Kurtz
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Posts posted by Kurtz
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Yeah, that's what I meant. Money for an XP license, possibly money for a Parallels license (if it's possible to use it). Or if I use Bootcamp: having to reboot when I want to play CM. And the highest cost of all: the hassle of using Windows. Been there, done that, am not going back.
I hope CM:SF will be available for OS X, I won't bother with Windows on my Mac. It's just not worth it for me.
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Because people who have Macs probably have less interest in buying and running Windows? Bootcamp might be free, but Windows XP isn't.Originally posted by aka_tom_w:If CM:SF runs in Windows ( in Bootcamp, still free) on a Mac OS X computer why would they bother? :confused:
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jeffsmith: that quote about OS X is more than a year old. I wouldn't draw any conclusions from that.
update:
However, this info from another thread looks promising
Originally posted by Battlefront.com:I run on a dual core Mac without any problems (other than me being stuck with substandard ATI video technology).
[ May 19, 2007, 06:07 AM: Message edited by: Kurtz ]
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Apparently it was guided (the program was terminated in 2004). But I can't imagine any big course corrections at 1500 m/s.
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Just Landis and Demo. Im connected to Landis right now (deployment phase)
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Hi poesel!
It's fun to play again, but I had to look up some of the commands. And I have to check all the new stuff!
I suspect I'll get shelled when we meet, but I found it easier to hit with 120 mm guns now. Don't know if targeting has changed or if my new mouse is better.
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I just bought an iMac 24" and installed my copy of DT on it. Looks nice. Thanks to Clay for telling me what my password is, and thanks to everyone involved for the decision to support Mac.
However, there are some issues related to file privileges, I think. My system is setup with an Admin account which is only used for administration, not for regular use and User accounts for normal use. I really like this division and would be very hesitant to give more rights than absolutely necessary to non-admin accounts.
1. Installation requries Admin rights.
This is partly expected. But if I don't have those right with the account I'm logged in with, the installer completes very quickly with no obvious error messages (you have to read logs). And the game is of course not installed.
Workaround: install with an Admin account.
What I expected: A authentication window giving me the option to enter a username and password for an Admin account. This is what normally happens when I drag-and-drop a application to the Applications folder. If this is too much work, maybe an error message can be used saying that you have to be logged in with an account with admin rights.
2. I can't create new control set with non-Admin account.
An error message is shown: "Error Couldn't save file. OK "
This is a bit more annoying. There are settings files in "/Users/username/Library/Application Support/DropTeam/" (DropTeamSettings.dat, DropTeamTips.dat & DropTeamServerExtras.dat), but apparently the controls setting file is stored elsewhere. I can create a new control setting when logged into the Admin account. I tried to search for that file but didn't find it. (Maybe this Spotlight thingy needs more time to index stuff?)
Workaround: None. If I find the settings file, I can probably change the rights on it.
What I expected: User defined settings stored in that user's home folder (/Users/username/Library/Application Support/DropTeam/)
3. Installation wishes.
Right now, the installation feels a bit "un-Macish". The folder (!) in Applications is very cluttered.
This how I would prefer it too look on a Mac:
+ Drag and drop the executables to the Applications folder. Authenticate if necessary.
+ Store generic files in "/Library/Application Support/DropTeam/"
+ Store user specific files in "/Users/username/Library/Application Support/DropTeam/"
+ Store temp files in /tmp
I'm running Mac OS 10.4.8, DropTeam 1.2.1
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All current Intel Macs have dual-channel memory. You get some performance improvement (a few percent according to a test I read I while ago) if you have matched memory sticks.
Nice feature, but more memory is better than matched memory (if you can't afford to max both ram slots).
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I had some problems with the retail version where the keyboard configuration was lost and commands and mouse click didn't work in-game. But they worked in the account/network/controls part of the game.
Check there if you have a valid keyboard and mouse configuration.
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I get the impression the bot turrets move much faster than I can do using the same vehicle. But that might be just the effect of being under fire.
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The "bad language" filter is client-side, IIRC. I don't remember which file you have to edit, though.
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After a crash, you get the option to send an error report, along with a log file. There is a text box where you can describe what you did prior to the crash.
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Is there any license file that can be backed up in case of hard drive failure (when I can't un-license before reinstallation)?
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Good point about the ions, but it's much easier to get some info about the power with the millimeter designation - you can compare it to other weapons.
On the other hand, "light", "medium" and "heavy" could be more fitting descriptions.
The reason why you can't do multiple drops is probably because that would allow you to totally overwhelm the enemy by suddenly dropping lots of units. A play balance thing.
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Yes, thats my report you got. It's repeatable, so just tell me if you want me to do something different.
