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Messages - jonarus_drakus
« on: October 04, 2018, 02:01:55 AM »
Yah, a lot of people just became busy working in reallife, so development is really slow.
Well, let me know if there is anything I can do to help! I need the practice with all the technical stuff if I'm ever going to get my own mod project off the ground!
« on: July 08, 2018, 05:35:57 AM »
Good to see this is still getting patch-updates at least... I was starting to worry it might have died!
Are we going to get an announcement thread about the supposedly upcoming updated Brit faction any time soon (As in anything at all, not just silence until it is done)?
« on: July 08, 2017, 01:35:48 AM »
Dammit Man! You're making me feel old!
But I don't really have much choice - I have to get back into the ol' WB for my own mod project! Figured I get some practice and feedback from a team more experienced than myself before I started committing to maps for said project (I'd drop a link - I recently set up a 'mapping' section and everything - But I'm not sure if that'd be cool...).
As for that 'error' - Unfortunately, I already tried that and it didn't work... It seems to be a glitch with the relaunch WB altogether... Fortunately I still have my 'origional' game there, and it's WB works fine. I'll just have to 'convert' it later on.
Anyway, another 'update' pic:
« on: July 04, 2017, 10:58:44 PM »
An early 'update' for you all! The image is of a raised farmhouse amid flooded fields that serves as one of the VPs (The wall give great 'overwatch' over the east-west road as it exits the western side of the map - there is also a fuel point there. So the site clearly has tactical value. Similarly good defensive positions will exist at the other side of the little footbridge which allows access to the site from the north without forcing players to go through the negative cover of the fields). Its still not 100% done yet of course, still some more 'detailing' I can do, some extra splats and such... I am definitely open to suggestions though (asking now means a better end result after all!).
« on: July 04, 2017, 03:10:01 AM »
Okay - So I've had to 'revert' to the 'old version' of game and WB... But finally I can actually save my work as I go!
So, after much delay, I can start posting some of the actual plans I had. First of which is a simple 'crossroads town' 1-vs-1 map called "Saldus" - It's a real place ( https://en.wikipedia.org/wiki/Saldus
), and is situated on a (roughly) east-west road that quite likely was, at least at some points, used as an easily definable 'front line' during the battles of the 'Courland Pocket'. The attached image is of the location in real-life today - and while several 'creative liberties' will be taken for gameplay reasons (such as scale for starters), it will (as the annotations should indicate) influence the final map design and layout quiet heavily.
'lore' wise, the default Axis start point is actually the base in the NW, and while it will have some hints of theming to suit, I don't intend to 'force' is by any means.
Finally, Here is a rough WiP of the description that I want to have accompany the map:February, 1944... The Bolsheviks have us cut of after their offensive at Libau. Command has ordered us to hold the line, but we don't even know where 'the line' is anymore. So we are being sent to a small farming town named 'Saldus' to secure it, and the major east-west transit route it sits on. No doubt the Reds will want it for the same reason...
« on: July 01, 2017, 01:58:41 AM »
Hmm... patched then?
I guess I'll have to make a point of trying both versions again. But at least I don't have the extra complication of the whole SSD thing... I don't have one... ^^;
« on: June 30, 2017, 10:39:43 AM »
Soooo... Go and re-instal the non-reboot version of the game and use THAT version of the WB instead...? Oh well, sounds like a 'no choice' situation.
« on: June 27, 2017, 10:16:46 AM »
Of course, they aren't finished why would you be able to use them right now?
So why are they visible at all then? Get rid of them until there is a REASON for them to be there! They aren't doing anything, they have zero use... So why?
Sorry if that sounds aggressive/rude or anything, but I can't really think of any way to 'soften' it.. It just seems like a stupid thing to do to me... ^^;
« on: June 26, 2017, 10:12:05 PM »
And the 'Urban Doctrine', 'Romanian Troops', and 'Lend-lease' rewards? They are all there in the list on the rewards page, but none of them are usable...
« on: June 25, 2017, 09:06:24 PM »
Okay... before I even START... 'Stupid question time'...
The world-builder won't let me even SAVE my maps... How do I do that now that its the whole 'relaunch' version (I've gone into the whole ww2/scenarios/ folder and all that, but it still keeps generating the same "Outside of all know 'scenarios' folders" error.
Very frustrating understandably,
« on: June 25, 2017, 07:46:30 PM »
Hello Boys! I'm ba-aaack!
I'm starting on a new mini map-pack as a way to re-reintroduce myself to the world-builder, and get some practice happening in advance of starting work on maps for my own project.
To that effect, I have a set of maps lined up, covering the full spectrum of 1-vs-1 to 4-vs-4, all based on the Courland region of modern Latvia, from Riga in the east, to Liepaja in the west, and all the farmland and forest in between.
Only basic 'concepts' for now, but I'll be updating this thread with each map in order as I go. First of the bat? A simple 1-vs-1 'crossroads town' style map: "Saldus"
« on: June 15, 2017, 05:16:19 PM »
I've attached a an image of where I'm at right now - 1872, but some 'optimisation' still possible to bring that down. I'd like to add some more 'detailing' as yet though, maybe smooth of some edges a bit more, etc... Tried building a sandbag wall, but making actual sandbags and building the wall from there quickly caused my count to sky-rocket (Over 5k).
Anyway, any commentary/advice on the building would be much appreciated (including 'detailing' suggestions in particular).
As for the exportation process... I have 2 versions of 3DsMax on this computer already ('16 and '17)! And that's only because of the free student licence! I can't really go getting yet another! ...Thanks for the link though I guess... ^^;
I really need to get Corsix sooner or later too, don't I? -sigh-
« on: June 15, 2017, 08:38:58 AM »
Bit of a 'clue in' first - I'm currently (literally right now - just a quick pause to write this question) working on a 'base building' in 3DsMax'17 (student edition if that matters). Using Max because thats what I know, and can thus build with real-word measurements and the like (Going by the WB 'grid', the Tier1 WM building has a 10x10m 'footprint' - and the building I'm working on will thus match that).
Anyway, on to questions:
1) What is a good 'target' poly count? The incomplete building is currently sitting on 1873. Is 5000 a reasonable number or should I try to go for a lower number?
2) Once Its done in 3DsMax (including UV mapping and texturing), where do I need to go from there to get it in-game (What programs will I need, etc)? - For the sake of being more specific, would the process be different for stand-alone vs 'replacer' (Cosmetic only replacement of an existing structure)?
Thanks in advance for you time,
« on: June 08, 2017, 05:21:05 AM »
I have some questions too -well, only one really, but its a big multi-barrel one:
In the 'reward vehicles' selection screen, there are listings for "Lend-lease contract" (For RU - all), "Romainian Support" (for OH - replacer doctrine?), and "Urban Doctrine" (For WM, replacer doctrine replacing Blitz).
What do these even do? Are they supposed to do anything yet? And if they are supposed to be usable, how do you 'unlock' them so you CAN use them?
« on: June 07, 2017, 12:50:22 AM »
This seems a little odd... I was having trouble getting EF to run myself, culminating in a full reinstall of both CoH:NSV and EF...
Technically I *do* have the 'old' version of the vanilla game (and all expansion) in my library, but they aren't installed - Only the steam version. And now, post reinstall, everything works.
And realistically, isn't it on YOUR end to determine which version of the base game it is compatible with? I mean, if its looking for the NSV and that version only, then that is all that should be needed - not hidden older versions or anything. And its the MOD that is looking for which version of the game you have, so its the mod creators that are responsible for ensuring its compatibility with the NSV - Not Valve/steam.