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Normandy 44 : European Theater (Sweeten2213 retired - 2.0 Alpha released))

  1. #3601
    Member Twitchy's Avatar
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    @Gilz2 - Talk to our mapper, and it's perfectly fine about you diverting attention to your Kin. ;D


    Anyways, There's a little gift I'm going to talk with Sweeten about for you, what with all of your help on historical accuracy and all.

    As for the rule regarding resources, I'd probably take a look at the Default maps, and then at the Custom ones. On default maps the resources are just right, so I guess ethier dumbing down the amount of Sectors or just the resources per sector would work.
    http://forums.relicnews.com/showthre...SE-STILL-ALIVE!)

    Check out my stream!: http://www.twitch.tv/myriax

    "Torch Bearer" AKA Leader of European Theater: 1944 Modification (NEW THREAD)

  2. #3602
    Member Andriucha's Avatar
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    Hello!
    First at all i want to say what Normandy 44 : European Theater - is great mod! And it awesome that you plan to create soviet army in your mod!!!!

    Will be nice to see this soviets units in the game:

    Soviet conscripts: http://www.alpenflage-hobbies.com/ca...e3b4l5f16hv130

    Soviets Guards Infantry: http://www.dragonmodelsusa.com/dmlus.../l_DRA6376.jpg

    Soviet Assault Troops: http://www.jtrhobby.ca/store/images/l_ZVE3509.jpg

    Soviets troops also had "tank riders" capability's: http://www.missionmodels.com/image.php?productid=93266

    ZIS-5: http://www.o5m6.de/ZIS-5V_small.jpg

    Studebaker: http://www.stude100.com/stu/Pg4/us6_4.gif

    Ba-64: http://www.migproductions.co.uk/cata...s/MIN35097.jpg

    Ba-10: http://js7crxp.devhub.com/img/upload/tsrhsgkiuj_.jpg

    Ba-11: http://1.bp.blogspot.com/_TS-xzb12aS...00/ba11ph3.jpg

    Zis-2 57mm: http://www.aaamodels.co.uk/List_Pics...7MM_AT_GUN.JPG

    Zis-3 76mm anti-tank gun: http://www.alpenflage-hobbies.com/ca...e3b4l5f16hv130

    BS-3 Soviet WW2 100-mm Gun: http://www.aviapress.com/engl/icm/icm35141.jpg

    light tank T70: http://www.alpenflage-hobbies.com/ca...30t70mlate.jpg
    or
    light tank T80: http://www.alpenflage-hobbies.com/ca...0lighttank.jpg

    AA self-propelled plant ZSU-37: http://www.aviarmor.net/TWW2/Photo/U...su-37_pict.jpg
    http://serkoff.narod.ru/zsu-37-0004.jpg

    Bm-13: http://www.aaamodels.co.uk/List_Pics...L-157_BM13.JPG

    Bm-8-24: http://www.o5m6.de/T-40%20BM-8-24_small.jpg
    http://www.aviapress.com/engl/maq/maq3509.jpg

    Mm-31: http://lend-lease.airforce.ru/photogallery/cgku/01.jpg

    And ofcourse: Gaz67B; M30 (122mm); D1 (152mm); B4 (203mm)T34-76; T34-85; KV1; KV-8; KV85; Su76;Su85; Su100; Su122; Isu122; Isu152; IS1; IS2 and etc

  3. #3603
    @Andriucha

    As for the units they should be used in the game period (which is for Eastern Front Operation Bagration).
    Trucks - should be there (as with the curent version)
    Ba-64 was used in numbers in the period as a reco so I'll bet it will be there.
    BA-10 the last time Red Army used them on front was 1943.
    BA-11 was never produced.
    AT guns should be there (I'm not too sure on that 100mm though)
    T-70 was a Red Army's prime reco vehicle - so it should be there.
    T-80 was a upgraded version of T-70 (not that much different than T-70), small numbers produced, made barely any impact on the front.
    ZSU-37 was produced from March'45 so it does not fit in the tameframe.
    Mm-31 Bm-8-24 Bm-13 were different versions of Katyusha - I'd guess it will be the same as with the Nebelwerfer (the bm-31 as an on-the-map and the heavier mm-31 as an off-map)
    Gaz67B was a copy of the Willis so a must I say...
    Artsy - I'd guess all of it will be implemented (off-maps for heavy artillery)
    T-34s will be there
    KV-1 - again was obsolete and was not used in the period
    KV-8 was a Kv with flamethrower (I've digged dip but have no feedback on this unfortunetelly)
    KV85 - was not numerous as it was a transition tank until IS series came into combat but I've seen some remarks on them in the period..
    Su-XX - all were used in numbers
    IS-2 - was used in numbers

