The wz. 28 armored car with the SA 18 gun is missing its rear axle.
(Using Full Release (Patched))
The wz. 28 armored car with the SA 18 gun is missing its rear axle.
(Using Full Release (Patched))
For the mission, "Fallen Hunters", the crate provides a PzB-39, but with the incorrect ammo.
I don't think enemy units relate to the amount of units you have. Though, I recommend having an AT gun or a tank at all times. You can also start off earlier (US 1941), and rack up points for better equipment.
You can start off with 50% more points in "Settings" when you launch Campaign.exe and/or you can uncheck Hard Missions (if you have that on).
DCG does come with a small guide in the mod's folder.
Don't know.
I don't think any of the trucks come with ammunition. I guess you can store your equipment in the truck in the mission and then reset your tank in the purchase menu. During the next mission, you can just retrieve the stuff from the truck.
You can refuel without resetting, but with ammunition you can't.
You can force DCG to run in a new version of AS2 by editing the mod.info file in the Campaign mod folder.
Won't guarantee that it's bug-free.
Change:
{maxGameVersion "3.260.0"}
To:
{MaxGameVersion "3.265"}
Refer to the post that Zeke made below.
"I dont know. I am very busy with real life issues right now (family member been diagnosed with terminal cancer (not me)) so the little time I have to spare, isnt spent on modding and I havent heard from the other team members in months."
And the fact that Zeke does not play AS2 himself.
There's a bug, where the 155mm GPF does not have the correct shell in its inventory (and in its gun).
1: "if you wish to disable this feature, simply delete the xml files beginning with the word "Transit" in the "operations" sub-folder"
In \mods\Campaign\operations, there should be files called, "TransitRail.xml", "TransitRail_Italy.xml" and "TransitSea.xml", delete all 3 of them.
2: In mod\resource\set\stuff\reactive, mortar's properties are stored as "werfer42.weapon".
In the "stuff" folder (mod\resource\set\stuff), there are a variety of folders. Depending on what you want to edit, say for example, "rifle", certain guns may use their own ranges or borrow from the .pattern file.
> Is there a simple way?
I'm not sure if there is.
Sadly, he won't be updating the mod anymore. He said that he doesn't have much spare time as he has 2 kids to take care of.
Some of the units take it's textures from the texture file.
One of the common places is, [game/mod]/resource/texture/common/model. Copy the respective texture and add it into the same file, but now under your mod.
Well it's hard to say, because the different games uses the same engine though not the same version of the engine. CtA has all these unique 1st/3rd person stuff, because the creators programmed the features in, but not for AS1. The only real way I could think of someone being able to achieve this, is if they know how to change the code and was able to make custom HUDs that don't interfere with the default HUD.
You can change the HUD, but not have a unique HUD for direct control.
Different iterations of GEM can be seen here: Vlad-dotsenko-en.tumblr.com
I think it's 3ds Max, judging by the icon on the top left-hand corner.
I'm not too sure, but he does say, "●Big Thanks to Beckett" in his description. Beckett does have a ModDB page filled with WoT models. Except, he does not release his models. There is a small pack with a variety of vehicles in some Russian site, though.
Fyrektic
joined
This member has provided no bio about themself...