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Do incapacitations count as a soldier's kills?

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Pz_Meyer

Rep: 0.4


PostPosted: Fri Feb 18, 2011 11:31 pm Post subject: Re: VETBoB Beta Reply with quote

if i turn the sound off then it works perfectly. i still think i have a driver problem
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0202243

Rep: 60.6


PostPosted: Sat Feb 19, 2011 10:37 am Post subject: Re: VETBoB Beta Reply with quote

nice work man

in a single battle as german, i used air support, but nothing happened... the gun crew left their gun, but i saw no air plane attack?????

and can't forward observers not being configured so they can be usefull in buildings?


We are the pilgrims, master. We shall go
 always a little further, it may be
beyond that last blue mountain barred with snow,
 across that angry or that glimmering sea.
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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Sat Feb 19, 2011 11:29 am Post subject: Re: VETBoB Beta Reply with quote

The only Air Support the Germans have is through the default option from WAR.
Any idea what type of plane it was?.I guess it could be an error on my part.

If you were playing as the Allies and saw no planes that can come from one of the 2 soldiers being killed (looking into making that a 1 man Team instead of a 2 man Team).Might help me with making the Planes run and timing of the explosions look better.

I've been thinking about re-configuring FO's so that they may fire from buildings but that option was not available in TT's original Mod.
There is 1 Axis team that can fire Nebelwefers without LOS but not sure if he can fire from a building.I'll look into it.
In the original VETBoB by TT that was not an option.I do atleast think they should be able to fire Smoke from a building.
I'm afraid if I do that the Mod will be labeled as being to heavy with the support.
I believe the support teams were used in VETBoB to overcome the inability to Hex Edit the support in CCIV.I left them in there despite that not being a problem in WAR just to be true to the Mod.
The Force Pools are also in no way shape or form completed,while most of them are as close to original to the Mod I have changed quite a few based solely on game-play and a the simple fact that I want to see everything in my FP thats fun to play with. Smile
A few FP's need to be well how should I say?..better done.

Also some of the Schreks don't fire from a building just so you know.

Next update will have all the proper graphics for the BG_Unit Icons.
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0202243

Rep: 60.6


PostPosted: Sat Feb 19, 2011 6:37 pm Post subject: Re: VETBoB Beta Reply with quote

platoon_michael wrote (View Post):
The only Air Support the Germans have is through the default option from WAR.
Any idea what type of plane it was?.I guess it could be an error on my part.

If you were playing as the Allies and saw no planes that can come from one of the 2 soldiers being killed (looking into making that a 1 man Team instead of a 2 man Team).Might help me with making the Planes run and timing of the explosions look better.

I've been thinking about re-configuring FO's so that they may fire from buildings but that option was not available in TT's original Mod.
There is 1 Axis team that can fire Nebelwefers without LOS but not sure if he can fire from a building.I'll look into it.
In the original VETBoB by TT that was not an option.I do atleast think they should be able to fire Smoke from a building.
I'm afraid if I do that the Mod will be labeled as being to heavy with the support.
I believe the support teams were used in VETBoB to overcome the inability to Hex Edit the support in CCIV.I left them in there despite that not being a problem in WAR just to be true to the Mod.
The Force Pools are also in no way shape or form completed,while most of them are as close to original to the Mod I have changed quite a few based solely on game-play and a the simple fact that I want to see everything in my FP thats fun to play with. Smile
A few FP's need to be well how should I say?..better done.

Also some of the Schreks don't fire from a building just so you know.

Next update will have all the proper graphics for the BG_Unit Icons.



In my opinion it has to do with realism... firing a panzerschreck/bazooka from narrow spaced buildings can be very dangerous for the shooter, same for firing a mortar inside a building. Very Happy
a forward observer does not fire himself, he only observe and give fire missions/ fire corrections to the mortar teams

and regarding the air support... i had the option in a single battle, but there wasn't even no plane... the only thing i saw was the yellow smoke  Laughing


We are the pilgrims, master. We shall go
 always a little further, it may be
beyond that last blue mountain barred with snow,
 across that angry or that glimmering sea.
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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Sun Feb 20, 2011 11:16 am Post subject: Re: VETBoB Beta Reply with quote

I do have graphics in there for all the Planes,and it appears that the data looks OK.
Any chance you remember what type of Plane it was?
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0202243

Rep: 60.6


PostPosted: Sun Feb 27, 2011 3:17 pm Post subject: Re: VETBoB Beta Reply with quote

today i tried to connect online but the game constantly froze
tried out of gameranger, firewall off  Confused


We are the pilgrims, master. We shall go
 always a little further, it may be
beyond that last blue mountain barred with snow,
 across that angry or that glimmering sea.
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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Mon Feb 28, 2011 3:57 am Post subject: Re: VETBoB Beta Reply with quote

With an opponent who also had the Mod?
If so maybe I need to look into the issue I have read about others having problems with the splash screen being changed on tLD I think it was.

