New Mod CS / DG meets PG3D

John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.

Moderators: Jason Petho, Peter Fisla, asiaticus, dogovich

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MemoryLeak
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RE: New Mod CS / DG meets PG3D

Post by MemoryLeak »

I guess I'm just not comprehending this at all. All along I thought that MATRIXGAMES was producing a new package which will include West Front. But now this thread says to install West Front v1.03. Does that mean I need to buy West Front v1.03 to play this mod? Or do we wait for the MATRIXGAMES version to be released?
If you want to make GOD laugh, tell him your future plans

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Jason Petho
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RE: New Mod CS / DG meets PG3D

Post by Jason Petho »

ORIGINAL: MemoryLeak

I guess I'm just not comprehending this at all. All along I thought that MATRIXGAMES was producing a new package which will include West Front. But now this thread says to install West Front v1.03. Does that mean I need to buy West Front v1.03 to play this mod? Or do we wait for the MATRIXGAMES version to be released?

The above is for a modification based on the old Campaign Series, hence the requirement for West Front 1.03. I am not even sure where you can find that patch anymore, maybe he has it on his site available for download.

The Matrix version of the Campaign Series will include the latest from West Front (1.05), East Front(1.03) and Rising Sun. The above modification will not be included in the initial release but could be added at a later date.

Take care and good luck
Jason Petho

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MemoryLeak
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RE: New Mod CS / DG meets PG3D

Post by MemoryLeak »

Thank you very much. I appreciate the clarification.
I use to have all of the series, West and East Front and Rising SUn. I think I threw them away figuring they would never run on new computer systems.
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Dumnorix
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RE: New Mod CS / DG meets PG3D

Post by Dumnorix »

Sorry - The mod is for WF 1.05.

H.Balck

version 1.05
jamespcrowley
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RE: New Mod CS / DG meets PG3D

Post by jamespcrowley »

ORIGINAL: Jason Petho

ORIGINAL: MemoryLeak

I guess I'm just not comprehending this at all. All along I thought that MATRIXGAMES was producing a new package which will include West Front. But now this thread says to install West Front v1.03. Does that mean I need to buy West Front v1.03 to play this mod? Or do we wait for the MATRIXGAMES version to be released?

The above is for a modification based on the old Campaign Series, hence the requirement for West Front 1.03. I am not even sure where you can find that patch anymore, maybe he has it on his site available for download.

The Matrix version of the Campaign Series will include the latest from West Front (1.05), East Front(1.03) and Rising Sun. The above modification will not be included in the initial release but could be added at a later date.

Take care and good luck
Jason Petho


Just come across this (did any of this ever get done?):

"UPCOMING IMPROVMENTS (planned for 1.06):


Continued improvements/enhancements to campaign game and A/I.
Dynamic updating of LOS during a unit's movement.VERSION 1.04 12/97

Added Opportunity Fire Dialog to allow players to set range limits for Op Fire. To view this dialog, select the "Assign Opportunity Fire" menu item in the Units Menu. Click on the Help button in the dialog for an explanation of how to use it.Added "D" hotkey to display Op Fire Dialog.

Fixed Info Box helmet problem.
Added ability to plot indirect fire on friendly position.
Hard targets are identified by their Defense value being printed in *red* in the Infobox.

Added Unit Data (F4) and Weapon Data (F5) entries in the Help Menu. Units can now load onto vehicles when their hex is overstacked. Unknown units now become spotted when an enemy combat unit moves adjacent to them.

Fixed bug that kept scenario title from appearing in the Scenarios screen when resuming a Hot Seat game.
--------------------------------------------------------------------------------




Fixed bug that caused false "reachable hexes" display when the map was rotated.
Fixed LOS bug in snow scenarios caused by "phantom" marsh hexes.

Improved unit placement in campaign games.
Fixed bug that sometimes caused false report of "no lower level units" during selection of core organization in campaign games.

Fixed bug that caused Pz 38(t)s to show up in the German player's core tank organizations too often in 1941 campaign games.
Fixed bug that sometimes caused platoons/companies to disappear from the player's initial core organization.

Fixed inconsistency in listing of core organization unit ID numbers.
Fixed upgrade bug in campaign game that sometimes caused "downgrade".

Fixed bug that allowed the player to control enemy units in campaign games.
Fixed MPlayer exit problem.Fixed typos and bad jumps in main help file.

Implemented minimum-range firing limitation for Indirect Fire units.
--------------------------------------------------------------------------------



Fixed graphic for 3d Extreme Zoom-Out Blocked-LOS icon.
Fixed bug that sometimes caused a crash when tank with a passenger entered a mine field.

