Search found 199 matches

by Senior Drill
Fri Jan 22, 2010 10:43 pm
Forum: Tech Support
Topic: TLD - sound #2 playing?
Replies: 2
Views: 284

RE: TLD - sound #2 playing?

<t> Game sounds used by the .exe are hard coded. The game will use the sound index number it has been coded to, be that a boom, bang, bird chirps or Viagra Infomercial sound bite. All dependent on the Sounds.sfx index number. Only the programmer would know for sure which of the sounds in the .sfx ...
by Senior Drill
Fri Nov 13, 2009 12:29 am
Forum: Close Combat: The Longest Day
Topic: Campaign features
Replies: 18
Views: 566

RE: Campaign features

With the right type of AT gun and the right type of building, and with the right type of pistol in the left hand and right type of bull whip in the right hand, I think I could convince the lads to give it a try to get to an upper floor. Once. Would probably be fragged shortly after. [X(]
by Senior Drill
Thu Nov 12, 2009 10:59 pm
Forum: Close Combat: The Longest Day
Topic: Seeking Cover
Replies: 19
Views: 875

RE: Seeking Cover

ORIGINAL: squadleader_id

Mortar Teams are also useful for laying down smoke.

Just not always too useful in covering the precise angle that you need that smoke to be at! [:(]
by Senior Drill
Sun Nov 01, 2009 2:10 pm
Forum: Close Combat: The Longest Day
Topic: i can play cc5 mods right?
Replies: 15
Views: 928

RE: i can play cc5 mods right?

<r> The primary reasons CC5 mods will not play in CCTLD Classic CC5 are:<br/>
<br/>
1. Different .EXE (Note that CC5 mods are made for the patched CC5.exe and many don't play nice with the unpatched CC5.exe).<br/>
2. Different data file formats.<br/>
<br/>
That being said, it is a whole lot ...
by Senior Drill
Thu Oct 22, 2009 8:33 pm
Forum: Close Combat: The Longest Day
Topic: Force Pool
Replies: 22
Views: 1266

RE: Force Pool

<t> I did mention that failing memory, didn't I. [8|] Sometimers or selective memory with a broken selector switch, perhaps.<br/>
<br/>
Teams should not be coming out of active, on map, BG's, so you may be on to a bug unless there is a deeper game feature working there. Of course, it is difficult ...
by Senior Drill
Thu Oct 22, 2009 8:24 pm
Forum: Mods and Scenarios
Topic: Score Mod Ver - Update 1.02 posted!
Replies: 53
Views: 3844

RE: Scoring mod?

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Andrew Williams<br/>
<br/>
I'll need to double check this but<br/>
<br/>
I don't think there is any minimum distance for 100 and 200 pt VL's (feel free to experiment) ..........
<e>[/quote]</e></QUOTE>
<br/>
One VL per mega-tile. See Mafi's BDT Editor.<br ...
by Senior Drill
Thu Oct 22, 2009 12:04 pm
Forum: Close Combat: The Longest Day
Topic: Force Pool
Replies: 22
Views: 1266

RE: Force Pool

<t> I believe Concord and panzerlehr62 are referring to two different things. There are units that are removed from the force pool, just as there are units added to the force pools depending on day and difficulty. This is what Concord is seeing and as Andrew explains, this is normal.<br/>
<br ...
by Senior Drill
Tue Oct 20, 2009 9:02 pm
Forum: Close Combat: The Longest Day
Topic: New Beta Update Available
Replies: 40
Views: 1623

RE: New Beta Update Available

<r>
<QUOTE><s>[quote]</s>ORIGINAL: ogrando<br/>
...... But this is a nice feaure. In TLD you can't flee the battle (in CC3/COI there is the "flee" button), then this could be a nice feature especially in TLD.<br/>
<br/>
Maybe can be added with the ultimate patch? ...... <e>[/quote]</e></QUOTE ...
by Senior Drill
Tue Oct 20, 2009 8:48 pm
Forum: Tech Support
Topic: bug reports - new beta patch v55007b
Replies: 16
Views: 690

RE: bug reports - new beta patch v55007b

<r>
<QUOTE><s>[quote]</s>ORIGINAL: RD_Oddball<br/>
<br/>
SL I'm not 100% sure. I've been told some of that was intentional but I can't say I know the reasons. I'll ask and get back to you.<br/>
<br/>
Koontz - We've not seen any instability in MP in testing recent builds. We'll need specific ...
by Senior Drill
Sun Oct 18, 2009 1:27 pm
Forum: Tech Support
Topic: Shreaks have too long a range.
Replies: 17
Views: 816

RE: Shreaks have too long a range.

