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Madmatt

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Everything posted by Madmatt

  1. Wind will help fires to spread and will decrease the time smoke shells persist. Wind makes smoke disappear faster, and affects the "thickness" (LOS-blocking ability) of smoke as well. The big pillars of smoke (from fires) will "bend" in the direction the wind is blowing depending on the strength of the wind. Trees also sway the same way. Sudden gusts are not modeled. Wind will also affect ballistics but I dont as yet have details to what degree. !!!NONE OF THESE TEXTURES ARE FINAL!!! In fact Dan just told me he has all new skies (and there are some cool changes with skies too in store for you!) but I dont have them loaded yet Madmatt [ 12-19-2001: Message edited by: Madmatt ]</p>
  2. <blockquote>quote:</font><hr>Originally posted by Lord Dragon: MadMatt seems to be in the spirit of the holidays! Let's see what other screen shot goodies we can hit him up for! PLEASE PLEASE PLEASE!!!!! <hr></blockquote> Format the name properly and who knows what goodies I may send your way tonight! Madmatt
  3. <blockquote>quote:</font><hr>Originally posted by James Crowley: Suitably admonished over my dig about where the "bone" was thrown, I have a question about the wheatfield doodads. I seem to recall having read ages ago (and obviously pre doodads) that the problem with 3D wheatfields was that prone squads and teams would become invisible. How is this being handled now, in what appears to be a brilliant new feature?<hr></blockquote> The entire wheat field is not covered with doodads. There are enough *gaps* between the new textures for them to fit in. However, if the camera is low enough, well see for yourselves. !!!ALL TEXTURES DISPLAYED ARE STILL NOT FINALIZED!!!! Madmatt [ 12-19-2001: Message edited by: Madmatt ]</p>
  4. Please continue this in a new thread, its getting a little large. Madmatt
  5. <blockquote>quote:</font><hr>Originally posted by Vanir Ausf B: Damn, this all sounds excellent! Well, almost all. There was one sentence that thru up a little red flag in my head: This worries me. Having a built-in disincentive to issuing complex orders would be a PITA. For example, like most people, when I am plotting orders for tanks to move around corners, instead of plotting a move to the corner and a second move in the other direction, I use 3 or 4 move points close together so the tank does not stop and rotate to the new direction of movement, but keeps moving in a tight curve (can be crucial if the tank is in LOS of enemy guns). When moving around impassive terrain it is often necessary to plot a lot of different move points. This simulates decisions that would be made "on the fly" by the tank driver or squad leader, and therefore makes little sense to penalize the player for using. Of course, I'm basing all this on one sentence, and it may well not work like this at all, but that's all we have to go on at the moment. [ 12-19-2001: Message edited by: Vanir Ausf B ]<hr></blockquote> All your concerns were taken into consideration. You be pleased with the results I think. Madmatt
  6. <blockquote>quote:</font><hr>Originally posted by Pvt. Ryan: Will the hard coded objects in CMBO, such as berets, mortars, bazookas, tracers, be modable in CMBB? I'm sure Maximus wants to know too. <hr></blockquote> I want them to be, it's all up to Charles though. Somehow I wouldn't count on it. Tracers I am pretty sure WON'T be. I just asked recently and got the big old programmer NO from Charlie. Madmatt
  7. <blockquote>quote:</font><hr>Originally posted by kipanderson: Hi, PS. One disagreement I have is about the future. Of course, it is not my game, so it is really none of my business. However, I do feel it is a shame that BTS still plan to model the early war in CM4. Given that we are to be so “rationed” in the number of games released, Charles alone to code all of them, is seems a shame to use an entire game on the early war. Just does not interest me at all.For CM4, I would vote for a return to NWE 44-45, then Eatern Front again and so on... However, that may be a fault with me. When CM4 is released I will just go on playing the older versions. [ 12-19-2001: Message edited by: kipanderson ] [ 12-19-2001: Message edited by: kipanderson ]<hr></blockquote> CM3 and CM4 (or in other words the next two CM games) are not confirmed to what we are going to cover as yet. All the plans reported for those games are tentative at best. Yes we do intend to do the Early War and the Med/North Africa but its not decided which will come first or when. Madmatt
  8. <blockquote>quote:</font><hr>Originally posted by redeker: Can anyone clarify whether the doodads are actual 3D objects, or just 2D sprites that rotate based on the camera's POV? (like trees are currently done) It would seem a little freaky to be locked at level 1 onto a unit walking through a graveyard, then notice that the tombstones are _turning_ as you walk past. :eek: <hr></blockquote> Some are "X" shaped billboard style textures (like trees in some flightsims) and others are flat textures but they retain their positions regardless of the camera. They do not rotate to face the camera like tress do. That does mean that is possible to see some of the flat ones (open terrain tufts of grass and plants) "edge on" from time to time but the quantity of them usually makes this a non-issue. You can also set the density of doodads. And Weather and trees (and doodads) now have an added level of density called EXTREME which is impressive to say the least (a little taxing as well, but you get what you pay for). Madmatt
