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Madmatt

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Everything posted by Madmatt

  1. The AA issue is undoubtably something with the Radeon drivers and not anything we can do since we do not code for Anti-Aliasing, thats all on the driver side. The floating passengers seems to be in this case because the most common light tank at the time of your battle is a T-60 so it is using that model as the generic "Light Tank?" placeholder unit in this instance. Since a T-60's cant actually carry passengers the game tries as best it can to fit them on to the model and you get the floating troop display. I will see what we can do about this but its a pretty minor issue. Madmatt
  2. Its been a long time since I heard it mentioned but I am pretty sure it was called Q-Res. Madmatt
  3. When its done. Here is another bone for ya, that pesky issue of correcting out of LOS arty and having it still hit the same spot...It's fixed. Madmatt
  4. Actually we have something in store in 1.03 which should help out this situation. More details once the final patch is released. Madmatt
  5. Yes, only advance and assualt allow units to fire while moving and each of those represent varying degrees of the squad leapfrogging forward while the other squad members lay down covering fire. Madmatt
  6. Charles looked over the HUNT issue as reported and its not a bug. Here is what he said when I showed him an example of tanks not halting when under HUNT against a Soviet AT gun: It's not a bug. Hunt behavior only stops to engage when: 1. The target is a vehicle (which can be reasonably killed), or 2. An anti-vehicle threat (which can be reasonably killed) In this scenario, neither condition is true, so the tanks keep rolling. These tanks are Pz II's with pipsqueak 20mm guns, and the "target" is an AT gun. So rule #1 fails because it's a gun not a vehicle. Rule #2 also fails because the AT gun can't "reasonably" be killed with a pipsqueak 20mm gun whose HE barely does anything (and in fact the AT gun can easily kill the Pz II, so it's not smart for the Pz II to stop and engage it). When I changed my test to be a 100MM AT Gun against a platoon of Tigers, the Tigers did halt when they came under fire and properly engaged as expected. The reason it is different in 1.01 and 1.02 (where the tanks seemed to halt too frequently) is due to several small refinements in TacAi thinking as well as a combination of other fixes and new changes recently implemented. Madmatt p.s. Some other changes have also been made recently of which I will comment on soon. [ April 29, 2003, 02:50 PM: Message edited by: Madmatt ]
  7. Yeah, that looks like a bug. I will pass it ahead to Charles to fix. Madmatt
  8. The 1.03 patch currently out is a public beta version only. Once we are satisfied with the patch we will release it in all languages and for CDV and Battlefront customers both. Madmatt
  9. Well, it would depend on where the rounds that are originally off target are hitting. Is that location within LOS? if not, then any correction from that spot, which is not under observation, is going to be hard to accomplish since the FO cant see the actual splashes. Madmatt
  10. I am currently looking into the Hunt issue as reported above. Madmatt
  11. Guys, back in March I had Charles and the rest of the team look at some of the sample files sent in and Charles, in a very unlike Charles fashion, replied with this lengthy description of what is going on. It was meant to have been posted to the forum but just overlooked. >>> Judging from the scenarios included, the "really inaccurate artillery bug" is NOT a bug. In these scenarios the FO is aiming artillery at a spot in his LOS - but only barely. The trouble is that he's aiming his line of sight down the tiniest sliver of a visible "arc" that you could imagine: thick woods block all sight immediately to either side of this "sliver". It's as though he's looking down a very long, thin corridor. In other words, he can see the exact spot he's targeting, but he can't see 5m to the left of it (blocked by trees) or 5m to the right (also blocked by trees). Problem: he therefore has no way to see where the spotting rounds land. THAT is why the artillery fire doesn't hit precisely where he wants it. But that's not all. What about this description of "way off", "inaccurate" artillery? The shells - fired "blind" after not having any correction since the FO could not see the spotting rounds - fell a mere 150m to the right. Folks, back in WW2, "blind" artillery that fell only 150m off target would be described as "pinpoint", the artillery commander would get the Congressional Medal of Honor, and the Russians would send out spies to steal this incredible war-winning accuracy technology. 150m from the aim point is NOT EVEN CLOSE to "way off" or "fix or do somefink", especially when the rounds were not corrected by the spotter since he couldn't see more than a tiny sliver of the area he's aiming at. If anything, CM is far too generous with artillery accuracy. If we really wanted to be hardass realistic here, I would make the artillery LESS accurate. >>>> Okay, so thats what Charles has to say about that... To put it another way, the key here is for the FO to be able to observe the spotting round. If he doesn't than we would have to assume he is trying to correct by either sound or smoke/dust plume etc... and that accounts for the continued inaccuracy of the corrections the player orders the following turns. Now, what we did also discuss is that there is a lack of feedback to the player about all this *under the hood* stuff. With the new engine we will be able to fix all that, but the current engine has some design limitations that this issue unfortunately shows off. Madmatt [ April 22, 2003, 04:51 PM: Message edited by: Madmatt ]
