GJS for tLD
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#201: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Wed Jul 20, 2011 3:47 am
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Cathartesssssssss   !!!!!!

how much longer  Question  Question

#202: Re: GJS for tLD Author: Cathartes PostPosted: Thu Jul 21, 2011 8:10 pm
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Quote:
how much longer??


No kidding, isn't it about time?  Time is limited, and the time needed to do a complete job is extensive.

Adding a new Canadian voice file took a lot of time out of other pieces that needed to be finished.  I think it was worth it, but you will ultimately be the judge of that.

Currently it's all about forcepools.  Fixing, fixing and tweaking.  What tLD has that CC5 doesn't is forcepool flexibility and intricacy.  We can now have new unit reinforcements show up in forcepools without having to hit the reinforce button.  This has added a lot of dimension and flexibility for both the Germans and Allies, and I intend to take advantage of it.  There's no reason for 6dr AT guns and Fireflies to show up in the assault forces on June 6 when they can be available the next day after they get unloaded at the beach.  LW Flak units can get incorporated into German BGs as time goes by, there is KG Meyer (352 Inf. Div) to contend with, a group not accurately portrayed in GJS 4.4., etc, etc.

#203: Re: GJS for tLD Author: TejszdLocation: Canada PostPosted: Wed Jul 27, 2011 4:12 pm
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Thanks again for the effort and update Cathartes!

Definitely looking forward to the updated GJS for TLD/WAR mod....

#204: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Fri Jul 29, 2011 3:45 am
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Cathartes will the difficultly levels, as in v44, determine how many rare or special units appear in the battle groups?

I recall that in version 44 the Allies only get Churchill Crocodiles and Germans the King Tiger, on Recruit setting.. will that still be the case?

#205: Re: GJS for tLD Author: Cathartes PostPosted: Sat Aug 06, 2011 10:45 pm
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... difficulty level will, to some extent, determine units available.

A small GJS update featuring some Canadian voices and mortar barrage behavior.  A work in progress, nothing is locked down in this.:


Link

#206: Re: GJS for tLD Author: tigercubLocation: charters towers PostPosted: Mon Aug 08, 2011 10:03 am
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any news on how far away it will be at a guess Cathartes ?

#207: Re: GJS for tLD Author: stienerLocation: Gibsons B.C. canada PostPosted: Wed Aug 10, 2011 3:11 am
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WOW...this is great......us Canucks salute you!!! cant wait!!!

and yes RD DD's Deathsounds for GJS is exellent!!!

#208: Re: GJS for tLD Author: pagskier PostPosted: Wed Aug 10, 2011 7:11 pm
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sounds good to me!

#209: Re: GJS for tLD Author: Huskarl PostPosted: Fri Aug 12, 2011 9:03 pm
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Thank you for your job

#210: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Tue Aug 30, 2011 11:54 am
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Cathartes how are you doing ???

#211: Re: GJS for tLD Author: Cathartes PostPosted: Tue Aug 30, 2011 3:09 pm
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quick update: GJS 5.0 is getting revised custom battles and ops. I've gone through and realigned VLs, corrected inconsistent map coding and a fixed a few coding errors from 4.4. Also made custom OOBs for a number of the single battles.


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#212: Re: GJS for tLD Author: davidssfx PostPosted: Wed Aug 31, 2011 5:45 am
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Thanks  Very Happy

#213: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Mon Sep 26, 2011 10:48 am
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Hi Cathares,.. any change of another update my friend??

Really cant wait for this!

The CC5 platform  is such a drag with all its bugs and crashes in multiplayer!  Shocked

#214: Re: GJS for tLD Author: Cathartes PostPosted: Mon Sep 26, 2011 5:20 pm
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One of the reasons I'm going through the coding on each map is to make all hedges consistent. Hedges will be a mix of small and large, or all small. Hedgerows are also slightly elevated (1/2-1m typically, and up to 2m in some cases), and this has not been uniformly consistent on all maps. In 4.4 hedges were coded in various ways depending on who/when the map was coded so long ago, not always consistent with hedge appearance. Now if you see a big, thick hedge, it is likely to contain large hedge elements.


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#215: Re: GJS for tLD Author: kwenistonLocation: Netherlands PostPosted: Mon Sep 26, 2011 8:40 pm
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Is 30% chance of immobilization a realistic figure? Were tank drivers cautious to drive through hedges in the 40's because of fear of tracking?
Will the 1-2m elevation give better cover than a hedge at 0m?

Thanks for the update.

#216: Re: GJS for tLD Author: Cathartes PostPosted: Mon Sep 26, 2011 8:51 pm
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30% chance of bog (bogging down), much smaller chance of immobilization.

#217: Re: GJS for tLD Author: TejszdLocation: Canada PostPosted: Tue Sep 27, 2011 1:03 am
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Thanks for the update again Cathartes, looking forward to the updated mod!!!

#218: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Tue Sep 27, 2011 2:27 am
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thanks mate

#219: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Sat Oct 08, 2011 1:28 pm
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Cathartes can you give us another update ??

We love you ! he he

#220: Re: GJS for tLD Author: Cathartes PostPosted: Thu Oct 13, 2011 3:18 pm
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Map coding is a huge issue right now.  The number of inconsistencies and errors in map coding from GJS4.4 which have persisted through TRSM  need to be addressed and it takes time.  Since I'm working on the Port-en-Bessin map right now, here are two glaring examples:

Deep water exists where it should not:



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a view from the map editior
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Deep water-this affects pathing and LOS.
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