OBSOLETE -- CS:ME 1.01 Graphics Preview

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Crossroads
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OBSOLETE -- CS:ME 1.01 Graphics Preview

Post by Crossroads »

CS:ME 1.01 Graphics Preview

Update: Now obsolete, as this is now stock content

Not a mod as a such, but rather a preview of things to come in CS:ME 1.01. More eyes on things the better, right!

[*] Revised NATO icon sheet (2D Zoom-In and Normal Views only)
[*] Revised Markers sheet with new Wreck Markers (2D Zoom-In and Normal Views only)
[*] Lighter blue Israeli Counters (2D Zoom-In and Normal Views only, no NATO icons on Alt Counters yet)
[*] Revised Terrain sheet (2D Zoom-In View only, toned done Hammada terrain)
[*] Box Art Front End Menu
[*] Toned down F2 Unit Handbook (a more subtle yellow font)

Please deactivate these mods before activating this one:

[*] This replaces the Box Art UI mod completely
[*] This replaces the F2 Unit Handbook mod but not the Blankbox. If you want a blank Blankbox jug it in here as well (blankbox0.bmp)

Download removed


Download, unzip, place in the \mods folder, then activate with JSGME

If you spot anything out of place please let me know! [:)]

Image


Attachment below is the screenshot, not the mod
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revised001.jpg
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Crossroads
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RE: CS:ME 1.01 Graphics Preview

Post by Crossroads »

Oh, the unit stats on counters? That will be available once CS:ME 1.01 is out.
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Grim.Reaper
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RE: CS:ME 1.01 Graphics Preview

Post by Grim.Reaper »

Dumb question...how do you see the Nato counters? I downloaded, put into MODS, and activated through the mod manager....but I still see the picture graphics instead....what am I missing?
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Crossroads
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RE: CS:ME 1.01 Graphics Preview

Post by Crossroads »

Ctrl + i is the quickest toggle bw unit profiles and NATO icons [:)]
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Grim.Reaper
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RE: CS:ME 1.01 Graphics Preview

Post by Grim.Reaper »

Excellent...thanks.
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budd
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RE: CS:ME 1.01 Graphics Preview

Post by budd »

Love those new wreck markers[:)], thank you.
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Crossroads
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RE: CS:ME 1.01 Graphics Preview

Post by Crossroads »

I guess we are all mad here, but they certainly brought a smile on my face too [:)]
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demiller
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RE: CS:ME 1.01 Graphics Preview

Post by demiller »

w00t! Just what I needed this afternoon!
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Rosseau
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RE: CS:ME 1.01 Graphics Preview

Post by Rosseau »

This is really looking great. Thank you.
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Bradley62
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RE: CS:ME 1.01 Graphics Preview

Post by Bradley62 »

Thanks for the extra goodies!
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RE: CS:ME 1.01 Graphics Preview

Post by Bradley62 »

Thinking about it love the wreck symbols. Would it be possible to display them with distinguishing colors separating Side A from B?
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Crossroads
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RE: CS:ME 1.01 Graphics Preview

Post by Crossroads »

That is a neat idea Brad62 [:)]

How markers work though is that they in essence are counters too. We just don't draw the counter anymore, just the content so they appear as part of the map. This is true be it a wreck marker, IP marker what not. So what this means there can be only one marker counter at one hex at one time. At least until when we figure out an easy way to have more.

So while we have two wreck sets to indicate the density of wrecks (either one or two burning tanks), then we have the two individual sets of both, like the left and right facing single burning tanks, we at the moment can't draw a hex where there'd be one say "friendly" and one say "hostile" wreck marker at the same time.

For this reason we don't have different wreck markers for different unit types atm either, say APC, AFV, truck, (helo), they could all have different wreck markers if we would draw them in a manner they'd somehow overlap each other nicely should they all be drawn to same hex.

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tombo
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RE: CS:ME 1.01 Graphics Preview

Post by tombo »

thank you...great work!

im new to game and this is a nice surprise. Please keep the mods coming.

cheers
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Crossroads
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RE: CS:ME 1.01 Graphics Preview

Post by Crossroads »

Thank you Tombo, I am glad you liked them! This is actually a preview here, for there's the plan to release CS:ME 1.01 late November / early December depending on how we get a release slot. I thought it might be a good idea to have them available earlier, for any mistake's I've made get spotted before they are part of an official UPDATE.
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budd
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RE: CS:ME 1.01 Graphics Preview

Post by budd »

How about a hotkey for removing the wrecks from the map. i'm thinking about the clutter in 3d, especially when you have units in the wreck hexes. Also wrecks increase concealment in a hex, don't they.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

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Crossroads
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RE: CS:ME 1.01 Graphics Preview

Post by Crossroads »

Yes, wrecks increase concealment, hinder movement as wreck SPs are counted towards that, also hinder LOS as unit density of 12 (or 12+ ie as of 13?) blocks the view through that hex.

Your idea for removing the wreck counters might be better saved in the Wish List thread. All ideas not there get lost so easily into the discussion going in various threads...
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Cyrano
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RE: CS:ME 1.01 Graphics Preview

Post by Cyrano »

You guys really make a feller cry, you know?

PzB wrecks...hee...

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Crossroads
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RE: CS:ME 1.01 Graphics Preview

Post by Crossroads »

Modeled after the AH AIW wreck counters, to be exact [8D]

edit here they are [:'(]

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sPzAbt653
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RE: CS:ME 1.01 Graphics Preview

Post by sPzAbt653 »

When are you going to start selling the T-Shirts with the Wreck markers on them ? I'd like to pre-order 5 of them in X-Large, black shirt with white graphic please.

Why the 'WR' in your mod when AH had no 'WR'. I ask because it seems kind of obvious, no need to specify with the 'WR'. [;)]
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Crossroads
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RE: CS:ME 1.01 Graphics Preview

Post by Crossroads »

ORIGINAL: sPzAbt653

When are you going to start selling the T-Shirts with the Wreck markers on them ? I'd like to pre-order 5 of them in X-Large, black shirt with white graphic please.

What a splendid idea! We need to do this !!! [:D]

ORIGINAL: sPzAbt653
Why the 'WR' in your mod when AH had no 'WR'. I ask because it seems kind of obvious, no need to specify with the 'WR'. [;)]

The lettering is for the cases there's a unit counter sitting on top of the hex with the terrain marker for additional data, like IP (improved positions), PB (pillbox), BL (block), WR (wreck), and so forth. That way it is possible to see the terrain detail the unit is in.

The Syrian counters on the left are pretty much everyone on Improved Positions, for instance [:)]

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