    I attach a file that was provided by the mod team on the plans for COH 2.0.
    It's a unit-map - as they will be included the plan is to includ their equipment.
    N44 v2.0 Plans.rar

  4. #3604
    HI!

    First off i think your Mod is great...But I crave realism not so much balance, So i try to edit some of the files re pack it and it said fatal AI error Can someone help me out here I love you mod just want to make it more enjoyable with not so much balance

    Send me PM If you can help me out.
    Please and thank you

    Once again I do really love your mod

  5. #3605
    Member Twitchy's Avatar
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    @Gilz2 - Should be getting a PM from Sweeten or myself soon.

  6. #3606
    @Twitchy

    Have you thought about the intro music for this?
    I'd propose "Heroic Assault" by Steve Jablonsky.

  7. #3607
    not replying/ignoring to posts wont result in more players of the mod or recommendations

    my post 2 weeks ago (page 72) wasnt yet referred too -.-

    it just got ignored.....

  8. #3608
    @Jonas 87

    As to the numbers of group members I can't help as I have never ever paid any attention to it (I'm playing this mod for more than 2 yrs).

    I'm really confused with the M8 Greyhound as I have never noticed this. Penetrating a Tiger? Maybe you ment treadmill shot tht can immobilize a tank?
    And I wouldn't agree that the sight of the Panther is near zero but I doublecheck this during the weekend.

    As for the night equipment for Panthers is was used in late period (march-aprli'45) which is out of the period of this mod. More information can be found here:http://forum.panzer-archiv.de/viewtopic.php?t=608 or here: http://www.achtungpanzer.com/german-...heinwerfer.htm

    As far as I can remember the "hold the ground" button was to be included for numerous units.

    I will also check the ammo cause I'm not sure at the moment.

    And it's not about Axis or Allies but about the playable and achievaible realism in Normandy'44.

    PS. The guys are worked up so please be patient with the team and the mod.

  9. #3609
    Member Twitchy's Avatar
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    @Jonas87 - Your post only states to help the other Patron, so I assumed it was ethier resolved or dealt with in some way.

    Whatever your CoH Directory is on your computer is where the mod should go, and the same with the Command line reffering to where your main CoH directory is.

    PS: Assuming were ignoring you is quite the statement. Please ensure this is infact true before doing so. Thanks.

    @Gilz2 - I'll look into the Intro music, and have a chat with the team.

    @Dexius - To my knowledge that is an Installation error. Uninstall/Reinstall the mod, and if that doesn't work Uninstall and then redownload the mod entirely.

  10. #3610
    @Jonas87 - Apparently "overlooked" is more accurate than "ignored". You should have just "bumped" the thread asking if anyone has an answer for you yet.

    @Twitchy - Jonas87 is referring to a post a few before the one you mention where he did ask things.
    "There's no explaination for why I survived and others didn't other than when your number is up its your time to go. So now, every morning when I get up - I change my number."

    Unknown Pearl Harbor Survivor

  11. #3611
    Member Twitchy's Avatar
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    @Jaffar - Thank you.

    @Jonas87 - As for the numbers over the units, pay no attention to them.

    As of now, those do not work as intended, you've obviously noticed this. To my knowledge it will be corrected in 2.0

    The M8 destroying a Tiger should, to my knowledge be a CoH Engine screwup. Take nothing of it, it happens.

    Hold Buttons on the infantry, again, Might be coming in 2.0, might not. Instead of click on which unit to attack, try microing the Infantry into Cover, they will continue to fire at their current target, and will also be in cover.

    Tank FOV should be changed somewhat for the next version, at least to the point where it all fits more into the CoH scale. We can't have tanks that have large FOV because then they become some sort of Scouting/Early Warning hybrid along with, well being a Tank.

