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HerrTom

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Everything posted by HerrTom

  1. And Israeli armour isn't? I would imagine they'd pay attention to ATGMs after their experience in 1973... What do you have to back this up? Why is their armour not capable of defeating ATGMs by virtue of not being British, American or German? (Obviously superior Kruppstahl notwithstanding! ) I agree with the sentiment on LWRs though, it definitely seems much too fast. Even with thermal optics there is a lot of stuff to look at in a 30 degree arc to survey before you can dial in that team of two or three guys hiding in a bush!
  2. It's hard to read at that angle, but I'll give it my best (RTL - Russian as a Third Language) shot. I was confused deeply by the layout at first, but I think the entire front of the M3 says: "Beneath the Banner of Lenin - Forward to Victory!" Под знаменем ленина вперед к победе! And (with comic juxtaposition, in my opinion) the side says "For Stalin!" Edit for explanation: Oh, it appears to have been a relatively common phrase on propaganda posters: Although, it is wonderfully modified in some to include Mister Iron himself. "Under the Banner of Lenin, under the leadership of stalin - forward to the victory of communism!"
  3. Disable Depth of Field. I only use it for screenshots so I apologise if it's not 100% gameplay compatible!
  4. Can you cancel your fire missions in case B? If the spotter is dead?
  5. Another minute of trading fire across the river while I wait for an opening to bring my forces to cross. The tanks by the bridge attempt to destroy the last visible T-64. It is hull down and a number of shots land short. The ATGMs of 4. Plt, 1. Company join in, but there just isn't enough of the tank visible to land a good shot. But they don't go without notice... Kaboom! The shot lands short and fails to do any real damage, other than to the ATGM team's eardrums. A Ukrainian ATGM manages to land a hit on one of the T-72s and knocks it out. It appears to have come from the church, so I'll make sure it doesn't last to fire a second shot. The ATGM section attached to the scout team manages to guide true on the troublesome T-64 and knocks it out (hopefully for good). Smoke is beginning to land on the far bank, so hopefully in the next couple of minutes we can assault the Ukrainian positions and turn this into a more dynamic battle!
  6. Beautiful! That's a big boom and I love the framing of the AAVs in the foreground. Hope to see more! Works fine for me.
  7. Seems it worked this time. Less narration than I would've liked, but I've had both little time to record and am still a little horse, as you can probably tell. There is a minor editing bug at 4:26, but ignore that!
  8. Seems the video screwed up rendering. I'll see if I can fix it. Edit: I think I fixed it. I'll post it in the morning.
  9. Got my voice back... which means more AAR! Hopefully I can wrap this up in a video or two and move on to more exciting things for you chaps.
  10. Man, I'd do it... if I were a beta tester! The one for CMBS convinced me to get it - so clearly they work!
  11. 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)
  12. 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!
  13. 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.
  14. I'm just squirming over handling Marders and Leopards! I don't have the original but I'm for sure getting the update.
  15. @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!
  16. I think you certainly could, provided you know how to write shaders!
  17. You set it in one of the tabs in the reshade configuration overlay. Good luck!
  18. 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!)
  19. 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?
  20. 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?
  21. @JohnO beautiful! Glad it works so well! Do you have a mod for the trees? They look good, too.
  22. 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!
  23. 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!
  24. 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.
  25. Are you running CM as admin or in compatibility mode? I noticed that may cause crashes in other games.
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