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funkeesax

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  1. I am indeed on a mac. What needs to be done to mac-ify the sound file? Edit: Upon further inspection it looks like both the DP LMG and coax sounds don't work. Edit 2: After playing around some more it looks like these files dont work: 1)gun 7 coax.wav 2)gun 7 single.wav I tried renaming some other sound files but they don't seem to want to work. Gonna keep trying.
  2. Oddball, great mod. One thing - I don't seem to get any sound from russian tank mgs. Any ideas? Using your standard RT sound mod. I am not using any other sound mods.
  3. Yea I've come to that conclusion doing some tests. So how do people get their games to look so crisp and detailed in screenshots, even in the distance? I have 2gb of VRAM, and 16gb of ram. Is it a processor speed thing? The line that's drawn when the game switches from hi res to low res textures is really ugly.
  4. Hey all. So one of the things that's always bothered me about playing CMx2 is the loss of detail beyond a certain distance. I often see videos/screens where the loss of detail doesn't happen, that's how I want to play CM. I had a thought..maybe I could replace the mini ground textures with hi res files to trick the game into rendering the hi res textures. I installed Aris' excellent terrain mod, and copied and renamed all the appropriate files into the "Ground Mini" folder. Unfortunately it doesn't seem to want to render the way I expected (see attached screenshot). So I guess my question is...is this even possible? Am i doing something wrong? Tweaking my settings, turning off shadows, etc, has no impact on the draw distance. I'm on a new macbook pro (retina) with a 2.3ghz i7, 16gb ram, NVIDIA GeForce GT 750M 2048 MB. I can run arma III no problem, I should be able to see hi res textures over the entirety of the map, no?
  5. My game with Copper has wrapped up, US minor victory. Quite a few back and forth blows dealt, flanking maneuvers etc but I managed to get the first shots off which helped immensely.
  6. Just "normal people" caught up in mob mentality. Same thing happened here in Vancouver earlier this year. Bunch of punks with iphones and blackberries taking pictures of the party, tweeting to their friends about all the cool sh*t they stole. You can kid yourself that this is about economics or politics, but I'd bet most of these people are just drunk idiots who've caught the fever. There's no ideology behind this, this isn't the revolution. The urge to partake in the destructive party is the main fuel for this fire.
  7. I second that, I think a wego style pause with an orders phase, combined with an action phase where the player can give real time orders would work best for a game as complex as CM. It would especially increase playability of larger scenarios vs human opponents. Also we need a SAAAAAVE GAAAAAME feature for TCP play.
  8. You also can't save tcp games. All of the tcp games I have played have been quite laggy for the person who is not hosting, even on a high speed connection. So PBEM is really the only usable choice for multiplayer. Small realtime TCP games can still be fun but when the connection lags out and you can't restart from an earlier save it is quite infuriating to know you've spent that time playing only to not see an outcome for the game. I'm not big into PBEM either but its really the only way to enjoy the game against humans...I'd recommend looking into the dropbox solutions for PBEM play and maybe you and your son could set aside a time to play everyday and exchange a few files in quick succession. Not ideal at all but sadly all we who enjoy TCP have at hand currently. From what I have seen on the boards, making TCP play actually usable, and with the options available to single player gamers, is low on the priority list of game improvements, though I think they would like to include it someday (I can dream).
  9. Another annoying thing is when a mortar is given a movement order, and then ordered to deploy and given an area fire order. While the mortar is deploying, the rifles within the mortar squad open fire, giving away its position. Not a problem in real time, but it is problematic during WEGO play. Would be excellent if this behaviour could be disabled and/or toggled, for all specialist teams.
  10. Additionally, by holding shift when giving a target arc, it will automatically create a 360 degree arc around the unit to whatever distance you specify.
  11. I am also having issues - progress bar hits 93% and hangs, and then crashes to desktop. Strangely, older files sent before the update load fine.
  12. The lack of support for tcp is very, very disappointing. A major strike against an otherwise incredible game.
  13. I've been playing the demo on mac since it came out. Just downloaded the windows version and playing it on the same computer using bootcamp. So far it seems to run much better using the same settings. Graphically the mac version feels alot "glitchier" than the windows version. I also experienced the tree trunk problem, where you have to be right above them. It works fine in windows.
  14. DISCLAIMER: I am not a game designer. My knowledge of usability comes from my study of it as it relates to web design and development. Really great game so far, it actually "feels" like a real company attack. I think you've nailed the tactical war-game genre. That said, I think your game design could benefit from some serious study of usability. Some minor usability adjustments would make the game infinitely more accessible. For example: Deploy: it's really hard to tell if a weapon is being deployed or not. IMO there should be indicators telling the player the state of deploy. Right now, when a weapon is deployed, it just shows the weapon silhouette in the profile panel. It also does this while it's deploying or being packed up. When not deployed, the profile silhouette is clearly labeled with a "NOT DEPLOYED" text. I've noticed two subtle queues to show if the weapon is deploying or packing up: the deploy icon in the orders panel changes SLIGHTLY, and it will say 'Mortar: Deploying' or 'Mortar: Packing up' in the updated status box on the left hand side, above the GUI. These queues are too subtle and I think accessibility and game play would be greatly improved by clearly labelling the weapon consistently for all stages of deploy, as you've done for 'Not Deployed.' When weapon is not deployed: Profile reads 'Not Deployed' When weapon is deploying: Profile reads 'Deploying' When weapon is packing up: Profile reads 'Packing up' When weapon is deployed: You can either have the profile remain as it is now, with just the silhouette, or you can label the profile 'Deployed.' Either way, clear visual indicators in one consistent spot in the GUI. It is poor practice to make your user search the entire GUI for different subtle cues relating to one command. Going one step further: Change the order to read appropriately, based on the current state. e.g.: when the weapon is deployed, the order could read "Pack Up" instead of deploy. The above can be applied to a number of commands: Hide and Open Up immediately come to mind (Hide/Unhide, Open Up/Button Up). We really need indicators beyond the ambiguous icon change in the orders panel. I've been playing CM since the CMBO beta demo days and you guys have mastered simulating tactical combat in the last 10ish years. You're falling a bit short on usability (almost there but not quite) and i think improving on that would really push you guys over the edge in terms of development.
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