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Kurtz

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Posts posted by Kurtz

  1. Originally posted by kipanderson:

    In CMBB if a tank makes it successfully through a minefield other AFVs and men cannot follow in the tracks. The same is true with wire.

    The tiles are 20x20 meter in CM1. That might be part of the reason the obstacles are not cleared - one AFV can't clear an entire tile. Perhaps it will be easier to keep track of obstacles with CM:SF's smaller tiles.
  2. 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.

  3. 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 ]

  4. 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. smile.gif

    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

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

    The Command vehicle - useless or important?
  10. 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?

    Dropping mines on top of people is fun. :D

    But it's kind of silly that you can do that.

    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.

    Manouvering during descent would reduce the precision. And jammer cover would leave the dropper guessing if there is a crack or not.

    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.

    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.

    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.

    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.

    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

    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?

    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'?)

    The deployment zone seem to be a circle, but the radius can of course be larger than the distance to the corners.
  11. 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.

  12. 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?

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