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Madmatt

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Everything posted by Madmatt

  1. Please send us a savegame clearly showing this issue. You can send that to support@battlefront.com Thanks! Madmatt
  2. Still, it's a good suggestion and something we can look into for the future, as long as we could implement some failsafes to prevent abuse. Madmatt
  3. Anyone with experience with the old CMHQ chat system will tell you just how annoying chat *sounds* can be as many people seem to be unable to control the urge to RING repeatedly... for hours on end it seems... Madmatt
  4. Oren_m, try and reapply the patch as it sounds as if you might have a corrupted brz data file thats triggering a crash whenever the sounds for weapons are played. You might want to try and download the patch from a different server too, just to be safe. Let us know if that makes any difference. Madmatt
  5. Dv, please recreate this but before you click the red-button, save the game and send us the save file. You can send it directly to support@battlefront.com. Thanks! Madmatt
  6. Well, the answer is really pretty simple. Compared to CMx1 games, there is exponetially more stuff going on behind the scenes in a given PBEM turn due in large part to relative spotting and the 1 to 1 unit/soldier modeling and that resolves itself into much larger files. Madmatt
  7. Nothing in the graphics engine really changed so I am at a loss to explain this one. Did you by chance update your video drivers? Assuming your running Windows on that Mac, make sure and get the drivers directly from ATI and see if that makes a difference. Madmatt
  8. Where did you buy CMSF? Did you get the Battlefront (for CD or Download), Gamersgate (online download), or Paradox (CD retail) version? Madmatt
  9. Indeed, he used the wrong patch. There is NO all version patch as such. You need to download the Paradox All Inclusive patch. The "all Inclusive" means that you can use this patch on any version of the PARADOX game. It does not mean that you could use it on any of the published versions of the game itself which would be Battlefront, Paradox and Gamersgate. I know, its a little confusing, but the patch readme does specify exactly what patch works with what game. Madmatt
  10. There were no changes at all made to then sound engine nor were any new sounds added, replaced or modified in 1.07. Is anyone else seeing something like this? If you still have the old v1.06 patch (and some mirrors are still hosting it) I would try and patch with 1.06 and see if the sound reverts back to how it was before. That would at least help us to isolate if 1.07 was indeed then root cause of the problem. Be sure and also check your Windows sound settings to make sure its set for the type and amount of speakers you have. Madmatt
  11. Today we are happy to release the newly updated Combat Mission: Shock Force Demo (v1.07). This demo features many fixes, user interface updates and performance improvements over the original demo, plus it includes a third (and brand new) playable scenario. Since this demo is based on the most current v1.07 game code, you also get access to the new pop-up unit command panel, customized hotkey functionality, the new high fidelity spotting model and hundreds of other AI behavior improvements, combat tweaks and game enhancements! This demo includes two scenarios which can be played as either US or Syrian, plus a third scenario, "Demo Training" which was designed as a tutorial to be played from the US perspective. Both Real-Time and Turn-Based gameplay are available and all multiplayer modes are active (TCP-IP, PBEM, Hotseat) and you can even access and play with the full Game Editor (save function disabled). The demo also includes the original full 196 page game manual in pdf format. If you are new to Shock Force, or if you looked at it before and wanted to wait to see how it played once it matured a bit, then this is the demo for you. We feel it truly displays the ingenious gameplay, innovative design and most importantly, the FUN that has always been the hallmark of the Combat Mission games. The Combat Mission: Shock Force Demo includes: * Newly updated version demo (v1.07) with many fixes and UI updates and performance improvements * Includes two scenarios which can be played as either US or Syrian * Includes a third scenario, "Demo Training" which was designed to only be played from the US perspective * All multiplayer modes are active (TCP-IP, PBEM, Hotseat) * You can access and play with the full Game Editor (save function disabled) * The full 196 page game manual (pdf format) DEMO SCENARIO INFO: Demo Training, a small training scenario designed to familiarize new players to Combat Mission before engaging in "real" combat. (Blue play only) Smashing Steel: A Syrian mechanized force heads south as an American Stryker and tank force heads north. (Battle begins before dawn in the dark, but as time progresses and the sun rises, visibility and lighting will increase) Going to Town: Stryker infantry mix it up with the Syrian forces as they enter a small town. Combat Mission: Shock Force Demo Download Page
