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Madmatt

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Everything posted by Madmatt

  1. Tell you what, here is the *Current* full list with the above added. There will be some more fixes added still. This looks to be one big mamma jamma patch (well 25 megs or so is all really). NOTE: * Games saved in v1.01 can't be loaded in by the older v1.0. So if you're playing others by email or TCP/IP, make sure you all upgrade to v1.01. Transferring PBEM files from Version 1.0 to Version 1.01 In CMBB version 1.0, load the pbem file. In an orders phase, save the pbem file as a saved game by clicking on the little SAVE button on the command bar at the bottom of the screen. Repeat Step 1 for all pbem files you wish to convert. Install the 1.01 patch Open CMBB Version 1.01 Open the saved game file from step 1. Choose Email as the startup option for the saved game. Place your orders as you normally would in a PBEM, and press “GO” Congratulations! You have now converted your pbem file. Repeat as necessary. NOTE: Once the file has been converted to version 1.01, it cannot be reopened in version 1.0 Version 1.01 (updated) MODIFICATIONS: * Move to Contact stops the moving unit only if a spotted enemy appears in the moving unit's covered arc (if any). * Trenches may be placed over craters and pavement. * Effectiveness of German 37mm AP round is reduced due to manufacturing flaws. Also given large explosive charge. * Slight tweaks made to effectiveness of German 50mm APC round. * Vehicle passengers may be group-selected with the mouse when vehicles are 'hidden' using the SHIFT-V option. * Tungsten-armed ATRs may fire on unarmored vehicles, bunkers and even infantry. * Quick Battles set in northern or Finnish regions in winter are highly likely to have snow on the ground even during non-snowing weather. * Regular Finnish squads may carry demo charges. Finns don't get dedicated Pioneer troops so this being allowed to offset that. * All Finnish squads, when equipped with a demo charge, may attempt to clear mines (as Engineers/Pioneers do from other nations). * Finnish 75mm AT gun is first available July 1943. * The Finn PzIV never saw real-life combat, so it's available only in August 1943 at extremely high rarity. * The suppression thresholds for panicking, breaking and routing are a bit higher. * Fatigue rate for sneak movement is moderately reduced. BUG FIXES: * Corrected MG texture problem with Sd Kfz 250/8 * Correction to a unit's name in the Italian TO&E. * Corrected a problem where a planned movement path would sometimes turn red if placed over an unspotted enemy tank. * Fixed a bug that sometimes caused very small quick battles to have no forces for one side. * Captured units will not be imported into a new Quick Battle which loads in an existing game map. * Kubelwagen's horsepower and top speed ratings are corrected. * Italian ski troops use proper italian 'icon' in scenario list. * Finnish 76mm artillery spotter correctly listed as 76mm. * Corrected a problem where soft vehicles could take too much damage from ordnance weapons. * Fixed an unhandled exception error at 0x004829BE. * Automatic force builder in Quick Battles is less likely to pick Pioneers/Engineers, especially for the defender. * (French version) The +/- editor buttons for setting the number of flags in a battle appear normally Version 1.01 MODIFICATIONS: * Setting up a defending unit (which is prepared to dig a foxhole) on top of a 'shallow' crater (one that does not register as 'crater' with the LOS tool) will not remove the shallow crater. * Tracer graphics are larger at higher camera elevations so they're more visible. * Vehicle bog rates are reduced somewhat, especially in drier conditions. * Mortars have a smoke puff when they fire. * Mortar tubes and bases are textured. * Metallic ricochet sounds won't be played when firing on a unit that's near a metal object if the firer is very close. * Units' colored bases are drawn at more appropriate heights. * Passengers inside a halftrack are more difficult to spot. * The 'split' half of a squad begins with no movement orders even if the original squad had some. * Action computation is about 15% faster. * Crews in immobilized tanks do not bail out so quickly when being struck by harmlessly small shells. * Ski troops moving in a building lose their skis. * Vehicle rotation speeds are lowered when the vehicle's forward speed is very low. * Quick Battles may be set to last up to 120 turns. * The officer-level 'rank' graphic indicating an HQ vehicle is shown for enemy vehicles only at the very highest level of 'identification', so it's now a bit harder to determine which enemy tanks are the HQs. * Ordnance may be moved through a wood fence (slowly). * Late-war Soviets, and