  9. <blockquote>quote:</font><hr>Originally posted by Frenchy: One thought... will the improvements made in CM:BB find themselves at some point incorporated into CM:BO? Just curious...<hr></blockquote> No, too many core changes. However, we have always said that in the future we will re-approach the Western Front and by then all the changes going into CMBB will seem like child play compared to what we will be able to do then! Madmatt
  10. <blockquote>quote:</font><hr>Originally posted by aka_tom_w: BRING on The DOODADS!! I can already see user modifiable graphics on head stones in Grave yards !!!! -tom w<hr></blockquote> Yup. And you can rest assured that I will hound Charles to make just about everything that can be, modable. Doodads already are, as they are just textures. Madmatt
  11. <blockquote>quote:</font><hr>Originally posted by James Crowley: Or am I completely off-base in my thinking here.<hr></blockquote> Yup, you are. The information is getting out, thats the point. What does it matter if one site gets it 30 seconds before you or not? Also people seem to forget that we do have a dedicated NEWS page where all this stuff IS being posted. Check it out once and a while, you might be surprised what you find. Madmatt [ 12-19-2001: Message edited by: Madmatt ]</p>
  12. <blockquote>quote:</font><hr>Originally posted by newlife: There's wind! I wonder if this means fire might travel now?<hr></blockquote> Charles recently added spreading fires. Havent seen it myself yet though, but its in there. Smoke columns (due to fire and brews, not smoke shells) are also blown over in the direction of wind. Smoke, however does not itself drift across the map, thats a little too difficult to model properly due to dispersion etc...The area covered by smoke is already somewhat abstracted so that should not be an issue. Madmatt
  13. <blockquote>quote:</font><hr>Originally posted by von Lucke: Would one of these new "doodads" include 3-D depictions of rubbled buildings? You know --- jagged walls, broken beams, collapsed roofs --- instead of the current, flat Rubble tile?<hr></blockquote> Yes, rubble is now a doodad and as such 3D. Yes, when factories are strung together you do not have to go outside in order to enter a new tile. Shoot and Scoot is an Armor command. Allows you to designate a position to move to and halt and scan for targets (and engage) and then a position to retreat to. It's a two waypoint command. A Shoot position and a Scoot position. Advance is a tactical posture with a unit providing covering fire internally and basically leap frogging ahead. Good firepower, moves at the Move rate. Medium Fatigue caused. Assault is a planned assualt on a location or waypoint. Mucho Firepower, high fatigue and it must be the ONLY command plotted. It is as its name implies, an assualt! Deadly when used correctly. Only good quality troops can do this. Human Wave: A poor mans assault. Move to contact: units will move until they spot an enemy unit, then the TacAi assumes control. Madmatt
  14. <blockquote>quote:</font><hr>Originally posted by Goanna: SuperTed, you are a dude. Thanks for the heads up. Hey BTS, when are you going to start taking pre-orders for this fine piece of kit so that I don't have to wait to get my hands on it while I listen to all the Yankee dogs ooooh and ahhhh over the features? I think a 7 day head start on shipping to your most loyal Australian customers is only reasonable, don't you? <hr></blockquote> No plans for pre-orders are expected at this time. Madmatt
  15. <blockquote>quote:</font><hr>Originally posted by newlife: There's wind! I wonder if this means fire might travel now?<hr></blockquote> Tree's yes, Wheat no. And they blow in the right direction too! Madmatt
  16. Topic closed as its getting too big. Feel free to start another one.
  17. Time for a new name. Send them to me tonight and I will pick one when I get back home. Madmatt
  18. Off topic post, being moved to General Forum. Nice page there Joe. Madmatt
  19. Hey guys, it's the holiday season so why don't you all just ease off the triggers a little eh? In the coming weeks and months we are sure to see a great deal more questions like this so go easy on the new guys. They, just like you, just want to play the new game. Okay? Good! Madmatt
  20. Manx works for ME at CMHQ, not for Battlefront. Please realize they are two seperate entities. Madmatt
  21. Ummm...I have NO IDEA what to make of all of this nonesense in this thread so I am just going to quietly padlock and step gingerly away from it... Ever see a 6 foot one 250 pound bald bouncer step gingerly away from anything? Its pretty nifty actually... Madmatt
  22. ROTFLMAO!!!! YES, you have my permission! God love you, you just made my month!!!! Madmatt
  23. We ONLY use native language speakers for spoken sounds, no faking it what-so-ever. All the voices in CMBO and all the ones in CMBB will be spoken by people who use those languages every day. Madmatt
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