  12. Nope. At least not in a orders phase. We did allow you to do this in the Setup phase though some time ago. Madmatt
  13. You might want to check the main news page...There has been...a developement. Madmatt
  14. You were not specifically banned, rather the IP address that AOL has leased to you was, some time in the past. The best thing to do is try and reconnect (reset) your modem which may get you a new IP. Usually AOL will lease you a new IP address within 24-48 hours anyway though. Madmatt
  15. Thanks guys but this is not a democracy and our views on this have not changed. No dedicated Mod Forum here. Madmatt
  16. Its not going to get added. This was actually brought up long ago and Charles decided against it. Madmatt
  17. You think thats bad? My girlfriend can't even get the name right! She still refers to CM as "Super Squad Commando" (actually a pretty cool name when you think about it!). As to the content of it, well, lets just say that she aint too impressed. Yeah, thanks hun! I spent the last few years of my life working on CMBB and all it generates outa her when I talk about it is a blank stare and a yawn...nice. Madmatt p.s. In the end though, its really just a GAME! [ April 18, 2003, 02:10 PM: Message edited by: Madmatt ]
  18. if it only happens infrequently that might a realistic "panic" response </font>
  19. Everything Rexxford posts here he usually posts first to the beta forum or sends via email to us. He is a beta tester and also helped a great deal with Armor Penetration Calculations in CMBB, as such we know everything new that he finds. Madmatt
  20. That issue usually occurs as a result of a video card running out of available VRAM or it *indicates* that it is running out of VRAM so it reuses an existing BMP texture already in its memory. What type of video card do you have? Try and make sure that CMBB is run as the only application and is also the *first* game that you run after you boot up. It is possible that other applications/games are not properly releasing resources and filling up the available VRAM which makes CMBB think there is far less to use than there should be. Madmatt
  21. I am happy to announce a new build (1.03c) of the CMBB 1.03 Public Beta Patch. This Beta patch is for Mac and Windows but will ONLY work on the Battlefront.com English version. It is not intended nor will it work for the CDV version. This patch is being offered AS IS so you should be sure and backup your copy of CMBB before applying the patch. The patch is just over 2 megs in size. It includes a new executable and some new BMP files. The purpose of this beta release to the public is to test the listed fixes (see below) and ensure no major lingering resolvable issues remain. Once we have confirmed that, we will release 1.03 as a full (non-beta) patch. If you encounter issues with this patch related to the listed fixes below please post a reply in this thread detailing what you see. If need be someone from Battlefront.com will reply to the message and possibly request pictures or a save game file which demonstrates the issue. BE ADVISED, we are not adding any other new features to 1.03 so please refrain from asking for new stuff, rather we just want people to look over the patch and confirm that what we say is fixed is fixed. Windows Patch: ftp://ftp.battlefront.com/pub/patches/cmbb/CMBBv103c_publicbeta.exe Mac: ftp://ftp.battlefront.com/pub/patches/cmbb/CMBBv103c_mac_publicbeta.sit.bin >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Combat Mission: Barbarossa to Berlin 1.03c Public Beta README 4-17-2003 Since this release is a PUBLIC BETA release we STRONGLY suggest you backup your current Barbarossa to Berlin.exe file before applying this patch! Your copy of CMBB must already be patched to version 1.02 before applying this patch. Failure to do so may cause your game to no longer run properly. European Version Warning: This Beta Patch will NOT WORK with the CDV European release, it is intended only for the Battlefront.com version (English Language only). A full 1.03 patch (non-beta) will be released in the future for both Battlefront and CDV versions. In-Progress PBEM Note: -- PBEM games in progress must be saved as save-game files and reloaded into v1.03 before PBEM can continue (even PBEM from the last beta patch). UPDATED ON 4-17-2003 with these changes.. -- Simulate tendency of uncapped AP ammo to shatter on high-hardness Russian armor (plates of 60mm or less, generally). This reduces, for example, the ability of the German 37mm gun to penetrate the T-34. -- Tweaked the fix to ammo reloading for units imported to QBs so it won't go over the max load for vehicles. -- Soviet 45mm antitank gun may use canister ammunition. -- Fixed a FOW issue showing optics info for not-fully-identified vehicles. -- Added 'icon' view for Vanatorul de care R-35. -- Fixed a bug where vehicles would ocasionally 'miss' a nearby waypoint and have to turn around in a tight space to reach it. -- Wooden buildings are more flammable. -- Valentine III model shrunk slightly. -- StuG IV gun won't depress into the hull when the vehicle is knocked out. -- Fixed a problem where a unit showed more casualties than the number of men it originally had. -- Vehicles that TacAI-retreat from a threat stop hiding. Here's the full v1.03c feature list: NOTE: * PBEM games in progress must be saved as save-game files and reloaded into v1.03 before PBEM can continue(even PBEM from the