squadleader_id
Rep: 53.2 votes: 7
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Posted: Mon Dec 03, 2012 2:50 pm Post subject: Re: stalingrad for tLD/LSA |
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Stwa wrote (View Post):
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Speaking of pigs in fur coats ...
It took me about 2 seconds to figure out if I was going to get PitF or not. Maybe when it gets down under 20 bucks.
For moi, I just do the ultimate poor man's mod, and I want everyone to know it was finished prior to the release of PitF.
I just use the same old maps that have been floating around for a decade and just pretend they are maps of the Mortain area.
Load the mission up with Panthers and ... oh ya ... pretend there is fog too.
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Why pretend? Just turn down the contrast of your monitor...and you're set!
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AT_Stalky
Rep: 27.4 votes: 10
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Posted: Mon Dec 03, 2012 3:09 pm Post subject: Re: stalingrad for tLD/LSA |
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About the fog, would it not better to just dropp that effect and instead have a "its fog weather icon" someware at the ingame screen. Perhapps in upper right or left corner... ?
Or perhapps starting the battle and deploy at a foggy map, and then the fog fades away during the first 15 secunds, (with a fog icon in on the screen just to remind)?
/S
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Stwa
Rep: 308.9 votes: 16
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Posted: Mon Dec 03, 2012 3:18 pm Post subject: Re: stalingrad for tLD/LSA |
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squadleader_id wrote (View Post):
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Stwa wrote (View Post):
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Speaking of pigs in fur coats ...
It took me about 2 seconds to figure out if I was going to get PitF or not. Maybe when it gets down under 20 bucks.
For moi, I just do the ultimate poor man's mod, and I want everyone to know it was finished prior to the release of PitF.
I just use the same old maps that have been floating around for a decade and just pretend they are maps of the Mortain area.
Load the mission up with Panthers and ... oh ya ... pretend there is fog too.
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Why pretend? Just turn down the contrast of your monitor...and you're set!
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Thanks, I didn't think of that.
Also, glad you are back.
@ Stalky.
Yes, anything you mentioned would be better.
Well, until the next Christmas sale, I guess I will have to make do with the itty bitty maps and tanks.
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Stwa
Rep: 308.9 votes: 16
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Posted: Mon Dec 03, 2012 4:26 pm Post subject: Re: stalingrad for tLD/LSA |
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But since the topic here is STALINGRAD.
I wonder if Manoi, has ever considered porting this mod to CCMT. I would love that. The Stalingrad maps are first class.
And there is already German and Russin voices in CCMT.
[slaps face] OK, I was dozing off there thinking about Stalingrad in CCMT.
I guess, I will have to stick with West Front, too bad.
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Manoi
Rep: 89.5 votes: 7
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Posted: Mon Dec 03, 2012 4:32 pm Post subject: Re: stalingrad for tLD/LSA |
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I have never tried CCMT... I think that few people still play Close Combat but for CCMT you must be the last one? no?
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Stwa
Rep: 308.9 votes: 16
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Posted: Mon Dec 03, 2012 4:58 pm Post subject: Re: stalingrad for tLD/LSA |
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Correct
I AM STWA, last of the CCMT users. [theme music from last in the Mohicans]
But I can tell you for sure, CCMT is way superior to the other versions that came out in the re-releases.
Why be stuck with just a few maps, when you can have hundreds of them using the same system?
Why be stuck with silly point systems or off the wall forcepools that no one can understand?
Why be stuck with a mission editor that can't change the coordinates of a Victory location?
Until your game has a replay feature, you will still be guesing about what the AI actually does. A decade of guessing, hmmm.
With CCMT, you can have woodland, desert, and winter camo schemes for ye vehicles, without having to exit and launch a different CC game title.
And best of all, you won't have to be explaining away the riduculous abstractions created in the campaign game.
Just my humble opinion ... oui?
Oh, and the reason the tanks are at point blank range is because of the fog.
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Stwa
Rep: 308.9 votes: 16
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Posted: Mon Dec 03, 2012 6:54 pm Post subject: Re: stalingrad for tLD/LSA |
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Manoi,
How is PiTF going to make things any better than this.
And I am guessing the trees aren't right.
So is there a workbook for Stalingrad mod.
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Tejszd
Rep: 133.6 votes: 19
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Posted: Mon Dec 03, 2012 7:32 pm Post subject: Re: stalingrad for tLD/LSA |
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STWA, good comments on how hard converting a mod to PiTF would be.
- in LSA (and thus also PiTF) all the old unused graphics from CC5 though TLD were dropped, sounds like a good idea idea until you have to find and delete the 400+ files
- in LSA (and thus also PiTF) the armour/gun calculation was changed to make it more consistent, good idea for new mods but all the old data has to be reviewed/updated without know exactly how the calculations were changed
- in LSA/PiTF all the buttons, icons, squad images, etc. all changed colors/sizes/etc.
- in LSA/PiTF the data files changed (the biggest being the fpools new format/method)
- in PiTF all the maps have to be redone
- then what new features do you want to take advantage (in LSA static BG’s, blowing bridges, river crossing points, etc.; in PiTF fog, ?, ?)
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Tejszd
Rep: 133.6 votes: 19
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Posted: Mon Dec 03, 2012 7:36 pm Post subject: Re: stalingrad for tLD/LSA |
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STWA, on a roll in this thread.
Never understood why Atomic, Matrix, Slitherine, etc. when creating a new game add a few and then take away few things. If each release built on the past we would now have the best CC ever but we are always forced to make comprises. CCMT has features that can't be beat by the other CC games for sure; the editor, more than H2H multiplayer, recording a game, unlimited maps can be added for single battles, etc.
