Posted: Sat Feb 18, 2012 6:41 pm Post subject: Re: GJS for LSA
Quote:
The 2 BG's per map will make a big difference in the game! Can't wait to be able to play the updated classic mod....
Any tips on converting old mods to LSA would be appreciated....
The inclusion of static BGs is one of my favorites and it translates well to GJS. Many of the changes from the GJS tLD thread still apply. Still making minor tweaks to stratlayer, fixing some glaring geographical errors in map arrangement, and adding a couple new battlegroups. Nearly done with all the interface graphics that had to change when ported into LSA.
No interesting tips off the top of my head, the big challenges to converting a mod to LSA boil down to forcepool data, screengadg and CCPix rearrangements, and a different approach to data with regards to large-caliber gun performance.
Posted: Sun Feb 19, 2012 1:51 pm Post subject: Re: GJS for LSA
I remember from more than one years ago , TLD GJS mod was announced . I think that mod is more than be real is look like dream or making busy the close combat fans for never end waiting.
I did not understand why the TLD project did not finished and every things changed to making LSA mod !!! I am certain that another year shall be waiting for this one and then changing to another story.
I understand the challenges of mod making for this game , but suddenly change from TLD to LSA is not clear ! I think it shall be decided long times ago.
I hope to see this mod sometimes published and can be played !!
Posted: Sun Feb 19, 2012 4:28 pm Post subject: Re: GJS for LSA
Quote:
I did not understand why the TLD project did not finished and every things changed to making LSA mod !!! I am certain that another year shall be waiting for this one and then changing to another story.
Basically because I work for free and I need to enjoy what I'm working on. Only recently it became clear to me that LSA had better options and was a better platform for GJS. You will not wait another year, no way, not even close. I don't want to be working on it that long.
Quote:
I understand the challenges of mod making for this game , but suddenly change from TLD to LSA is not clear ! I think it shall be decided long times ago.
We are fickle creatures.
Quote:
I hope to see this mod sometimes published and can be played !!
Thanks for your hard effort Cathartes .
Posted: Fri Mar 16, 2012 9:20 pm Post subject: Re: GJS for LSA
I like the mg sound.
Are the entry zones larger than in CC5?
Hm, just watched it on tube, with headphones...sounds great, so actually i like the whole clip :-)
When possible, more of the same please.
1:47
"Sir we are talking heavy fire", ...imagine when someday, a future CC game will have voice commands, so the clicking with the mouse is either minimized in use, or abandoned completely.
Right now there are 9 static bgs (occupying every beach map and then some). There may be more. The Allied challenge will be to punch through the static BGs as fast as possible and rush inland as fast as possible before the first potent German BGs arrive and counterattack/resist. It will now be just barely possible to reach Caen by the morning of June 7. (may be three turns per day). A skilled German player will not be able to stop the Allies on the beaches as was possible in GJS 4.4. Now it will be a matter of how far will the Allies get between June 6-7 before potent German BGs arrest progress?
Lots of dynamic, strategic features possible with LSA engine that were not possible before.
This thread has been bookmarked under Porn *drooling*
Posted: Sat Mar 31, 2012 7:11 pm Post subject: Re: GJS for LSA
added le Hamel/Arromanches and Magny. Now two brigades from 50th Div. can land at the same time. Also, there's now ample room for 352 Inf/KG Meyer to show up.
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