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Everything posted by Madmatt
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I saw the august and totally missed the day and year. And the funnyt thing was I DID look up there when I first saw that this was about 1.04 Oh boy, too many late nights and young girls I think... Madmatt
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Michael emrys: That wouldn't explain it anyway. Steve posted a while back that for the AI the FoW is always on full regardless of the setting for the player. Michael<HR></BLOCKQUOTE> I don't recall that as being true but I will check. Madmatt
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Juju, why are you playing a game version 8 revisions behind the current? Also it is not a good idea to upgrade from one version of the game to another in the middle of a battle or operation. Strange things can and will happen when you do that. We normally recommend players finish out any ongoing games before applying patches. Madmatt
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I do not see an order placed in your name Clinton. There was a time on 8-1 that work was being conducted on the server and I think you were trying to place your order during that time. If you didn't get a page that was a summary of your order or an email confirmation than your order was not placed. Just to be sure, wait for further confirmation from Steve that there is not an order for you, but he looks at the same logs as I do and I don't see you in them. Madmatt
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Actually from testing I have conducted you can use drivers up to the WHQL 7.58 series with a Geforce, GeForce II or TNT based card without the FSAA corruption issue occuring pn Win95/98/ME. In fact I am running my Geforce II with those drivers right now and 4x4 FSAA is on with no problem. Those with Windows 2000 systems might want to look into running with the series 3.68 Detonator drivers available from http://www.guru3d.com/download/nvidia.shtml I know many people that have reported ALL issues with their Geforces and TNT's were solved when they installed those older drivers including issues that were unrelated to Combat Mission. With my Hercules Prophet II card I do not have to reboot in order to change FSAA settings but as noted above, that may be neccesary with some drivers/cards. Madmatt [ 08-02-2001: Message edited by: Madmatt ]
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Wrong Forum! Moving thread. Madmatt
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How long does it take the order to come through
Madmatt replied to New Age Santa's topic in Combat Mission Archive #3 (2001)
Check your email Santa. Madmatt -
Guys, here is what we know after reviewing this issue for some time: I have NEVER been able to replicate the crash, neither have any of my testers I asked to check into it. Some people who have been playing TCP/IP games for many months have never experienced such a crash. I am certain that there is *something* going on though, thats why I have continued to research this issue. It is NOT hardware specific. It is NOT OS specific. It *appears* to sometimes be triggered by the appearance of duplicated crews or after prisoners are captured. Other times there is no such triggering event. The reason for the crash itself is that it appears something is corrupting the transmitted data between systems. What happens is that when one system tries to process the corrupt file it locks up the game and it drops to the desktop (or dings). This also explains why you can not reload some autosaves from crashed games as they are themselves corrupt. The root cause for the corruption is where we are having difficulty discovering. It could be when the host compiles the turn or it could be getting corrupted at some point doing the transmission between systems. I have said repeatedly that Charles will look into this issue but he has not had time to do so in depth yet. When we have more to report we WILL REPORT IT. That's all I have for you at this time. [ 07-31-2001: Message edited by: Madmatt ]
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Reversing through bocage??
Madmatt replied to Stalin's Organ's topic in Combat Mission Archive #3 (2001)
Not a bug, it was just decided that it was not worth the processor hit to factor in the correct angle that a Rhino equiped unit must hit the bocage with in order to punch through. An abrstraction to be sure but if you really want to "BACK" your way through some bocage with a tank than ummm, I am sure the defenders won't mind too much. :-D Madmatt -
Would CMBO & CMBB run on WinXP?
Madmatt replied to PawBroon's topic in Combat Mission Archive #3 (2001)
<BLOCKQUOTE>quote:</font><HR>Originally posted by Geier: I've had the same problems with nVidia (a Leadtek WinFast GeForce SDR) running CM on a Win2K system, no matter what drivers I used. Windows ME seems to run it just fine. But that's just Win2K.<HR></BLOCKQUOTE> Try the much older 3.68 version drivers. Many people have loaded those and all there W2K problems with Nvidea cards have gone away. Note: this MAY only effect TNT based cards and not GeForces. But its worth a try. This site has a nice collection of drivers: http://www.guru3d.com/download/nvidia.shtml Madmatt -
Good to know, wrong forum for anniversary annoucements though. Madmatt
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<BLOCKQUOTE>quote:</font><HR>Originally posted by KwazyDog: Guys, I would have to test this to be sure, but I think even now crews will abandon an AT gun is an enemy tank gets a little too close. Dan<HR></BLOCKQUOTE> Yes, that has been in CM for some time. Madmatt
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Fellow gamers, PLEASE HELP, PLEASE read and punt!
