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Kwazydog

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Everything posted by Kwazydog

  1. I agree that is contains good info, and it would be a pity if other such info had been missed due to the nature of the posts in between As I mentioned I only have so much time to read through all of these posts, and if a poster tends to offers little in useful feedback then its easy to miss it when they do.
  2. Sandy thanks, and I will pass it on. Please feel free to email me the test file so I can check it out, but I beleive I know what you are referring too and its already on our list. I know that house to house fighting is certainly one area we will be looking at shortly as it is in need of tweaking, we have just had some higher priority issues up to this point. It is also an area we wish to expand on in the future to add considering more detail. Molotov, my point was actually that most of Sandys posts up to this point have been about bashing us or Steve, with more than one thread started on that very matter. When there are hundreds of posts a day to look at these tend to get filtered out as noise as they dont contain information relevant to what I am looking for (bugs and feature feedback). We are more than happy to respond to useful feedback and will continue to do so, and look forward to more such feedback from Sandy and others! Dan
  3. Sandy I think we have been very receptive to constructive criticism and opinions, and Steve has spent a lot of time listening and responding to such threads. The key is that the criticism needs to be constructive to be helpful, and I havnt seen you providing much of that thus far, as can been seen looking through the recent threads you have started. As such to be honest with you I usually skip over your posts as there are so many to read, but if you do wish to provide constructive and useful feedback we will be more than happy to listen to it. Dan
  4. Guys, just so you know the 'better' and 'best' texture settings in 1.03 draw 2 textures per terrain type as opposed to 1. This is why these settings are showing a noticable slow down over lower settings. Setting your textures to 'Improved' in 1.03 is the same as setting it to 'Best' in 1.02. Just wanted to clarify that so you know what is happening there.
  5. GSX I/we cant be everywhere at once, but if people email me about inappropiate behaviour I look at each and every case. In fact many a time I have stepped in and told the old timers to chill when the new guys ask questions, and its a behaviour I have not personally noticed in some time. In this case I was just browsing threads and saw terms such as "Blow me dude", "STFU" and "The rest can circle jerk without me" being thrown around and suggested it was inappropiate according to the forum rules, as I would have no matter who was doing the posting. [ September 06, 2007, 03:42 AM: Message edited by: KwazyDog ]
  6. Yup, noted Mord Currently the ATGMs use a generic animation, but it is something we can expand on in the future and hope to do so. Ill check out the placement of the combatants in the pickup for next patch! And yup, the BRDM has a 500m dead zone! Dan
  7. Guys as many of you know we have always had a policy against advertising other companies games in our forums, whether they are competition for our games or otherwise. As the question has been answered Ill lock this one up.
  8. I see. Well as you’ve decided to take leave from the forums it is really not an issue either way, so lets leave it at that. [ September 05, 2007, 08:01 PM: Message edited by: KwazyDog ]
  9. Because it is part of the rules you agree to when participating in these forums Adam. I haven’t seen anyone else responding to you in the manner you have in the last page or so and if they have this applies to them, also. As I said, I have no problems with you disagreeing with others but if you are posting to these forums just do so with a certain level of respect.
  10. No worries Adam, your choice. If you decide to return all Im asking is that you address others, or as it turns out pretty much the entire forum community, with a little respect. I dont think that is a big ask. [ September 05, 2007, 07:18 PM: Message edited by: KwazyDog ]
  11. Adam, you are more than welcome to express your opinions, but the tone youve used with several forum members here along with the crap you dealt out to them is far from appropiate. I not sure what you problem is but I think this is a good time to go away, take a chill pill and decide if you wish to continue to participate in these forums or not. If not then no worries, maybe its time to move on. If you do, great, but lets start having a discussion like adults instead of children in a school yard.