mid- and late-war German army units, and all SS units have new 'rank' pictures. * Infantry units are less likely to move out of the way of oncoming vehicles (the vehicles must be heading more directly at them). * Generated maps which have hilliness set to random will never be created totally flat (though you can still choose 'flat' directly if you want). * Finns can be assigned panzerfausts in the editor on or after May 1944 (but note that they should be considered very rare before July, and even then are far less common than they are among German troops). * Finnish StuG III vehicles are now the "early mid" version, not the "early" version (note: 3D model is not changed, however). UNIT DATA CHANGES/FIXES/ADDITIONS: * Finnish StuG III becomes available June 1944. * Soviet 50mm mortar is available until war's end (Airborne uses it). * PTRD ATR removed from two TO&Es that had it appear before September 1941. * Valentine IX now carries the Mk. V L/50 6 pdr gun (rather than the Mk. III L/43 version). * Max MG range for M17 halftrack is now 2500m. * M17 halftrack crew may not button up. MODELS: * New vehicle models: BT-5 M1933, BT-5A, BT-7 M1937, BT-7M, BT-7A, T-70 M1943, Toldi II, Zrinyi, TACAM R-2, Brummbaer (mid and late), Pz IVG (mid and late), Pz IVH, Pz IVJ, Pz M15/42 738(i), Semovente L40 da 47/32, Csaba, Nimrod, Ansaldo CV-35, R-35, R-1 Tankette. * Lowered crewman in Nimrod. * Small fix to 76mm Sherman. BUG FIXES: * Prisoners cannot be given covered-arc orders. * Corrected a problem where bailed tank crews from a saved game would show graphical problems with their uniforms or crash when clicked on. * Corrected a problem where it was possible to group-select units, and include an enemy unit when giving orders. * T-40 tankette info panel mentions the combination 12.7mm/7.62mm MG mount (it was already in the game data). * Fixed some problems caused when a covered arc is set by clicking on the "sky" at lower camera angles. * Orders delay will update properly when a mid-path waypoint is deleted. * Vehicle TacAI obstacle-avoidance won't remove seek-hull-down orders at the end of a movement path. * Update to torso texture for late-war Soviet Naval infantry platoon HQ. * Corrected a problem with the Play Balance setting, when duplicating tanks they are now given proper HQ links (if any are required). * Corrected a bug that would show a partially-identified Kubelwagen as a "jeep". * Corrected the "gun rack" graphic for the Orita SMG. * Corrected some tank data window display issues relating to which and how many armor penetration data sets (by ammo type) are shown. * Passengers on a bogged-down tank don't hover in midair. * ATR units on skis don't show their ATR set on the ground. * In a TCP/IP game, a squad that begins the scenario split into teams, but during the setup phase is recombined into a single squad, won't "re-split" into an "extra" team upon completion of the setup phase. * Graphically, passengers fit better into halftracks and are placed more accurately on the SU-122. * Armor penetration of the Russian 122mm HE round adjusted down slightly. * Corrected a rare problem where the end turn number was displayed as garbled text. * Corrected a problem that could cause grain, brush, and rough terrain not to affect line of sight properly. * Infantry intending to disembark won't delay doing so when their vehicle is bogged. * Fixed a crash bug that surfaced in the "A Battle of Minors" scenario. * Fixed a bug that sometimes caused units to be (incorrectly) shifted between battles in a "static" operation. * Corrected rarity for the 57mm ZiS-2 AT guns in the Soviet Motorized Rifle Battalion (Tank) '44. * Split-squads won't give victory points to the opponent at the end of the game by counting their men as 'dead'. * Optics quality is not listed in an enemy unit's data window unless the unit is (mostly) identified. * A main gun icon won't be shown in the 'gun rack' display for an enemy unit unless it's (mostly) identified so as not to give away too much information about, for example, a howitzer-armed halftrack. * In a two-player Quick Battle, the results of map-generation parameters set to 'random' are not shown to the second player before he purchases units. * Corrected problems with MG rotation/elevation graphics on M17 halftrack. * Sometimes, enemy troops 'imported' from a previous battle map into a Quick Battle would not be spotted immediately at the end of the setup phase when they should have been. This is corrected. * Crews won't abandon MG-pillboxes/bunkers that run out of ammo. * Infantry movement speed reduced in woods. * German 75mm recoilless rifle shows gray camo in early war and yellow in late war (instead of vice-versa). * Backspace/delete key works to delete a waypoint *during* the giving of movement orders as