  12. Also, if you have further problems with SecuROM, please contact Paradox support via www.paradoxplaza.com or you can contact SecuROM directly here: support@securom.com Madmatt
  13. Assuming you have the CD already in the CD drive you might want to try and take the CD out of the drive, reboot and then insert the CD into the drive once Windows comes back up. The CD's autorun program should launch and you can run the game via that, or using the desktop shortcut. I saw a similar issue with the Paradox patch while I tested it, but once I rebooted and inserted the CD, it worked fine and then I never had any more issues. Madmatt
  14. Today we are happy to release the newly updated Combat Mission: Shock Force Demo (v1.07). This demo features many fixes, user interface updates and performance improvements over the original demo, plus it includes a third (and brand new) playable scenario. Since this demo is based on the most current v1.07 game code, you also get access to the new pop-up unit command panel, customized hotkey functionality, the new high fidelity spotting model and hundreds of other AI behavior improvements, combat tweaks and game enhancements! This demo includes two scenarios which can be played as either US or Syrian, plus a third scenario, "Demo Training" which was designed as a tutorial to be played from the US perspective. Both Real-Time and Turn-Based gameplay are available and all multiplayer modes are active (TCP-IP, PBEM, Hotseat) and you can even access and play with the full Game Editor (save function disabled). The demo also includes the original full 196 page game manual in pdf format. If you are new to Shock Force, or if you looked at it before and wanted to wait to see how it played once it matured a bit, then this is the demo for you. We feel it truly displays the ingenious gameplay, innovative design and most importantly, the FUN that has always been the hallmark of the Combat Mission games. The Combat Mission: Shock Force Demo includes: * Newly updated version demo (v1.07) with many fixes and UI updates and performance improvements * Includes two scenarios which can be played as either US or Syrian * Includes a third scenario, "Demo Training" which was designed to only be played from the US perspective * All multiplayer modes are active (TCP-IP, PBEM, Hotseat) * You can access and play with the full Game Editor (save function disabled) * The full 196 page game manual (pdf format) DEMO SCENARIO INFO: Demo Training, a small training scenario designed to familiarize new players to Combat Mission before engaging in "real" combat. (Blue play only) Smashing Steel: A Syrian mechanized force heads south as an American Stryker and tank force heads north. (Battle begins before dawn in the dark, but as time progresses and the sun rises, visibility and lighting will increase) Going to Town: Stryker infantry mix it up with the Syrian forces as they enter a small town. Combat Mission: Shock Force Demo Download Page
  15. That 404 error on the download page has been fixed. Madmatt
  16. A new v1.07 demo should be released in the next few days. Madmatt
  17. Sorry I missed this post until now. While we do routinely monitor the forum, we had been busy wrapping up the v1.07 patch this past week. Glad to see you got it all fixed up. If you don't hear from us online via the forums, you should always email us directly because as busy as we get, we always try and reply to emails quickly. Madmatt
  18. Combat Mission: Shock Force v1.07 Game Patch (All Inclusive) Download Link: http://www.battlefront.com/products/cmsf/downloads.html CMSF v1.07 PATCH FEATURES PATHFINDING / NAVIGATION * Corrected some pathfinding problems that caused units to "go the long way around", especially in areas with tall walls. * Corrected some "stuck soldier" issues. * Corrected some issues related to Assault moves, both during and afterward. * Improved vehicle navigation in dense urban areas (note that vehicles may not enter extremely narrow alleyways between buildings). * Blown-out ground-floor walls set in the scenario editor are correctly navigable in game. TURN-BASED REPLAY * Fixed a crash bug. * Soldiers and vehicles move/animate more smoothly. * Soldiers are shown carrying the correct weapon after switching weapons. * Team ammo displays correctly. * Smoke columns/clouds are shown immediately upon loading a saved game, and correctly retain their shapes from one turn to the next. COMBAT * Fixed a bug where it was more accurate to area-fire in front of a building than to shoot directly at its occupants. * Squads/Teams are additionally suppressed when suffering casualties (on top of the morale hit). * ATGMs are more likely to fire on tanks even when they are unlikely to cause damage. * Troops are more likely to fire on targets inside a Target Arc even when unlikely to cause damage. * RPG-29 is more willing to do "area