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Webwing

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Posts posted by Webwing

  1. I tested this extensively(Red Player X Blue AI) and can't seem to find a way to make it work. Am I missing something or is it a bug?

    If I put them on the roof tops in the setup, it works fine. They stay there and do whatever is they do. But after that...

    There are four options: Mixed, Bottom Floors, Top Floors and Roof.

    It does not seem to make any difference which one you choose.

    If I paint exactly the building with no area around it painted then they will for sure enter. But will still not go to the top floors. However sometimes you can't paint the building exacly when it is on 45 degree angle.

    Most of the time infantry wont even get into the buildings, even if under fire and just outside of the building after they dismounted. That's odd since when you are playing Blue and order them to dismount from a Striker for instance, they will immediatly go to the closet building to find cover.

    So this is an issue related to the Editor only.

    Again in the editor. If they ever go to the building they might go to the roof for a few seconds, apparently to check for enemies(?), and get down again immediatly.

    Has anyone had a better experience. Or is this on "the list" for a future patch?

    [ November 24, 2007, 12:39 PM: Message edited by: Webwing ]

  2. I'd like to see the time limit extended from 2 hours to say... 4 hours. The reinforcements also from 1 hour to 3 hours.

    I like to take may time. I like to save a mission and then carry on the next day. I can think of many scenarios where more time would make for a really realistic and immersive experience, conter attacks, regrouping, etc.

    It would take a minute to code this.

    Also there is no down side to it. One can still design battles that will last only 30 minutes.

    -

    [ November 24, 2007, 12:43 PM: Message edited by: Webwing ]

  3. Thanks KwazyDog,

    I tried with every possible setting.

    For the best results I have textures at the minimum. Model quality makes no difference and Vertical sinc seem to make the textures look a bit metalic.

    Anyway I managed to attenuate the problem. But the textures themselves have changed from previous versions.

    -

  4. TOW's mission editor uses triggers extensively. It's very powerfull. It is the only way to make troops react using the mission editor. Now in CMSF editor you can only act. The reaction is up to the TACAI.

    The beauty of the conditionals/triggers is that you can do stuff like: If A sees B, A go to X. If A takes X loses A retreats to B, etc. The possibilities are endless.

    Then again CMSF has a TACAI whereas TOW does not.

    If they include it in the editor even in a script form it would be great. If people dont want to use it, just dont, and let the AI take care of the tactics.

    But to be honest I wouldn't put this as a priority in my list if I was BF.

    [ November 22, 2007, 02:54 PM: Message edited by: Webwing ]

  5. I was studying the classic Hummertime v4.

    Unbelievable! What you did using the editor deserves an award.

    I bought this game mostly to play with the editor. Now I'm paralized! redface.gif

    I thought the editor was way too limited in the variety of textures and objects. Now your scenarios show that so much can be done with them.

    People complain that there aren't as many scenarios for CMSF as there were for other CM titles. What they don't realise is the amount of time and talent it takes to make a scenario of this quality.

    Seriously, BF should hire you to make a whole add on campaign.

  6. I also want to know about 1.05, bug fixes, etc.

    But in the end what this game really needs is more high quality scenarios. The ones George Mc created are masterpieces. He truly understood this game's engine and how to create a mission design that will make the most out of it, that will make CMSF really shine. Not only they are immersive and entertaining but he avoids areas where the game is not so good.

    I think if another campaign with his missions ware released everybody would realise how good the game really is. In spite of bugs, questionable design decissions, etc.

    Most of the time people have this dream mission and they want to adapt that to the game engine. I have the feeling that George did just the oposite. Let's see how to best use the tools at hand!

    [ November 21, 2007, 11:49 PM: Message edited by: Webwing ]

  7. George,

    Fantastic! Just finished it.

    Your missions are very realistic. The layout of the maps and mission itself. I think you managed to figure out how to bring out the best in CMSF.

    Altough many other types of enviroinements/maps can be designed, the ones you create seem to make the game really shine.

    High buildings, high walls, hills, etc, are all possible. But it seems to me that in small suburbs with 2 or max 3 stories high buildings is where this engine works best.