well. * SPW 250/1 and 251/1 don't automatically button up to use their MG. * Corrected a swapped-bitmap graphic problem in the 45mm Model 42 gun model. * R-1 Tankette data window lists both MGs correctly. * German 75mm and 105mm hollow-charge rounds don't skip December 1942 for availability. * Quick Battle-imported troops are not subject to further random experience variations. * Corrected some problems where the mouse pointer would give away too much information about unspotted trenches, roadblocks, and barbed wire. * Quick battles played in other than the southern region do not always have "damp" ground in clear weather. * Corrected a graphical glitch where occasionally a sound contact would show an infantryman carrying a "blank" weapon. * Corrected a problem where a tank, abandoned between battles in an operation, sometimes continued to move under its original momentum in the first game turn. * (German version) Minor text corrections for grammar and screen placement. --------------------------------------- Game manual errata v1.01 *** page 9 - CHANGE Getting started - computers running windows 1. Insert the CD-ROM into your computer's CD-ROM drive. 2. The CD does not Autoplay. Browse to your CD-ROM drive from the 'My Computer' icon on your desktop. You will see a single file called "CMBB Installer.exe". 3. Double-click "CMBB Installer.exe" to begin the games installation. Default install location is C:\Program Files\CMBB *** page 9 - CHANGE Starting up the game - Computers running windows 1. Make sure your Combat Mission CD-ROM is in your drive. 2. Click on the Start Button 3. Select "Programs" 4. Select the "Combat Mission Barbarossa to Berlin" Program Group. 5. Select the "Combat Mission Barbarossa to Berlin" entry to launch the game. *** page 63 - CLARIFICATION Antipersonnel Mines The manual says that units will refuse to enter a minefeild once it is known, however, in the next paragraph it says that Mines that are known are less likely to go off because the troops are paying more attention. That seems unclear. What is meant is that a unit current moving THROUGH a minefield is less likely to set off subsequent mines as they try to get out of the mined area. *** page 53 - ADDITION The environment - terrain A description of craters and cemeteries terrain is missing from the manual. CRATERS Craters are similar to foxholes in their game effect (in fact they share the same textures) and the concealment and cover they provide to troops, but unlike foxholes they come in various shapes and forms. First of all, craters can be placed by the scenario designer on the map, or randomly for a computer generated map by setting the "damage" value in the preferences to "light, medium, heavy or excessive". Craters can also appear on the map as a result of combat, specifically upon impact of high explosive and other gun rounds and other heavy ordnance, like artillery. However, not all craters which are seen on the map are useful for cover purposes (ie. deep and large enough). Some craters are considered "shallow" (you will notice that they are a tad lighter than "deep" craters", and do not provide any additional cover. If in doubt, you can find out which type of crater you are faxing by using the LOS tool. If the word "crater" appears above the mouse cursor, the crater is "deep" enough to provide cover. Craters also slow down movement for both vehicles and infantry, and they also vary in size, with large caliber shells sometimes creating impact creaters large enough to fit an entire infantry platoon inside. CEMETERIES Cemeteries provide acceptable cover and fair concealment for infantry units against small arms fire, similar to rocky and rough terrain. *** page 242 - CHANGE/CLARIFICATION Troubleshooting - Manual Game Installation procedure The manual game installation procedure specified on page 242 is not valid, and the entire paragraph should be deleted. In order to fit the whole game data on one CD, we had to compress the game data heavily, so that a manual installation procedure is not possible by copying individual files. Unfortunately the manual was already in print when this decision was made, so please disregard this section of the manual. *** page 252 Support email - CHANGE Please note that all support requests should be sent to support@battlefront.com. The old feedback@bigtimesoftware.com email address will not longer be functional. *** page 3 Game Credits Additional Foley Work - Patrick Zimmerling (sorry for the typo, Patrick!) Voice Talent - Marco Germani (Italian Voice Talent) Historical Research - Michael Rausch (providing original Wehrmacht documents, especially on optics) Additional help - Chris Jenkins (providing a huge database for names for many nations in the game) Sorry to all of the above for leaving you guys out!
