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Messages - MonolithicBacon
16
« on: August 27, 2013, 03:58:43 PM »
I will try that as soon as I am able (give me an hour or two), but last night I managed to fix the broken rain texture (it turns out that there was an existing weather transition attached to the current one, so it began a shift immediately to a snow blizzard). However, the lights are still not working.
I'll drop another message when I find out what's happened!
Thanks for a speedy reply!
17
« on: August 26, 2013, 11:15:34 PM »
Hey guys! So, with my recent look into desert maps, I wanted to try and simulate a sandstorm by creating new rgt files in WW2/data/art/scenarios/textures/rain that resemble sand, rather than water. Although this was a success, and the result looks just as I wanted it to, there are graphical issues with certain FX, particularly anything that creates light, such as this:  As you can see, the light of the Manpower point UI is broken, as are the lights, and any fx (such as fires). Additionally, the sandstorm itself is not the same as was designed in worldbuilder, and although it works perfectly there, it does not work the same in game (even the wind direction and colour of the texture has changed). Does anybody have any ideas how I can fix this? Any help would be greatly appreciated!
18
« on: August 18, 2013, 07:50:35 PM »
It may sound really, really simple, but I've had this issue a lot too, and a number of things helped it. - Add Company of Heroes and steam to the list of exceptions on your firewall, or should you want to risk it, shut off your firewall
- Turn off server-creating software like Hamachi or Game Ranger, if you happen to use it. This can sometimes confuse Steam, bless its cotton socks
- Run in administrator mode (both EF and Steam). Pathetically simple, but this one fixes it for me 80% of the time
I hope these help!
19
« on: August 15, 2013, 05:50:46 PM »
And I'm back, ladies and gents, after quite a while (at least, by my standards). So, in keeping with my Afrika theme, and yet another step closer to my 60th map, I introduce Tobruk! This sprawling desert of cracked dirt and sand drifts is a lethal cocktail of dense rocks and open areas, lethal for both vehicular and infantry combat, if not utilised cleverly.      As before, this map is an open beta, so please expect teething issues. However, as for now, only the finishing touches to the Out of bounds is on my list, so please drop a reply if you find anything else that needs fixing, particularly with regards to cover in the sand dunes, and shot blocking on the rocks. Besides this, enjoy! http://www.mediafire.com/download/qk51qqe4icxiv5h/4p_tobruk.zip
20
« on: August 14, 2013, 10:07:15 AM »
Oooooh, pretty!
Do those Li-2's have a destroyed counterpart, because I can smell a campaign objective *cough* Kharkov *cough*
21
« on: August 11, 2013, 10:13:19 PM »
There are a couple of ways to work around this, and everybody seems to have their own preferences. Personally, I have never changed the info file, and you shouldn't have to.
You can remove all of the module files (besides the ones that you want, of course) and stick them elsewhere while you map (the modules will load alphabetically, so Eastern Front should be near the top already), and then load the map from games/company of heroes/ww2/data/mp
Or, what I used to do, is create the following folder: program files/steam/steamapps/common/company of heroes relaunch/eastern front/data/scenario/mp and load it from there. This way, worldbuilder will automatically load this module, and the same applies to most other mods (except Modern Warfare, for some reason).
I hope this helps!
22
« on: August 05, 2013, 11:00:46 PM »
@SSonne: Use following object, best in objects splines:
ebps\gameplay\movement_blocker_shot_block_only thank you @ Max, ill check this out 
for this time I'm using this objects in zig-zag-pattern, so you cant shoot straight through but keep on moving... Im also using "Impass Terrain" but Im not quite sure if it is shot-blocking also (?)
@Bacon:
Didnt played your map, but Im quite sure it will encounter same probs of shooting through hills and dunes... Maybe that impass terrain will help? Another fact is that Infantry will climbing hills & dunes with the same speed as on leveled terrain- this is more unnaturally on sandy dunes and with 60°C (140°F) 
Is there a way (or a splat) of slowing down the soldiers (and even vehicles) on steeply climbs?
Unfortunately you're looking for realism that simply doesn't exist in this engine. The only way that you can slow infantry down (so far as I'm aware) is the Brit infantry mechanic, and water, which can't be imposed on terrain. As for the shot blocking, in theory it works, so that infantry and vehicles can't shoot through, but can still climb over them, until you have infantry trying to fight at the top of the dune. Men who are standing on one side of the blocker will not see anybody, and men on the other side will be in blazing combat, even if they're only a few feet away. It breaks immersion badly. And as far as Impass goes, it's only useful for preventing access to an area permanently (such as a ruin, or in shallow water that you don't want to be passible), but doesn't prevent shooting. That's what blockers are for. One way or another, there is no sure fire way of fixing the "shooting through" issue, but it's something that I think we have to live with. Whether it's an urban, winter, desert or jungle map, this issue will always exist. However, as consolation, while units can shoot through terrain, it doesn't mean that tank shells and the like won't sometimes hit the side. In fact, in testing, I've found the dunes to be a nightmare to hide from G43's, but a blessing when hiding from Light AT.
