 2013 8:28 pm
    —
I would have loved to play the mod except you were looking for multiplayer and I have very little time for that. I will see if I can get my brother to play the multiplayer when I can. Now if you needed someone to work out the bugs for AI play I could give you innumerable hours in just a few weeks.

#117: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri May 17, 2013 8:59 pm
    —
I suspect the first beta will be posted as soon as Mooxe finds the time to create a plug in file and make it available. After that everyone can play and provide feedback. I am sure that there are things that I can improve  Wink

#118: Re: Ortona '43 progress updates Author: mooxe PostPosted: Tue May 21, 2013 3:06 am
    —
Downloaded the files, working on it now. Give me a couple days. I'll republish back to the FTP and notify you when done.

#119: Re: Ortona '43 progress updates Author: mooxe PostPosted: Tue May 21, 2013 3:49 am
    —
Pete,,,,, some problems with the files. Many files have last modified date of the year 2000, some 2002/3/4/5 etc etc... Could you please delete all files that should not be part of the plugin.

#120: Re: Ortona '43 progress updates Author: pagskier PostPosted: Tue May 21, 2013 6:39 pm
    —
whooho!
Too bad I can't play MP either.
But I'll try it SP for sure Very Happy

#121: Re: Ortona '43 progress updates Author: tripwireLocation: Florida - USA PostPosted: Tue May 21, 2013 7:19 pm
    —
Go Pete, go!  :)

Thanks to you and Buck for the soon release of your Ortona beta.  I will certainly give it the 'wring it by the neck' test in SP.

#122: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Tue May 21, 2013 8:42 pm
    —
Hey Mooxe, I sent you an email about those files.

#123: Re: Ortona '43 progress updates Author: ste PostPosted: Wed May 29, 2013 7:12 pm
    —
hi pete,

when the mod is finish? good job and you have a good idea to working in the italian front with CC5 for me is important because it s a memory for my italian grand father, thank you pete

#124: Re: Ortona '43 progress updates Author: platoon_michaelLocation: Right behind you PostPosted: Wed May 29, 2013 7:17 pm
    —
Any ETA on the Plugin?

#125: Re: Ortona '43 progress updates Author: mooxe PostPosted: Wed May 29, 2013 8:10 pm
    —
Yah I just got to finish the uninstal.txt. Due to typos and what not I think I have installed the plugin about 50 times haha....

#126: Re: Ortona '43 progress updates Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed May 29, 2013 9:04 pm
    —
Good to see you are making progress.  I'll post a release text and some notes on the mod tomorrow or so.

#127: Re: Ortona '43 progress updates Author: Von MansteinLocation: Santander (Spain) PostPosted: Thu May 30, 2013 7:39 pm
    —
Good news. I´m waiting eating mi finguers...

#128: Re: Ortona '43 progress updates Author: hit951202 PostPosted: Sun Jun 02, 2013 5:52 am
    —
i m waiting for ! Shocked



Close Combat Series -> CC5 Ortona 1943


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