  12. Thats just becuase not all vehicle textures are needed for the demo, so we removed them to save download. That wont affect frame rate in any way. I just did a check and FPS for me is the same in the origional demo, the current demo and 1.03, providing I used balanced settings in all. Im guessing youve tried all of the various settings under the options menu so at this point Im not sure why you are seeing a significant reduction when most people have seen a slight increase if anything. Does the game look fine in smaller scenarios out of interest? [ September 05, 2007, 03:10 AM: Message edited by: KwazyDog ]
  13. Knaust, try setting your in game settings to balanced for texture detail and see if you get similar frame rates to what you previously experienced. The more detailed terrain does slow down frame rate slightly, so if you are ona higher setting you may notice this, but on balanced you should be using the same terrain textures method as in previously versions of CMSF. Dan
  14. Peleprodigy, part of the problem with fraps is that when recording a movie it instantly knocks around 15fps off of your frame rate, at least it does in my system. Unfortunately short of sending the video to another system to record there isnt a lot of choice out there.
  15. Depending on the time of day there will be times when they are harder to make out as the sun is coming from an almost 12 oclock position, and unless we artificially light the terrain there isnt a lot we can do about this unfortunately. We will look into this further though.
  16. As has been mentioned, the changes are far moee involved than texture swaps. We now use a combination of texures for each terrain type so that we remove the majority of the ugly repetition issue we had in CMx1, which also allowed us to adjust the code to show much more detail at a distance. On top of those changes we adjusted the way the lighting engine reacts to terrain to help bring out the elevation detail of the terrain. Hope that helps explain the details. Not that the new multi-texture terrain is only available in better or best modes. Dan [ August 31, 2007, 05:48 PM: Message edited by: KwazyDog ]
  17. Glad you guys like the terrain changes! Overall terrain was the primary graphical item that some werent happy with, so we revamped both the textures and the placement method for 1.03. We also adjusted the lighting contrast and added a little reflection to the terrain surfaces which should also make a big difference, especially in the mornings and afternoons. Below are a couple of shots for those still waiting for the download. Screen Shot 1 Screen Shot 2 Dan
  18. Hi Mord! Actually something like this is certainly not impossible. Its a little more complex than just the 3D models though as flavor objects do provide cover and can inhibit movement so some extra coding is likely required for each item. As such I would have to discuss the technicalities with Charles in the future. Down the track though, particularly for WW2, some more flexibiliy here would certainly be nice . Dan
  19. For what its worth, this is essentially what you can do via a spotter in game. Its not perfect but certainly functional for what you describe from a simulation standpoint. I think that that is being rather dramatic. Moving mortars off map was a design descision for a number of reasons not related to artwork, but as a result I had the available time to include a bunch of Russian vehicle variants that were not origionally planned for inclusion. Overall this should provide for much more variation of game play than on-board vs off-board mortars likely would have. That being said we will certainly be revisiting them in the future. [ August 22, 2007, 06:12 PM: Message edited by: KwazyDog ]
  20. Hi Hawker! Actually I dont know the answer to that one, but Ill pass it onto Steve so he can check it out when he has a min Ill also look into the SAW issue from my end! Dan
  21. They have a lot actually, which is why they werent left out. The Syrians have 82mm and 120mm mortars available to them? [ August 20, 2007, 10:59 PM: Message edited by: KwazyDog ]
  22. Hi Steiner! Mortars were moved off map for various reasons and are acessed via the same means as heavier artillery. Its certainly possible that we may add them in in the future, but whether this will be before we head back to WW2 or otherwise as this point Im not certain. Dan
  23. Pad, the feet issue should be fixed with the next update. Its just a minor change required to the seating posture and it has already been cleared with Charles. With regards to the other two issues, are these still an issue in 1.02? If so, please email me a save showing such a problem, if you have one, and Ill pass it directly onto Charles (save games make it signficantly easier to track down such issues). Tooltip are certainly on the wishlist, but arent a 'graphical' feature I can add without code changes, and we are focusing on other areas right at this moment.
  24. Good stuff. Ill pass the TOE into Steve so he can look into it. The building issue should be an easy fix as I beleive I know what is causing it, but Ill have to see if time permits me to get to this one for 1.03 after Ive finished up the terrain changes. Thanks Steiner! [ August 20, 2007, 12:30 AM: Message edited by: KwazyDog ]
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