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Madmatt

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Everything posted by Madmatt

  1. Yeah, i had planned to do so anyway. Probably add a Mod forum as well. YES you can mod this game... We have other priorities at the moment but let me see if i can whip up those forums here in the next few days. Madmatt
  2. Fair enough, and give us time and many of those explanations and justifications WILL BE COMING OUT, its just that we are a little busy at the moment trying to juggle our obligations on the forum, handling tech support, sales support, demo support AND planning for the next patch all at the same time. Granted, thats no explanation either, but what you asking for is detailed, in depth core design stuff and thats takes a while to come out properly (and i type slow!). Not only that, but we also want to hear and see not just what you guys LIKE but what you DON'T like and we like to see how and why you justify your statements. We assess that info internally and will and have in the past used that to shape future design decissions. My comments above were meant to try and put things in context though and I realize that my perspective on the game and yours come from two different places. Nowhere are we telling people to NOT have these types of discussions, we are merely asking you to try and put some things in context. Trust me, there are plenty of things that WERE in CMx1 that we WILL put into CMSF and future CMx2 based games in the future and as time passes we will be dicussing that much more in detail. On the other hand, some of the stuff you knew and loved in CMx1 won't go into CMSF and the more you play the more you will also come to understand and see that for yourselves. This isn't the first time we have shifted the paradigm you know... we do know what we are doing and have faith that our customers will come to understand this as well, even if ,like we had to do back when CMBO was released, they come with us kicking and screaming at first. Madmatt
  3. This is a true statement and it was designed to be that way. Let me explain. Yes, some of the things that were in a TEN YEAR OLD design which made that TEN YEAR OLD DESIGNED GAME great are not in CMSF. They have been replaced with all NEW things designed to make this NEW game great. I know its asking a lot for you guys to see CMSF not as a evolution of the old CMx1 games but rather as a completely new design and game, but once you do, you begin to understand the approach we have taken with CMSF much better. Give it time, I helped MAKE this game and it took me a while to see that for myself! Thats not to say we can't add some of those old great things that everyone loved back in. I mean sure, if it ain't broke don't fix it but that's only applicable if the part being talked about NOT fixing, still fits in the new machine. Madmatt
  4. Accusing of us of lying is pretty severe there sir. When did we ever say that WEGO was going into PBEM? As I recall Steve told everyone that it WASN'T going in for some time now! You are of course free to express your opinion of the game and if you feel cheated then you feel cheated and little I say or do will change that, but lets be clear on the fact that it was never promised and we never lied and said it would be. In fact, in light of the large file sizes we weren't even sure that we could include PBEM at all, but when we said that there was a huge public outcry to include PBEM 'whatever the costs" and then we were able to do so, but at the costs of loosing support for TCP-IP based WEGO. I am sorry if you missed that entire discussion (I am sure Steve remembers it well) but it doesn't give you any right to say we lied so I would ask that you choose your words a little more carefully next time. Madmatt
  5. Look into your demo Data folder. There is a file there called hotkeys.txt which you can modify the key assignments with. I also included some comments in that file which tell you which function is controlled by which key. Not all of keys and commands can be remapped though but all of the ones listed in that file can be. BE CAREFUL WITH THAT FILE THOUGH, if you omit an entry and put it in wrong the demo will no longer load battles properly! That goes for the full version as well but in our next patch/demo we will make the game a lot better about being "tolerant" to mistakes in that file. Madmatt
  6. Fixed v1.01a patch now uploaded. Find the new patch, or how to fix the problem yourself in this thread: http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=70;t=000041 Madmatt
  7. Fixed v1.01a patch is already up and now being mirrored. Find links to it at: http://www.battlefront.com/products/cmsf/downloads.html
  8. Updated Paradox v1.01a patch will be hosted on various mirror sites shortly. Stand by for links! ...or I guess you could just add that tilde key entry yourself as shown above. Thats literally the only real change in this 1.01a patch.... Madmatt
  9. For now, we advise you to reinstall back to your earlier v1.0 Paradox version until we can get you a new fix. Sorry... Madmatt
  10. Important update!!! Due to a unforseen compatability problem with the patch, we are pulling it from distribution and asking the mirror sites to do the same. As soon as we have a fixed patch we will announce and post it! Madmatt
  11. Thats actually referenced in the games readme file (the one that you probably never read when you installed the game/patch). You just need to copy that file manually from one languages Save folder to the other. Madmatt