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Stwa
Rep: 308.9 votes: 16
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Posted: Mon Dec 03, 2012 7:42 pm Post subject: Re: stalingrad for tLD/LSA |
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Hi Tejszd,
Sorry for the ROLL. I don't know what got into me.
I am sure PiTF is a great game, I just can't see my way off CCMT though. If I am going to continue to play the game, I guess this is what I will stay with.
I had high expectations for PiTF, and I think they were matched, but I still won't get the game. I dunno
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Pzt_Crackwise
Rep: 64.9 votes: 1
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Posted: Mon Dec 03, 2012 8:10 pm Post subject: Re: stalingrad for tLD/LSA |
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Thanks for reminding! CCMT was built to support multiplayer up to what, 6 players? But then I have heard in reality its multiplayer is broken. So why don't we see anything done in terms of more-than-two-player multiplayer in the rereleases? It would be really cool if they actually made a CC which had a multiplayer option like that. Then it would be a new game and be actually worth the 50 bucks they ask now for the damn broken re-releases.
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Mon Dec 03, 2012 8:11 pm Post subject: Re: stalingrad for tLD/LSA |
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Thanks,
I've started and it shouldn't be too bad.
The biggest issue I see is the Main Screen.
I was wondering if you had that file in a .psd layered format or if you had any other ideas?
The current button configuration just won't work with the original Main Screen.
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Manoi
Rep: 89.5 votes: 7
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Posted: Mon Dec 03, 2012 10:44 pm Post subject: Re: stalingrad for tLD/LSA |
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I will see but it would be surprising if I find anything back! 5 years ago, it is a long time...
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southern_land
Rep: 155.2 votes: 14
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Tue Dec 04, 2012 5:14 am Post subject: Re: stalingrad for tLD/LSA |
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By his choice of CC I'd say he's definitely Blind!
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schrecken
Rep: 195 votes: 15
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Posted: Tue Dec 04, 2012 5:33 am Post subject: Re: stalingrad for tLD/LSA |
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Quote:
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- in LSA (and thus also PiTF) the armour/gun calculation was changed to make it more consistent, good idea for new mods but all the old data has to be reviewed/updated without know exactly how the calculations were changed
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Use the same data and i reckon no one will be able to tell the difference... if anything is picked up adjust it later
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Tejszd
Rep: 133.6 votes: 19
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Posted: Tue Dec 04, 2012 7:13 am Post subject: Re: stalingrad for tLD/LSA |
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platoon_michael wrote (View Post):
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Thanks,
I've started and it shouldn't be too bad.
The biggest issue I see is the Main Screen.
I was wondering if you had that file in a .psd layered format or if you had any other ideas?
The current button configuration just won't work with the original Main Screen.
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If you open CCimages and grab all the files that have the background image you should be able to create the main screen and cover the old button locations....
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Tue Dec 04, 2012 10:16 pm Post subject: Re: stalingrad for tLD/LSA |
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Yea I did that early on and had imposed one image over top the other and found out that the button configuration looked to be different.
I was hoping to use the original UI graphics and will do so for everything that fits WAR (Strategic Map needs minor adjustments) but it looks like the Main Screen will have to be something new.
I'm kinda leaning towards using The Barmaley fountain,so long as it doesn't interfere with whats being produced for PiFT?
Is anyone interested in lending a hand on that one .tga?
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Cathartes
Rep: 101.3 votes: 15
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Posted: Tue Dec 04, 2012 11:47 pm Post subject: Re: stalingrad for tLD/LSA |
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schrecken wrote (View Post):
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Quote:
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- in LSA (and thus also PiTF) the armour/gun calculation was changed to make it more consistent, good idea for new mods but all the old data has to be reviewed/updated without know exactly how the calculations were changed
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Use the same data and i reckon no one will be able to tell the difference... if anything is picked up adjust it later
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To start with, this is the best course, but you have to revise certain chunks of data substantially for LSA and beyond. When I portaged GJS from tLD to LSA it just didn't work right. Things functioned somewhat for infantry vs infantry, but was a disaster in armor vs armor. Had to revise all data using LSA metrics/worksheet as a base. Don't know if others found the same to be true.
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squadleader_id
Rep: 53.2 votes: 7
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Posted: Wed Dec 05, 2012 1:47 am Post subject: Re: stalingrad for tLD/LSA |
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Cathartes wrote (View Post):
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schrecken wrote (View Post):
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Quote:
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- in LSA (and thus also PiTF) the armour/gun calculation was changed to make it more consistent, good idea for new mods but all the old data has to be reviewed/updated without know exactly how the calculations were changed
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Use the same data and i reckon no one will be able to tell the difference... if anything is picked up adjust it later
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To start with, this is the best course, but you have to revise certain chunks of data substantially for LSA and beyond. When I portaged GJS from tLD to LSA it just didn't work right. Things functioned somewhat for infantry vs infantry, but was a disaster in armor vs armor. Had to revise all data using LSA metrics/worksheet as a base. Don't know if others found the same to be true.
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IMO it was a stupid decision from the devs of LSA to change the data calculations...why fix something that wasn't broken in the first place?
IIRC correctly...the decision was made so that battle results will be more 'realistic' (more wounded than KIA in the stats, the old system had unrealistic KIA stats according to the devs)...who cares??
What about PitF? From the battle stats...also more wounded than KIA...are the new data calculations from LSA used in the latest CC (with amazing 32 bit explosion effects)?
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