    HE and AP and all of that Jazz is a toss up for next version. Sometimes we can't fit every single thing that everyone wants into a Release Candidate, so bare with us here.

  12. #3612
    Any progress on 2.0? Finally I can play the mod without lag on my new machine, really awesome, IMO the best out there

  13. #3613
    Member Twitchy's Avatar
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    Hello everyone. I am not on here to answer any mod related questions as of now.

    It seems that tonight my Father has suffered a major, major Mental Breakdown. Mainly because he has never in his life done any of what happened tonight.

    I am unaware of his state, as I was ordered off to a Family Friends house while the Police and the rest of my Family try to sort things out.

    So, as of this instant I would like to temporarily resign from helping out here on the forums, as I myself have taken this heavily on my own Heart, and I really need time to sort things out and for things to reset themselves before I even TRY to do anything extra curricular.

    I apologize if I have hindered anyone who is trying to run this wonderful mod, or if I have in anyway shape or form hurt the team itself.


    My most sincere apologies,

    ~Chris

  14. #3614
    I'm sorry to hear that. I hope your father gets better soon.

  15. #3615
    "I'm sorry to hear that. I hope your father gets better soon. " (2). Truly, you're awesome to this community, hope everything ends well.

  16. #3616
    All the best for your whole family Twitchy. Take all the time you need and I hope your father will get well soon!

  17. #3617
    Best wishes to you and your family for your father's speedy recovery, Twitchy.

  18. #3618
    Member
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    I'm sorry to hear that, best wishes to you and your family

  19. #3619

  20. #3620
    Member []inveigle[]'s Avatar
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    This mortal coil is an interesting experince at the best of times. My thoughts are with you.

  21. #3621
    Member Andriucha's Avatar
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    BA-11 was never produced
    Actually no! BA-11 was produced and used:
    http://www.armchairgeneral.com/rkkaw...cars/BA_11.htm
    KV85 - was not numerous as it was a transition tank until IS series came into combat but I've seen some remarks on them in the period..
    KV85 was used - of course not in so big numbers as T34..

  22. #3622
    Member sweeten2213's Avatar
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    @ Twitch - very sorry to hear about your father - email me if you can

    @ everyone - i know I have been quite absent to say the least, and the boys have been doing a great job in my absence.

    I really want to get "back in the saddle" and resume work. It's been very hard to get up the motivation knowing there is still hundreds of hours of work to be done and some things that were in the original plans that are more than likely never to be done. All of that means not only a lot of work but re-working stuff done/planned or accepting less than stellar work (IE the dreaded skinless models previously discussed). I see Eli and DMz have been busy on their thread which is good to see and helpful. I will try and be here more, especially with Twitch taking care of RL stuff.
    RIP Loran Korn - a dear friend and as amazing a person as he was talented
    RIP MrScruff - you were a true friend and a true talent
    Normandy 44 : European Theater - Project Leader
    N44 ModDB Site
    N44 : ET Website - N44 XFire Community - N44 Guide
    CoH Mods - Waffen Mod
    Eastern Front - AI Coder/Asst Coder

  23. #3623
    Member []inveigle[]'s Avatar
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    It is nice to hear from you Sweeten. Please take your time, we will be patient.

  24. #3624
    @Andriucha
    BA-11 my bad, I thought that those 16 produced were pre-production. But anyway they were all lost by the end of 1942.
    KV-85 there were only 140+ produced and I read they were not in great use (lack of spare parts) and did little fighting. Compared to T-34 or even Valentines (400+ in 1944 were in use)...

  25. #3625
    Member Andriucha's Avatar
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    @gliz2
    Jagdtiger, Sturmtiger, Tiger2 was also in small numbers..

  26. #3626
    @Andriucha
    No ofence m8 but the German and Red army used millions of horses and there are no sign of them in plans... Shame really as I'd love to charge on infantry with some Cossacks.
    The thing is that the above one are already animated while adding new models will just put enormous pressure on team.

    @Sweeten2213
    Any chance of the penetrations and the 5% bug update for the current version? I could try to do this but I'll have to start from zero. Anyway if you could just point me to some explanation how and what needs to be changed (I only managed to change the penetration for rearshot against Panther).