23
« on: August 05, 2013, 12:55:07 PM »
If i remember right, maps also are supposed to include points which the AI uses as well, so maybe the map does not have any?
There ain't AI-Markers in it, but I think thats not the problem ( for I know that maps should work without them) And we`ll stay lock and loaded for your AI-debugger! thanks man 
SSonne
Yeah, I can vouch for this. The AI markers aren't necessary for the AI to work, but will instead give them an area to focus upon (such as putting a high priority near a chokepoint, where the AI wouldn't usually notice).
24
« on: July 31, 2013, 12:02:14 AM »
So I'm back, with yet another Frankenstein map. As you my notice, this is not one of my countdown maps, as unfortunately, it was made a long time ago, but has been shelved until now. This map, based on a combination of Oosterbeek and Wolfheze (inspired by my travels there) creates a very large, very scattered fight, ranging from close urban combat, to open, ranged tank battles.  However, please note that due to this map having originated from single player missions, you must expect bugs, and I hope that you can inform me of any if you happen to encounter them. If I happen to get the time to do so in the near future, I will fix whatever I can. http://www.mediafire.com/?jo89wcg209f2atp
25
« on: July 30, 2013, 11:56:48 PM »
Bump for updated link!
Enjoy!
26
« on: July 30, 2013, 09:12:17 PM »
Bump for update!
27
« on: July 28, 2013, 11:24:55 PM »
Cutted the talk about my work as it should be team internal only -Walki
N'aww, and here I was hoping for all the juicy secrets! On topic of the map, looks nice and fits the theme of the mod. If theres some gameplay footage of the afrika mod, i'd love to see it. I'll give gameplay feedback later this week when i get back home, to my pc.
I've not seen any footage myself, but seeing as the mod only has one actual finished map, I had to offer my services. And I'm grateful for any feedback. As I've previously said, the territory layout is only temporary, and will probably be changed for something resembling Egletons before the end.
28
« on: July 27, 2013, 01:29:13 PM »
And I'm back folks, with a map from the deserts of the Afrika campaign. So, while work on Project LV continued, I figured I would try my hand at helping out the chaps at Afrika Mod, and 24 hours later, I have my 56th map complete. Believe me when I say that this has been a true pleasure to work on, and I have people to thank! Firstly, my thanks to Aidas/Zemciugas over at Afrika for letting me run wild with his mod so quickly; secondly, my thanks to Playmobil, for his stamps and ideas; and thirdly, to Killar, who I hope is over at The Great War 1918, knocking up a territory concept to replace the existing one. And of course, my thanks will go out to those of you who try this map and feedback to me. The version attached in the link at the bottom is currently using the Angoville map layout, but as previously mentioned, this is soon to change. So, without further delay:      Enjoy, and please let me know what you think! http://speedy.sh/KCbHW/2p-el-agheila.ziphttp://speedy.sh/YZmTb/2p-el-agheila.zip http://www.mediafire.com/?urpni14o3un2i66 (Version 1.1) http://speedy.sh/Ngpgr/4p-el-agheila.zip (4 player version 1.0) Keep your eyes peeled for further Projects to come! EDIT - Note that the link above is no longer the current version, and that updates will soon be added. The following bugs have been fixed: - Blocker signs changed for working ones
- Large dunes reduced, somewhat
- Road reinstated, to justify negative cover where is was originally
- Low walls in the fort ruins have been replaced to allow combat over them
- Craters and additional infantry cover added
- Base perimeter guffins added
- Territory updated
- Ruins updated to allow cover-to-cover fighting
29
« on: July 26, 2013, 12:21:13 PM »
Links are dead 
Bare with us, and we'll get the links undated to something permanent.
30
« on: July 23, 2013, 08:45:22 PM »
I'm all for keeping them, as the Brits have been a favourite team ever since their release. However, despite my love for their turtling, they are seriously broken, and removing the RMC is pretty much rendering the vanilla Brits useless on the Mod.
I think if we're going to stick with the concept of not changing anything of the Vanilla teams, the RMC are a must, just to keep the playable teams at three apiece.
Personally, I loved the RMC in the previous versions, but I completely understand the issues that we had with them. How about a complete revamp, focusing more on the mobile, light and outnumbered efforts of the RMC and SAS (without the HQ trucks!)?
Also, could this be a chance to show off the RAF, at last?
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