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Madmatt

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  1. Thanks guys, we will have a look at all of these issues! Madmatt
  2. There is no soap operaa and there is no artifical delay going on. Thats the #1 issue everyone seems to fail to understand. There is much more to releasing a patch than simply getting the files from 1C. First off, even though they send us there version of English, EVERTHING and I mean EVERYTHING they write has to be re-edited into actual READABLE English. In this case, because the Uber-Patch includes an entirely new Map Editor which allows realtime 3D editing of terrain, plus another new Campaign, all those files have to be proofed as well as tested. Battlefront NEVER simply accepts code from ANYONE and releases it without allowing our own testers to hack away at it. I am glad that 1C has released this patch already in Russia, thats meaningless to me though because I have not as yet approved of it for OUR customers. You want to know WHY this game was delayed so often in the past, WHY it went through so many different publishers? Because no one had the BALLS to stick with it until now and PARTNER with 1C to help sculpt this game into what I have always known it could be. Did the game get released in a condition which was below my expectations? Yes, it did and making that decission was not an easy one and one in which I was never pleased with but the game HAD to get released otherwise it was never going to see the light of day and Battlefront and 1C have both commited to this game longterm lifespan and future development. The first big patch fixed the majority of technical issues that the game exhibited and this next uber-patch not only fixes some of the other ones but offers a huge amount of new content. That new content needs to be tested, and the results sent to 1C for review and thats whats been going on. Recently, 1C and Battlefront have put in motion the next batch of game improvements and additions and where we are right now is looking into if we can easily encorporate those even newer features into the patch we have now, or not. All of this work also has to fall into Battlefront.com normal release schedule as Theatre of War is NOT our only game and just like every other company, we must position our products to get the maximum limelight with coordinated media alerts, press releases and gaming website coverage. Do you really think we can snap our fingers and a patch just magically appears on dozens of sites overnight? And remember, all of that can't even begin to occur until AFTER the final Quality Assurance tests are completed. Battlefront is in the business of ENTERTAINMENT and I agree, Theatre of War can only benefit from some renewed gamer excitement, which a patch like this can generate, but only if its released in a closely coordinated and planned way. I know you want the patch, and I want you to HAVE the patch, 1C wants you to have the patch, EVERYONE wants the damn the patch, but please let us do our jobs and get it to you in the right way and in the right shape which will not only benefit you the gamer (who's love of the game we will always appreciate and respect) but in a way that will also benefit the games long term survival. I am sorry if you sometimes feel leftout in the dark. I am a gamer first and foremost and I really hate it too when I have to wait on a patch for my favorite game, so I can relate. Hell, I work with 1C and I still don't know when the 4.09 patch for IL-2 is coming out so I really DO know how this all feels. But, having said that, I also know why this stuff can take longer than expected and thats why we sometimes have to be more guarded than we would like in what we can tell you. So, the patch IS being worked on, and I can say 100% that it won't be out this Xmas week, but I can also say that if I can get it out in what some are referring to as the Jmayer version WITHOUT waiting for some of the new stuff we are working on currently (like the Quick Battle Generator and new Online Server Browser) then I will do so and such a patch could, thats COULD, capital C "OULD" be released as early as the first week of January. So, there you go, no soap opera, Jmayer wasnt permently kicked from the team (but I did yell at him and step on his weewee some for breaking the rules of a NDA), we aren't delaying the patch for artificial reasons, we arent going to simply move all the patch features into a new "for-pay" addon (although such a product is in the works but more on that later) and beleieve it or not WE and more to the point, ,I am ever bit as commited to this game as I was the first time I saw a beta of it and rushed to tell the rest of the guys that "we have to get to work on this game!". So, there you have it. It's not pretty, it may not be what you want to hear, it may irk you that sometimes outside business factors influence a patches release but as I have always tried to tell you, it IS the truth. Now, go and spend a happy holidays with your families this week, enjoy the new years celebrations and when you all come back here in 2008 maybe I can have something new for you to play with! Madmatt
  3. We are not telling you nothing, but we are telling you what we CAN tell you at this time. A patch testing cycle and features are often convoluted and ever changing, so as such, its best to only say what is clearly confirmed. This patch is very large and contains a ton of stuff and I know the waiting can seem unbearable, but thats just how it goes sometimes. Good things take time and if that means that I have to delay a patch release a few more weeks or even months then I have no qualms at all about doing so. Madmatt
  4. We can think of no better way to ring in the holidays than with a brand new patch all wrapped and ready under your tree! With that in mind, we present to you the new Strategic Command 2 Weapons and Warfare v1.02 Patch! Hubert and his band of happy tester elves spent this holiday season working on various issues and game improvements including tweaks to the raod network system and and think you will like what they have to offer. Strategic Command 2 Weapons and Warfare v1.02 Patch This is a PATCH for the expansion pack and will only work for the Battlefront.com English language version of Strategic Command 2 Weapons and Warfare Expansion. This patch will not work with any non-English version of Strategic Command 2 Weapons and Warfare at this time. Separate patches for the other language versions will be released in the future. V1.02 GAME ENGINE CHANGES - Fixed an Amphibious Warfare research upgrade error - Fixed an Amphibious Transport properties display error when Amphibious Warfare Research Levels are > 0 - Fixed an AI unit upgrade error - Amphibious Transports that end their move adjacent to an enemy Battleship, Cruiser, Destroyer or Carrier will now be automatically attacked regardless if it was hidden or not under Fog of War. Note, unloading after the automatic defensive naval fire, will still be possible if the Transport is stopped adjacent a valid debarkation tile - FREE UNIT script now called when a SURRENDER_2 event is triggered - Fixed a combat error that caused a CTD when a hidden rocket attacked a defending unit on a resource - Roads now eliminate supply range penalties over rough terrain such as mountains, marshes etc. - Fixed