  27. #3627
    Member Andriucha's Avatar
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    @gliz2 I understand what you mean

  28. #3628
    Member sweeten2213's Avatar
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    @ Gliz - I plan on doing all the penetrations again, but as far as showing you how...

    You need to go into the weapons section and target table. There you will find every possible vehicle/infantry/target in the game for every possible weapon. The issue is you have to do a lot of tweaking

    If you wanted to change, say, how the Greyhound affects the Panther, no big deal. But if you want to change how the greyhound affects all vehicles, infantry, etc... then you need to look at them all. And to change a vehicle - let's say a Panther - you have to go into every weapon possible and look at how it affects the Panther

  29. #3629
    I agree with gliz2.
    I feel like some portrayal of horses for both sides should at least be attempted--though with the engine limitations and team constraints...

  30. #3630

    The Old Sheriff's Back in Town

    Glad to have you "back in the saddle" Sweeten.

    Your cavalry formation awaits.

    Can you PM or email me?

    Really want to get some new content up on MODDB and the website, just knowing we're still kicking will be a good Christmas present for our fans there.

    Ihr Kamerad,
    Craig
    Normandy '44: European Theater
    Webführer, Historian, Public Relations & MODDB Leader
    Ich hatt einen Kameraden - RIP Loran Korn & MrScruff
    Get out of your game and into the action! WWII Historical Re-enactment Society
    Deutsche Soldaten! Komm mit uns!

  31. #3631
    @sweten2213
    I was rather thinking of some really minor tweaks ffor some obvoius vehicles - Panther, PzKpw IV and Wirbelwind. So this should not be that hard (although I'd have to change the penetration for 57 AT, and most of allied tanks just for the specific vehivcles- is this right?).

    If anyone thinks the penetration values should be changed to some other vehicles please advise me. I personally think that there is not that many but maybe I'm missing something here.

  32. Modding Senior Member Company of Heroes Senior Member  #3632
    Celéstial by heart Celution's Avatar
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    Sorry to hear about your father Twitch, I hope he'll get over it.

    Sweeten, so you currently have a mental demotivation to do modding? Too obvious, since me and AGameAnx have the exact same thing at the moment. Hopefully you'll get over it.

  33. #3633
    Member sweeten2213's Avatar
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    @ therewasatime - I will try and send you a PM

    @ gliz - that's kind of correct and kind of not... though I try and change the values for all weapons, even those that may not ever fire on a target (in this instance that would mean adjusting german weapons as well as allies), that may be overkill as stated. But, when adjusting for even just allies, it's not quite just adjusting a few things. When you really sit down and look at the lists using the Corsix tool, you start to see how many there are. It can be done by all means, but I would estimate the changes (research and testing aside) would take a few hours minimum even for those 3 vehicles. But for the most part you are correct

    @ celestial - seems like an epidemic

    I will try and real quick bore you guys again with the "motivation" issue but provide some of the more personal insights - otherwise I am afraid you guys might feel a bit abandoned and that I am a "quitter" of sorts...

    The obvious is the work involved and the lack of stuff planned that would not be finished as I mentioned before. Yes, there are hundreds of hours of stuff to do - but it isn't just the time involved that is the issue there. One example - voices. Presently the Soviets have no voices. A problem that may never be overcome, and if it is, may take a great deal of time as I understand it and not within my bag of tricks talent and knowledge wise. Another - just giving one model as an example - the M8 Scott. Currently a model is floating around but not animated or skinned. Could say the 2nd armored do without it - sure. But there is at least one sub-subdoctrine that comes to mind that kind of needs it. It would be the only armor they have (I forget off the top of my head but it is a recon based sub-sub). There are several examples like that, others where I know I could work around, and others that aren't as "needed" as that for balance but are for historical accuracy.

