Company of Heroes: Eastern Front

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hartkeks

Pages: [1]
1
Eastern Front / Re: German Leader after WW2
« on: January 24, 2010, 10:26:39 AM »
In his testament Hitler declared Großadmiral Karl Dönitz as Reichspräsident.
So technically he was head of state of nazi germany. He also was leader of Wehrmacht high command  and he tried to make a seperate peace with the western allies to be able to make an attempt to drive the soviets out of germany.

The allies refused anything but unconditional surrender, so he gave Jodl permission to sign.

2
General Discussion / Re: Hello, question about physics/ragdoll
« on: October 11, 2009, 07:54:09 PM »
Hi,
I'm sorry to say that I haven't figuered out ragdollphysics.
I just can add physics to static objects like barrels, boxes or handweapons and stuff like this.
I use the relic tool for this but there you apply weight to rigid bodies. Maybe we find out together what is needed for animated objects with bone structure.

Regards, Hartkeks 

P.S.: I send xfire contact by pm

3
Mapping / Re: Exitium (4) (W.I.P)
« on: September 08, 2009, 05:58:37 PM »
I would recommend increasing the distance between buildings for the sake of gameplay.
CoH pathfinding gets messed up very often.
Escpecially with the ammount of wrecked vehicles.

4
Included Maps / Re: Psel (2)
« on: September 03, 2009, 02:34:19 PM »
[...]
Really wish we could get the dust cloud effects to work.

Action markers were fixed, so dust/smoke/fire effects are working fine.

5
Included Maps / Re: 2p - Road to Leningrad - By Lord Rommel
« on: August 10, 2009, 01:41:12 PM »
To get rid of "unselectable" entities on your map you can use this method:

1. Hover with mousecurser over the unit or emplacement that you want to delete.
2. Press ~ key (or one of the keys listed) to open the worldbuilder console *
3. Type "wb_orphan_nuke_entity" (without "") into the console

Note:

*
Different CoH versions have differnt keys to open the console.
It should be the key you use to open the ingame console but without the ctrl + shift

German version:  ö key
US version:        ~ key
UK version:        @ key
also in use for different localisation versions:
Tabulator key


6
Dev / Animated custom infantry models
« on: June 20, 2009, 05:08:36 PM »
Hello EF team,

After playing around with 3dsmax and the relic mod tools I got this:

http://www.youtube.com/watch?v=4B482_T3Zcc

So maybe it's not impossible to use the relic animations for custom infantry models.
The model is quiet simple, but it was just a test to see what can be done...

So if you are intrested, I can show you how it's done.

Regards, Hartkeks

7
Mapping / Custom Music
« on: April 27, 2009, 09:07:29 PM »
I don't know if this is the right place to post, since this is an application thread, but I'd like to share what I found out about adding custom music to maps.

The music field in the .info file seems to be broken. (at least I didn't get it to work with 2.502)

Although you can still use some SCAR coding to get custom music.

First of all, you need a .bsc and a .smf file with your custom music. You can easily create this files with Mannerheims SMF converter which can be downloaded here.
It only converts .wav files, so you have to convert them first into that format, in case you have a .mp3 or something else as a source.

Then save the .bsc file to sound/music/mycustommusic.bsc relatively to your data folder and the .smf file to sound/wav/music/mycustommusic.smf (also relatively to your data folder).

Example: If you created your map in WW2/Data/scenarios/mp/mycustommap.sgb, your file paths would be WW2/Data/sound/music/mycustommusic.bsc and WW2/Data/sound/wav/music/mycustommusic.smf

To get the music ingame you'll have to create a mycustommap.scar file and use this SCAR code:
Code: [Select]
import("ScarUtil.scar")
import("wcutil.scar")        -- this seems to be neccessary, because maps with SCAR code do not end properly since 2.502

function OnInit()
        g_CheckAnnihilate = true      -- this seems to be neccessary, because maps with SCAR code do not end properly

        Sound_PreCacheSound("sound/music/mycustommusic")      --("path of the .bsc file relative to data folder" without the file ending)

Rule_AddOneShot(PlayMusic, 0)
end

Scar_AddInit(OnInit)

function PlayMusic()

Util_PlayMusic("sound/music/mycustommusic", 0, 0)       --("path of the .bsc file relative to data folder", fade in, delay)

end

One problem with this method is, that the music is not treated as "game music" (which can be adjusted through the music volume slider under the options menu). So the music can't be turned off manually.

Moreover, since the new patch all multiplayer maps play a default music (defined in the WW2Data archive under the path data/scenarios/mp/ambientaudiodefaultpresets.scar). (Maybe that's why the music field in the .info file doesn't work any more)
So you will need to change that, too. Otherwise you will hear both music files playing at the same time.

Code: [Select]
AmbientAudio=
{
-- sample default audio file, uncomment the following lines or replace with the right defaults
"ambiences/ambiences_streamed/cxp2/GenericAmbiences/BackGrounds/Wind/Layers/generic_wind_rain",
"SpecialFX/RadioFuzz",
"SpecialFX/Tiger_Radio_BG",

"MasterEffects/reverbs/Reverb_Master",
-- "Music/genericmissionmusic_CXP",            -- comment this line out to prevent the default music from being played
}

Just save the changed ambientaudiodefaultpresets.scar where your mapfiles are (data/scenarios/mp/) to fix this.

I guess you could also change the default file path to your custom music file path, but that would result in all multiplayermaps playing the same custom music.

One last thing I noticed was, that the custom music might stop playing, if too many other sounds are playing. It happened on my custom map when a heavy artillerybarrage hit the town.

So all in all this is more like a workaround than a real solution, but maybe someone can work out why the "custom music" is not "game music" but something like a long "custom sound".

Cheers


8
Mapping / Re: Kharkov ( 8 Players ) (WIP)
« on: February 07, 2009, 05:49:29 PM »
So how's the work going so far?

I seem to be having trouble at finding decent sized buildings for the square... The biggest one isn't even close to what is represented in the picture nor looks like any of them... hmmm. Time to put on my thinking cap :o

I have a suggestion on the 'skyscrapers':
Try to fake them with ruins and some 'vis only' elements.


Though they wouldn't be able to be garrisoned and maybe you have to set them as 'indestructable' with some SCAR code to prevent the upper parts from 'floating in the air' if the lower parts are destroyed, since they don't behave like 'normal' houses.

Pages: [1]