Something like that.

Anything specific seem to make it freeze up?


I'm very sorry to hear that.
I don't feel that any of the editing I did was enough to warrent not being able to play online.
But it is all new to me,and I hope everyone understands it's still in a Beta phase.

And after playing a few Battles last night for the first time in months I see I didn't fix the German Assualt Badge medal nor the listing of them on the Solder screen  Crying or Very sad
I was experimenting with increasing the size of Medals and it appears the game doesn't like that.

Are either of you using my new .OVM's with Trees?
The HUGE size of those files might be causing a problem.


Working 2 jobs now just to make ends meet so it will be some time before I get around to messing with anything.
I just thought a few people might enjoy poking around with it.

The graphics on page 1 of this thread were supplied from the game Company of Hero's and the mod Battle of the Bulge.
Fellas name is Halftrack.
few other files in that Mod I may upload later on down the road.

This mod does come with a Music file for those of you who have an interest.
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schrecken

Rep: 195
votes: 15


PostPosted: Mon Feb 28, 2011 9:57 am Post subject: Re: VETBoB Beta Reply with quote

Have you changed the maps from original retail release?

If not, you can get the OVM's and mini maps here... they are the correct size..  http://closecombat.matrixgames.com/WaR/minimaps/WaR_ovm_mmm.zip
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0202243

Rep: 60.6


PostPosted: Mon Feb 28, 2011 12:17 pm Post subject: Re: VETBoB Beta Reply with quote

platoon_michael wrote (View Post):
With an opponent who also had the Mod?
If so maybe I need to look into the issue I have read about others having problems with the splash screen being changed on tLD I think it was.

Something like that.

Anything specific seem to make it freeze up?


I'm very sorry to hear that.
I don't feel that any of the editing I did was enough to warrent not being able to play online.
But it is all new to me,and I hope everyone understands it's still in a Beta phase.

And after playing a few Battles last night for the first time in months I see I didn't fix the German Assualt Badge medal nor the listing of them on the Solder screen  Crying or Very sad
I was experimenting with increasing the size of Medals and it appears the game doesn't like that.

Are either of you using my new .OVM's with Trees?
The HUGE size of those files might be causing a problem.


Working 2 jobs now just to make ends meet so it will be some time before I get around to messing with anything.
I just thought a few people might enjoy poking around with it.

The graphics on page 1 of this thread were supplied from the game Company of Hero's and the mod Battle of the Bulge.
Fellas name is Halftrack.
few other files in that Mod I may upload later on down the road.

This mod does come with a Music file for those of you who have an interest.


I shall test it with some more people... but thus far everything was ok as far as i know and the game constantly froze...

some bugs
schonberg: map on the strategic screen does not correspondent with the real map. The map you play on is the original, the one in the strategic screen is the one of the original vetbob.

Meyerode: i'm sorry i have no pic, but something strange happened with the deployment zone. US troops had 3 VL's, the central town and 2 VL's above. this was also shown in the strategic screen but i went to that map to start the battle, US troops were able to deploy on a small strip from West to East on the entire map (through the Meyerode forest)

The pathing of vehicles seems to became worser (especially after hitting start, most of them start to turn and take other positions by themselves), and they often leave the road to get stuck in the forest  Confused

And can you check 25mm Flak on the FlakPanzer 38(t), weaponcirkle became allready black after 50m or so...

and as last a suggestion... please give forward observers of 60mm mortars some more rounds at the same time (2 or even 3) but 2 seems perfect to me.

grtz


We are the pilgrims, master. We shall go
 always a little further, it may be
beyond that last blue mountain barred with snow,
 across that angry or that glimmering sea.
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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Wed Mar 02, 2011 12:18 pm Post subject: Re: VETBoB Beta Reply with quote

Maps:
I didn't upload anything Map wise going with the theory that it would be one less thing to trouble shoot.
I've been experimenting with adding VL's to maps in hopes of getting the AI to advance better both during game-play and advancing on the Strategic Map with mixed results so far.
The current Schonberg map is horrible looking and has codding issues(I.E. A house appears out of nowhere)
So I am going with the original that came with WAR,that's why the graphic is different.

Meyerode:
If you exchange BG's on a map during a GC and the NEW BG enters from an area NOT previously controlled by the last BG you get some very mixed up results of what VL's are in your control and this does not show up on the preview screen.
You can also use this method to really destroy your opponent as if you can enter from the opposite end of the map you previously held it leaves them with little map in there control.I consider it a huge bug and to be honest cheating.
It has been around since CCIV and is most likely in CCV as well.
I have pointed it out to the Matrix team but not sure if it's something they can fix.