    As a subset of the above - it's kind of like building a house. You have it designed and framed and you assume you will have a budget to use. You are excited and love the work. Then the budget is cut. You have to take out rooms, ripping down some of the framing, and the designs have to be adjusted. In the end it's still better than where you live now, but that dream house that you started now has been reduced to something less. We weren't just adding the soviets or tweaking - we were overhauling - and the code is already overhauled. So a huge part of moving forward is figuring out what we can and can't do with this new "budget" (using the above analogy), and still making it work. And the examples of what would need to be changed and/or accepted as differing levels of desirability (ranging from skinless to historically inaccurate to visibly inaccurate to out of balance) are in the dozens quite literally and without exaggeration. Combine that with a very important fact - the research, planning, and "frame" coding took months and around 1000 hours. Having to "tear that down" is disheartening to say the least.

    The more personal side, however, is this...

    For years when I modded I spent 99% of my free down time doing it. I didn't play any other games (other than testing N44, and never even really "playing" N44), didn't watch any movies, read any books (non N44 research that is), etc... Since I started my "break", I have been playing games, watching movies, watching TV, etc... - in short, having fun in my down time rather than modding, which though a "labor of love" and both pleasing and satisfying when it goes well, is work nonetheless. The obvious and logical solution to all that would be to do those fun things most of the time I have down time, and mod here and there. The issue is the "day to day decisions". You're all gamers here, so I'll use that to explain...

    Say you are playing a game and quit for bed. The next night you have some down time again. I am sure you are excited to move on and see what comes next in the game. Or if you are an online gamer (which I am not), you want to avenge last nights loss, ride the high of a win, or unlock something or other that you were working on. Now, given the choice of that, or doing "work" on a mod considering all of the stuff listed that is "non-motivational" listed above, what do you decide to do that night? Maybe you say, "I'll game tonight, and mod tomorrow." The problem has been, that has been the day to day decision for me for months. And every night, I have chosen the "fun" over the "work".

    I know a lot of you are counting on me to continue and I believe I will finish what I started here - and believe me I feel the "weight" of those expectations every night feeling like I am letting all of you down. I am not sure what it will be - but I hope to have the switch flipped by something that gets me back to work on N44 v2.0. I hope that you all can bear with me.

  34. #3634
    Please tell me I could play this mod on Company of Heroes: Opposing Fronts

  35. #3635
    Member Aidas2's Avatar
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    Sweeten's back, great news! PPl been wondering where you are, good that your back now, can't wait for some updates on the mod.

  36. #3636
    @sweeten2213
    First things first. I personally would rather you drop the "dream house". Yeah everyone would love to have both wealth and time to spend. But none realy have it. So I'd prefer to size down to what can be achieved then to leave all the preps hours to waste.
    Sure m8 we'd all love to see YOU DO it but let's face it YOU CAN'T do it on your own. So respect to the efforts of both will and hands. The whole N'44 team already has the appreciation of thousends of gamers worldwide. There is no letting anyone down...

    To penetration values then... I've tested the thing I've changed (pent value for rear hit for Panther) it's seems fine - close range is death in 21 out of 27 with a first shot. I'm not sure I'm following you on this - you mean you change also the values for 37mm or BAR? 'Cause I don't see it relevant or needed. My idea was to change only the most irritating values. Like Allied tanks against rear of Pzkpw IV and Panthers and the bugged Ostwind. There are very few tweaks to be done against allied tanks.
    The other thing I'll defo will test is to substantially increase the radius of sight for infantry. Now it's absurd. I know many players complain against it in some other mods (increasing sight i mean) but this needs to be done for the historical accuracy sake. Tanks were spotted far and away (unless there were ambushing) by infantry and tankfights were usually done over 1000 yards distance (especially on the East). I know this cannot be reflected in CoH but the radius at present are just laughable. It's more of a spamming game than tactics.

    To see this finished up would be great but to see it left us it is would be a disaster. My plea would be this: try to max the thing you have (current version). If you can't bring no new equip - really no big deal. There are already in plenty. The thing we have is great but it can be upped

    PS. I think there should be no caps for Allies in general other than the on map caps. For Germans there should be general caps (say they can only produce 3 Tigers through game).

    And to all cavalry fans - I was just joking lads... Really cannot see this done in CoH.

  37. #3637
    Member sweeten2213's Avatar
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    @ gliz2 - let me first say that i value your opinion highly for numerous reasons and I will sending you a PM soon with what I hope to be an enticing offer.