an AI upgrade error - Fixed a SUPPLY SCRIPT error that targeted resources such as Fortresses that were set to 'Destroy On Overrun' - Subs that dive and move will now move in a more random directional pattern EDITOR RELATED CHANGES - Fixed an Amphibious Warfare research upgrade error - Added #NAVAL_DEFENSE= entry to localization.txt - Build Limits can now be set to (None) and this will subsequently delist them from purchase in the Purchase Unit dialog, i.e. useful for modding when you want to eliminate certain unit types from in game purchase - Updated several FLEET events for the UK to take better advantage of the modified Amphibious Transport rules - Updated several bitmapped flags - Added some Axis AI UNIT script and GARRISON enhancements for the post D-Day period - Fixed a railway disconnect between Narvik and the adjacent mine - Made an adjustment to an ACTIVATION#2 event checking for UK aggression in Norway, it now checks to see if Norway has surrendered to the Allies and not the case where the UK is attempting to liberate Norway - Updated the North African campaign flags for Malta as well as for the Commonwealth Version History: v1.01 Version History: GAME ENGINE CHANGES - fixed an AI destroyer unit combat error - fixed an AI upgrade unit error - fixed an animation replay error - fixed a MINOR country Corps purchase error - paratroops that are preparing and engineers that are fortifying are no longer hidden under FoW - subs caught in sea ice no longer raid convoy lanes until sea ice clears - subs now use the following rules: - Silent - Sub can pass through hidden enemy units except for a Destroyer under FoW - Sub cannot attack convoy lanes - Hunt - Sub cannot pass through hidden enemy units under FoW - Sub can attack convoy lanes - Note, a Sub will dive (if a dive is successful) when attacked and move away under either Silent or Hunt mode - transfer of capitals now reduces that country's morale the same as it would if an ally were to surrender - transfer of capitals now increase occupier's morale the same as it would if it forced the surrender of a country - any country that has a capital transferred to a disconnected area loses its current production/queue items (complete wipe out) unless the transfer location is connected to the current location of the capital (pre-transfer) or to any of the Industrial Center locations for that country - fixed a script handling error for #CONDITION_POSITIONs - fixed a Paratroop glider sound error when playing under Military unit icons mode - fixed a Paratroop drop and new unit selection error when Fortifications are destroyed or a Paratroop unit takes landing casualties - surprise encounters will now only apply the 'Hidden Attacker Readiness Bonus' to decrease attacker losses and not to also increase defender losses as was previously the case - fixed an 'add_unit' bug when minors are activated - fixed a resource mpp calculation error that did not include Fortresses if a value was assigned to them - fixed a bug where custom combat supply loss values via the Editor were not being read in game EDITOR RELATED CHANGES - fixed the military unit bitmaps to show some differentiation between tactical bombers and strategic bombers - replaced Manstein with Bittrich in the Wacht Am Rhein scenario - removed all incorrect references to O'Conner in the 1939 and 1940 campaigns and replaced them with O'Connor - fixed a SURRENDER_2 script error for the surrender of Italy - added several new Axis Middle East OFFENSIVE events - added several new Axis Middle East TRANSPORT events - added several new Axis Middle East GARRISON events - added several new ACTIVATION#3 events - added #PRODUCTION_LOST= entry to localization.txt - fixed a Polish campaign victory condition error - fixed several Spanish Civil War campaign errors - updated Manual with several new entries regarding changes in Weapons and Warfare
  5. We can think of no better way to ring in the holidays than with a brand new patch all wrapped and ready under your tree! With that in mind, we present to you the new Strategic Command 2 Weapons and Warfare v1.02 Patch! Hubert and his band of happy tester elves spent this holiday season working on various issues and game improvements including tweaks to the raod network system and and think you will like what they have to offer. Strategic Command 2 Weapons and Warfare v1.02 Patch This is a PATCH for the expansion pack and will only work for the Battlefront.com English language version of Strategic Command 2 Weapons and Warfare Expansion. This patch will not work with any non-English version of Strategic Command 2 Weapons and Warfare at this time. Separate patches for the other language versions will be released in the future. V1.02 GAME ENGINE CHANGES - Fixed an Amphibious Warfare research upgrade error - Fixed an Amphibious Transport properties display error when Amphibious Warfare Research Levels are > 0 - Fixed an AI unit upgrade error - Amphibious Transports that end their move adjacent to an enemy Battleship, Cruiser, Destroyer or Carrier will now be automatically attacked regardless if it was hidden or not under Fog of War. Note, unloading after the automatic defensive naval fire, will still be possible if the Transport is stopped adjacent a valid debarkation tile - FREE UNIT script now called when a SURRENDER_2 event is triggered - Fixed a combat error that caused a CTD when a hidden rocket attacked a defending unit on a resource - Roads now eliminate supply range penalties over rough terrain such as mountains, marshes etc. - Fixed an AI upgrade error - Fixed a SUPPLY SCRIPT error that targeted resources such as Fortresses that were set to 'Destroy On Overrun' - Subs that dive and move will now move in a more random directional pattern EDITOR RELATED CHANGES - Fixed an Amphibious Warfare research upgrade error - Added #NAVAL_DEFENSE= entry to localization.txt - Build Limits can now be set to (None) and this will subsequently delist them from purchase in the Purchase Unit dialog, i.e. useful for modding when you want to eliminate certain unit types from in game purchase - Updated several FLEET events for the UK to take better advantage of the modified Amphibious Transport rules - Updated several bitmapped flags - Added some Axis AI UNIT script and GARRISON enhancements for the post D-Day period - Fixed a railway disconnect between Narvik and the adjacent mine - Made an adjustment to an ACTIVATION#2 event checking for UK aggression in Norway, it now checks to see if Norway has surrendered to the Allies and not the case where the UK is attempting to liberate Norway - Updated the North African campaign flags for Malta as well as for the Commonwealth Version History: v1.01 Version History: GAME ENGINE CHANGES - fixed an AI destroyer unit combat error - fixed an AI upgrade unit error - fixed an animation replay error - fixed a MINOR country Corps purchase error - paratroops that are preparing and engineers that are fortifying are no longer hidden under FoW - subs caught in sea ice no longer raid convoy lanes until sea ice clears - subs now use the following rules: - Silent - Sub can pass through hidden enemy units except for a Destroyer under FoW - Sub cannot attack convoy lanes - Hunt - Sub cannot pass through hidden enemy units under FoW - Sub can attack convoy lanes - Note, a Sub will dive (if a dive is successful) when attacked and