fire". * TOW missile failure rate is reduced. * Tanks hit by depleted-uranium APFSDS (such as from Abrams tanks) explode slightly less often. * Trees receive more damage from direct-hit explosions. QUICK BATTLES * 32 new Quick Battle maps added for a greater variety of combat settings. * In Quick Battles played by email, units are initially placed in setup zones correctly. COMPUTER PLAYER * Corrected a problem in the campaign game where computer units were not placed in ideal positions in the setup phase. * After computer-player units move, they are smarter about choosing the direction they face. * Computer-player vehicle crews whose vehicles have been knocked out are less aggressive in moving on the attack. FIRE SUPPORT * Shortened delivery times for Syrian rocket artillery. * The estimated delivery time in the Fire Support Mission Request display initially shows the best possible time (usually what you'd get with an "emergency" mission). If a mission type other than "emergency" is selected, the estimated delivery usually increases to reflect the time needed to fire and adjust spotting rounds. * Corrected a case where fire support targeted directly at an enemy unit would not initially show a colored targeting line. MISCELLANEOUS * Dynamically changing light conditions at dawn and sunset are displayed correctly in all weather types. * The floating icon for friendly Humvees and UAZ-469s shows the silhouette of the infantry team driving them rather than a vehicle silhouette (so you don't lose track of, say, a Forward Observer team). * Corrected a problem where an HQ unit would sometimes not be in voice or visual command of its nearby superior HQ. * Corrected a problem where occasionally one could spot men in/on a vehicle but not the vehicle itself. * Objective labels are moved higher up when around a cluster of buildings so they're easier to see. * Vehicle-borne IEDs do not use AI self-protective behavior. * In setup phase, you cannot embark a unit from one setup zone onto a vehicle in a different setup zone. * In the editor, the AI Group number displayed in 3D mode shows the correct value. * Corrected various issues related to squad behavior when one or more of its component teams was wiped out. PREVIOUS SAVE GAME COMPATIBILITY NOTE: Save games created with earlier versions of the game are NOT compatible with v1.07. 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, v1.04, v1.05 and v1.06) 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. MANUAL ADDENDUM: The manuals reference to the eLicense licensing and game activation system (pages 12-15 and 194) is ONLY applicable to the Battlefront.com version of the game. The Gamersgate and Paradox Interactive versions of the game each use their own licensing/activation/protection systems and you should contact those companies directly if you have problems licensing or activating those versions of the game. TROUBLESHOOTING INFO: Included with this patch is the most up to date troubleshooting guide. It is located in the game folder (filename Troubleshooting Guide.html) as well as in the Combat Mission Shock Force Program Group located under the Start Menu). Download Link: http://www.battlefront.com/products/cmsf/downloads.html Madmatt
  19. Combat Mission: Shock Force v1.07 Game Patch (All Inclusive) Download Link: http://www.battlefront.com/products/cmsf/downloads.html CMSF v1.07 PATCH FEATURES PATHFINDING / NAVIGATION * Corrected some pathfinding problems that caused units to "go the long way around", especially in areas with tall walls. * Corrected some "stuck soldier" issues. * Corrected some issues related to Assault moves, both during and afterward. * Improved vehicle navigation in dense urban areas (note that vehicles may not enter extremely narrow alleyways between buildings). * Blown-out ground-floor walls set in the scenario editor are correctly navigable in game. TURN-BASED REPLAY * Fixed a crash bug. * Soldiers and vehicles move/animate more smoothly. * Soldiers are shown carrying the correct weapon after switching weapons. * Team ammo displays correctly. * Smoke columns/clouds are shown immediately upon loading a saved game, and correctly retain their shapes from one turn to the next. COMBAT * Fixed a bug where it was more accurate to area-fire in front of a building than to shoot directly at its occupants. * Squads/Teams are additionally suppressed when suffering casualties (on top of the morale hit). * ATGMs are more likely to fire on tanks even when they are unlikely to cause damage. * Troops are more likely to fire on targets inside a Target Arc even when unlikely to cause damage. * RPG-29 is more willing to do "area fire". * TOW missile failure rate is reduced. * Tanks hit by depleted-uranium APFSDS (such as from Abrams tanks) explode slightly less often. * Trees receive more damage from direct-hit explosions. QUICK BATTLES * 32 new Quick Battle maps added for a greater variety of combat settings. * In Quick Battles played by email, units are initially placed in setup zones correctly. COMPUTER