Less computer-player emphasis on targeting out-of-LOS friendly units.
Improved A/I for knowing when to break off attack.VERSION 1.03 11/97

Added new units to Order of Battle files and corrected typos.
Better objective placement in campaign games.VERSION 1.02 11/97

Fixed bug that caused brigade-level campaigns to crash during generation.
Fixed wrong German tank type in Molvotitsy.scn.VERSION 1.01 11/97

Added word-wrap for organizations and Page Up/Down buttons in Unit Handbook.
The Range Dialog graph in the Unit Handbook can now be closed by left- clicking on it.

Pressing the F4/F5 keys calls up additional data (not supplied elsewhere) on all the units in the game. F4 shows miscellaneous information; F5 lists the units nominal attack strength at various ranges.
--------------------------------------------------------------------------------



The Menu Bar is 'on' by default if it was 'on' when the game was last exited.
Fixed incorrect firing sound when leader is stacked with firer.

Ski units now ski (instead of run) when they move.
Worked on various aspects of the campaign games: setup, A/I, reinforcements, replacements, mission generation, upgrades, etc.Revised the tutorial document.

Fixed Visible Hex FOW info leak.Fixed rotated-map airplane graphics bug.
Fixed rotated-map firing animation bug.

Fixed bug that sometimes allowed Fields to show up under No-Field conditions.
Fixed bug that sometimes prevented units from being resupplied.

Fixed bug that caused premature loss of Fatigue.
Fixed bug that caused premature recovery from Disruption when stacked with a commander.Fixed 3D Zoom-Out smoke graphics bug.
--------------------------------------------------------------------------------



Fixed bug that kept Frozen Swamp from being treated as Forest.
Fixed bug that prevented campaign from ending when player's character dies.

Fixed No Replay PBEM crash.
Fixed bug that caused Two-Player Hot-Seat crash when invoked from front-end.

Added Prompt for Scenario functionality for MPlayer.
Added processing for lost connection in DirectPlay.

Implemented solution to "Failure to create Direct Sound object" error.
--------------------------------------------------------------------------------

I have version 1.05 of the game and every time I access the artillery dialog in certain scenarios the game crashes?


This is a problem that crept up when we added Direct Fire to Indirect Fire units. This crash has been fixed in the 1.06 update."



--------------------------------------------------------------------------------

Cheers

Jim
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Dumnorix
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RE: New Mod CS / DG meets PG3D

Post by Dumnorix »

Here are a list of all my Global Muliplayer Scenarios:

Ready to play !
• Battle around Mlawa (Fall Weiss) 1939 with 40 turns (4 days) map: 92x92km
• Gazala 1942 with 120 turns (12 days) map: 250x160km
• Operation Uranus 1942 (+Stalingrad /+Wintergewitter) with 300 turns (30 days) map: 250x300km
• Bridgehead by Kanev 1943 with 90 turns (9 days) map: 108x158km
• Normandy 1944 in two time versions 250 and 750 turns (25 / 75 days) map: 170x160km
• Operation Marked Garden 1944 with 120 turns (12days) map: 58x120km
• Ardennenoffensive 44 (Battle of the Bulge)

In work !
• Fall Weiss 39 map: 450x500km
• Fall Gelb – Battle of France 40 with 140 turns (14 days) map: 360x220km
• Barbarossa 41 with 240 turns (24 days) map: 600x350km
• Smolensk 41 with 170 turns (17 days) map: 370x220km
• Crete 41
• Sicily 43 map: 350x220km
• Korsun 44 with 240 turns (24 days) map: 210x220km
• Battle of Kursk 43
• Battle of Moskau 41
• Operation Compass 40
• Kharkow 42
• Rzhev 42
• Salerno 43
• Anzio 44
• Tobruk 41
• El Alamein 42
• Minsk 44
• Operation Konrad 45 (Budapest 45)
Image

In plan !

• The attack on Berlin 45
• Torch 42



Here are a list of all my Linked Campaigns:

Ready to play !

• 1st german tankdivision in Fall Weiss 1st sept to 6th sept 39 and Fall Gelb 10th may 40 to 28th june 40 (all other days are in work)
You can play 7 days = 7 scn in the demo !!!

In work !

• 18th german tankdivision in Barbarossa 41 35 scenarios
• DAK with all North Afrika-scenarios 41 to 43

In plan !

• US Patton-Campaign,
• UK Montgomery-Campaign,
• A russian Army-Campaign,
• A hypothetical german core-unit campaign likes Panzergeneral II (PG3D)with all the original scenarios (Chiechano, Lillehammer, Sedan...etc)

H.Balck









Karl Berg
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RE: New Mod CS / DG meets PG3D

Post by Karl Berg »

I wish to tray your mod but I do not know how I can install a new version of west front. I think that only a copy of west front can stay on the computer and a dont wish to disinstall the copy where I actually play normal shenarios and campaigns. if it is possyble to install more than one copy op program please inform how.
Thanks.
Karl Berg   
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Dumnorix
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RE: New Mod CS / DG meets PG3D

Post by Dumnorix »

Hallo Karl
Possibility 1
Install a new file (called CS meets PG3D) from your original west front CD v.1.05.
Follow the install guidance.