move away under either Silent or Hunt mode - transfer of capitals now reduces that country's morale the same as it would if an ally were to surrender - transfer of capitals now increase occupier's morale the same as it would if it forced the surrender of a country - any country that has a capital transferred to a disconnected area loses its current production/queue items (complete wipe out) unless the transfer location is connected to the current location of the capital (pre-transfer) or to any of the Industrial Center locations for that country - fixed a script handling error for #CONDITION_POSITIONs - fixed a Paratroop glider sound error when playing under Military unit icons mode - fixed a Paratroop drop and new unit selection error when Fortifications are destroyed or a Paratroop unit takes landing casualties - surprise encounters will now only apply the 'Hidden Attacker Readiness Bonus' to decrease attacker losses and not to also increase defender losses as was previously the case - fixed an 'add_unit' bug when minors are activated - fixed a resource mpp calculation error that did not include Fortresses if a value was assigned to them - fixed a bug where custom combat supply loss values via the Editor were not being read in game EDITOR RELATED CHANGES - fixed the military unit bitmaps to show some differentiation between tactical bombers and strategic bombers - replaced Manstein with Bittrich in the Wacht Am Rhein scenario - removed all incorrect references to O'Conner in the 1939 and 1940 campaigns and replaced them with O'Connor - fixed a SURRENDER_2 script error for the surrender of Italy - added several new Axis Middle East OFFENSIVE events - added several new Axis Middle East TRANSPORT events - added several new Axis Middle East GARRISON events - added several new ACTIVATION#3 events - added #PRODUCTION_LOST= entry to localization.txt - fixed a Polish campaign victory condition error - fixed several Spanish Civil War campaign errors - updated Manual with several new entries regarding changes in Weapons and Warfare
  6. Hi guys, unfortunately Jmayer has spoken a bit of turn and he is not privy to other information. Let me be clear, the patch is still being worked on and it will NOT be released before the end of the year. Battlefront.com and 1C are now working on some more improvements and additions to the patch which I think will really blow you away, and this patch will all be for free, but its going to take some time to prepare properly and as such, I can't really give you a firm release date, other than it will be released when it's ready. We are thrilled by 1C commitment to the future of the game and we think some of the additions we are now working on (how does a quick battle generator sound to you!?) will have a huge impact on what this game franchise brings to the table. But this stuff takes time to do right, and thats what we are doing. So, sorry if you were lead to believe the patch would be ready in the next few days. It won't be, but when it is released, it will have even more features than we have talked about so far! Madmatt
  7. Please email us the save file (zip it up first) to support@battlefront.com so we can have a look. Madmatt
  8. Subject title says it all. The patches for the Paradox and Gamersgate versions have just been released and should begin showing up on various file sites soon. http://www.battlefront.com/products/cmsf/downloads.html Madmatt
  9. Subject title says it all. The patches for the Paradox and Gamersgate versions have just been released and should begin showing up on various file sites soon. http://www.battlefront.com/products/cmsf/downloads.html Madmatt
  10. I didn't get any wine this year... Hmmm.. Hey Winecape!?! Where is my yearly hooch???? Madmatt
  11. It's part of the campaign, just after the Normandy mission. It crashes loading the next part of the campaign, a few people reported it in the technical issues forum. I remember reading a post from Steve saying something about a certian issue slipping back into the code in 1.04.
  12. Yeah, I see that, I will get those issues corrected with the mirror sites. Madmatt
  13. Isn't Night Stalker a player created scenario? I seem to recall there were various versions of that one availble and the latest versions no longer crashed. Madmatt
  14. Make sure your friend has updated to the latest game version and if he continues to get lockups (and he bought the game directly online from us) have him contact our support group at support@battlefront.com Make sure he includes his order info (order #), and all of his computer details (CPU type, video card make model, RAM amount etc, OS version etc...). Thanks! Madmatt
  15. With over 65 new features, fixes, improvements and game addition, the new Combat Mission Shock Force v1.05 Patch is a great way to celebrate the holidays!. Included in this patch are two new scenarios, improved Quick Battle Maps and brand new modding tools that allow to create and edit your own in-game graphics and sounds! Lets also not forget many of the added gameplay features like all new dynamic lighting effects, better LOS/LOF feedback plus a wide range of AI improvements! Patches for the Gamersgate (download) and Paradox Interactive (CD) versions will be released early next week along with a newly updated v1.05 Combat Mission: Shock Force Demo! Combat Mission: Shock Force v1.05 Battlefront Version Game Patch (All Inclusive) WARNING! The following patch is only for the Battlefront.com release versions of the game (v1.01, v1.02, v1.03 or v1.04). If you purchased the game from Paradox Interactive, in a retail store, or if you downloaded the game from Gamersgate.com, DO NOT INSTALL THIS PATCH!!! Instead, download the v1.05 patch specific to the Paradox or Gamersgate version. This patch is all inclusive and includes all the fixes from the earlier v1.02, v1.03 and v1.04 patches. If you install this patch and then get an error message when trying to run the game that says, "This application has failed to start because elicen40.dll was not found. Re-installing the application may fix this problem." then you have applied the wrong patch for your game version and will need to download and apply either the v1.05 Paradox Version Game Patch or the v1.05 Gamersgate Version Game Patch. PREVIOUS SAVE GAME COMPATIBILITY NOTE: Save games created with earlier versions of the game are NOT compatible with v1.05. Please finish your in-progress games before applying this patch. CUSTOM HOTKEYS.TXT NOTE If you had assigned custom hotkeys in the past (available in v1.02, v1.03 and v1.04) then you will want to backup your Data\hotkeys.txt file before installing this patch. Once the patch is installed, simply paste your copy of hotkeys.txt file back into the Data folder and you will still have all of your old hotkey assignments. v1.05 EXTRAS * Two new Mod Tools (RezExplode and RezPack) along with a 'how-to' doc file included in the Mod Tools directory. These files allow modification to various game sound and graphics files located in the data .brz files. * Two new Scenarios (Following the Euphrates and Guarding the Far Flank). Note: Scenario text has been localized for German and English languages. All other language versions of the game will display these scenarios in English. * Eight all new Quick Battle Maps plus Seven updated and improved original Quick Battle Maps. * Added