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ncc1701e

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Posts posted by ncc1701e

  1. 21 hours ago, Liveload said:

    Great info! Thanks for that.

    My pleasure, happy to help 🙂

    21 hours ago, Liveload said:

    Edit: I just checked the AI plan on that group. It is set to area fire into the town, just not the movement part. That will help them a lot I think. Thanks

    Yes sorry you are right for AI group 8. I have checked too quickly. I think you should do the same for AI group 2 then. And for both AI groups move them with Retreat orders.

  2. 14 minutes ago, Liveload said:

    Oh man, what a battle! Tal Malah occurred during a time when the takfiri forces still had a lot of heavy equipment, unlike Al Hamamiyat. Their armored columns approached the frontlines with artillery support, behind VBIED attacks...

    35 minutes ago, Lethaface said:

    The AI attack was quite nice, if their artillery smoke could be more towards the front it could have been perfect.

    If I may suggest a small improvement, put those ZU-23-2 technicals of AI group 8 in another group than the T-55. And, use them to area fire your objectives. Same for AI group 2. Also this is important to move them so that their tubes are always toward the enemy. So, you must use the Retreat order so that the ZU-23-2 technicals are actually reversing toward the enemy. This is why this is not compatible to have a T-55 in the same AI group. 🙂

    I am using this technique in the first scenario I am playtesting and I try to have a really cool AI behaviour in attack and defense.

    A little example. Here is the setup of your technical. The green dot is the facing order so that the ZU-23-2 tubes are looking at the enemy. They already have an area fire order against the two buildings of my demo scenario:

    Qdy53.png

    The order 2 orders them after one minute to reverse towards the enemy and to continue the area fire...

    Ejg0k.png

    The order 3 orders them, after 4 minutes, to again reverse toward the enemy while continuing the area fire on them:

    bRA8p.png

    Try it and let me know what you think. This really strengthens any AI attack (against me at least 🤣). I have attached the 002 try.btt test scenario. Play as Blue against Red AI in Scenario Author Mode to see everything.

    Cheers

    002 try.btt

  3. 2 hours ago, Lethaface said:

    I have converted them to 44100 with audacity. I know for sure at least one works, so I guess the rest does too. Dropbox:

    https://www.dropbox.com/sh/rlvbosi5qni2cep/AAATY4XOlG1jGbgCikcIq3Jga?dl=0

    Works fine now - thanks a lot

     

    2 hours ago, 37mm said:

    iTunes, pah!

    Malicous bloatware, nothing more!

    I just checked the first file... it was at 11025 Hz.

    Sounds like @Lethaface fixed it.

    Bah - I have checked the properties of the wav.* files but, yes, may be iTunes is not something good for this...

    @Lethaface and @37mm could you please recommend me the right tool for next time ? 🙂

  4. On 9/2/2019 at 9:35 AM, StieliAlpha said:

    Well, sometimes it helps to read first. 🤔

    The bottom line of the article is, that those charges did not exist, resp cavalry-armor clashes happened only by chance, when cavalry bumped into armor by accident. Like in the Battle of Krojtani, based on which German propaganda shaped the legend.

    Yes, we are on the same page. that's why I call that a legend. Unfortunately, in the collective imagination, some legends persist... 

  5. On 9/3/2019 at 2:57 AM, 37mm said:

    I just checked & found these in my mod folder, presumably part of an unfinished mod for some video I was considering making... I think I got 'em from Project reality.

    It should be noted that all voice files found in the Blue forces can have arabic equivalents (including voices for incoming artillery & grenade battles, burning vehicles... stuff like that)... a fact which Heaven & Earth has taken advantage of.

    I have tried adding those voices in CMSF2 in Z folder but they does not play well. Requesting a fire mission as Syrians plays a weird sound. Is it working on your side?

  6. 15 hours ago, 37mm said:

    I just checked & found these in my mod folder, presumably part of an unfinished mod for some video I was considering making... I think I got 'em from Project reality.

    It should be noted that all voice files found in the Blue forces can have arabic equivalents (including voices for incoming artillery & grenade battles, burning vehicles... stuff like that)... a fact which Heaven & Earth has taken advantage of.

    Great thanks, do you know if there is a limit to the number of possible voices? For example, for american requesting fire mission over *.wav, there are 6 files from "american requesting fire mission over 0.wav" file to "american requesting fire mission over 5.wav" file. Do you think that the engine will read a "american requesting fire mission over 6.wav" without problem?

    The reason I am asking is that I would like to combine @Mord voices mod with HQS 3.1 mod.

    13 hours ago, Liveload said:

    Very nice. I'll go through those files in the near future and see if I can roust up a Syrian dialect to record...

    I am wondering if Google translation may help us to record the exact sentence that we would like to fill all the gaps.

  7. In CMSF stock game, I do not think there is a voice when requesting a fire mission. Is it correct? Perhaps we do not know the exact Syrian's procedure.