  2. Yeah and there is another fix (might be the same one) that fixes a crash issue that was caused when there was lots of grenades being tossed. We are hoping that fix as well as some of the others I posted before will resolve a lot of the Random Crash issues people have reported. Madmatt
  3. Unfortunately video cards from SiS tend to be very picky and finicky. They are not a good choice for game playing. I would first try and install the latest drivers you can find for it. I did a search and found a version 2.07k located here: http://www.epox.nl/english/support/drivers/sis.htm#650VGA or from here http://www.windowsxp-drivers.com/drivers/63/63059.htm I can not say for sure if those are the newest drivers but they look to be dated from August 2002. Madmatt
  4. What video card and drivers are you using? If its a Nvidia chipset (Geforce card) make sure you not using the 40.xx or higher beta drivers or if you are you will probably need to disable the FSAA settings in order to properly see the text/menu messages. Madmatt
  5. Okay, looks like you already emailed me. I searched under your email name and the order looks fine. Some banks take a few days for charges to appear on the statements though. Madmatt
  6. Did you get an email confirmation? If so send me (matt@battlefront.com) the order number and I will check to make sure everything is okay. The game is fully in stock. Madmatt
  7. Yup, we are looking into this one. Madmatt
  8. Without the specifics of your computer all I can give is broad advice. First install DirectX 8.1b from here: http://www.microsoft.com/windows/directx/downloads/drx81.asp Then reinstall the most current (although non beta) drivers for your video card. Also one thing to try is if you return to the game but just see a balck screen, try moving your mouse around to the edges of the screen. That will force the screen to redraw as the map moves and it may get the graphics re-intialized. Madmatt
  9. You might want to try getting a Radeon tweaking utility and turn off the Z-Mask, that apparently has fixed the jumpiness for many Radeon users. Madmatt
  10. Also I would strongly suggest you install the latest 4in1 drivers for your Via chipset equiped motherboard. Those drivers will fix a wealth of issues with applications and programs far beyond just CM. You can find them here: http://www.viaarena.com/?PageID=2 Madmatt
  11. Here is an update on the NEW stuff that has been added to v1.01 since I posted the old list a few weeks back. Remember, this isnt the full list, just the new stuff added in the last few weeks and I know Charles has a big load of stuff he is working on this weekend as well. MODIFICATIONS: * Move to Contact stops the moving unit only if a spotted enemy appears in the moving unit's covered arc (if any). * Trenches may be placed over craters and pavement. * Effectiveness of German 37mm AP round is reduced due to manufacturing flaws. Also given large explosive charge. * Slight tweaks made to effectiveness of German 50mm APC round. * Vehicle passengers may be group-selected with the mouse when vehicles are 'hidden' using the SHIFT-V option. * Tungsten-armed ATRs may fire on unarmored vehicles, bunkers and even infantry. * Quick Battles set in northern or Finnish regions in winter are highly likely to have snow on the ground even during non-snowing weather. * Regular Finnish squads may carry demo charges. Finns don't get dedicated Pioneer troops so this being allowed to offset that. * All Finnish squads, when equipped with a demo charge, may attempt to clear mines (as Engineers/Pioneers do from other nations). * Finnish 75mm AT gun is first available July 1943. * The Finn PzIV never saw real-life combat, so it's available only in August 1943 at extremely high rarity. * The suppression thresholds for panicking, breaking and routing are a bit higher. * Fatigue rate for sneak movement is moderately reduced. BUG FIXES: * Corrected MG texture problem with Sd Kfz 250/8 * Correction to a unit's name in the Italian TO&E. * Corrected a problem where a planned movement path would sometimes turn red if placed over an unspotted enemy tank. * Fixed a bug that sometimes caused very small quick battles to have no forces for one side. * Captured units will not be imported into a new Quick Battle which loads in an existing game map. * Kubelwagen's horsepower and top speed ratings are corrected. * Italian ski troops use proper italian 'icon' in scenario list. * Finnish 76mm artillery spotter correctly listed as 76mm. * Corrected a problem where soft vehicles could take too much damage from ordnance weapons. * Fixed an unhandled exception error at 0x004829BE. * Automatic force builder in Quick Battles is less likely to pick Pioneers/Engineers, especially for the defender. * (French version) The +/- editor buttons for setting the number of flags in a battle appear normally. [ November 08, 2002, 05:29 PM: Message edited by: Madmatt ]
