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      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
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weapon2010

Entering Rubbled Buildings?

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I presume it represents rubble that is too rough and tumble to permit entry vs rubble that has been pulverised smoother so it may still be entered. I have never scrutinised the artwork to see if that makes it obvious.

 

IIRC, this has existed since CMX1?

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womble   

Nope, the waypoint won't stick in the rubble, but the pTruppen you send to that waypoint will enter the rubbled area if it suits the TacAI's interpretation of how they're meant to be oriented. All rubble spaces are created equal. In the same way as an infantry waypoint can't be nestled into a hedgerow, but will be put in the centre of the half-AS you click in, the rubbled area won't let you pop a waypoint in it, but in the nearest half-AS. It's non-intuitive, like the target line drawn when you're creating a Target order from a waypoint other than the element's current location.

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I think it's another of those issues where the graphics don't quite match what's really going on in the game. The player sees a smooth little neat pile of rubble, completely churned to gravel, anyone should be able to climb it and stand on it. So the player doesn't understand why he can't make his troops do that. The game on the other hand probably sees that rubble as an impassable mess of masonry, shattered timber, steel beams, etc.

 

The CM series used to be more heavily abstracted, making it easier to understand that graphics were not 1 to 1 representations, but as graphics improved, things like this start to seem more odd, especially to new players.

 

It's a bit like when we were playing pacman, nobody complained about lack of physics modeling or shadow accuracy :) But in modern games, things look so much like real life that the tiniest faults start to stick out.

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womble   

Oh, no!  Its an uncanny valley discussion.  Sorry, couldn't resist a reference to a very old debate.

It might seem so, but it isn't. It's just a matter of where the game can plonk waypoints. pTruppen will use rubble; it's not impassable to infantry, you just can't put a waypoint directly on it. The TacAI makes sensible use of it though.

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Thewood1   

I was referring to this line...it is uncanny, through and through.

 

"It's a bit like when we were playing pacman, nobody complained about lack of physics modeling or shadow accuracy  :) But in modern games, things look so much like real life that the tiniest faults start to stick out."

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Picking up on what "womble" posted. I might be wrong, but the way I see it is this. The map consists of equal sized AS to regulate movement etc. When a designer puts a building on the map, because they are of various sizes and, the fact that they can be set on a diagonal, they are in effect creating a new AS on top of the original. Therefore buildings can be targeted without the player having to target the ground they stand upon. And units can either move into the AS without entering the building i.e. standing outside it. Or, can enter it if you click on the building itself. Once a building has been reduced to rubble it no longer creates a separate AS. Therefore units will fill the AS as if it was empty ground. So a squad will have 1 or 2 teams in the rubble and 1 or 2 outside depending on the size of the now destroyed building.

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<snip>  units can either move into the AS without entering the building i.e. standing outside it. Or, can enter it if you click on the building itself. Once a building has been reduced to rubble it no longer creates a separate AS. Therefore units will fill the AS as if it was empty ground. So a squad will have 1 or 2 teams in the rubble and 1 or 2 outside depending on the size of the now destroyed building.

 

This may explain some behaviors I have seen.  I will have to pay more attention and see if it always works out this way.  Good explanation. 

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