PLAYER * Corrected a problem in the campaign game where computer units were not placed in ideal positions in the setup phase. * After computer-player units move, they are smarter about choosing the direction they face. * Computer-player vehicle crews whose vehicles have been knocked out are less aggressive in moving on the attack. FIRE SUPPORT * Shortened delivery times for Syrian rocket artillery. * The estimated delivery time in the Fire Support Mission Request display initially shows the best possible time (usually what you'd get with an "emergency" mission). If a mission type other than "emergency" is selected, the estimated delivery usually increases to reflect the time needed to fire and adjust spotting rounds. * Corrected a case where fire support targeted directly at an enemy unit would not initially show a colored targeting line. MISCELLANEOUS * Dynamically changing light conditions at dawn and sunset are displayed correctly in all weather types. * The floating icon for friendly Humvees and UAZ-469s shows the silhouette of the infantry team driving them rather than a vehicle silhouette (so you don't lose track of, say, a Forward Observer team). * Corrected a problem where an HQ unit would sometimes not be in voice or visual command of its nearby superior HQ. * Corrected a problem where occasionally one could spot men in/on a vehicle but not the vehicle itself. * Objective labels are moved higher up when around a cluster of buildings so they're easier to see. * Vehicle-borne IEDs do not use AI self-protective behavior. * In setup phase, you cannot embark a unit from one setup zone onto a vehicle in a different setup zone. * In the editor, the AI Group number displayed in 3D mode shows the correct value. * Corrected various issues related to squad behavior when one or more of its component teams was wiped out. PREVIOUS SAVE GAME COMPATIBILITY NOTE: Save games created with earlier versions of the game are NOT compatible with v1.07. 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, v1.04, v1.05 and v1.06) 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. MANUAL ADDENDUM: The manuals reference to the eLicense licensing and game activation system (pages 12-15 and 194) is ONLY applicable to the Battlefront.com version of the game. The Gamersgate and Paradox Interactive versions of the game each use their own licensing/activation/protection systems and you should contact those companies directly if you have problems licensing or activating those versions of the game. TROUBLESHOOTING INFO: Included with this patch is the most up to date troubleshooting guide. It is located in the game folder (filename Troubleshooting Guide.html) as well as in the Combat Mission Shock Force Program Group located under the Start Menu). Download Link: http://www.battlefront.com/products/cmsf/downloads.html Madmatt
  20. Reedi7, you asked earlier if it was worth uninstalling and then reinstalling the game and patch, in a word YES, please try that and be sure and also reinstall .Net Framework 2.0 and be sure that its all updated with the latest fixes from Microsoft. Report back what you find. RobboG, dual monitor displays actually do work for some people from what I have seen but you actually never said if once you turned off your dual display if your problems went away or not. We need to establish that first before we dig any deeper into your problem. Madmatt
  21. Crazy, what steps/stuff have you tried already? Did you try and disable all the same settings that Lethaface did? Madmatt
  22. Go into the options panel and try and use the Hardware Mouse Cursor option (try with it both selected and then unselected) and see if that makes any difference. That setting is found under the Video settings. Madmatt
  23. This game is far from filler but there is little I can do, because of many issues, to really change what and how and even when or if Kaylpso releases the patch. I realize the box has our logo on it, and thats due to all the work we put into helping to make ToW a viable product, but that doesn't change the various business issues that can and do occur when a single game like this has multiple publishers. The last I heard was that Kaylpso was indeed working on releasing the patch and that 1c had made available to them everything they might need to do so. I will see if I can get any updated info on this. Madmatt
  24. Yeah, it looks like at least one of the mirrors was still linking to the old demo. I have asked them to recheck to be sure they are now linking to the proper 588 meg demo version, not the older one. Madmatt [ February 10, 2008, 10:31 AM: Message edited by: Madmatt ]
  25. Sorry, for the delay in getting back to you. I've been busy with the ToW Demo and CMSF Patch. The thing I was thinking that have might been set wrong looks okay so my initial idea wouldn't work. I will have to see what Sneaksie says about this one. What happens with the Battle Generator and Mission Editor? Do they launch? Madmatt
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