GJS for tLD
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#101: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Wed Feb 16, 2011 7:07 am
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Hi Cathartes,

Hows it going?

Any update?

#102: Re: GJS for tLD Author: Cathartes PostPosted: Fri Feb 18, 2011 6:48 am
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UPDATE:

1. The biggest thing I've done to date is to get the mod functioning without errors, crashes, or graphical problems in tLD platform using GJS 4.4 as the template so that the stratmap is working as intended.  
Think I'm done with this.  Found a couple of errors in the stratmap from GJS 4.4, including one that RD_Overkenshen (sorry, sp?) pointed out (skipping two maps involving Rauray and another)--all fixed and working as far as I know.  

2. The second biggest thing I've done is to make some major updates to sound.
85% done, many Brit voices updated.  If I do a new Canadian voice file (somehow my Canadian friends speaking with a British accent is not quite right) it may delay things a bit.

3. The third thing I've begun, but not completed, is to update some of the graphics (new aircraft art & shadows, new unit icons consistent with tLD/LSA,  2-3 new German HT types for 21st Pz, and some color correction on some of the allied vehicles).
All aircraft completed.  One or two final HTs for 21 Pz and one new unit for 12th SS to replace the Jagdpanzer IVs that are historically out of place as Dima correctly pointed out to me.

4.  The fourth thing I've done, in terms of time and effort, is to make some corrections to the data.
Not much has changed here.  I did streamline the rifle data.  Snipers were uber and better than MGs--brought them back to earth.  If there's a storm of protest, I can compromise.


5.  The final thing I've begun, but haven't completed, is a new map for Lebisey.
Nothing here.  Instead I've been rewriting some of the map .btds, repositioning some VLs.  Also, I'm liking some of the recoding that AT_Stalky did on some of the maps.  He's fixed some the minor inconsistencies that existed in some of the map coding.  Some and perhaps all of his map codings will be in the beta release. David's elements file is also in place.

This mod is very much in progress. It took a while to get it right the first time, and there was plenty wrong then (GJS 4.3).  I would rather be late and more polished on TLD CC platform than premature and too many headaches.  I'm sure there will be plenty of mistakes by me as it is.  Thanks to all who have kept up with things and have sent messages of inquiry and support.

#103: Re: GJS for tLD Author: davidssfx PostPosted: Sat Feb 19, 2011 12:41 am
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Thanks for the update Cathartes ... looking forward to the release Smile

#104: Re: GJS for tLD Author: Dundradal PostPosted: Sat Feb 19, 2011 3:03 am
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Same here! Great news on all fronts!  Very Happy

#105: Re: GJS for tLD Author: TejszdLocation: Canada PostPosted: Sat Feb 19, 2011 5:54 am
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Thanks for the update Cathartes!

#106: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Sat Feb 19, 2011 11:11 am
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Thanks Cathartes

Me and all my clan mates are really looking forward to this.

RD_Overkenshin

#107: Re: GJS for tLD Author: Atilla PostPosted: Sun Feb 20, 2011 11:58 am
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Aye Bartshe,

Nice to see you around!

I might actually give this game another go Wink

#108: Re: GJS for tLD Author: Cathartes PostPosted: Sun Feb 20, 2011 6:15 pm
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Atilla wrote (View Post):
Aye Bartshe,

Nice to see you around!

I might actually give this game another go Wink


Ha!  There is no escape!

Ditto old friend, nice to cya about here.

#109: Re: GJS for tLD Author: Dima PostPosted: Sun Feb 20, 2011 6:42 pm
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Looks like a reunion Wink.

#110: Re: GJS for tLD Author: Wittmann81 PostPosted: Mon Feb 21, 2011 12:17 am
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Thank you for the update. Great news!

Don´t overdo it. There are probably many errors in GJS 4.4 for CCV. If you start to correct minor mistakes, your project will probably turn into a never ending story.

Can´t wait for the release. Your work is highly appreciated.

#111: Re: GJS for tLD Author: platoon_michaelLocation: Right behind you PostPosted: Mon Feb 21, 2011 4:12 am
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After it's in tLD what would it take to get it in WAR?
I would love to play it.

#112: Re: GJS for tLD Author: pagskier PostPosted: Mon Feb 21, 2011 8:56 pm
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platoon_michael wrote (View Post):
After it's in tLD what would it take to get it in WAR?
I would love to play it.


