Welcome to Close Combat Series
  Login or Register Home  ·  Downloads  ·  Forums  ·  Combat Camera  ·  Help  

  Survey
Do incapacitations count as a soldier's kills?

Yes
No



Results
Polls

Votes 1224
Comments: 1

  Shout Box!!

Only registered users can shout. Please login or create an account.

  Main Menu
Articles & News  
    Help
    Player`s News
    Site News
    Multiplayer
    Terrain Challenge
    Boot Camp
Community  
    Forums
    Downloads
    Combat Camera
    MOOXE @ Youtube
    Statistics
Members  
    Private Messages
    Your Account
    Logout

  Donations
Anonymous - $25.00
08/15/2022

Anonymous - $25.00
08/15/2022

Anonymous - $25.00
12/18/2021

Anonymous - $100.00
11/08/2021

Anonymous - $15.00
04/09/2021

Anonymous - $100.00
04/05/2021

Anonymous - $20.00
02/20/2021

Anonymous - $10.00
12/29/2020

Anonymous - $1.00
11/06/2020

ZAPPI4 - $20.00
10/10/2020

Find our site useful? Make a small donation to show your support.



Search for at
Close Combat Series Advanced Search


Goto page : Previous  1, 2, 3 ... , 10, 11, 12  Next
 Author
Message
 
buuface

Rep: 56.4
votes: 1


PostPosted: Wed Jul 20, 2011 3:47 am Post subject: Re: GJS for tLD Reply with quote

Cathartesssssssss   !!!!!!

how much longer  Question  Question
Back to top
View user's profile Send private message
 
Cathartes

Rep: 101.3
votes: 15


PostPosted: Thu Jul 21, 2011 8:10 pm Post subject: Re: GJS for tLD Reply with quote

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.
Back to top
View user's profile Send private message
 
Tejszd

Rep: 133.6
votes: 19


PostPosted: Wed Jul 27, 2011 4:12 pm Post subject: Re: GJS for tLD Reply with quote

Thanks again for the effort and update Cathartes!

Definitely looking forward to the updated GJS for TLD/WAR mod....
Back to top
View user's profile Send private message
 
buuface

Rep: 56.4
votes: 1


PostPosted: Fri Jul 29, 2011 3:45 am Post subject: Re: GJS for tLD Reply with quote

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?
Back to top
View user's profile Send private message
 
Cathartes

Rep: 101.3
votes: 15


PostPosted: Sat Aug 06, 2011 10:45 pm Post subject: Re: GJS for tLD Reply with quote

... 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
Back to top
View user's profile Send private message
 
tigercub

Rep: 23.5
votes: 2


PostPosted: Mon Aug 08, 2011 10:03 am Post subject: Re: GJS for tLD Reply with quote

any news on how far away it will be at a guess Cathartes ?


The best Target is the one you just Hit!

Started with CC1 Demo
Back to top
View user's profile Send private message Send e-mail
 
stiener

Rep: 46.4
votes: 3


PostPosted: Wed Aug 10, 2011 3:11 am Post subject: Re: GJS for tLD Reply with quote

WOW...this is great......us Canucks salute you!!! cant wait!!!

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


WHEN THE PIN IS PULLED "MR GRENADE"IS NOT OUR FRIEND !
Back to top
View user's profile Send private message
 
pagskier

Rep: 25


PostPosted: Wed Aug 10, 2011 7:11 pm Post subject: Re: GJS for tLD Reply with quote

sounds good to me!
Back to top
View user's profile Send private message
 
Huskarl

Rep: 2.2


PostPosted: Fri Aug 12, 2011 9:03 pm Post subject: Re: GJS for tLD Reply with quote

Thank you for your job
Back to top
View user's profile Send private message Visit poster's website
 
buuface

Rep: 56.4
votes: 1


PostPosted: Tue Aug 30, 2011 11:54 am Post subject: Re: GJS for tLD Reply with quote

Cathartes how are you doing ???
Back to top
View user's profile Send private message
 
Cathartes

Rep: 101.3
votes: 15


PostPosted: Tue Aug 30, 2011 3:09 pm Post subject: Re: GJS for tLD Reply with quote

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.


custombattles.jpg
 Description:
 Filesize:  158.4 KB
 Viewed:  11039 Time(s)

custombattles.jpg


Back to top
View user's profile Send private message
 
davidssfx

Rep: 16.8
votes: 8


PostPosted: Wed Aug 31, 2011 5:45 am Post subject: Re: GJS for tLD Reply with quote

Thanks  Very Happy
Back to top
View user's profile Send private message
 
buuface

Rep: 56.4
votes: 1


PostPosted: Mon Sep 26, 2011 10:48 am Post subject: Re: GJS for tLD Reply with quote

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
Back to top
View user's profile Send private message
 
Cathartes

Rep: 101.3
votes: 15


PostPosted: Mon Sep 26, 2011 5:20 pm Post subject: Re: GJS for tLD Reply with quote

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.


lookathedges.jpg
 Description:
 Filesize:  635.71 KB
 Viewed:  10955 Time(s)

lookathedges.jpg


Back to top
View user's profile Send private message
 
kweniston

Rep: 57.9
votes: 1


PostPosted: Mon Sep 26, 2011 8:40 pm Post subject: Re: GJS for tLD Reply with quote

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.
Back to top
View user's profile Send private message
 
Cathartes

Rep: 101.3
votes: 15


PostPosted: Mon Sep 26, 2011 8:51 pm Post subject: Re: GJS for tLD Reply with quote

30% chance of bog (bogging down), much smaller chance of immobilization.
Back to top
View user's profile Send private message
 
Tejszd

Rep: 133.6
votes: 19


PostPosted: Tue Sep 27, 2011 1:03 am Post subject: Re: GJS for tLD Reply with quote

Thanks for the update again Cathartes, looking forward to the updated mod!!!
Back to top
View user's profile Send private message
 
buuface

Rep: 56.4
votes: 1


PostPosted: Tue Sep 27, 2011 2:27 am Post subject: Re: GJS for tLD Reply with quote

thanks mate
Back to top
View user's profile Send private message
 
buuface

Rep: 56.4
votes: 1


PostPosted: Sat Oct 08, 2011 1:28 pm Post subject: Re: GJS for tLD Reply with quote

Cathartes can you give us another update ??

We love you ! he he
Back to top
View user's profile Send private message
 
Cathartes

Rep: 101.3
votes: 15


PostPosted: Thu Oct 13, 2011 3:18 pm Post subject: Re: GJS for tLD Reply with quote

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:



mapglitch2.jpg
 Description:
a view from the map editior
 Filesize:  343.02 KB
 Viewed:  10706 Time(s)

mapglitch2.jpg



mapglitch1.jpg
 Description:
Deep water-this affects pathing and LOS.
 Filesize:  80.51 KB
 Viewed:  10706 Time(s)

mapglitch1.jpg


Back to top
View user's profile Send private message
 
 
Post new topicReply to topic printer-friendly view Close Combat Series Forum Index -> Close Combat The Longest Day
Goto page : Previous  1, 2, 3 ... , 10, 11, 12  Next


 
   
 


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum




Forums ©





In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited and
found this site to thier liking. I hope you had time to check out some of the great Close Combat
mods and our forums. I'd also like to thank all the members of our volunteer staff that have
helped over the years, and all our users that contributed to this site!