all of the Quick Battle Maps for Spanish language version. v1.05 NEW FEATURES: * Flashes of light appear on objects near gunfire, explosions, rocket/missile flame, and burning vehicles at night and in low-light conditions. * When placing a Target order, the LOS line turns yellow if it's generally clear, but not perfectly so. This means either *some* soldiers in the spotting unit may not have a clear LOS or *some* of the target zone may not be visible. * If you point the cursor at a weapon in the "soldier display" user interface panel, the name of the weapon is displayed and that soldier is subtly highlighted in the main 3D display. * A radio "squawk" sound plays when reinforcements arrive, when a "Touch" objective is touched, and when internet/LAN chat messages arrive. * Artillery and air support targeting lines "highlight" to match the currently selected support unit in the "roster" view, so you can see who is shooting where. * Added a hotkey to toggle camera shake on/off. v1.05 IMPROVEMENTS: * Soldiers do a better job moving to the "near" side of an exterior building corner not "beyond" it. * Soldiers do a better job recovering important weapons and equipment from fallen comrades. * Soldiers do a better job regrouping when separated from team members. * Soldiers will make minor position adjustments to gain clear line of fire when possible. * Soldiers using Hunt movement react quicker to incoming fire. * Improved ammo selection logic versus armored targets whose armor has a mix of strong and weak points. * During the process of placing waypoints, if you choose the Face command the last waypoint will automatically be highlighted so the Face command will apply to that last waypoint, not the current position. You are still able to manually select a waypoint and issue a Face order from there. * Heavy weapons may now Deploy their weapons on rooftops. * Marksmen, SAW and MG gunners open fire at longer ranges. * M4A1 and AK-74 series small arms have effective range increased to 500m (from 400m). M4A1 rifle with scope effective range increased to 750m (from 600m). * Troops try not to fire more than one guided missile at a time against a single enemy vehicle. * Crew and passenger survivability increased when vehicles are knocked out, especially for Strykers, Bradleys, and M1 Abrams. * Effectiveness of slat armor versus RPGs is increased. * When acquiring (passenger) antitank weapons from a vehicle, infantry units use better logic to give "important" antitank weapons (e.g. Javelin) to the antitank specialist, even if it means he must swap other antitank weapons that are less important (e.g. M136/AT4) with other soldiers. * Conscript and green troops have less discipline to conserve ammunition. * It's slightly easier to spot soldiers who are firing their weapons than before. * Buildings are harder to demolish by explosions. * Accuracy of M229 Hydra-70 air-to-ground rockets (carried by US helicopters) is improved. * Squads and Teams with orders to embark-move to a vehicle that has movement orders normally move to the spot where the vehicle has also been ordered to move, in order to meet up at the destination. However, if the vehicle is currently under "pause" orders, the squad/team will move directly to the vehicle's current location. * Gunners on vehicles with autoloaders (M1128 Stryker MGS and T-72 tank) are less likely to switch over to using the MG immediately after firing the main gun. * "Unit Lock" camera angles are improved, and track a vehicle's turret more than its hull facing. * When a targeted unit disappears from line of sight, the targeting order is canceled (there is no longer a target line to the vanished unit's actual location) * For nearby trees, the Alt-T tree hiding option does not hide the tree entirely; it just hides the leaves. * When plotting artillery and air strikes, an invalid map click (e.g. out of LOS) is simply ignored rather than bouncing you out of the input sequence. * You can embark troops on a vehicle by clicking the vehicle's icon (as well as the vehicle itself). * Control-clicks on buildings move the camera position just like control-clicks on terrain (this feature is switched off inside the editor). v1.05 BUG FIXES: * Line of sight to buildings and rooftops works correctly now. * Corrected a bug that allowed LOS/LOF to pass through the tops of tall walls. * Corrected a problem that sometimes allowed spotting of vehicles through buildings. * Corrected a "stuck soldier" animation issue (e.g. a soldier who could not move out of a trench). * Corrected issues where individual soldiers would incorrectly move away from their teams. * Improved stability for Internet/LAN games. * Corrected a problem where some members of a vehicle team would take an unrealistically long time to bail out. * When firing antitank rockets and missiles, soldiers who are not antitank specialists receive an accuracy or guidance penalty (exception: "secondary" launchers like the M136/AT4 and the RPG-18 can be fired by anyone without penalty). * Corrected a problem where certain external doors to buildings would never be used. * Soldiers make proper use of "interior" doors and open spaces between building units instead of moving the long way around. * "Group box selecting" works better in Elite mode. * Grenades explode correctly on building roofs. * Vehicles are not shielded by hiding behind knocked-out armored vehicles. * Smoke from a burning vehicle does not block mouse clicks to place waypoints. * Fixed a bug that caused battles in Elite mode, on maps with lots of trees, to run very slowly. * Corrected a problem in Elite mode where one could spot friendly soldiers but not the vehicle they are riding in, causing the look of "levitating troops". * Vehicles with badly shot-up engines and/or running gear (but not quite immobilized) can still move (at a very slow pace) up hill or in rough terrain. * Corrected a slight aiming problem versus buildings as area fire targets. * Victory points are awarded for an "Occupy" objective only if the objective is totally cleared of enemy troops and friendly troops remain inside the objective at the end of the game. * Corrected some problems with awarding points for Destroy, Preserve, and Touch Terrain Objectives. * Fixed a crash problem that affected artillery in internet/LAN games. * In turn-based mode replay, the 3D icon for vehicles does not prematurely show an infantry symbol if the vehicle is destroyed in that turn. * Fixed a bug where in turn-based playback, sometimes a vehicle passenger's position would "lag" slightly behind the moving vehicle. * Fixed various problems with 3D objects not reverting to their original states when replaying a turn-based turn's resolution. * Soldiers animate correctly when prone and turning to the left; when exiting down a vehicle ramp; and at the start of the play-by-email replay phase. * Corrected a problem where some squads suddenly lost Command & Control for no good reason. * Weapons acquired from a vehicle are correctly loaded (e.g. M136AT4 launcher stored on Bradley). * Fire and smoke from a burning vehicle appear in the correct location. * In two-player games, player #2's initial camera view is placed correctly according to the scenario design. * Fixed a problem with the choice of "mixed branch" in Quick Battles. * Javelin flight path improved for short-range shots. * Corrected an issue with the muzzle flash on the M1114-M240 vehicle. * T-72M1V tank commander buttons up to use the remote-controlled 14.5mm MG. * Haze graphics smoothly fade as the camera view moves up to higher elevations, allowing for better player control at long distances. It also corrects an issue where high camera elevations could not see map terrain at all under haze conditions. * Fixed an issue that was causing the in-game FSAA option not to activate FSAA if the video card's control panel was set to "application controlled". * Intro video plays on certain video cards where it was previously not visible. Plus all the fixes and improvements from the earlier v1.04, v1.03 and v1.02 patches! Full v1.05 Patch Readme Link to download the Combat Mission: Shock Force v1.05 (Battlefront.com All Inclusive) Patch Enjoy! Madmatt