Possibility 2
or copy all your WF installation-files with an other name (called CS meets PG3D)
Follow the install guidance.



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Dali
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RE: New Mod CS / DG meets PG3D

Post by Dali »

Ready to play !
• Battle around Mlawa (Fall Weiss) 1939 with 40 turns (4 days) map: 92x92km
• Gazala 1942 with 120 turns (12 days) map: 250x160km
• Operation Uranus 1942 (+Stalingrad /+Wintergewitter) with 300 turns (30 days) map: 250x300km
• Bridgehead by Kanev 1943 with 90 turns (9 days) map: 108x158km
• Normandy 1944 in two time versions 250 and 750 turns (25 / 75 days) map: 170x160km
• Operation Marked Garden 1944 with 120 turns (12days) map: 58x120km
• Ardennenoffensive 44 (Battle of the Bulge)
 
Hi, super !  Downloading?
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Dumnorix
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RE: New Mod CS / DG meets PG3D

Post by Dumnorix »

Hallo Dali
In these scenarios are many many months long work (50hours for every scenario). I would not like to offer you free of charge for the downloading. Perhaps they are offered shortly over matrixgames.

H.Balck
Karl Berg
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RE: New Mod CS / DG meets PG3D

Post by Karl Berg »

I unloaded the files and tried the beginning of you demo campaign.  
You graphics 3 D normal vew are nices but it seems don't show unit bases and  On map thermometers that are important for the game, that 3D zoom out seems me equal to the original one. 
I have very appreciated the indication in you varied unities of reparts of affiliation, on the contrary I don't understand the purpose of the new system of visualization of the Unit Handbook showing only  the numbers without any explanation of their meaning, moreovers  lack of the unitext prevents me from understanding number of mens, veicols, guns and so on componing the unity. 
They still represent platoons as in the original game or battalions as I read previusly? 
Best regards
Karl Berg
Karl Berg
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RE: New Mod CS / DG meets PG3D

Post by Karl Berg »

I forgot. What is the meaning of  number (0) orange dispalied on top of unity near strength?
Karl Berg
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Dumnorix
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RE: New Mod CS / DG meets PG3D

Post by Dumnorix »

There each unit places batallion.
The 0 applies to infantry Batallion and means with (e.g.) strength 50 = 500 men, otherwise vehicles or equipment are meant.
Unitbases you can see only in view 3. The best overview is view 5 with all division-symbols.
The black regiment flag with some units in the info. box symbolizes in each case regiment headquarters (only when additional activation at the beginning of the play)
Each regiment has 1940 a supplying range of 4 km, the division 8km, naturally additive of the general, if it stands thereby. The corps supplies 16 km.

H.Balck
Ladmo
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RE: New Mod CS / DG meets PG3D

Post by Ladmo »

This mod looks very interesting, with a great deal of work involved. Are the graphics all original or did they come from another game? If they came from something else has the design team secured the legal right to use them in a commercial product?
"The world is not divided into East and West anymore; it is divided into North and South..."
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Dumnorix
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RE: New Mod CS / DG meets PG3D

Post by Dumnorix »

Hallo Ladmo
The terrain diagram is by the handpainted maps inspired by Panzer-General II (called in Europe PG3D), naturally converted with own techniques. The overview-graphik (5)inspired a little bit by Panzer-General I.The unit pictures are from me and from PAT (a PG3D fan and modder, he lives in Beirut).

Some maps are inspired of the HPS series, them had however by me still substantially in the historical and cartographic accuracy to be improved. In addition map details were represented substantially more affectionately during very complex processes

H.Balck
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Dumnorix
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RE: New Mod CS / DG meets PG3D

Post by Dumnorix »

Here is a little view of the Battle of Bulge - Scenario. You can see also all historical pictures from officers with this power-point-presentation, which are integrated in the play.
http://files.filefront.com//;7660505;/
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H.Balck
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Dumnorix
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RE: New Mod CS / DG meets PG3D

Post by Dumnorix »

Image
Officers are an absolute key position in DG meets PG3D
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CJMello63
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RE: New Mod CS / DG meets PG3D

Post by CJMello63 »

Nice work. Hopefully you continue the work when Matrix releases their version. The old games run a bit shakey for me now.
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Dumnorix
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RE: New Mod CS / DG meets PG3D

Post by Dumnorix »

Here is a little view of the Market Garden - Scenario.
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H.Balck
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RE: New Mod CS / DG meets PG3D

Post by SlapBone »

This thread is like a porn storm.
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