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IanL last won the day on June 19

IanL had the most liked content!

About IanL

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    Defender of the faith

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    Ontario, Canada
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    Photography, programming


  • Location
    Ontario, Canada
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    Software Development

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  1. OK I reviewed your files and created my own tests... Bug logged. This does seem to be a bit different than the fixed bug I found. In that case rounds were penetrating through the roof and going off inside. That was back in v1. Now these rounds are going off inside the walls and the shrapnel radius is extending into the inside. At any rate not good. I agree that the mesh deformation seems to be contributing but it is not necessary. My tests showed the issue with flat no mesh deformation scenarios. But none of my tests resulted in KIA even in the ones with some mesh deformation. While your tests with significant mesh deformation actually did result in some KIA. Hti text does not seem to be working either. I mentioned that too. I do not agree that the building rubble is related to this but I have not investigated that yet.
  2. Missions that are specified with in ~50m around a TRP. So you can call a point mission anywhere inside that circle or create an area mission with a radius of up to 100m or a short line mission. If you have two TRPs then you can create a line between them or an area mission that centres near one and has a radius out near the other.
  3. This comes up from time to time because it is confusing. It does not appear on the FAQ post and it should. I did some digging and found two useful threads that answers the way the game works question:
  4. I would recommend against adding branching just for testing. Either test the individual scenarios or the fully compiled campaign - with branching as designed.
  5. My understanding is that the Mac version has always been 64bit. It's the windows version that is 32bit - but it now has the large address aware flag turned on so it can actually use the full 4Gb on a 64bit OS.
  6. I would suggest having some helpers test the individual battles for the first pass. That lets you avoid the issue of becoming blocked by a mission that is too difficult. The flip side of that is some battles might be too easy because core units will be full strength instead of depleted by casualties. To compensate for that you could just take that into account when reviewing or have testers hold back some of those forces and not fight with them. For example, if your core company lost a third of its strength when you tested the first battle then have a platoon just stay out of the fight.
  7. There are two ways that you can see OpFor icons right from the beginning. One is by playing on Scenario author test mode. This video starts with the skill level set to Elite so unless there is video slight of hand that's not it. The other way is first turn intel. Scenarios can be designed so that one side or the other can have early intelligence on the enemy positions. When that happens the intel is displayed using the contact icons ?. Watching a little of the second video it really does look like scenario author mode but it is also possible to swap out the ? icons for other ones. So the mod could be responsible. For example there is an icon for unknown infantry which is a ? with a solider figure. If you use a mode to swap that for a standard X icon for infantry very similar or the same as the one for fully spotted infantry then that would also explain the appearance of number of fully spotted X icons on the battlefield. Icons can be modded. I don't know which mod those icons are from but for example here are the ones I created for CMSF: http://cmmodsiii.greenasjade.net/?p=2684
  8. Sort of you want to run the Activate Module short cut that should have been installed. Run it once and enter one key and then run it again and enter another key. If that doesn't work I recommend contacting support - they are the licensing experts: Battlefront Help desk
  9. LOL aren't I lucky. I should warn you I have a back log of stuff I am supposed to be looking at. You might get board waiting for me and cry uncle first
  10. I was specifically referring to bridge related bugs. I should have been more clear. There are lots of bugs reported here. Some actually are bugs. Many of them those get fixed. It is true that some do not. I am unaware of a bridge bug that was reproduced (with a save or by a tester following the report) that was not fixed.
  11. If you hit the bug in more then one then general but if you have examples in specific games then in their sub forums.
  12. My impression is he intends to do that but that made the file too big to attach to the post. I am presuming that a final version would include it and by hosted in an appropriate place...
  13. That is an interesting example but that is how things are designed. Hopefully the ? remains - since they saw it. There is no "can I see dust" spotting check. Dust is visible when the generator is and invisible when not. This is so you cannot, with your god like powers, see vehicles driving (by their dust) in areas of the map your troops cannot see. To process your units being able to see dust or not is too taxing for the current engine so it is a limitation we have to live with. It is a trade off but the right one.
  14. Awesome - new scenarios are only good. Your file allocation here on the forum is crazy small so you probably will not be able to upload another one even. May I suggest you look at an alternative. Dropbox is ok for some testing and back and forth but not good once the scenario is ready to be distributed. Once you are done definatly post to the scenario depot: http://www.thefewgoodmen.com/tsd3/ An alternative during testing is the proving grounds: http://www.thefewgoodmen.com/tpg2/
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