  16. With over 65 new features, fixes, improvements and game addition, the new Combat Mission Shock Force v1.05 Patch is a great way to celebrate the holidays!. Included in this patch are two new scenarios, improved Quick Battle Maps and brand new modding tools that allow to create and edit your own in-game graphics and sounds! Lets also not forget many of the added gameplay features like all new dynamic lighting effects, better LOS/LOF feedback plus a wide range of AI improvements! Patches for the Gamersgate (download) and Paradox Interactive (CD) versions will be released early next week along with a newly updated v1.05 Combat Mission: Shock Force Demo! Combat Mission: Shock Force v1.05 Battlefront Version Game Patch (All Inclusive) WARNING! The following patch is only for the Battlefront.com release versions of the game (v1.01, v1.02, v1.03 or v1.04). If you purchased the game from Paradox Interactive, in a retail store, or if you downloaded the game from Gamersgate.com, DO NOT INSTALL THIS PATCH!!! Instead, download the v1.05 patch specific to the Paradox or Gamersgate version. This patch is all inclusive and includes all the fixes from the earlier v1.02, v1.03 and v1.04 patches. If you install this patch and then get an error message when trying to run the game that says, "This application has failed to start because elicen40.dll was not found. Re-installing the application may fix this problem." then you have applied the wrong patch for your game version and will need to download and apply either the v1.05 Paradox Version Game Patch or the v1.05 Gamersgate Version Game Patch. PREVIOUS SAVE GAME COMPATIBILITY NOTE: Save games created with earlier versions of the game are NOT compatible with v1.05. Please finish your in-progress games before applying this patch. CUSTOM HOTKEYS.TXT NOTE If you had assigned custom hotkeys in the past (available in v1.02, v1.03 and v1.04) then you will want to backup your Data\hotkeys.txt file before installing this patch. Once the patch is installed, simply paste your copy of hotkeys.txt file back into the Data folder and you will still have all of your old hotkey assignments. v1.05 EXTRAS * Two new Mod Tools (RezExplode and RezPack) along with a 'how-to' doc file included in the Mod Tools directory. These files allow modification to various game sound and graphics files located in the data .brz files. * Two new Scenarios (Following the Euphrates and Guarding the Far Flank). Note: Scenario text has been localized for German and English languages. All other language versions of the game will display these scenarios in English. * Eight all new Quick Battle Maps plus Seven updated and improved original Quick Battle Maps. * Added all of the Quick Battle Maps for Spanish language version. v1.05 NEW FEATURES: * Flashes of light appear on objects near gunfire, explosions, rocket/missile flame, and burning vehicles at night and in low-light conditions. * When placing a Target order, the LOS line turns yellow if it's generally clear, but not perfectly so. This means either *some* soldiers in the spotting unit may not have a clear LOS or *some* of the target zone may not be visible. * If you point the cursor at a weapon in the "soldier display" user interface panel, the name of the weapon is displayed and that soldier is subtly highlighted in the main 3D display. * A radio "squawk" sound plays when reinforcements arrive, when a "Touch" objective is touched, and when internet/LAN chat messages arrive. * Artillery and air support targeting lines "highlight" to match the currently selected support unit in the "roster" view, so you can see who is shooting where. * Added a hotkey to toggle camera shake on/off. v1.05 IMPROVEMENTS: * Soldiers do a better job moving to the "near" side of an exterior building corner not "beyond" it. * Soldiers do a better job recovering important weapons and equipment from fallen comrades. * Soldiers do a better job regrouping when separated from team members. * Soldiers will make minor position adjustments to gain clear line of fire when possible. * Soldiers using Hunt movement react quicker to incoming fire. * Improved ammo selection logic versus armored targets whose armor has a mix of strong and weak points. * During the process of placing waypoints, if you choose the Face command the last waypoint will automatically be highlighted so the Face command will apply to that last waypoint, not the current position. You are still able to manually select a waypoint and issue a Face order from there. * Heavy weapons may now Deploy their weapons on rooftops. * Marksmen, SAW and MG gunners open fire at longer ranges. * M4A1 and AK-74 series small arms have effective range increased to 500m (from 400m). M4A1 rifle with scope effective range increased to 750m (from 600m). * Troops try not to fire more than one guided missile at a time against a single enemy vehicle. * Crew and passenger survivability increased when vehicles are knocked out, especially for Strykers, Bradleys, and M1 Abrams. * Effectiveness of slat armor versus RPGs is increased. * When acquiring (passenger) antitank weapons from a vehicle, infantry units use better logic to give "important" antitank weapons (e.g. Javelin) to the antitank specialist, even if it means he must swap other antitank weapons that are less important (e.g. M136/AT4) with other soldiers. * Conscript and green troops have less discipline to conserve ammunition. * It's slightly easier to spot soldiers who are firing their weapons than before. * Buildings are harder to demolish by explosions. * Accuracy of M229 Hydra-70 air-to-ground rockets (carried by US helicopters) is improved. * Squads and Teams with orders to embark-move to a vehicle that has movement orders normally move to the spot where the vehicle has also been ordered to move, in order to meet up at the destination. However, if the vehicle is currently under "pause" orders, the squad/team will move directly to the vehicle's current location. * Gunners on vehicles with autoloaders (M1128 Stryker MGS and T-72 tank) are less likely to switch over to using the MG immediately after firing the main gun. * "Unit Lock" camera angles are improved, and track a vehicle's turret more than its hull facing. * When a targeted unit disappears from line of sight, the targeting order is canceled (there is no longer a target line to the vanished unit's actual location) * For nearby trees, the Alt-T tree hiding option does not hide the tree entirely; it just hides the leaves. * When plotting artillery and air strikes, an invalid map click (e.g. out