  12. Thats actually referenced in the games readme file (the one that you probably never read when you installed the game/patch). You just need to copy that file manually from one languages Save folder to the other. Madmatt
  13. Yeah..there is that too... I heard the same about the M250 and M257 Smoke launcher tubes. Apparently they make great beer coolers! Madmatt
  14. Yeah..there is that too... I heard the same about the M250 and M257 Smoke launcher tubes. Apparently they make great beer coolers! Madmatt
  15. Yeah..there is that too... I heard the same about the M250 and M257 Smoke launcher tubes. Apparently they make great beer coolers! Madmatt
  16. I doubt those M1 crews found it all that funny though... Madmatt
  17. Just a FYI, from data I have (and I researched the bejesus outa this very issue) the defect rate on hull stored rounds is much higher than other rounds. Apparently the hull storage area tends to leak and the cartridge cases on the rounds often degrade or become damaged from the moisture or particles that are introduced. Have a look at this Safety Guide for M1A1's http://www.dmva.state.pa.us/paarng_sso/lib/paarng_sso/safety_guides/sg4.doc Yeah, I am the guy that always researchers the strangest things for our games! Madmatt
  18. Just a FYI, from data I have (and I researched the bejesus outa this very issue) the defect rate on hull stored rounds is much higher than other rounds. Apparently the hull storage area tends to leak and the cartridge cases on the rounds often degrade or become damaged from the moisture or particles that are introduced. Have a look at this Safety Guide for M1A1's http://www.dmva.state.pa.us/paarng_sso/lib/paarng_sso/safety_guides/sg4.doc Yeah, I am the guy that always researchers the strangest things for our games! Madmatt
  19. Just a FYI, from data I have (and I researched the bejesus outa this very issue) the defect rate on hull stored rounds is much higher than other rounds. Apparently the hull storage area tends to leak and the cartridge cases on the rounds often degrade or become damaged from the moisture or particles that are introduced. Have a look at this Safety Guide for M1A1's http://www.dmva.state.pa.us/paarng_sso/lib/paarng_sso/safety_guides/sg4.doc Yeah, I am the guy that always researchers the strangest things for our games! Madmatt
  20. In reality that's a rather long process that usually is done by pulling out of the nearby battle area as its a rather complicated and cumbersome process to gain access to the hull storage area. As such, in the constraints of a typical CMSF battle, its unlikey that you would have time or chance to do this. Think of it this way, its a small tradeoff for us being more than a little generous with letting the 16-18 rounds be transfered from the Storage Bin behind the TC into the Gunners Ready Rack, a process that also can take some time to do (and do it safely without damage to the rounds or crew!). Madmatt
  21. In reality that's a rather long process that usually is done by pulling out of the nearby battle area as its a rather complicated and cumbersome process to gain access to the hull storage area. As such, in the constraints of a typical CMSF battle, its unlikey that you would have time or chance to do this. Think of it this way, its a small tradeoff for us being more than a little generous with letting the 16-18 rounds be transfered from the Storage Bin behind the TC into the Gunners Ready Rack, a process that also can take some time to do (and do it safely without damage to the rounds or crew!). Madmatt
  22. In reality that's a rather long process that usually is done by pulling out of the nearby battle area as its a rather complicated and cumbersome process to gain access to the hull storage area. As such, in the constraints of a typical CMSF battle, its unlikey that you would have time or chance to do this. Think of it this way, its a small tradeoff for us being more than a little generous with letting the 16-18 rounds be transfered from the Storage Bin behind the TC into the Gunners Ready Rack, a process that also can take some time to do (and do it safely without damage to the rounds or crew!). Madmatt
  23. Most everything brought up in this thread is on our "list" to try and implement or add at some point. This is the first game of an entire new engine and franchise. Some of you may remember how the original CMBO game was and how we updated and improved it with frequent and numerous incremental updates. You can expect the same this time around. I have to add one caveat though. The game has been out for only about 15 hours and your all still stuck in CMx1 design ideology. There is nothing wrong about that, we expected that, but you also have to have some faith that we have a vision and design goal we set out to achieve with CMx2 games and to accomplish that some old practices and SOP's had to be altered or discarded outright. Eight years ago, nobody could have envisioned a design like CMx1 and how they would affect future game designs ever-after. Imagine what we can achieve this time with a new engine designed from the ground up to give us freedom to expand, modularity and data efficiency. Remember, you got the REAL team working on this game. We aren't some spoiled outside developer with their own hidden agenda, we are BATTLEFRONT and we invented this genre, so stick with us and you will be along for an awesome ride in computer gaming evolution. Madmatt [ July 28, 2007, 01:02 AM: Message edited by: Madmatt ]
  24. And they will only get better. There is still a lot of goodies we got planned to implement in the future! Madmatt
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