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pilgrim

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Everything posted by pilgrim

  1. In the case of the Hermes, you have to hit the berm at an angle so that you do a 360 longitudinal spiral and fire on the Hermes below you while you're upside down. A good player can knock out the auto-gun on the back before he lands. :eek:
  2. Sorry for the wait... Yes, it's installed. msvcp71.dll --> \windows\system32 --> \Program Files\ATI Technologies\ATI.ACE msvcr70.dll --> \windows\system32 msvcr71.dll --> \windows\system32 --> \Program Files\ATI Technologies\ATI.ACE dbghelp.dll --> \windows\system32 mfc71.dll --> \Program Files\ATI Technologies\ATI.ACE
  3. Who, me? I was having a bit of fun at the time, but it's actually a valid tactic on the ice map. Pick a target on the opposite side of the road that you're on. Point your Tempest at him, turn your turret backwards and get going fast enough to jump over him. (Note: In the semi-ballistic Tempest launch referred to above, I was going a bit too fast.) Once you land, you're set to blaze away with the ion, and the other guy is (1) still trying to bring his turret to bear, and (2) laughing so hard he can't concentrate. Voila!
  4. Stardock: No. Other questions: I'll check and post back here. My schedule is looking horribly full tonight, so it may be a day or so before I get back to you.
  5. Only do this if you're an expert user (sounds like you are) - it is only one potential fix based on a Microsoft Knowledge Base search.
  6. Sent this morning to the email address in your profile.
  7. BTW, all 3 pc's are at Service Pack 2. And, if it helps... The first successful machine was running with no firewall (using a network firewall, instead). The second machine -- the one that keeps failing, is using ZoneAlarm. The third machine -- the update everything in sight and reboot twenty times -- was using XP's embedded firewall.
  8. #1. Ok here's the Windows error when I execute DropTeam.exe: "DropTeam.exe - Application Error The application failed to initialize properly (0xc000001d). Click on OK to terminate the application." #2. This is the error for Update.Exe. It occurs a second or two after the Update screen appears and shows "Checking platform Win32 files...". "Update.exe has encountered a problem and needs to close. We are sorry for the inconvenience... <more test about sending a report to Microsoft.>" #3. And here is DropTeam.log: "MAIN: Version = 0.9.40 MAIN: Screen is 4 bytes per pixel MAIN: ACCUM RED = 0 MAIN: ACCUM ALPHA = 0 MAIN: GL VENDOR: ATI Technologies Inc. MAIN: GL VERSION: 2.0.5646 WinXP Release MAIN: GL EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control SOUNDMANAGER: Available devices are: SB Audigy 2 ZS Audio [DF00] Generic Hardware Generic Software Device SB Audigy 2 ZS Audio [DF00] is version 1.0 Device Generic Hardware is version 1.1 Device Generic Software is version 1.1 SOUNDMANAGER: Using device Generic Hardware SOUNDMANAGER: Using default capture device SB Audigy 2 ZS Audio [DF00] SOUNDMANAGER: Playing DropTeam.ogg as ..\data/sound\DropTeam.ogg SOUND MANAGER: Allocated 32 voices CAMPAIGNINPROGRESS: Loading ..\data/Campaigns.progress MAIN: Quitting normally"
  9. DropTeam folks: I mentioned this one to Rune a couple of weeks ago and he told me to send in the dropteam.log. Unfortunately I (1) put it off and (2) forgot where to send it, so it never got reported. However, today it happened again. I died ~2 seconds before the end of the game, and the game ended before the Drop Selection window came up. Then, in the final window, my username didn't show up under my team. (And yes, I tried scrolling down! ). I have the log file if you all are interested.
  10. Well, some success. Last night on the second box, I... 1. Updated every single motherboard driver I could find. 2. Re-installed DirectX 9.0c. Magically, DropTeam now works. However, I'm still stuck at the failure mode on the first one. It's a different error, since not even Update.exe will run successfully, and I'm not sure what to try.
  11. Dropteam has been successful on only one of my pc's so far. Here's the one that works: P4, 2.6 GHz Win XP Pro 1.5 GB RAM GeForce 4MX440 Failure #1 Athlon XP 1800 Win XP Home 1 GB RAM ATI Radeon 8500 Cat 6.4 ---> Cannot launch either Dropteam.exe or Update.exe. Both fail with an "Access violation..." message. I don't have the details because I can't get to the pc right now. Failure #2 (Edit: Dropteam now runs on this one.) Athlon XP 2200 Win XP Home 1 GB Ram ATI Radeon 9600 Cat 6.4 --> Update.exe ran sucessfully. Dropteam.exe failed under old video drivers. I updated, and then it gave an "OpenGL..." warning, I clicked "Yes", and it failed after a blackscreen. Comments? Suggestions? [ April 18, 2006, 04:48 AM: Message edited by: pilgrim ]
  12. I'm fine with the rolling, too. In fact, I'm quite impressed with the side-to-side physics -- once the vehicle goes onto two wheels, it's an interesting game to try to get it back on the ground. It's the back-end-over-front-end tumbling that bothers me.