of LOS) is simply ignored rather than bouncing you out of the input sequence. * You can embark troops on a vehicle by clicking the vehicle's icon (as well as the vehicle itself). * Control-clicks on buildings move the camera position just like control-clicks on terrain (this feature is switched off inside the editor). v1.05 BUG FIXES: * Line of sight to buildings and rooftops works correctly now. * Corrected a bug that allowed LOS/LOF to pass through the tops of tall walls. * Corrected a problem that sometimes allowed spotting of vehicles through buildings. * Corrected a "stuck soldier" animation issue (e.g. a soldier who could not move out of a trench). * Corrected issues where individual soldiers would incorrectly move away from their teams. * Improved stability for Internet/LAN games. * Corrected a problem where some members of a vehicle team would take an unrealistically long time to bail out. * When firing antitank rockets and missiles, soldiers who are not antitank specialists receive an accuracy or guidance penalty (exception: "secondary" launchers like the M136/AT4 and the RPG-18 can be fired by anyone without penalty). * Corrected a problem where certain external doors to buildings would never be used. * Soldiers make proper use of "interior" doors and open spaces between building units instead of moving the long way around. * "Group box selecting" works better in Elite mode. * Grenades explode correctly on building roofs. * Vehicles are not shielded by hiding behind knocked-out armored vehicles. * Smoke from a burning vehicle does not block mouse clicks to place waypoints. * Fixed a bug that caused battles in Elite mode, on maps with lots of trees, to run very slowly. * Corrected a problem in Elite mode where one could spot friendly soldiers but not the vehicle they are riding in, causing the look of "levitating troops". * Vehicles with badly shot-up engines and/or running gear (but not quite immobilized) can still move (at a very slow pace) up hill or in rough terrain. * Corrected a slight aiming problem versus buildings as area fire targets. * Victory points are awarded for an "Occupy" objective only if the objective is totally cleared of enemy troops and friendly troops remain inside the objective at the end of the game. * Corrected some problems with awarding points for Destroy, Preserve, and Touch Terrain Objectives. * Fixed a crash problem that affected artillery in internet/LAN games. * In turn-based mode replay, the 3D icon for vehicles does not prematurely show an infantry symbol if the vehicle is destroyed in that turn. * Fixed a bug where in turn-based playback, sometimes a vehicle passenger's position would "lag" slightly behind the moving vehicle. * Fixed various problems with 3D objects not reverting to their original states when replaying a turn-based turn's resolution. * Soldiers animate correctly when prone and turning to the left; when exiting down a vehicle ramp; and at the start of the play-by-email replay phase. * Corrected a problem where some squads suddenly lost Command & Control for no good reason. * Weapons acquired from a vehicle are correctly loaded (e.g. M136AT4 launcher stored on Bradley). * Fire and smoke from a burning vehicle appear in the correct location. * In two-player games, player #2's initial camera view is placed correctly according to the scenario design. * Fixed a problem with the choice of "mixed branch" in Quick Battles. * Javelin flight path improved for short-range shots. * Corrected an issue with the muzzle flash on the M1114-M240 vehicle. * T-72M1V tank commander buttons up to use the remote-controlled 14.5mm MG. * Haze graphics smoothly fade as the camera view moves up to higher elevations, allowing for better player control at long distances. It also corrects an issue where high camera elevations could not see map terrain at all under haze conditions. * Fixed an issue that was causing the in-game FSAA option not to activate FSAA if the video card's control panel was set to "application controlled". * Intro video plays on certain video cards where it was previously not visible. Plus all the fixes and improvements from the earlier v1.04, v1.03 and v1.02 patches! Full v1.05 Patch Readme Link to download the Combat Mission: Shock Force v1.05 (Battlefront.com All Inclusive) Patch Enjoy! Madmatt
  17. As a preview on the upcoming v1.05 patch for Combat Mission Shock Force, we have just added a small new gallery with 8 new screens. This series of screenshots focusses on the new dynamic lighting effect added in this patch - just one of over 60 fixes and new features that this patch will bring. CMSF V1.05 Patch Preview Pics
  18. An updated patch is always on our "to do" list so its a safe bet that an updated demo will come out after the next patch is released. Madmatt
  19. I guess you didn't see this option? * Multiplayer game may be played by one player with up to 7 computer opponents;
  20. Madmatt

    patch?

    The patch is still being worked on, thats really all I can say at the moment. But there is pretty much no chance of it being released this week, that much is certain. Madmatt
  21. Hello everyone! Today we have made available a video that 1C has prepared which showcases some of the new features included in the upcoming Theatre of War 'Uber' Game Patch. The video focuses on the updated Map Editor which now allows the player unprecedented control to edit and create playable landscapes, including full real time 3D terrain transformation, water flow modeling, surface layering, structure manipulation and object/structure/road placement among many other advanced editor elements such as modifiable terrain highlights, structure damage and variable foliage density. The upcoming patch includes much more than just a newly re-engineered Map Editor and a brief list of the other new additions featured in the upcoming Theatre of War 'Uber' Patch are included below. Theatre of War "Uber" Patch Features: Filesize: Approx. 1.25 GB Date of Release: SOON! New components * Map Editor (Builder) with expanded functionality including landscape editing, roads and terrain type mapping capabilities; * Mission Editor (updated with multiplayer missions editing capability and new triggers). New campaigns * Battle for Moscow (first released with 1.3.0.56 patch, newly updated); * Battle for Normandy (battles fought by German Panzer Division “Panzer Lehr”). Multiplayer Enhancements * 11 new MP missions; * 11 new MP maps; * New mission type – Assault/Defend; * Timed missions; * Multiplayer game may include AI controlled units; * Multiplayer game may be played by one player with up to 7 computer opponents; * In some missions player’s alliance determines their starting positions; * Player now must choose an army instead of country in multiplayer; each mission may have up to 20 different armies; * AIs choose offensive or defensive behavior themselves; * Player spawn indicator added to map in mission setup; * MP stability improved; * Load times for MP missions reduced; * Smooth unit movement on client side; * Known multiplayer bugs fixed. General changes 1. Visibility system redone: bushes, tree foliage and tree trunks now fully block line of sight. These obstacles do not count in very close proximity to units (“Forest ignore distance”), making hiding behind them possible; 2. LOS indicator added – color coding of the line which is