Between the two figures, 180m from CC5 and 150m from WaR, which should be lobbied for to be a change in a patch? Personally, I vote for 180m.
by Senior Drill
Sat Oct 17, 2009 10:38 pm
Forum: Tech Support
Topic: Shreaks have too long a range.
Replies: 17
Views: 816

RE: Shreaks have too long a range.

<r> Ok, now we are getting somewhere where we can have an informed discussion. For those of you who do not know, M. Hofbauer is an old CC stalwart and an academic type; his research is well researched and his opinions are solidly based in facts. He has rarely, if ever, been proven proven wrong in ...
by Senior Drill
Sat Oct 17, 2009 1:56 pm
Forum: Tech Support
Topic: Shreaks have too long a range.
Replies: 17
Views: 816

RE: Shreaks have too long a range.

<r>
<QUOTE><s>[quote]</s>ORIGINAL: STIENER<br/>
<br/>
..... i believe the shreak is only accurate up to 130 Meters??? i cant remember exactly but its not over 150 m im sure. the shreak should not fire if its out of range.<br/>
any plans to change this??
<e>[/quote]</e></QUOTE>
<br/>
Change ...
by Senior Drill
Thu Oct 15, 2009 11:13 pm
Forum: Tech Support
Topic: St. Pierre Du Mont text file
Replies: 10
Views: 447

RE: St. Pierre Du Mont text file

ORIGINAL: squadleader_id ..... It's just me and Shreckie not getting along like usual [;)]......

I smell a conspiracy here....
by Senior Drill
Wed Oct 14, 2009 8:29 pm
Forum: Tech Support
Topic: St. Pierre du Mout map... sucks:)
Replies: 23
Views: 703

RE: St. Pierre du Mout map... sucks:)

<t> Wow! [X(] You are right! It looks, at a first glance, like the data from Pointe du Hoc's LOS file got put into St. Pierre du Mont's LOS file. How it got there is a good question, and how it has gone so long without being noticed is another!<br/>
<br/>
Good find, kojusoki1! Bad QA, ST3.<br ...
by Senior Drill
Sun Oct 11, 2009 11:15 am
Forum: Tech Support
Topic: Inset Map problem
Replies: 20
Views: 795

RE: Inset Map problem

The .MMM (mini map) and .OVM (overview map) files may be corrupt. It would probably be best to uninstall and reinstall the game. Your saved games will not be effected.

by Senior Drill
Fri Oct 09, 2009 11:25 pm
Forum: Mods and Scenarios
Topic: "Hardcoding" Names
Replies: 12
Views: 625

RE: "Hardcoding" Names

<t> Sorry for the overlap there, pl62. I have Hackman as well as AEdHex and XVI32. All have some advantages over the others. UltraEdit32 is also great if you want to pay for the license.<br/>
<br/>
Basic hex editing rules are:<br/>
<br/>
1. If you try to hex edit the game .EXE and did not make a ...
by Senior Drill
Fri Oct 09, 2009 11:00 pm
Forum: Mods and Scenarios
Topic: "Hardcoding" Names
Replies: 12
Views: 625

RE: "Hardcoding" Names

<r> <QUOTE><s>[quote]</s>ORIGINAL: utexgrad<br/>
<br/>
Thanks for the reply, SD. I guess if nothing else I could keep separate name text files for the battles with just the names I want and rotate them in and out.
<e>[/quote]</e></QUOTE>
<br/>
That will work, but you may run into a number of ...
by Senior Drill
Fri Oct 09, 2009 10:45 pm
Forum: Mods and Scenarios
Topic: "Hardcoding" Names
Replies: 12
Views: 625

RE: "Hardcoding" Names

<t> In a single battle, there is not. The names are randomly selected from the applicable nation's names text files. This is a part of the executable that can not be influenced or hacked. In saved operations and campaigns you can hex edit the names, but it is time consuming and unless you are very ...
by Senior Drill
Thu Sep 24, 2009 10:44 am
Forum: Close Combat: The Longest Day
Topic: Seeking Cover
Replies: 19
Views: 875

RE: Seeking Cover

<t> When placing mortar teams you also need to be aware of their maximum range. The 8cm, 81mm and larger mortars can fire across most maps at their max range of 1000 meters, by may not be able to fire from corner to opposite corner on a few. The 5cm, 60mm and 2in mortars have a max range of 800 ...
by Senior Drill
Sun Sep 20, 2009 12:19 pm
Forum: Close Combat: The Longest Day
Topic: Color Adjustment - Red-Green Color Blindness
Replies: 5
Views: 448

RE: Color Adjustment - Red-Green Color Blindness

<t> The colors used for the unit location dots on the mini map, as well as the computer generated texts and numberals, are defined in the .exe code, usually as an RGB reverse byte order. Some an exact color code, some are alpha channel overlays to modifiy the base color. There are a lot of colors ...

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