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    • Battlefront.com

      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them

HerrTom

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HerrTom last won the day on January 2

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  1. I don't think Battlefront has complete ownership over the assets used in CM:A for some reason - I think a split with their co-developers over it? As such, I wouldn't hold your breath. (Would be wicked cool, though)
  2. I'm playing at 1920x1080, and make use of the zoom feature. The video is rendered at 720p though. I'm trying a different software that seems easier to use and also allows 1080p output! Yay!
  3. Yup I agree it definitely does. Since making video compared to screenshots I've really noticed how wonky infantry movement still is, even after BF's patch. In other news, I got a new microphone. Be sure to tell me if you miss the fishbowl effect! Why 7 minutes? I thought I found a nice breaking point compared to the 5/10 minute points I had before.
  4. I'm just squirming over handling Marders and Leopards! I don't have the original but I'm for sure getting the update.
  5. HerrTom's explosions

    @Mord I didn't forget about you! Well, for too long, that is. For your viewing pleasure, the orange explosion in fancy 1024 high resolution! https://drive.google.com/open?id=1IbPZm3gXGij4PyB4kPXCEJzrUpNAUTWa Kablooey!
  6. I think you certainly could, provided you know how to write shaders!
  7. You set it in one of the tabs in the reshade configuration overlay. Good luck!
  8. I disable the effects when not watching the battle. You can set a key combination to do it - for me it's Shift + ~. This way I avoid the warping menu, as you call it (I like the imagery the word conjures!)
  9. There should be a file OpenGL.log or something in the have directory that may shed some light on what is going wrong. PM it to me and I can try to help?
  10. KinoFlat 01 *DRAFT*

    I like your old CMBS logo better, honestly. Something about serif fonts doesn't mesh well with a "modern" feel. Microsoft uses Segoe, Apple uses Lucidia - something about "tech" and modern times seems distinctly sans-serif! Compositionally though, I love it. Are you planning on touching the in-game UI with your same sense of style?
  11. @JohnO beautiful! Glad it works so well! Do you have a mod for the trees? They look good, too.
  12. the Pirate_Depth is the preprocessor for the depth based effects in that package - I think you unfortunately need all of them for it to build correctly, but you don't need to enable them. Pirate_Depth_SSAO and Pirate_Depth_GI are alternatives to MXAO that ships with Reshade. The Pirate effects are real SSAO algorithms, as far as I know, while MXAO is specifically an approximate algorithm. MXAO is much faster, for what it's worth, and in the end all we really care about is what looks best!
  13. Glad it worked! You won't see a difference with the far plane until 2 things happen - 1: you reload Reshade - this could be through the "Reload" button on the bottom or alt-tabbing and 2: A depth-based shader is enabled. First image: no extra shaders Second image: Far plane set at 40 Third image: Far plane set at 1000 I didn't change some of the settings, so that's partly to blame but the other bit is there is less resolution for the shader to know how deep everything is in the image. I also think the below slide is fairly enlightening. Perhaps another way of looking at it is as a ruler. Imagine you have a block of metal that's around 20 mm long and you want to measure it. If you want to know exactly how big it is, the 40 mm calipers may be the best choice, since they have very fine resolution between zero and 100 mm. (This is the far plane at 40 units) Alternatively, you could use a meterstick, which is great if you want to measure something that's, say, a meter long, but we're measuring way on the small end of the tool. OK, probably could have used a better analogy. This one breaks down a bit when you think about digital measurements. With the "depth buffer" here there is a fixed number of possible measurements it can save. If you have 256 measurements to spread out across the region you're interested, setting it at 1000 units for example is essentially placing a measurement every 4 units, while you can get much more useful measurements in the region you care about by putting all of the 256 measurements every 0.15 units (up to 40 units). I hope that word vomit explained something! I'd hate to confuse you any further haha! I'm honoured you think I'm that code savvy! I can write plodding engineering tools in Python and Matlab, but that's about it! It definitely works in single player in CM, and PBEM. See any of my videos or AARs for proof! You have a point about the concurrent multiplayer modes, Reshade may disable the depth buffer if it detects network traffic in the game. I'm on an NVidia 960M. Works fine for me. --- Didn't plan on writing an essay on digital resolution haha! Cheers!
  14. It masks the reshade effects from being rendered on parts of the screen, black is nothing, white is rendered. So depth effects like DOF don't blur the UI mainly.
  15. Are you running CM as admin or in compatibility mode? I noticed that may cause crashes in other games.
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