    Thanks in part to a recent PM from tankdestroyer, and old friend and ally of the mod, I have some encouraging news moving forward. Not sure how it will pan out yet, so we will see.

    I have also been checking out the models we need list and it is not as long as I thought. The models we have in game, animated, BUT skinless is not so short (about 20). For now I will be leaving those in as an alpha version and hopefully some things pan out. That kind of keeps the "dream house" alive to a degree and I can move from there. Eli and DMz's work also took some off of both lists so that is a BIG help.

    So I will be continuing - slowly but surely at the moment.

    And you are very correct that I can not do this by myself - I will need help. Coding and whatnot I am fine with and will continue to do. But with artwork, models, ANIMATING (in caps as this is imperative), and general forum and website (that means you Craig ) stuff I will need.

    As for sight values and penetration values...

    Pen values are based off of real life armor ratings, weapon piercing ratings vs armor at distances, plugged into a formula I created to keep them all relative and withing the CoH game engine. They a fallable no doubt - but they will also be based on RL values and tweaked from there. They could use some tweaking and any/all testing and suggestions are welcome. And yes, doing things like the BAR may be over kill as would adjusting the german values vs german vehicles, but adjusting any and all weapons that have ANY chance to penetrate the given vehicle would be needed.

    As for sight values - not sure I am following you there. The infantry does have a fairly significant sight radius than vehicles at the moment, but I suppose that ratio could be a little larger (though v2 has more things like binocs and whatnot to increase range as well as more "scout" units.)

    As for caps - they have been and will be a staple for the mod. They are important for various reasons including the forcing of combined arms (as well as tactics) and control of the AI. HOWEVER, as it stands other than maybe 1 or 2 call in units they are all on map caps (IE a tank may be capped at 4 and if you have 4 they will no longer be able to produced or called in, but if one is destroyed you will be able to bring that new 3 back up to 4). So basically problem solved before started

    So - again in general - I will be working slow and steady for a little bit here (starting with adding the models finished since my break). I am waiting on some responses to stuff I sent to see if I can get some help with the models needed, which I don't expect much of an answer til after the holidays.

    I'll be here more often

  38. #3638
    Member Gamerisin's Avatar
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    Hi there guys,people...gentlemen and perhaps ladies :P
    First an apology to @sweeten for not reporting here or sending a PM but school has been heavy and thankfully I have nice grades so now I can rest knowing that I'm doing fine and in Christmas vacation I'll have more free time,not only school of course but other personal stuff,now...as some of you might or don't know my PC was dying and suffering by natural causes or not so natural hehe...now it's been fixed and I'm also happy to say that nothing related to the work I have done so far was lost,yep all was safely keept and let me say that I've made a lot pf pregress regarding sound modding,unfortunatly I'm also a little sad but I couldn't get soviet voices working,maybe more patience and knowledge may do the trick,so as far as I can say,I have worked on some heavy stuff,but I haven't made much progress with N44 sound mod,so again sorry teammates and chief sweeten,also know that I've helped other mods such as BK and BotB,perhaps you already knew perhaps not,I stopped working almost a month so I have to recover and finish what I started with helping other mods,I know I started first with N44 but meanwhile I also started with others,so my goals are BotB,some BK and the N44.

    Thx in advance guys,I hope you understand that making stuff takes time,specially if you want thing done right and maybe not perfect but at least enjoyable and stuff.
    Last edited by Gamerisin; 12th Dec 10 at 11:05 AM. Reason: Sorry for double posting
    R.I.P.(Requiescat in pacem) loran korn & MrScruff
    Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)

  39. #3639
    Member sweeten2213's Avatar
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    I completely understand, Gamer. Good to hear from you

    My plans, in general ATM, are to do what I/we can do to get it as we planned.

    For an alpha version, that may mean no voices, there will be models without skins, numerous historically inaccurate skins, etc... Then over time we will try and fill in those gaps over time for a beta. I've had time to think about it some more, and with so many models in game (both in code and design) without skins (like I said around 20 but they are animated and working fine) I am not going to take them all (or most or some for that matter) out only to put most or all of them back in a later date or start changing things up plan wise. So we will leave them as they are for the alpha version, and try to find a way to get them skinned over time (some of which we may be able to get new models that include skins). Same with inaccurate skins (IE wrong division symbols). And, the list of models we "need" isn't that long so we will try and get the "essentials" done and fill in the less essentials later. After all that, then I may take out or replace or whatever unskinned stuff.