  13. Impressions: The Good </font> Overall: I like it. I like it a lot. The various weapons, platforms, tactics, and terrain make a nice package.</font>I love the damage modeling. I love the fact that you can target the wheel of a Paladin, or the turret of a Thor, and it matters.</font>I like the smoke billowing from killed vehicles, how it lingers, and that it does affect spotting.</font> The Nitpicky </font>The Apollo gun can be depressed low enough that it clips into and through the hull</font>Again, on the Apollo: when it flips/rolls over, if the gun is elevated, the gun magically enters the ground and then reappears on the other side of the roll/flip. I'm not sure what to do about it, but it's a bit of a visual oddity.</font>I think, when steering the Cutter, the wrong track moves to pivot in place. When I want to pivot left, the right track should move with the left held in place, but yesterday it seemed like the game has it wrong. --> Edit: I checked today. It looks like it has the opposite-track moving backwards, so I think everything's ok.</font> I haven't read much about Drop Team. I was completely uninterested in the product, then I saw there was a public beta, so I thought I'd give it a try. So, I'm still pretty uninformed about it. With that having been said... The Bad </font> Longevity&Variety. The Paladin description mentions infantry. Will there be any? Are there any platforms that will show up in the retail version that we haven't seen yet? I'm afraid that there isn't quite enough variety here to ensure longevity. (Some previous ideas would help -- a HEAT firing Shrike, etc.)</font>I know we're simulating different gravitational environments, but it just seems wrong in a Paladin that I can hit the brakes, hit a bump, and then go tumbling end over end. (BTW, I love that, when that happens, the ATGM/gun/etc. gets destroyed). It reminds me far too much of the radio controlled trucks my boys play with instead of massively (yes, even at 0.6g) heavy armored vehicles.</font>The buildings/bases. I'm not sure what it is, but they leave me completely underwhelmed. Too sparse? Uninteresting architecture? I'm not sure I can put my finger on it, but they're not satisfying.</font>I'm a little concerned about the price tag. It seems to be an enjoyable game -- and, as I said, your beta converted me from apathetic to very interested -- but my expectations of the play-time I'll get from this don't justify paying full retail. It's a game I'd love to bring home -- it's one of the few FPS types that I'd allow the boys to play -- but not at the $45 price tag I saw mentioned. (Sorry Moon, et al.; I hope this last point doesn't discredit the rest of what I've said).</font> [ April 05, 2006, 08:43 AM: Message edited by: pilgrim ]
  14. I'm not sure if you've ever taken a look at "Bull Run: Take Command 1861" by the guys at Mad Minute Games. (Google that for a link.) It's received good-to-excellent reviews, and I personally think it's quite a decent game, albeit with much potential for improvement. There's a demo at their site to try first -- I'd really encourage you to give it look, if you haven't already.
  15. Band of Brothers Tournament House
  16. I'm not a native German speaker, but IIRC: 'Wann' = when 'Wenn' = if No doubt someone will be along shortly to tell me how much I've forgotten from my high school German classes. pilgrim
  17. from Buckeye's AAR: On the forum, I've read that sharpshooters operate in two modes: 1. You manually give them a target, they shoot, and the chance for them being spotted goes way up. 2. You move them into postion but never force a target on them, and then when they shoot they still have a high chance of remaining hidden. If the above is correct (and someone please correct me if it isn't), did you just allow the sharpshooters to pick their targets, or did you force them to shoot at the TC's? Great AAR's, by the way. Thanks for taking the time to put them together. pilgrim
  18. Treeburst, I've watched your amazing work with the previous tourneys and read the threads with great interest. You almost have me ready to send the "I'm a new guy" email, but one question first: How big (roughly) will the scenarios be? My aging machine starts to struggle over 1500 points (defender), and becomes nearly unplayable over 2000, and I don't want to start the process only to end up with something I can't play. Thanks! pilgrim
  19. Oops, personal CM testimony is what I should have said to be more specific. Sorry if I misled you. But, since you asked: Platoon of British rifles, attacking in snow. Moving from cover to cover, they got hit by 81mm mortar fire. Even given the "Run" command, they never made it out of the FFE zone, the entire platoon broke and routed, and proceeded to still get hammered as they slowly routed back through the snow. The platoon was a complete write-off. Having seen the effectiveness, I tried it on my opponent in the next snow battle I fought. It worked just as well on him as it had on me...I caught his main attack force just shy of its last staging point, they couldn't move fast enough to get out of the mortars, and a large portion of the group broke and routed.
  20. I can't answer the real question (which would also apply to wet/mud conditions also), but I'll offer a little insight on the side-question: Due to the much slower movement speeds of squad in snow, arty becomes more effective on moving infantry, not due to any blast modifications (if there are any), but due to the longer time the infantry is exposed to the FFE zone. (I can give you personal testimony, having been on the wrong end of the experiment, that it's true. )
  21. ....and.... :eek: Whoa. Whoever took the real Steve and JasonC, could you please return them to the forum? Thanks. Editted because I'm a formatting dunce. [ February 06, 2002, 05:07 PM: Message edited by: pilgrim ]
  22. <blockquote>quote:</font><hr>Originally posted by JasonC: As for the question, "are we a Princess Bride fan?", I say "Inconceivable!"<hr></blockquote> 'nuff said. One more thing: Can we postpone this discussion about a month? Xerxes is pressing home an assault on me right now, and he sure doesn't need any more help. Things look bleak enough as it is. Back to lurking...
  23. <blockquote>quote:</font><hr>Originally posted by JasonC: the pits of despair <hr></blockquote> Are we a Princess Bride fan, eh?
  24. Thanks for the reminder--just went and voted. In fact, I enjoyed it so much, I may go and do it again... . . . ....next month.
  25. And a thanks to you also, CA. Between the two of you I compiled a nice group that I sent to my opponent for his review. Most Friendly and Helpful Forum I've ever been involved with, ever, period. pilgrim
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