Posted: Sat Mar 09, 2013 10:59 am Post subject: Kharkov mod for TLD
Hi to all, finally I have taken the decision to port kharkov mod on TLD. Even if I modding alone, the project is now 20% complete so I think is right speak about it.
- Kharkov for TLD will have 64 maps and 64 Bgs. 80% of work done for kharkov v 1.2 is very usefull also for TLD conversion. I have also converted txt files of 23 cc3 custom maps (and I will create btd files). Few old maps will not be used. The grand campaign will have 17 days (12-28 may 1942) three turns per day, 1 reinforcement for all russian Bgs, 1 reinforcement for few german Bgs. Few new graphic files must be also created (expecially about new Bgs).
- The mod has a new stratmap: in the web I have found an image of a very small panzer corps kharkov map that was full of writes: I judged it the best starting point textures at my disposal and, after ten-twelve hours of work, it's now a new big (historical as possible) stratmap. Some of the "technical" work for the stratmap is also finished, the most not.
- Data has been converted. Graphic and sounds not yet.
In modding workshop there is a thread where I ask help about modding TLD: if someone can help my testing work will be more light, but even without help I hope to finish anyway. Particularly, a confirm about "diff-base support" functioning would be really appreciated.
For now the work is easy (even if very long..). Contrary to the past, now I modding a few every week (instead that, for example, a month of full immersion work alternated with a month without work): I can't give a release date even if hypothetical, but (for now) the work proceed costantly.
Posted: Sun Mar 10, 2013 7:20 pm Post subject: Re: Kharkov mod for TLD
to Southernland: semi finished means that you think to finish them? In this case sure I am interested: I have used many of your maps in the mod and they are very good: great work. The maps style should be similar to the maps that you see in the mod (more"colours and variety" are sure welcomed, but with a "recall-harmony" with the old cc3 lvov-izyum style). A new urban map that I would use for Belgorod is also really welcomed.
Speaking in general I'm not fully convinced of no more that 6 of the maps I have choosen: 6 (or less) maps are totally welcomed. More than 6 probably will create me doubts about the choice.
Instead, if you mean if I want to finish your maps on my own, I prefer not.
to Tripwire: all the work I have done for cc5 kharkov v 1.2 will be released (I await that Mooxe say me how upload). Only there will not be a new stratmap.
Posted: Wed Mar 20, 2013 11:57 am Post subject: Re: Kharkov mod for TLD
to Southerland: Many thanks for the maps preview! For now I can say that 3 maps are sure interesting for me (all your maps are very good: I will chose the more various to the by me yet chosen maps). Soon I will compare them with the maps I have chosen and I will say you something of definitive.
Posted: Thu Mar 21, 2013 3:09 pm Post subject: Re: Kharkov mod for TLD
Hi southernland, here my considerations about your maps.
Maps that I have chosen: khrkv03, khrkv04copy, khrkv05.
LPLNDcopy: I need history support to use it. I mean: the rocks means mountain terrain? If yes, where can I use a mountain map in Kharkov area?
Maps that sure I will use if modified (of course if you have will to work more deeply on them):
kharkv06: delete the two top left buildings and paint some of them with another roof color (paint the most dark of them, excluses the very very small), use only one normal bridge on the river and delete the terrain in the middle of the river. In this way I can use it (for now seems to similar to the map that in my mod I have named bogod).
Khrkv02: see the map that in my mod is named izlum: in khrkv02 try to change buildings disposition here and there to be different to the izlum map (I mean delete some of them and create some new them): in this way I can use it.
Posted: Sun Mar 24, 2013 9:47 am Post subject: Re: Kharkov mod for TLD
to Southernland: about LPNDcopy map I have decided that I will not use it anyway. About khrkv06 map, I have noticed only now (I'm sorry) that the buildings on the east side of the river are identical to the buildings in the map that in my mod is named Akhyrka: if you decide to work on khrkv06, please delete also some buildings at random on the east side of the river (or do what you think is better to resolve the problem).
General work update: about stramap technical work I have to do only destrat maps piece (will be a long work as arrows and stratmap area pieces) and red circle coordinates, all others things about stratmap are finished.
Now I have crash problems, but when I test the work with only four maps finished all was ok (stratmap.txt was also coded to have only for maps): to resolve these crash problems I think that I have to update all .btd files to have sense with stratmap.txt (I have yet checked stratmap.txt and campaign.txt: they seem perfectly coded). The error message is "error reading naval map for side 0 index" and a number after "index": naval support is sure perfectly coded, I hope that working with .btd files will resolve this situation.
So I'm working on maps now: I'm a little bit reworking, when necessary, few .bgm, .mmm and .ovm files and I'm creating the new btd files. I want also save two maps that I have used in cc5 version deleting the hedgerows.
Posted: Mon Mar 25, 2013 10:37 pm Post subject: Re: Kharkov mod for TLD
Crash problem resolved. I write here the solution because there is an information that can help future modders: I think that the game doesn't support 128 arrows as declared in campaign txt, but 127 (the n. 0 included: from 0 to 126), if I have reason this is an important thing to keep in mind modding TLD.
Some days ago I had an error message about 128 arrows connections (with costant starting crash), so I had set it to 127 and forget it, but I don't had deleted an arrow link and the relative arrow coordinates: today I have repaired, then I have renamed all (next) arrows in screen.gdg after have deleted the tga chosen arrow. Now all works again.
Posted: Tue Apr 09, 2013 1:10 pm Post subject: Re: Kharkov mod for TLD
Kharkov mod for TLD update
I’m glad to say that I have finished 70% of the mod and, for now, all seems to work perfectly. All the aspects that don’t concern maps are finished. 10 maps are also totally finished (“totally” means that I carefully choose the map considering stratmap position, than I create a new btd or I upgrade an old Btd file and I work on others map files when necessary, after this I create the new map details for the strategic screen and finally I create a battle for the map choosing Bgs to use for it).
About all the work that I have done, I can say that is not a simple conversion (and even do a CC5-TLD conversion is sure a long work): I have created some new files because TLD need them, but I have also created some new files to upgrade the mod: for example some rank and medals files, a video (converted also for CC5 version), Bgs icons (will be available also for CC5 version) and some other things. Of course there is also the work that I have done to create a new Stratmap that support 64 maps and the Bgs augmented to 64. All these new aspects change deeply the face of the mod.
I hope to finish the mod in two months (testing phase included): it's not an official release date, but surely a concrete possibility if there will not be unexpected crash problems.
to Southernland: Do you think to work also on the two other maps that, with more deep changements, I have considered usefull? I ask only to understand if I must considerer to have 3 or 5 (or also 4) new maps: I don’t have hurry.
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