     

    Anyhow, playing a little with the HQS sound mod, I have copied over the files from:

    • .../voices/United States Armed forces/american requesting fire mission over *.wav

    to:

    • .../voices/Syrian Arab Armed Forces/arabic requesting fire mission over *.wav

    And, now, I can hear the Syrians speaking when requesting fire mission. Is it how it works meaning the engine checks the name of the file to associate it to an ingame action?

    Thanks

  8. 4 hours ago, Aurelius said:

    For best results, focus your artillery assets on one target.

    There was once even a version where we had airplanes, but that got thrown out due to ZU-23-2 pick ups and their AA role.

    Thanks, I am also trying not to use any initial barrage. I prefer to identify targets before sending some arty shells. Playing iron difficulty.

  9. 20 hours ago, Boche said:

    One of my pet peeves with scenarios is time limits, Often i find them too limiting. When I run infiltrations, and assaults in real life they take way longer than the two hours alot of the long scenarios give you. I would always ask for atleast 3 hours... 

    Me too, often running out of time. But, I prefer being out of time than out of men. 😀

  10. Playing Qasabiyeh - Blue Attack is quite fun as Blue. Nice scenario. I do not want to give some spoilers. But, after my second attempt, I am still running out of time. 50 minutes is quite short since I am a very cautious player. But, I have not used all my artillery assets... so back for a third attempt. 😏

  11. All right, this is the kind of WOW moment I like. It starts with a kind of mistake of my own.

    I was progressing in a little village as Syrians against uncons. With my first attacking wave progressing well, I have moved forward two more BMP1 but, been perhaps too optimistic, with their squads mounted.

    Suddenly, an enemy team coming from nowhere was spotted on the right of one of the immobilized BMP1. And, the squad inside the BMP1 opens fire using the roof infantry hatches that are located at the rear of the vehicle killing few guys. WTF.

    I did not recall having seen this in CMSF1 ever. Is it new to CMSF2?

    Anyhow, well done BF !!!

    RNNRO.jpg

  12. After few tests, it works. To be sure, the guy won't reload its RPG, you need to insure the next move order (can be anything FAST, QUICK, ...) is ordered BEFORE the RPG guy is firing.

    Right now, I am doing the following combination with success:

    1. Order your RPG team a SLOW movement toward a given position
    2. Give 10-15 seconds PAUSE order in this position
    3. Order your RPG team a FAST or QUICK movement toward your fallback position

    Playing in real time, I was sometimes not planning enough in advance the retreat of my guys...

  13. 11 hours ago, IanL said:

    I am not totally convinced about this. I get that people see it as a way to get cool stuff faster. I get that Steve knows it would be appreciated. None of that is wrong - that's not what I am concerned about.

    I worry about there not being enough scenarios for it. I can practically see the posts in my minds eye already "packs are nice but what good are they with no scenarios or enough scenarios". Queue the usual discussion about making your own and the understandable frustration with that.

    In a nut shell I worry that we will replace the common complaint "why is BFC's suff always so late" with "why is there not enough value in the new stuff that BFC puts out". Different people will be happy and sad but we'll still have both kinds of people. :)

    Yes, you are probably right. Thus, that would need to be a mix between Battle Packs and Vehicle/Formation Packs, the former using the units of the latter.

  14. On 8/19/2019 at 5:44 PM, IICptMillerII said:

    Or a slightly larger pack that adds in a new formation, such as unconventional fighters for CMBS as an example. 

    On 8/19/2019 at 11:30 PM, Mord said:

    I don't have a problem with seeing more packs. I'd love to see more packs! I don't think they've been utilized near as well as they can be.

    ...

    I am much more interested in vehicles, weapon, formation packs than anything else and have been looking forward to seeing some more. I thought BN's had a good amount of content for its price. And I'd be happy to see them for all game titles.

    For modern titles such as CMSF2 and CMBS, I think that this will be a good policy to just introduce new countries / formations / vehicles (with packs) and create a kind of sandbox for the community to play with. You should truss the community to create brilliant scenario (it is already) with the new toys you will give them.

    My two cents...

  15. On 7/27/2018 at 5:42 AM, Battlefront.com said:

    In the mid 2000s OpenGL was API of choice for 3D gaming.  Or at least it was supposed to be.  DirectX had a spotty history and OpenGL was still regarded as the better platform to be based on for the type of game we make.  We also chose it because we didn't want to rule out having a Mac version, which is what would have happened if we went with DirectX (we can't afford to make and support two versions of the game engine).  That said, as we were moving along DirectX got much better and OpenGL kinda lost the attention of both game developers and card makers.  That shaped what came later.

     

    ...

    That said, eventually we will have a new game engine.  Obviously it will be written with contemporary technology in mind and won't be OpenGL as we view it as a dead end.  It will also benefit from 20 years of experience with how best to simulate tactical warfare on a computer.  It's only a matter of when, not if :)

    Steve

    Hello Steve,

    I have missed this post so sorry to react with one month delay.

    Have you already decided on which technology the new engine will be based? Do you lean towards Vulkan? Or, are you going back to DirectX?
    I imagine that you will develop your own engine not using things like Unreal Engine, Unity or something else to remain independent.

    And, just for my information, did you program CMx2 in C, C++, or something else?

    Thanks

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