drawn when player issues one of the attack orders. Solid green part of the line represent “Forest ignore distance” where foliage is ignored, red part represent zone with good visibility (it’s brightness may vary indicating quality of LOS) and black part shows area which selected unit can not see; 3. Difficulty levels changed: enemies suffer from reduced accuracy and penetration values on easy level, are equal to player units on medium difficulty level and have slightly higher accuracy on hard level; 4. Many missions were rebalanced to account for the new visibility system; 5. Reloading bug fixed, now infantry doesn’t kneel for reloading; 6. Coaxial MG fire error fixed (after main gun breakage); 7. Bug causing indestructible coaxial MGs fixed; 8. Aiming at moving target changed; 9. Detonation time calculations for shells with base fuses changed; 10. Secondary damage calculations (internal armor fragmentation, HEAT pressure wave, etc.) are now more accurate; 11. Errors in unit properties fixed; 12. Daimler Mk I size reduced, crew animations redone; 13. IS-2 crew consists of 4 men instead of 5; 14. Damage calculations changed for tank commander cupolas; 15. Ordinary steel instead of armored steel now used for unarmored vehicles like automobiles and for some auxiliary tank parts; 16. Artillery guns damage model corrected; 17. Damage model for additional armor sheets and auxiliary parts changed; 18. Errors in infantry backpacks fixed; 19. DShK machinegun model corrected; 20. Ignited vehicles now burn longer; 21. Aiming accuracy dependence on skills corrected; 22. Bug which could cause disappearing of units during campaign fixed; 23. Infantry behavior in trenches corrected; 24. Air units behavior has been improved; 25. AI units now better at aiming at different spots on vehicles; 26. Error when tanks could possibly crush friendly troops fixed; 27. Wrong behavior of Wz.34 armored car fixed (it no longer can crush trees); 28. More sounds added; 29. Unit behavior in Guard state improved; 30. Weather conditions and trenches affect visibility In addition to all of the items above, this patch includes all the fixes from the original "Battle for Moscow Patch" which includes the following: 1. Many new hotkeys added for formations, Hold Fire and Hold Position commands; 2. Tank and SPG AI improved; 3. Units no longer stop when they receive a new order; 4. Waypoints added for units (hold 'shift' key when issuing movement orders to place waypoints); 5. Expanded sound system (hear sounds further away and louder in some cases) including Improved sounds; 6. Improvements to the gun towing process implemented; 7. Better handling of the Reverse command for vehicles. Tanks and halftracks now automatically use reverse while moving back for short distances; 8. Game speed acceleration/deceleration feature added (accessed via the "Change time speed" hotkey currently); 9. AI much better at deciding at which unit part of vehicle to aim at; 10. Quick Saves error fixed; 11. Tow setup now automatically detects best settings for user hardware; 12. Minor errors with crew animations fixed; 13. Improved logging functions to help with determining the causes of certain crashes; 14. General performance and stability improved; 15. Numerous other gameplay fixes. Theatre of War - "Uber" Patch Map Editor Video
  22. This is an issue with Microsoft's current 64 bit OS support (or lack of) for some .Net Framework functions and unfortunately it looks like a fix would have to be forthcoming from them, so it might be awhile, if they even ever get to it. Madmatt
  23. Hello everyone! Today we have made available a video that 1C has prepared which showcases some of the new features included in the upcoming Theatre of War 'Uber' Game Patch. The video focuses on the updated Map Editor which now allows the player unprecedented control to edit and create playable landscapes, including full real time 3D terrain transformation, water flow modeling, surface layering, structure manipulation and object/structure/road placement among many other advanced editor elements such as modifiable terrain highlights, structure damage and variable foliage density. The upcoming patch includes much more than just a newly re-engineered Map Editor and a brief list of the other new additions featured in the upcoming Theatre of War 'Uber' Patch are included below. Theatre of War "Uber" Patch Features: Filesize: Approx. 1.25 GB Date of Release: SOON! New components * Map Editor (Builder) with expanded functionality including landscape editing, roads and terrain type mapping capabilities; * Mission Editor (updated with multiplayer missions editing capability and new triggers). New campaigns * Battle for Moscow (first released with 1.3.0.56 patch, newly updated); * Battle for Normandy (battles fought by German Panzer Division “Panzer Lehr”). Multiplayer Enhancements * 11 new MP missions; * 11 new MP maps; * New mission type – Assault/Defend; * Timed missions; * Multiplayer game may include AI controlled units; * Multiplayer game may be played by one player with up to 7 computer opponents; * In some missions player’s alliance determines their starting positions; * Player now must choose an army instead of country in multiplayer; each mission may have up to 20 different armies; * AIs choose offensive or defensive behavior themselves; * Player spawn indicator added to map in mission setup; * MP stability improved; * Load times for MP missions reduced; * Smooth unit movement on client side; * Known multiplayer bugs fixed. General changes 1. Visibility system redone: bushes, tree foliage and tree trunks now fully block line of sight. These obstacles do not count in very close proximity to units (“Forest ignore distance”), making hiding behind them possible; 2. LOS indicator added – color coding of the line which is drawn when player issues one of the attack orders. Solid green part of the line represent “Forest ignore distance” where foliage is ignored, red part represent zone with good visibility (it’s brightness may vary indicating quality of LOS) and black part shows area which selected unit can not see; 3. Difficulty levels changed: enemies suffer from reduced accuracy and penetration values on easy level, are equal to player units on medium difficulty level and have slightly higher accuracy on hard level; 4. Many missions were rebalanced to account for the new visibility system; 5. Reloading bug fixed, now infantry doesn’t kneel for reloading; 6. Coaxial MG fire error fixed (after main gun breakage); 7. Bug causing indestructible coaxial MGs fixed; 8. Aiming at moving target changed; 9. Detonation time calculations for shells with base fuses changed; 10. Secondary damage calculations (internal armor fragmentation, HEAT pressure wave, etc.) are now more accurate; 11. Errors in unit properties fixed; 12. Daimler Mk I size reduced, crew animations redone; 13. IS-2 crew consists of 4 men instead of 5; 14. Damage calculations changed for tank commander cupolas; 15. Ordinary steel instead of armored steel now used for unarmored vehicles like automobiles and for some auxiliary tank parts; 16. Artillery guns damage model corrected; 17. Damage model for additional armor sheets and auxiliary parts changed; 18. Errors in infantry backpacks fixed; 19. DShK machinegun model corrected; 20. Ignited vehicles now burn longer; 21. Aiming accuracy dependence on