last beta patch). MODIFICATIONS: * Ordnance aims better at soft targets just behind the crest of a ridge (i.e. on a reverse slope). * Simulate tendency of uncapped AP ammo to shatter on high-hardness Russian armor (plates of 60mm or less, generally). This reduces, for example, the ability of the German 37mm gun to penetrate the T-34. * TacAI is smarter about having a tank prioritize facing its front armor toward an enemy before opening fire on that enemy, if getting the front armor oriented is more helpful than shooting. * Chance of permanent immobilization after bogging is slightly lowered. * Very slight reduction to tungsten penetration values, and a slight increase in the TacAI willingness to use tungsten even if the weapon has a large amount of AP on hand. * Wooden buildings are more flammable. UNIT DATA CHANGES/FIXES/ADDITIONS: * BA-20 armor sloped and increased to 10mm. * Romanian 81mm mortar has correct blast value. * Several Romanian aircraft added and data updated. * For the British 2-pounder tank cannon, Soviets receive HE ammo starting April 1943, and APHV ammo (standard AP shot but with slightly increased muzzle velocity) from January through May 1943 (switch to APCBC after). * Soviet 45mm antitank gun and 76.2mm ZiS-3 field gun may use canister ammunition. * Regimental SMG Company added to Soviet Guards Infantry TO&E BUG FIXES: * Captured units may not "follow vehicle". * Escaped prisoners don't show their former weapons in the "gun rack" interface. * Icon/profile graphics added for BT-2, Pz 38(t) E/G and Vanatorul de care R-35. * Position of MG gunner in SPW 251/16 adjusted slightly. * The 'short' 75mm German gun can knock out a wooden bunker. * AAA vehicles fire at aircraft correctly. * Hungarian M39 rifle has proper graphics. * Small fixes made to models for Valentine III, Matilda II, SPW 251/16, and BT-7M. * German 28mm Heavy Antitank Rifle graphical model is larger. * Corrected a problem where a waypoint added by the TacAI in avoiding an obstacle could "float" above the ground. * Troops imported into a QB have ammo reloaded but only to the percentage set in the QB parameters. * Corrected a rare problem where it was possible to discover unspotted barbed wire with the LOS tool if the wire was placed near a boundary of woods and other terrain. * Prisoners will not cause units to balk at "friendly fire" (this prevents a gamey issue). * Random settings in the QB generator won't combine armor force types with division types that have no armor (like Partisans). * Corrected a problem that sometimes caused two players in an operation to be shown different victory results. * Fixed a rare problem where a unit could fire a heavy weapon and not show muzzle flash/smoke. * Soviet crews show the proper Soviet pistol graphic. * Corrected a problem that sometimes caused a fire to grow larger (or not) depending on how many times the action was replayed. * Corrected a problem where a split squad could replenish more "healed wounded" casualties between battles in an operation than they should, resulting in an "extra man". * Fixed a rare problem that could cause loading a PBEM file to crash the game. * Corrected a problem where the casualty tally could be slightly incorrect in cases where a PBEM game was ended by a cease-fire or surrender in a turn where a vehicle or gun crew was just about to bail out. * Corrected a problem in the 'gun rack' interface that would sometimes not show the right MGs for a misidentified vehicle. * Split squads don't have direct negative effects on global morale or victory points. * Split squads don't cause large miscounts of casualties at end of battle. * Somua S-35 model places passengers properly. * When you 'reset' an artillery strike it remembers whether the original plan was for a wide pattern or not. * Fixed a FOW issue showing optics info for not-fully-identified vehicles. * Fixed a bug where vehicles would ccasionally 'miss' a nearby waypoint and have to turn around in a tight space to reach it. * StuG IV gun won't depress into the hull when the vehicle is knocked out. * Vehicles that TacAI-retreat from a threat stop hiding. * (French version) In editor, the Operations Parameters screen, the Battle Window size control has its "minus" button. Madmatt [ April 17, 2003, 07:01 PM: Message edited by: Madmatt ]
  22. CMAK will still have a CD check incorporated in the code to the best of my knowledge. Such methods keep the casual pirate from going to the effort to 'crack' the game and we deem them worthwhile to include. Discussions about copying or circumventing the protection is not permitted on this forum so I will be shutting this thread down now. Madmatt [ April 17, 2003, 02:32 PM: Message edited by: Madmatt ]
  23. We do not have any independant confirmation that the FX cards have dropped Fog Table Support. It was originally reported by a customer that was looking at aquiring a FX card but we later found out that it was the tech at his local computer store that said this and we have found no info from Nvidia that indicates that Fog Table Emulation was in fact dropped. However, we still don't know for sure how CMBB will preform on a FX card (or which drivers to use) because we have not had the oppertunity to test it one fully. Madmatt
  24. I have seen this issue before. Apparently what is occuring (at least for the people in the past that reported this) is that Windows 2000 is trying to INDEX your saved games. That will corrupt them as it tries to write into them. What you will need to do is turn off indexing for CM game folders and files. That should do the trick. Madmatt
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