new parameters for the modders
RE: new parameters for the modders
Just because a feature was previously implemented doesnt mean it wont consume scarce resources to ensure it works in the next iteration. I believe Pip's reference to 'bandwidth' meant that the dev team was already fully tasked. Now is the time to request improvements but those relating to the released design should, and will, take precedence.
RE: new parameters for the modders
Last thing I will say for now on the PitF forum: if you remove a working feature (direct IP connection), make sure that the alternative (lobby) works flawlessly. Nuff said.
I was pretty supportive (bought LSA, TLD), but I will not buy PitF because of this.
I was pretty supportive (bought LSA, TLD), but I will not buy PitF because of this.
- CSO_Talorgan
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RE: new parameters for the modders
ORIGINAL: Steve McClaire
none of the CC games have ever been intended to be a 'game creation toolkit' for modders to make their own game
Maybe you need to reconsider. This approach has not exactly hurt Victor Reijkersz. He's going from strength to strength.
- SteveMcClaire
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RE: new parameters for the modders
ORIGINAL: CSO_Talorgan
ORIGINAL: Steve McClaire
none of the CC games have ever been intended to be a 'game creation toolkit' for modders to make their own game
Maybe you need to reconsider. This approach has not exactly hurt Victor Reijkersz. He's going from strength to strength.
I am not saying it's a bad idea, or that I wouldn't like to make such a thing myself. I am just saying that's not what the games produced under Matrix have been intended to be. They've been intended as stand alone games w/ extensive mod support, not game creation toolkits with a pre-made game thrown in. That was the distinction I was making.
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RE: new parameters for the modders
None of the CC games have been intended as game creation toolkits. Yet create they did.
It would be incredible if PitF could have all of the various 'abilities' of the older titles, even if they are not used in Pitf, lying dormant, ready to be used if needed. That way all of the older mods could be retooled and brought up to the new level, using all of their previous 'abilities' as they did in the older games.
Honestly, it would be a big selling point for this game; I can just imagine many, many thoughts inside peoples heads now;
"Hmm, should I buy this game?....but I already have the last 1/2/3/4...don't need a new one...Western Front again...hmmm..."
Modders: "Is it possible to utilise featureX from LSA/TLD/WAR/COI in PitF?"
Matrix: "Yes! PitF will allow all of the features from our previous games, even if this campaign does not utilise them"
Modders: "Excellent! Time to get all of those 50 mods retooled/New mods made/etc etc!"
Possible buyers: "Wow, did you hear that? PitF is going to have the definitive versions of mod X, and a new mod on X operation, and they use all new features only available with PitF...Gotta buy me this game!"
I know I think like that, and from interacting with my fellow man, I tend to find a lot of others seem to operate in the same manner. And the best part is that it will be a win/win for Matrix too. This is the final 2d'er for this series, therefore it won't detract from the sales of a new, super-duper, you beaut 3d series that is next on the market.
Might want to think about going for it guys and updating this puppy.
It would be incredible if PitF could have all of the various 'abilities' of the older titles, even if they are not used in Pitf, lying dormant, ready to be used if needed. That way all of the older mods could be retooled and brought up to the new level, using all of their previous 'abilities' as they did in the older games.
Honestly, it would be a big selling point for this game; I can just imagine many, many thoughts inside peoples heads now;
"Hmm, should I buy this game?....but I already have the last 1/2/3/4...don't need a new one...Western Front again...hmmm..."
Modders: "Is it possible to utilise featureX from LSA/TLD/WAR/COI in PitF?"
Matrix: "Yes! PitF will allow all of the features from our previous games, even if this campaign does not utilise them"
Modders: "Excellent! Time to get all of those 50 mods retooled/New mods made/etc etc!"
Possible buyers: "Wow, did you hear that? PitF is going to have the definitive versions of mod X, and a new mod on X operation, and they use all new features only available with PitF...Gotta buy me this game!"
I know I think like that, and from interacting with my fellow man, I tend to find a lot of others seem to operate in the same manner. And the best part is that it will be a win/win for Matrix too. This is the final 2d'er for this series, therefore it won't detract from the sales of a new, super-duper, you beaut 3d series that is next on the market.
Might want to think about going for it guys and updating this puppy.
- Platoon_Michael
- Posts: 969
- Joined: Sun Mar 09, 2003 5:14 am
RE: new parameters for the modders
Hello,
If I was interested in importing WAR to Pift how bad would it look with the Maps from WAR just being saved as 32 bit .TGA's?
Would I have to change EVERY graphic to 32 bit?
If I was interested in importing WAR to Pift how bad would it look with the Maps from WAR just being saved as 32 bit .TGA's?
Would I have to change EVERY graphic to 32 bit?
RE: new parameters for the modders
think it's a bigger project then just changing maps to 32 bit. pixel scale is all different, so you are looking at recoding all the maps as well.
EDIT: strike that, Mafi's new map maker allows you to expand the map coding after changing the pixel scale. From what I can figure you have to go into PS and expand all the map graphics (ext and int) 60% and then import accordingly. No need to recode, but you might have to redraw new roofs.