    This Rescue map is very convincing. Even with the limited flavor objects and tools at your disposal you manage to create a very belivable town.

    I'll study your maps closely and try to figure what makes them tic before releasing any maps of my own.

    What's next? smile.gif

  8. Nope.

    Settings and a screenshot.

    settings2fs4.th.jpg

    Settings

    screen2ra9.th.jpg

    Screen with the settings above.

    In a way I'm relieved that this is not the way it should be. I was under the impression that this was the "minor" visual downgrade to improve fps.

    Thanks for the help so far.

    [ November 21, 2007, 02:48 PM: Message edited by: Webwing ]

  9. :D Sure does, from my description!

    Now reading my post I feel I was a bit too harsh. I can see the great improvement in the game from patch to patch. I’m having a lot of fun with it.

    I was just frustrated with the graphics since I had just played it with previous version and then when I fired up the 1.04 it looked so different.

    But lets get down to business.

    Heres a screenshot.

    screen1cp5.th.jpg

    Worse though is that when I move the mouse (all the time!) those dots fliker!

  10. Can we have an option to set the graphics back to where they were pre-1.04 patch?

    I know how annoying this is for you. Change one thing to please some and end up displeasing others that were happy before. But in this case it should have been an option added to the options panel, like others you have there.

    I don’t agree it was just a marginal quality loss in the graphics. I think it was a huge loss. The graphics weren’t fantastic to start with, but now!? The colors are pale, bland, sterile. Too much light, no atmosphere. I don’t think people that liked the CM1 series liked it because of the crap graphics. They like it in spite of it. And now the graphics are back to CM1 standards. I see all those pixels flickering now like someone sprinkled dust on top of the map. I set everything to max in the options panel and its all the same. I realize I have to live with the magic carpet flying in the space weirdness. I see the up side is that I can create some nice elevations with this sort of map. But the quality of the graphics! I can understand you want to please people with slower machines, and that is fine, but why not give this as an option instead of take all of us one step back.

    Maybe I'm missing something but I have put all the options to max in the options menu but nothing brought back the nice ol'graphics.

    [ November 21, 2007, 02:03 AM: Message edited by: Webwing ]

  11. Thanks to all for the feedback.

    I haven't had time for games in the last months so no TOW for me in a while. I'm not even sure I can remember how to play or use the mission editor anymore.

    Anyway, more than 3.000 downloads of the tutorials so far!!!

    I'm thinking of using my spare time now to take a look at CMSF and specially it's mission editor. Let's check the DEMO again first...

  12. Fantastic, as usual!

    By now you are suffering from your own competition and high standards. We only expect the best from you! :D

    Originally posted by KeBrAnTo:

    Vety good, but ... IL2 scenes included in the video ???

    I think that's not allowed, check it :?

    But the movie brilliant ...

    If I remember it right Moon (or Madmat?) has said that would not be a problem since both games are from 1C but the score needed to be original or copyright free.

    --

  13. Originally posted by Jard:

    Now I just need to learn how to use the mission editor properly. TOW's weakest point are definitely the missions that came with it.

    I heard there are a few video tutorials that might help you get started! ;)

    --

  14. --

    I just checked the tutorials and they have passed the 1.000 downloads mark!!!!

    I just hope everyone got what they expected out of the videos.

    I'm not sure I'll do another tutorial. I guess this is probably enough to get people started.

    Most topics related to the Mission Editor are being discussed in various threads by people that now already have a lot of experience with the Editor. Personally I'm learning a lot of stuff by reading those threads.

    I just wish we could get a forum area just for Editor issues. It would make things a lot more organized.

    --

  15. Originally posted by rofl:

    In the case some busy missionbuilders need such stuff i made some clean briefingmaps without any arrows, artypositions,...

    2 or 3 was in game but i put them also in the folder, all others i've reworked with PS as good i can redface.gif

    http://hosted.filefront.com/rofl21/

    Great idea! Thanks.

    I was going to suggest in my latest video tutorial about this, that people should post their clean maps so that others would just have to add the arrows and flags then.

    We could also have an arrows, fags and other graphics, database at cmmods.

    ---

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