skills corrected; 22. Bug which could cause disappearing of units during campaign fixed; 23. Infantry behavior in trenches corrected; 24. Air units behavior has been improved; 25. AI units now better at aiming at different spots on vehicles; 26. Error when tanks could possibly crush friendly troops fixed; 27. Wrong behavior of Wz.34 armored car fixed (it no longer can crush trees); 28. More sounds added; 29. Unit behavior in Guard state improved; 30. Weather conditions and trenches affect visibility In addition to all of the items above, this patch includes all the fixes from the original "Battle for Moscow Patch" which includes the following: 1. Many new hotkeys added for formations, Hold Fire and Hold Position commands; 2. Tank and SPG AI improved; 3. Units no longer stop when they receive a new order; 4. Waypoints added for units (hold 'shift' key when issuing movement orders to place waypoints); 5. Expanded sound system (hear sounds further away and louder in some cases) including Improved sounds; 6. Improvements to the gun towing process implemented; 7. Better handling of the Reverse command for vehicles. Tanks and halftracks now automatically use reverse while moving back for short distances; 8. Game speed acceleration/deceleration feature added (accessed via the "Change time speed" hotkey currently); 9. AI much better at deciding at which unit part of vehicle to aim at; 10. Quick Saves error fixed; 11. Tow setup now automatically detects best settings for user hardware; 12. Minor errors with crew animations fixed; 13. Improved logging functions to help with determining the causes of certain crashes; 14. General performance and stability improved; 15. Numerous other gameplay fixes. Theatre of War - "Uber" Patch Map Editor Video
  24. Hello everyone! Today we have made available a video that 1C has prepared which showcases some of the new features included in the upcoming Theatre of War 'Uber' Game Patch. The video focuses on the updated Map Editor which now allows the player unprecedented control to edit and create playable landscapes, including full real time 3D terrain transformation, water flow modeling, surface layering, structure manipulation and object/structure/road placement among many other advanced editor elements such as modifiable terrain highlights, structure damage and variable foliage density. The upcoming patch includes much more than just a newly re-engineered Map Editor and a brief list of the other new additions featured in the upcoming Theatre of War 'Uber' Patch are included below. Theatre of War "Uber" Patch Features: Filesize: Approx. 1.25 GB Date of Release: SOON! New components * Map Editor (Builder) with expanded functionality including landscape editing, roads and terrain type mapping capabilities; * Mission Editor (updated with multiplayer missions editing capability and new triggers). New campaigns * Battle for Moscow (first released with 1.3.0.56 patch, newly updated); * Battle for Normandy (battles fought by German Panzer Division “Panzer Lehr”). Multiplayer Enhancements * 11 new MP missions; * 11 new MP maps; * New mission type – Assault/Defend; * Timed missions; * Multiplayer game may include AI controlled units; * Multiplayer game may be played by one player with up to 7 computer opponents; * In some missions player’s alliance determines their starting positions; * Player now must choose an army instead of country in multiplayer; each mission may have up to 20 different armies; * AIs choose offensive or defensive behavior themselves; * Player spawn indicator added to map in mission setup; * MP stability improved; * Load times for MP missions reduced; * Smooth unit movement on client side; * Known multiplayer bugs fixed. General changes 1. Visibility system redone: bushes, tree foliage and tree trunks now fully block line of sight. These obstacles do not count in very close proximity to units (“Forest ignore distance”), making hiding behind them possible; 2. LOS indicator added – color coding of the line which is drawn when player issues one of the attack orders. Solid green part of the line represent “Forest ignore distance” where foliage is ignored, red part represent zone with good visibility (it’s brightness may vary indicating quality of LOS) and black part shows area which selected unit can not see; 3. Difficulty levels changed: enemies suffer from reduced accuracy and penetration values on easy level, are equal to player units on medium difficulty level and have slightly higher accuracy on hard level; 4. Many missions were rebalanced to account for the new visibility system; 5. Reloading bug fixed, now infantry doesn’t kneel for reloading; 6. Coaxial MG fire error fixed (after main gun breakage); 7. Bug causing indestructible coaxial MGs fixed; 8. Aiming at moving target changed; 9. Detonation time calculations for shells with base fuses changed; 10. Secondary damage calculations (internal armor fragmentation, HEAT pressure wave, etc.) are now more accurate; 11. Errors in unit properties fixed; 12. Daimler Mk I size reduced, crew animations redone; 13. IS-2 crew consists of 4 men instead of 5; 14. Damage calculations changed for tank commander cupolas; 15. Ordinary steel instead of armored steel now used for unarmored vehicles like automobiles and for some auxiliary tank parts; 16. Artillery guns damage model corrected; 17. Damage model for additional armor sheets and auxiliary parts changed; 18. Errors in infantry backpacks fixed; 19. DShK machinegun model corrected; 20. Ignited vehicles now burn longer; 21. Aiming accuracy dependence on skills corrected; 22. Bug which could cause disappearing of units during campaign fixed; 23. Infantry behavior in trenches corrected; 24. Air units behavior has been improved; 25. AI units now better at aiming at different spots on vehicles; 26. Error when tanks could possibly crush friendly troops fixed; 27. Wrong behavior of Wz.34 armored car fixed (it no longer can crush trees); 28. More sounds added; 29. Unit behavior in Guard state improved; 30. Weather conditions and trenches affect visibility In addition to all of the items above, this patch includes all the fixes from the original "Battle for Moscow Patch" which includes the following: 1. Many new hotkeys added for formations, Hold Fire and Hold Position commands; 2. Tank and SPG AI improved; 3. Units no longer stop when they receive a new order; 4. Waypoints added for units (hold 'shift' key when issuing movement orders to place waypoints); 5. Expanded sound system (hear sounds further away and louder in some cases) including Improved sounds; 6. Improvements to the gun towing process implemented; 7. Better handling of the Reverse command for vehicles. Tanks and halftracks now automatically use reverse while moving back for short distances; 8. Game speed acceleration/deceleration feature added (accessed via the "Change time speed" hotkey currently); 9. AI much better at deciding at which unit part of vehicle to aim at; 10. Quick Saves error fixed; 11. Tow setup now automatically detects best settings for user hardware; 12. Minor errors with crew animations fixed; 13. Improved logging functions to help with determining the causes of certain crashes; 14. General performance and stability improved; 15. Numerous other gameplay fixes. Theatre of War - "Uber" Patch Map Editor Video
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