Vehicle Pathing:
Cant answer that at this time.

FlakPanzer 38(t)
Many of TT's Close,Medium and Long Range settings for Weapons did NOT get approved in the Formula section of the Workbook for WAR forcing me to have to figure out how to edit them.
I will look into it,This may not be the only one you find either as I still get confused on how it works.
I'll compare TT's to WAR and come up with an answer.

60MM F.O.'s
I have known of this one,Just can't decide on what a good number is yet.
Currently it is kinda annoying with having very few rounds.
Might go with 2 different Teams here.
One that has a low Number of rounds early in the GC and another that has more rounds later in the GC.

You will also notice in this Beta that playing as the Allies you do NOT get any British BG's or Teams.
The reason being is that in the original Mod there was a stacking of BG's due to the limited amount of BG's that was in CCIV.
I need to add this through the workbook and requires a bit more work.
By doing it this way it again gives me less to trouble shoot at this time but WILL be implemented along with a few Vehicles from the 4.02 version TT did.

And later on in the GC when the Allies get Captured ATGuns there is a sound error.
I.E. the Team uses German speech.I believe this is an original bug.
Easy fix just took me awhile to figure it out.
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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Wed Mar 02, 2011 1:22 pm Post subject: Re: VETBoB Beta Reply with quote

FYI:
One thing I have seen a LOT of is that Savaging for Weapons is very effective in WAR.
If your Sniper Team or other Soldiers run out of Ammo just run over to a dead team and they WILL pick up other Weapons and shoot.
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Pzt_Kanov

Rep: 14.2
votes: 9


PostPosted: Wed Mar 02, 2011 8:44 pm Post subject: Re: VETBoB Beta Reply with quote

The porting to tLD, is it a matter of just treating tLD as WaR and installing everything as is, or does some extra editing is required? as I understand WaR and tLD are pretty similar and the file formats are the same so it shouldn't be a problem, but I don't know for sure.


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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Wed Mar 02, 2011 9:48 pm Post subject: Re: VETBoB Beta Reply with quote

I don't know about that Pzt Kanov (All this is work is new to me)

I do remember schrecken posting that it should only take about 20 minutes to import VETBoB into WAR.
Currently I probably have several hundred hours.  Laughing
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Tejszd

Rep: 133.6
votes: 19


PostPosted: Thu Mar 03, 2011 12:40 am Post subject: Re: VETBoB Beta Reply with quote

Pzt_Kanov,

As long the mod was made for the latest version of WAR you should be able to manually take the VetBob WAR mod directory and copy it to TLD. Create a new shortcut to start TLD using the mod directory and you will be playing the mod on TLD....

Only problem I know of right now is that for mods the commander pictures are not placed in the exact same location.
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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Thu Mar 03, 2011 9:06 am Post subject: Re: VETBoB Beta Reply with quote

Pzt_Kanov,
There shouldn't be any problem with the commander pictures as I reduced the images to 1X1 pixels due to that error.
I believe I need an updated RTBTool to correct this error,as well as many others.
Not sure if it was fixed in the last patch for WAR.I wasn't willing to be the Guinea pig of figuring it out.

The placement error comes from the Force Pool being expanded from 20 to 25 slots.
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Pzt_Kanov

Rep: 14.2
votes: 9


PostPosted: Thu Mar 03, 2011 5:57 pm Post subject: Re: VETBoB Beta Reply with quote

Just a small detail:

I need the maps.  Laughing


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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Tue Mar 22, 2011 11:15 am Post subject: Re: VETBoB Beta Reply with quote

I'm still having "Major" problems finding a Real photograph any even anything remotely close to acceptable to replace this Icon.
I have Googled just about every option I could think of.

Any chance someone here could help?



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salhexe

Rep: 70.1
votes: 6


PostPosted: Wed Mar 23, 2011 1:57 pm Post subject: Re: VETBoB Beta Reply with quote

I have these two images do not sublime


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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Wed Mar 30, 2011 11:17 am Post subject: Re: VETBoB Beta Reply with quote

Thanks for the help.
After re-reading my post for help I see I shouldnt have said real photograph.
So far all the images I have used have come from Models.
Sorry

I'm looking more for a color image like this with a shot from the front/side.
Very difficult to find.



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salhexe

Rep: 70.1
votes: 6


PostPosted: Wed Mar 30, 2011 12:05 pm Post subject: Re: VETBoB Beta Reply with quote

Other pictures and drawings.


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