Thanks for the OGRE info, I searched, but probably was too tired last night to see that one.
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The game looks good, and it´s fun to get some change from the beta scenarios.
here are some issues I have encountered so far:
1. My keyboard config from the public beta demo was gone. The name was still in the drop down menu, but the contents were empty (which had the effect that you could start the game and select a vehicle, but once you were "in-game" you couldn't do anything.
2. Crash when trying to uncheck "full screen" (report sent with the automatic tool)
3. Where is the OGRE? if I select OGRE, I become single layer, but I only have the "normal" vehicles. Is it planned for future updates?
4. Could you enable pasting in the license window when creating a new accout. It's a bit tedius to have to enter the license manually. It won't help me (who entered it manually), but it might be one irritation less for future players.
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I've tried it. Very hard when everyone is jammed all the time.
Poesel71's server stopped responding, and I joined another (Arpinium). But the mod was still in use (although Arp. use "Base") so I couldn't get any hovercraft. I don't know if I was jammed and had the other mdofications from Poesel71's mod.
But if the server has a mod (or Base), the clients should have it as well. I guess there will be all sorts of strange errors or unexpected behaviour if there is a mismatch between server mod and client mod.
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Are Macs handled the same way? The eLicense FAQ is very Windows-centric...
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The system described for Drop Team gives you 2 (?) licenses and allow you to unlicense and license again. You just have to remember to unlicense before you reinstall Windows. I guess a similar system is used for other BFC products.
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The Command vehicle - useless or important?Originally posted by poesel71:I would like to see the command track and the engineer having the ability to drop AA, jammers,... on the spot where they are (not by dropship). Especially the cutter has enough space in his back to store those.
That would give especially the command track a reason to get involved more. Currently I don't know why this vehicle exists at all: the commander could as well sit in the liveship and give the orders from there.
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Dropping mines on top of people is fun.Originally posted by yurch:It's irritating to kill the same guy three times and have him drop mines or yet another tank right next to you. You're pretty much going to die if several players do it at once. Where's the strategy in that?
But it's kind of silly that you can do that.
Manouvering during descent would reduce the precision. And jammer cover would leave the dropper guessing if there is a crack or not.The thing I don't like about the dropships is that they're so precise /.../Dropships can place a tank on a dime, any crack in AA defense can be exploited easily.
But this is partly an effect of the topography. If the terrain would allow turrets to be hidden, it would be harder to kill them, as you pointed out.If not, the enemy just drops a mere 1-2k outside the defense and makes a hole in it, often killing a good percentage of the existing AA.
I agree. This is partly because you can only have one drop active at the same time. You have to wait until the drop of a deployable is completed and the DS has "disappeared" before you an drop next. However, you can extract deplyables at the same time as you're dropping.It takes a long time in the (now very limited availibility) command track to set up any respectfully sized AA (which are also limited) network up. It is tedious work at that.
A mortar-like stand would make more sense since it will always point upwards. The range of the things are currrently rather long,I'm not sure increasing the range would be the best option. Is this moddable?And so, in a dropship thread, I manage to make a request for ground AA to be made better. It doesn't make much sense for the AA turrets to be sitting on the dreaded uni-stand (thus increasing the profile and requiring it to be put in rediculous sized holes for protection) and they could probably stand to have a longer range and effective kill probability
The deployment zone seem to be a circle, but the radius can of course be larger than the distance to the corners.I think the main problem with it was that the defender deploy area restriction wasn't being employed. (shouldn't it default to some setting other than 'entire map'?)
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They way things are now, drop ships drop straight down, but can manouver during the ascent.
Pros:
You can drop just outside known enemy AA range, knowing that the DS will not enter the AA zone.
Cons:
- When you have been dropped, the dropship often manouver into the AA zone and get shot down.
- It's fairly easy (at least for bots) to hit a DS during the descent when it's not manouvering.
I guess the thought is that the DS can't manouver when it's burdened with a vehicle. But it feels like a sitting duck.
On the other hand, if manouvering is added during the descent, you will not be able to drop near AA for fear that your DS might manouver into the AA zone.
The manouvering during ascent looks unpredictable, I've seen DS's swooping along the ground long distances before ascending.
I think some manouvering (e.g. spiralling) during descent would be a nice addition. It will make the DS harder to hit while still having some control of where it will fly.
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I think the sound is what makes the twin 76 seem strange. The 20 mm gun fire 3 round bursts, with the sound of three shots. But I guess that's moddable as well.
Did you activate collision damage on the server? I hit a rock at speed and got damage.
All that stuff is moddable on the server, right? You just use a plain vanilla client?
Mines, wire, breaching operations and CMSF.
in Combat Mission Shock Force 1
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