EDIT: strike that, Mafi's new map maker allows you to expand the map coding after changing the pixel scale. From what I can figure you have to go into PS and expand all the map graphics (ext and int) 60% and then import accordingly. No need to recode, but you might have to redraw new roofs.

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- newmap.jpg (698.77 KiB) Viewed 320 times
RE: new parameters for the modders
about a 1/2 hour of work:


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- bt.jpg (225.45 KiB) Viewed 320 times
RE: new parameters for the modders
would need to work on the tree sprites:


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- warmap.jpg (140.09 KiB) Viewed 320 times
- Platoon_Michael
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RE: new parameters for the modders
Any chance you can show me what the Fog looks like on that map?
- Southernland
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RE: new parameters for the modders
Expanded map?
¡¡ʎɐqǝ uo pɹɐoqʎǝʞ ɐ ʎnq oʇ ƃuıoƃ ɯɐ ı ǝɯıʇ ʇsɐן ǝɥʇ sı sıɥʇ
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RE: new parameters for the modders
Hi!
where can we download this marvelous mafi tool?
wich is the size limit for pitf maps?..could work size maps style ccmt as big_urbanian?
thanks!
where can we download this marvelous mafi tool?
wich is the size limit for pitf maps?..could work size maps style ccmt as big_urbanian?
thanks!
heia safari!
- Platoon_Michael
- Posts: 969
- Joined: Sun Mar 09, 2003 5:14 am
RE: new parameters for the modders
Thanks,
It's looks good on the snow map.
What version of 5CC are you using?
I dont see set scale in my version (1.16)
It's looks good on the snow map.
What version of 5CC are you using?
I dont see set scale in my version (1.16)
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RE: new parameters for the modders
Open a map.txt
at the end of .txt put other tool.
no 5cc
at the end of .txt put other tool.
no 5cc
heia safari!
RE: new parameters for the modders
But where is the new map editor???
RE: new parameters for the modders
Mafi has released a pitf version of his map editor 5CC http://cc2revival.npage.de/cc2revival.html
- CSO_Talorgan
- Posts: 804
- Joined: Sat Mar 10, 2007 5:53 pm
RE: new parameters for the modders
ORIGINAL: Steve McClaire
I am not saying it's a bad idea, or that I wouldn't like to make such a thing myself. I am just saying that's not what the games produced under Matrix have been intended to be. They've been intended as stand alone games w/ extensive mod support, not game creation toolkits with a pre-made game thrown in. That was the distinction I was making.
OK
Understood
RE: new parameters for the modders
ORIGINAL: Steve McClaire
ORIGINAL: kojusoki1
Steve,
How can I increase the amount of teams used during game? And what is teh maximum number of avaliable "slots"?
In CC we had 3 platoons, 5 teams each. What is teh situation here? Maps are huge so one might want to increase the quantity.
Michal
The number of teams available to each battle group depends on the number of company-sized units in its force pool. So you'd need to modify FPools.txt and add more units if you wanted to make BGs have more team slots.
The maximum number is 21 teams, though how many you can select will vary by platoon type as well (a tank platoon with 5 tanks can't fully fill a 7 slot platoon, for example).
Hi Steve,
Could you please be a bit more precise as to which parameters we would need to change in FPools to increase the number of slots available?
Thanks
- SteveMcClaire
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RE: new parameters for the modders
ORIGINAL: Ludwig II
Hi Steve,
Could you please be a bit more precise as to which parameters we would need to change in FPools to increase the number of slots available?
Thanks
In FPools.txt each force pool has a list of units names and unit types (from unitstructure.txt). To get the maximum number of slots you need to have 7+ front line combat companies in the force pool. For an infantry BG this would be 7+ infantry companies. For an armored BG it would include armored companies as well.
Steve