The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Great units, Fairline. Love the camo on the Ju-88. BTW, do you know if the Horsas used in Market-Garden bore invasion stripes? I started playing OM-G and began fiddling with the graphics (as per usual), but I can't find any info on the appearance of the operation's Horsas. Mine currently look like this:
Edit: Yes, they did. Just found some photos.
Originally posted by fairline
...also remove the spr file.
While the majority of regular posters in this forum may play scenarios exclusively, my guess is that a far larger number of people play the standard game as well. Therefore, having to tamper with the standard game's sprite files may be a deterrent to some. You shouldn't have to delete, rename or move any of the .spr files in the Original directory – mine are all still there.
Those Horsas are looking spot-bollock - any chance you can share 'em with us Catfish?
I think you're right about the invasion stripes - they are visible on some B&W pics from Arnhem and are certainly present on models of Market-Garden Horsas. I think by the time of the Rhine crossing they were no longer in use.
I also use your terrain graphics for my version of OM-G, but I couldn't be arsed changing the beaches to river-sides. Any chance you could post your terrain as well?
How do you get the game to default to units.bmp without removing the sprite file BTW? I always seem to get the animations unless I remove it.
Originally posted by fairline
Those Horsas are looking spot-bollock
For the benefit of those of us who speak English, could you please translate the term 'spot bollock'?
'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
- Neal Stephenson, Cryptonomicon
Originally posted by fairline
Those Horsas are looking spot-bollock - any chance you can share 'em with us Catfish?
Well, now that it's done, yeah. I had a look at your bombers afterwards and thought that maybe I should've drawn it a little larger. The gliders in OM-G are grounded and therefore further away from the eye. The pic's a 24-bit PNG - don't worry, it's lossless.
Originally posted by fairline
I also use your terrain graphics for my version of OM-G, but I couldn't be arsed changing the beaches to river-sides. Any chance you could post your terrain as well?
I'll get back to you on that one - I'm not quite done with it yet.
Originally posted by fairline
How do you get the game to default to units.bmp without removing the sprite file BTW? I always seem to get the animations unless I remove it.
Since this is the WWII thread, I'll try *cough* to keep it brief. There are 3 types of sprites in ToT: 1. Animated Units (unitXX.spr), 2. Static Units (static.spr) and 3. Animated Terrain (resource.spr). There's a different method for shutting down each of them. The problem it seems is that no-one fully understands how to go about it. Since this discussion I had with Mercator, I've got it sorted, ie, everything works 100% as it's supposed to.
1. To turn off animated units: Ctrl+P (Graphic Options). Uncheck the Animated Units option. This setting is universal, so if you change it for one game type it will be the same for all others – makes things a lot easier actually. If this option is unavailable, it means that the scenario designer has checked the Unit animation lockout option in the Special Rules parameters (so don't do it!). If you don't want to mess with the scenario to fix this, just quit to the main menu, load a game where the option has not been made unavailable (eg, Original game) and change your settings there. BTW, setting the individual .SPR file overrides for each unit in the Advanced section of rules.txt to 1 will also disable animated units – the general .SPR file override (Special Rules parameters) won't.
2. To turn off static units: Most scenario designers have this one covered, so you won't have to worry about it. If the .SPR file override (Special Rules parameters) is set to 1, static.spr will not be used. "Hang on a minute," I hear you cry, "I just finished playing El Aurens, loaded Market-Garden and now I've got all of Boco's bloody WWI sprites sitting around Arnhem!" Whenever, you switch between scenarios/game types, always quit to ToT's main menu first. This will clear all of the sprites from the previous game.
3. To turn off animated terrain: Ctrl+P (Graphic Options). Uncheck the Animated Terrain option. It's basically the same as 1, with one caveat: I found a bug in ToT where one frame of the oil resource from the desert terrain slot will display even when animated terrain is turned off. Bizarre! Fortunately, there's a simple solution. In the thread I linked above, I posted a dummy (blank) resource.spr. It's a tiny file which you can drop into any scenario folder – obviously only the ones that don't have their own resource.spr file. It will be read instead of the one from the Original directory. It also has an advantage in that you can leave your terrain animations on all of the time and none of your scenarios will ever be affected by the Original game's sprites.
My settings are now as follows: custom static.spr and resource.spr files in the Original directory, Animated Units always turned off and Animated Terrain always turned on. Of course, each scenario has its own static sprite settings. I now have no problems whatsoever.
This may all sound complicated to some, but if the scenario designer upholds their part of the bargain, it should be a piece of cake for the player.
For the benefit of those of us who speak English, could you please translate the term 'spot bollock'?
From the OED, 6th Edition: 'Spot bollock: Brit. vulgar slang meaning precisely correct, perfect. Alt.: the Dog's derived from the dog's bollocks meaning perfect. Bollocks: see testicles.'
Originally posted by fairline
I must have been playing scenarios where the animation lockout option was checked perhaps..
Probably. Most are that way – and CivConverter automatically checks both animation lockout options. I think you and I could happily delete all of the animated unit sprites since it seems clear that we both think the original units look sh*t-awful. However, based on a number of posts I've read at CFC it's also clear that people like and use them (and I don't know what they've been snorting). That's the main reason why the user shouldn't be instructed to remove them. The only situation where you would be required to replace/move/rename the Original game's sprite files (definitely static.spr) is if you were overhauling the Original game's graphics – but this is merely stating the bleeding obvious.
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