GJS for LSA
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#101: Re: GJS for LSA Author: Cathartes PostPosted: Tue Oct 30, 2012 4:31 pm
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Been working on polishing voice files.  Considering killing (silencing) the sound cue for "enemy spotted" in all voice files for better FOW.  Thoughts?

#102: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Tue Oct 30, 2012 5:08 pm
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i think that is fine..myself i check mini map most of the time! so no big deal but i am sure there will be players who like it keep in.

#103: Re: GJS for LSA Author: ManoiLocation: Brussels PostPosted: Tue Oct 30, 2012 6:40 pm
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tigercub wrote (View Post):
i think that is fine..myself i check mini map most of the time! so no big deal but i am sure there will be players who like it keep in.


me as sample... Wink I find it an interesting feature and consider it as a little hulp to know who see who.

#104: Re: GJS for LSA Author: chessmasterLocation: Antwerp and Ghent PostPosted: Wed Oct 31, 2012 12:52 am
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this shit is taking way too long :p

#105: Re: GJS for LSA Author: KilovskimkIII PostPosted: Tue Nov 20, 2012 6:48 pm
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Any news, will it be a christmas release? Wink

#106: Re: GJS for LSA Author: Cathartes PostPosted: Thu Nov 22, 2012 3:35 pm
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It will be done in what I consider beta form by xmas, but available to all.  More updates and info coming in near future.

#107: Re: GJS for LSA Author: southern_land PostPosted: Fri Nov 23, 2012 4:17 am
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very cool

#108: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Fri Nov 23, 2012 5:22 am
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Great news Cathartes!

#109: Re: GJS for LSA Author: ManoiLocation: Brussels PostPosted: Fri Nov 23, 2012 8:46 am
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Thanks!

#110: Re: GJS for LSA Author: KilovskimkIII PostPosted: Fri Nov 23, 2012 11:38 am
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Great news for Chrimbo. Thanks Cathartes  Very Happy

#111: Re: GJS for LSA Author: BordicLocation: Gothic Line, Italy PostPosted: Fri Nov 23, 2012 4:41 pm
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Good!!!

#112: Re: GJS for LSA Author: kwenistonLocation: Netherlands PostPosted: Fri Nov 23, 2012 5:56 pm
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I'm very discontent with the removal of the static troop feature from PitF.

Really, WTF are they thinking.

#113: Re: GJS for LSA Author: Cathartes PostPosted: Wed Nov 28, 2012 3:07 am
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consider this readme a "work in progress" but here's an excerpt:

MAPS
1. The GJS strategic map has always been an abstract consideration of the Normandy landscape. Considering the large area covered and the detailed landscape that must be embraced, there are a number of geographical generalizations and untruths which must be tolerated in the context of only 46 maps.
2. The strategic map and connections from GJS 4.4 were largely preserved. A few map names were changed to better represent geographical reality. A handful of connections were realigned.
3. New maps were added in several locations, a few maps were retired.
4. Every map was exhaustively recoded to eliminate errors (many errors were perpetuated and carried through other modded version of GJS), and also recoded for consistency. GJS 4.4 maps were coded by numerous individuals with varying interpretations of how maps should be represented. This resulted in wildly inconsistent results between certain maps along with some glaring errors. We all worked for free so what did you expect?  No claim of perfection now, just something very consistent.
5. Map .btds checked for location and VL spelling, etc. VLs added to many maps.
6. VLs moved to the extent possible, to minimize a player’s ability to take VLs with tanks or other AFVs. Boots on the ground matter.
7. Deleted hidden connection b/n Rauray and Lingevres where a player could hop over Tilly-sur-Seulles map. To my knowledge, this was never intended in original GJS.
8. All new and historically accurate Lebisey Woods map and le Hamel map.
9.     Two additional maps added to the strategic map.



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strat_maps.jpg



#114: Re: GJS for LSA Author: Dima PostPosted: Wed Nov 28, 2012 6:40 am
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Cathartes,

Looks great!

Quote:
7. Deleted hidden connection b/n Rauray and Lingevres where a player could hop over Tilly-sur-Seulles map. To my knowledge, this was never intended in original GJS.

although Atilla has mentioned that these connections were meant line that.

#115: Re: GJS for LSA Author: Pzt_KamiLocation: IRAN PostPosted: Thu Nov 29, 2012 1:57 pm
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Wow nice job guys. Can't waite to play GJS on LSA Smile Good luck

#116: Re: GJS for LSA Author: kwenistonLocation: Netherlands PostPosted: Thu Nov 29, 2012 7:28 pm
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This project has excited me more than the whole of PitF I must admit.

#117: Re: GJS for LSA Author: BordicLocation: Gothic Line, Italy PostPosted: Fri Nov 30, 2012 1:34 pm
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kweniston wrote (View Post):
This project has excited me more than the whole of PitF I must admit.

...and how!  Very Happy

#118: Re: GJS for LSA Author: Cathartes PostPosted: Fri Nov 30, 2012 10:13 pm
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Quote:
although Atilla has mentioned that these connections were meant line that.


It may be that he changed this for v4.4, but was not intended for v4.3.  Either way, it will cause headaches with up to 2 BGs stacked per side, per stratmap area.

#119: Re: GJS for LSA Author: Dima PostPosted: Sat Dec 01, 2012 8:54 am
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Ok, np Smile

#120: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Sat Dec 08, 2012 6:32 am
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kweniston wrote (View Post):
This project has excited me more than the whole of PitF I must admit.


+1
i did testing for Pitf it has its good points but this  baby is the one to play...more than any CC game or mod!

soon we will have a few new mods stalingrad,trsm,GJS...

Cathartes for crissy please.



Close Combat Series -> Close Combat Last Stand Arnhem


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