    Whether or not we release the Alpha publically will depend on how long it takes and how far from Beta we would be
    Last edited by sweeten2213; 12th Dec 10 at 5:55 PM.

  40. #3640
    Member []inveigle[]'s Avatar
    Join Date
    Oct 2004
    Location
    Taking a walk down Heaven St.
    Sweeten, your first and only duty is to you and yours. We, are not a part of that equation, ever. Be well brother.

  41. #3641
    finals week aw yeah

    I cross my fingers for progress!, that and I havent seen this mod for many months, iv barely even visited this site to be honest. Russians arent here yet I see, no matter, im going to boot up CoH this vacation, maybe try out this excellent mod yet again good to see its still going strong
    AKA Sad_eyed_Irony!!

  42. #3642
    I have been palying this w/o problems for a year or so. Now I try to load it and it won't load up at all - vanilla coh wors ok

    any suggestions?

    edit

    lol I dont know how but the mod seems to have been deleted so reinstalled and all ok
    Last edited by gsmiley; 14th Dec 10 at 3:07 PM.

  43. #3643
    Member sweeten2213's Avatar
    Join Date
    Aug 2007
    Location
    NJ, USA
    Wanted to note that gliz2 was invited and has accepted an invitation to the team.

    He will be given access to the current state of v2 and will be able to help even moreso on the forums.

    He has also offered to do some art for us and help in other ways, so he is a quite welcome member

  44. #3644
    Member Gamerisin's Avatar
    Join Date
    Jan 2009
    Location
    In my house(duh) proudly Mexico,Mexico City
    then...that is a welcome to the team @gliz2,hope you have a nice time here!!! ;D

  45. #3645
    Hi, please forgive the nooby question, I have the mod installed and am trying to work out how the game mechanics work. Is there a manual? I see for example that my units cant actually capture fuel posts and territory points. So how does that work? I have a couple of mods and the same issues, its a bit baffling seeing how to play it properly and work out the sequences of building etc and what the differnt units etc do and how best to use them. hope soemone can help,


    cheers, mark

  46. #3646
    Hi mark,

    Please do have a look at the very first page. There you can find a pdf "N44ET Basic Training Manual".

    As for your problem I can only think of thing - first u cannot capture points with Engineers and Tankhunters (might be wrong on this as I use them in later stages). And when you can't see a point (it's not in the visibility radius of your units) you might not be able to give order to capture it. Although sometimes you may.

    As to "what to build" it entirelly depends on the situation. There is no golden rule, you'll have to find out for yourself what suits you the best and when.

    PS. I'm honoured to be on the team and hello to all the helpers and fans. Let us keep our fingers crossed and be patient for the v.2.0.

  47. #3647
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Fresh meat for the grinder

  48. #3648
    Member Twitchy's Avatar
    Join Date
    May 2008
    Location
    NS,Canada
    On my IPod, so bare with me here. Family life in general is more or less stable in the sense that nobody is breaking anything. Currently I cannot see my returning to the team until Christmas Day. This is due to many other factors which if need be can be told through PM. @Gilz2 - Glad to see my recommendation to Sweeten came through! Hope you're enjoying the beta.

  49. #3649
    Thanks for that, I missed that link when I read through, will download and read later... by the way , very impressed with your work. Is there any way to import the BoTB maps from that mod - you mention the mod contains many bits from BoTB, so I wondered if the lovely snowy maps could be used as well.

    Thanks, mark

  50. #3650
    Guys do help me on this as I really don't have time to go blind on it. How to open those RGT files (I have Corsix but cannot find a straightforward tut for it). Cannot open mod for OF -> N'44 files. Do I need to go by "New mod" but then what?
    I'd do some skinning but cannot go through the process (sorry but I suck at this how-to's).

    Just drop me some link where I could read hot to bloody do it...

    Thanks,

    PS. I know one need to convert them to DDT and use Photoshop (but where the converted DDT files are dumped by the ModTool???)

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