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Other Means

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Everything posted by Other Means

  1. The more general case of things being re-set during playback is the major reason people think WEGO is a kludge I think. Coolio.
  2. <ul> <LI>Alt for strafe</LI> <LI>Click and tab to dead unit</LI> Especially the 2nd, which is how I used to navigate round the map, mainly. And as for "alt", I know strafe can be done in different ways, and maybe I should adapt, but it made camera control really easy for me. Any chance in 1.05? Cheers. [ August 27, 2007, 11:46 AM: Message edited by: Other Means ]
  3. I have no idea why there's several of the same rocket in the inventory instead of a name and a number.
  4. Doesn't always work that simply with binary representations. 2 = 10 1.25 = 1.01 1.4 = 1.0110011001100.... </font>
  5. They're arbitrary to some extent, in so far as you can internally represent them as whatever you want (suitable for machine performance). From a code management point of view though, sticking to a standard set of units (SI units) and having all distances in meters makes a lot of sense, rather than wanting 5m grid squares represented as size 8 - so each unit of distance if 0.625m. 'cos then you have to convert all other distances to those units, and it is so very easy to get some scale factors the wrong way around or stick something in in meters instead, and you have a very hard to find bug. </font>
  6. Entirely depends on how you define the size of one tile of the corresponding grid. Could be 2 meters (Close Combat), could be 3.14159 meters. Both measures are represented by one binary bit, but convert to different metric values, if needed! Best regards, Thomm </font>
  7. Umm, they're arbitrary points...you could make them 10m if you wanted. Then when you halve it you're representing 5m -> 2.5m -> 1.25m. Not, of course, that it matters.
  8. Fantastic, I think. If the indicators have a graphic to show state, plus you can select which state is shown: brilliant. Hopefully you can instantly tell what was being shown, so you don't mistake a full-ammo pinned squad from an empty non-pinned. Having them flash when the unit takes a casualty/damage would be good too. I'll now shut up about this and wait eagerly for implementation.
  9. As Steve is around the forum I'd like to invite him into this thread. Grab a beer, put your feet up, call the dog a bastard - welcome!
  10. Cool - thanks Steve. I can live with setting the affinity for now but it'd be nice to be able to get the max out of the system. I bought it for SF after all
  11. The other thing of course is different icons for different types of units. I know this happens to an extent now but I'd like it extended to snipers, AT teams etc. Also, if an icon could flash when a unit took a casualty I'd get a lot more SA from it. To reiterate - I play using the icons. To me they have become my proxies in the game as it's difficult to make out the units - therefore the more info I could get from them the better.
  12. Here's the GUI enhancement I'd like: Unit icons to display unit status In CM1 you could alter the size of your units and so see them from all over the map. In SF, due to 1-1 representation, this is no longer possible. So unless you zoom in on every single unit you can't get a good view of what's actually happening. Basically, if you're like me, you play using the icons. Therefore, does it not make sense to display the unit status in the icons? Swap the graphics from standing to lying down for pinned, change the colour for casualties, have an indicator for ammo. I assume it's all possible, and to my mind very desirable. I would be happy if it even just gave me the pinned status. I know each individual has their own state in the game - and that's excellent - but the unit itself must have some kind of global morale. If the icon showed this the game would, IMHO, be far more playable. Especially in RT. It doesn't break the design philosophy of the game, you could even start to introduce FOW factors to it, it just gives a quick at-a-glance guide to how each unit is doing.
  13. I seem to be doing a lot of this recently but here we go again: yes I agree.
  14. I'm for it. Therefore it's the best thing to do.
  15. Steve, I still have to set the Affinity to one or the other processor when the game is running, otherwise it does strange re-draws all the time. I've got this chip: http://www.dabs.com/productview.aspx?QuickLinx=4MM7 and this Vid card: http://www.dabs.com/productview.aspx?QuickLinx=4FNQ This mobo: http://www.dabs.com/productview.aspx?QuickLinx=451B And this RAM (just for completeness): http://www.dabs.com/productview.aspx?QuickLinx=4KZC Running XPsp2.
  16. John, one of the best CMBB games I've played is: KP-Ghost Column at Rzhavets FYI,it's at night but it's flippin' brilliant.
  17. That sounds brilliant - how about the Dual Core fix?
  18. My last campaign fight ended with the Reds surrendering. Fine, good result, except of the 3 areas I meant to capture I only got points for 2, as that's all I was in. How come - surrender and I should get ALL the points, surely. They had a fair sized force left too, so you would expect more for that I'd have thought. I know it's - hoho - pointless once the battles over but dammit I WANT MY POINTS. ...And breath. Anyone else bothered by this?
  19. WEGO all the way baby...ahhh yeah. <font size=1>wakka wakka WAK WAK...</font>
  20. Think yourself lucky. The Mrs wonders why I throw the headphones away with such a look of distaste. Blerg. Can we unzip the sounds and empty wav the music ourselves or is there some error checking in there that would break?
  21. I'd hope for the British before Marines, just for the Chally 2.
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