Thomm
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Everything posted by Thomm
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<blockquote>quote:</font><hr>Originally posted by Moon: Doodads pop up at something like 1000m distance, usually far enough that in fact you don't notice that they pop up, since they are too small to be visible otherwise!<hr></blockquote>Okay, I guess a clever programmer would tie the "pop-up" distance of doodads to the size of the doodad! Therefore, something as big as a fence will pop up at 1000m while something as small as a bundle of grass will pop up at 10 meters. Either way, what you presented so far is breathtaking! By the way: Are there telephone poles?! Are there any plans to re-mesh the soldiers' faces? Regards, Thomm
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<blockquote>quote:</font><hr>Originally posted by Goanna: Finally, cash. I run a small business and if someone told me that I could have say US$350,000(US$35 x 10,000 copies) now for a product that I was going to release in three to six months, I'd be all over that money like stink on **** my friend. Cashflow is king in the small business world and if you don't think that cashflow injection would help BTS out in a number of ways, you need to return to first year Economics.<hr></blockquote> WOW, you completely forgot that in the case of CMBO the credit cards were charged as soon as the product left the house, not months before (Anything else would not be very moral in my opinion)!
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Well, lots of ideas are thrown around with respect to graphics improvements. In my opinion, the most gain could be obtained by directing rendering power to the display of dust and smoke clouds of all kinds. Case example: Empire Earth. Real time "fantasy" strategy, therefore not very appealing to me. But what caught my attention was that after the soldiers fired their rifles, the muzzle smoke hung around longer than it took the soldiers to reload and fire again and, thereby, producing another smoke cloud. The battlefield was soon filled with (rather persistentr) smoke and dust! This looked great and was definitely a better investment than a higher polygon count or shadows or real time lighting. Smoke is a good way to visualize the flow of the battle, or the path of a vehicle for example. Of course it is another topic that one would have to perform LOS checks for every particle that is produced Regards, Thomm
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Hmmm. I posted that URL to advocate the nice collection of WWII photographs, sorted by topics like muzzle flash, burning vehicles etc. I did not want to provoke an off-topic discussion about Panzer Elite. Regards, Thomm
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Check out this site containing particle effects for Panzer Elite and a lot of photographs of explosions/dust/dirt/muzzle flashes ... http://dreamwater.net/cotton/ The next step of graphical realism in CM is tons of dust and smoke, in my humble opinion! This site is a good source for that! Regards, Thomm
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Get Andrew´s SUPER HI-RES JEEPS from TCMHQ
Thomm replied to a topic in Combat Mission Archive #3 (2001)
After all these days it still looks damn cool! A reference mod! -
Behold: The Jeep! Ready for Release!
Thomm replied to AndrewTF's topic in Combat Mission Archive #3 (2001)
I wrote it before and I will write it again: OUTSTANDING! And I like how the shots show depth blur on the background! Very nice effect! Regards, Thomm -
Last Minute CMBB Idea: Maps in Briefing!
Thomm replied to Thomm's topic in Combat Mission Archive #3 (2001)
Of course file size would be an issue. Therefore, those additional files should be downloadable as separate files. The scenario file "as is" should not depend on them (otherwise each save game file would have bitmaps included). It should only include the name of the bitmap file and an alternative text like "I did not find the file XYZ.jpg in the folder XYZ. You can get it at website XYZ" So if you PBEM, the opponent gets a self-sufficient save game file but also a message that (s)he could download additional media for the briefing. I think it could work this way. Thomm [ 12-04-2001: Message edited by: Rollstoy ]</p> -
I think it would be great to allow the inclusion of bitmap files in the briefing. Those bitmaps could display maps on a larger scale than the in-game map and, therefore, provide an overview over the strategical situation. Furthermore, scenario makers, who did a lot of research, can really show off the quality of their work by providing additionally reference material and showing how their CM map blends in the surrounding area. It would be nice to see why you have to defend a particular bridge or town. Even though most of the time the background story is told in the briefings it would be nice to have a graphical representation as well. Regards, Thomm
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very minor mod announcement
Thomm replied to Tanks a Lot's topic in Combat Mission Archive #3 (2001)
I think the top of the summer wall should be brighter than the side walls because it catches more sunlight. Regards, Thomm -
Yet another mod preview--NOT a uniform this time!
Thomm replied to AndrewTF's topic in Combat Mission Archive #3 (2001)
Most impressive!!!! Best mod I've seen in months! Regards, Thomm -
German Combat Mission Review
Thomm replied to Bakker@home's topic in Combat Mission Archive #3 (2001)
Quoted from the review: <blockquote>quote:</font><hr>Beliebte Schwachstellen sind Panzerfahrer, die man von ihrem "Thron" schiessen kann, sofern sie nicht rechtzeitig die Luke dicht kriegen. So einen Panzer kann man daraufhin bemannen und für eigene Zwecke benutzen.<hr></blockquote>translates to ... <blockquote>quote:</font><hr>Weak points are the tank commanders, who can be shot if they do not button up in time. Such tanks can be manned and used for own purposes.<hr></blockquote> When was this feature added :confused: -
<BLOCKQUOTE>quote:</font><HR>Originally posted by lcm1947: ... if one .50 cal. is bad what would this thing do. :eek:<HR></BLOCKQUOTE>Watch Waterworld with Kevin Kostner and you will know what it can do according to Hollywood! Regards, Thomm
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Why can't someone real start the Peng Challenge Thread?
Thomm replied to PawBroon's topic in Combat Mission Archive #3 (2001)
<BLOCKQUOTE>quote:</font><HR>Originally posted by Slapdragon: [QB]Just a cross post from a game I am wailing on Grog Dorosh in. This Pak40 gets the iron cross.<HR></BLOCKQUOTE>How is it possible for a human player to loose 4 tanks to one and the same tank?!?! And then people complain about the AI!!! -
:"The Plague" IL-2 Sturmoviks in CM2
Thomm replied to Fieldmarshall's topic in Combat Mission Archive #3 (2001)
<BLOCKQUOTE>quote:</font><HR>Originally posted by phil stanbridge: I love the IL-2 simulation (demo that is). Why?<HR></BLOCKQUOTE>I guess my computer is too weak (Celeron 466/128MB/Matrox G400), the cursor key control did not work properly (I do not have a joystick) and I did not like the graphics (watched the self-running demos with all details on, except for the terrain). Furthermore I think I am too spoiled by "God-view" games (like CM) to cram myself into a first-person cockpit. But I am happy to read that somebody likes it!! Regards, Thomm -
:"The Plague" IL-2 Sturmoviks in CM2
Thomm replied to Fieldmarshall's topic in Combat Mission Archive #3 (2001)
This could be the priority list to distinguish aircraft in CMBB: armarment armor speed agility If you model specific planes, you have to identify them somehow! But the planes are not shown as 3D models (yet). So how are we going to know which specific plane is attacking? There is nothing to click on! Regards, Thomm P.S.: Does anybody actually like the IL2 simulation? -
It's cold in Russia : Sturmgeschütz Wintermod
Thomm replied to Scipio's topic in Combat Mission Archive #3 (2001)
AWESOME!!! Excellent contrast and lighting! I love it! -
And if you jump around during replay you could actually hear the same sound twice ...