I would like LSA for crossing each unit line and not losing ground when moving up a new unit...
BUt having it on TLD will be awsome!

#113: Re: GJS for tLD Author: mooxe PostPosted: Tue Feb 22, 2011 1:20 am
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platoon_michael wrote (View Post):
After it's in tLD what would it take to get it in WAR?
I would love to play it.


Lets end the porting mods to every zombie version now. Confusing, more bugs, less support etc etc.

#114: Re: GJS for tLD Author: TejszdLocation: Canada PostPosted: Tue Feb 22, 2011 2:40 am
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mooxe wrote (View Post):

Lets end the porting mods to every zombie version now. Confusing, more bugs, less support etc etc.


Don't listen to him Cathartes, there are many benefits to moving the mod to TLD over CC5! But then again since you are testing you already know this....

Does sorta make you wonder why you bother porting though with the nay sayers out there....


platoon_michael,

Any TLD mod will run on the newest version of WAR unchanged now, though there will be 1 graphical problem with the commander pictures. Classic CC4 has the commander pics in a different spot than TLD so a TLD mod unchanged on WAR will have the commander pics over top of the extended slots of the BG force pool. If the pics are removed from the graphics file everything else will work fine....

#115: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Tue Feb 22, 2011 2:46 am
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I think once compatible with TLD,  porting to WaR should be a piece of cake.

The focus should now be on using the new LSA engine, as the new strategic features it provides are a'real' step forward for CC.

Porting a mod like GJS to LSA would require an absolutely huge amount of work though (rebalancing the GC, for starters) I certainly would understand if thats a job Cathartes is not willing to undertake. He would need a team of five just to get it finished before 2015.


Last edited by buuface on Tue Feb 22, 2011 5:17 am; edited 1 time in total

#116: Re: GJS for tLD Author: mooxe PostPosted: Tue Feb 22, 2011 3:01 am
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Its like you guys are always chasing something else. Convert to WaR... no no now TLD...oh wait heres LSA.. and none of these are even finished!

People were happy with GJS4.4 on CC5, and are still playing it 11 years later. Thats goes for a bunch more mods as well. I am sure one ported version to a zombie release is enough. Who needs the same mod for more than two versions of CC?

The bottom line is anyone here would be happy with a completed product.

#117: Re: GJS for tLD Author: LostTemple PostPosted: Tue Feb 22, 2011 3:54 am
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Agree with mooxe.  GJS on CC5 is perfect.  

Sorry, but I find this entire endeavor an absolute waste.  Yup, it's completely a waste.  Just encouraging Matrix to continue spitting out the same regurgitated trash.

#118: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Tue Feb 22, 2011 5:09 am
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GJS 4.4  on CC5 is NOT perfect because CC5 is a highly UNSTABLE game where many features do not work as intended.

People still play it because GJS is so good, it has nothing to do with the platform

- disband and supply rules do not work correctly
- crashes caused by airstrike
- the infamous and highly annoying '00:00' crash

These problems, which are only a few of the problems in CC5, have lost as many fans of the series as GJS has gained

All of these major issues are fixed in TLD, that alone is reason enough to port GJS to TLD.

TLD also provides multiple new features such as larger BGs, Night battles, supply drops, multiple turns per day. All of which can be used to improve the GJS experience.

And LostTemple, have you played LSA?, if you have, you must know that despite the tag-line "CC2 remake" the game its self is about as far from 'regurgitated' as can be.

(As well as the above features from LTD)

- All the maps are new (afaik)
- Merging and swapping BGs
- Req points AND force pool
- Allowing two BGs on a map and also to enter from different locations

Granted some of these features do not yet work as intended, but any true fan of CC series and anyone with eyes and brain must see the potential here.

#119: Re: GJS for tLD Author: TrogerLocation: L4W's place, Australia PostPosted: Tue Feb 22, 2011 6:08 am
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Good luck Cathartes, stock TLD has been screaming for a mod.

Last edited by Troger on Sun Feb 27, 2011 3:36 am; edited 1 time in total

#120: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Tue Feb 22, 2011 8:15 am
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trogs... you just need to learn how to play.

I assault all day and all night... ask my battered opponents.



Close Combat Series -> Close Combat The Longest Day


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