Madmatt replied to busboy's topic in Combat Mission Archive #3 (2001)
Busboy, this is the wrong forum for this, and so I am closing it up. I don't see how effectively banning one game or mod (by signing the petition) will somehow save all others from the same fate due to unwanted attention. I recall a game by Running with Scissors called Postal which did nothing but benifit from such negative attention several years ago so I also wonder what sort of effect such a move will really have. It's a slippery slope and there will be plenty of other games that will be sure to grab the media's rather slanted view on videogame violence in the coming months (SOF-2 for one). Game devolopers have enough issues to concern themselves with without having petitions against them floating around. Madmatt -
Enoch--You're Mail Service Is Returning My Mail
Madmatt replied to Col Deadmarsh's topic in Combat Mission Archive #3 (2001)
Ok, seems you guys got a handle on this so best to close it up. Madmatt -
Vehicles BTS almost used: a complete list
Madmatt replied to tecumseh's topic in Combat Mission Archive #3 (2001)
The Horch was in during the Beta but was removed prior to release. As to hacking the code, there are ways to see into some of the temp data dump files that CM creates but it will not change anything in the game itself. Basically you can sometimes look (won't see much though), but touching won't make any difference. Madmatt -
Now boys, play nice. Small unit tactical battles were very prevalent in Vietnam and would make (I think) an excellent addition to the Combat Mission family. But not until we get done with WWII first. We cover the wars in order gentlemen, no line jumping! Madmatt
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Bill Paxton as patron saint of the Peng Challenge Thread
Madmatt replied to Geier's topic in Combat Mission Archive #3 (2001)
Heheheh..Yeah I like this title... Oh man, we're Swiss Chesse..Game Over...Game Over... Can anyone tell me what parts he played in Commando and The Terminitor? Madmatt -
Priest. Nothing personal just a question.
Madmatt replied to Lorak's topic in Combat Mission Archive #3 (2001)
In respect of Priest and his very articulate and sincere post I will NOT allow this to become a Peng thread. Start a new one gentlemen. Madmatt -
Combat Mission 3 - or: FIGHTING STEEL!
Madmatt replied to Ryan Crierie's topic in Combat Mission Archive #3 (2001)
As indicated above I will be moving this thread but I for one would LOVE a naval game as detailed as CM set in the Pacific... Mmmmm Savo Island...Guadacanal... By the way, there was a game in devolopement called Raider Operations that showed much promise, maybe someone still has a link handy. Madmatt [ 07-26-2001: Message edited by: Madmatt ] -
Shift-C does that and you are right, the default is set to scale the units a little larger. You can use Shift-C to get them back to their normal size. Good point. Madmatt [ 07-26-2001: Message edited by: Madmatt ]
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The game calculates collisions (and its avoidance) on the center of a unit. We did this for a number of programining reasons. If we tried to model collision detection on all the various outside profiles of units, it would increase exponetially the time to render turns and speed of the game overall would decrease dramtically. While not a perfect solution, it is the lesser of two evils. As to your second issue, it is related again to a programming issue in which there is only so much "DATA" that a unit can retain and remember during a turn but this is something that will change somewhat with the release of CMBB. Also be sure you are playing the latest version (v1.12) as many changes were made to targeting retention and prioritization. Madmatt
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Gen-x, Go into your game folder and delete the Combat Mission Bynd Ovr Prefs file. Make sure your desktop resolution is really 1600x1200 (bit depth is not important). Launch the game, it should prompt you to accept the current screen size that are running. If it doesn't than there may be something with the type of drivers that you have that do not support Direct 3D games to run at such a high size or something esle. What video card do you have? I have run CM at 16x12 on both a TNT2 Ultra, Geforce 2 (my current) cards. Madmatt