  12. We are tweaking this in the upcoming 1.01 patch. Madmatt
  13. Some of you should also look at the post I made a week or so ago where I listed all the things that were already in 1.01 MANY of the items you have raised were on that list and much more has been added since. Hey Madmatt, what is this new stuff of which you speak? >>WAIT AND SEE Hey Madmatt, when is the v1.01 of which we so patiently await, going to be released. >>SOON Hey Madmatt, you said soon before. So was it soon then or soon now. >>SOON as in SOON. Hey Madmatt, why are you see mean to us? >>IN MY NATURE Hey Madmatt, can I have your love child? >> (SIT DOWN RUNE) SORRY,THAT POSITION IS FILLED
  14. It would appear that the author of this thread is now catching on to how things are done so this thread too will be closed up now. I don't want to see some pissed off manifesto demanding I explain my actions though, got it? Things have a rythmn and flow around these parts, just be patient and you will figure it out...or not. Madmatt
  15. Yeah, I am growing tired of threads like this. Everyone just go back to your neutral corners while I do some clean up. Madmatt
  16. We have a dedicated Opponent Finder Forum where discussions like would be better off held. As it seems the two main guys now have gotten in touch with each other this thread can safely be closed as it no longer serves a pressing need. And MasterGoodal, don't EVER demand anything on my forum again, you aint gonna get on my good side that way but I will concede that you mean well and want to be a constructive member of the little forum community we got going here. We just got off to a bad start. Also notice that there are a MULTITUDE of reasons a thread gets locked up, don't take it so personally, just go with the flow and you will catch on like the thousands that came before you. Madmatt
  17. This forum is for the discussion of topics directly related to CMBB, we do make exceptions on occasion but one wasnt made for your earlier post or this one for that matter. Madmatt
  18. Yeah, nice visual. By and large personal posts to the forum community AT LARGE like this are handled the same way. They are locked up. Post something relevant about CMBB, not some character flaw you posses. Madmatt
  19. Renegade Legion... Good set of tabletop games by I believe FASA. Centurion was the name of the vehicle game they also did a ripoff of the classic Circus Maximus chariot racing game from Avalon Hill. They used a inovative damage system where every weapon delivered damage in a predefined SHAPE and SIZE and this shape template was laid on top of chart which showed actual armor placement and internal components. A kinitic penetrator round was narrow but long while a shaped charge was wide but not too deep. You rolled damage location on a chart which gave you the point to place the damage template and then everything covered was destroyed. Fun game. I believe they also had a fighter version as well but I cant recall the name. I own them all, that much I do remember. Anything esle? Oh, the reference would be related to the fact that armored vehicles in Renegade Legion were mostly hover powered. Basically just another knockoff of David Drakes Hammers Slammers. Madmatt [ November 05, 2002, 02:40 PM: Message edited by: Madmatt ]
  20. Actually it was delayed because we found some new stuff we wanted to fix. CDV was ready to go but we asked them to hold off until we were comfertable with the new fixes. Once we are ready the patch will be released. You can't set ground conditions in QB's becuase the whole point of QB's were for them to be QUICK, you know, like fast without millions of settings to configure. Well obviously that idea has gone out the window. Charles is making some tweaks to the ground conditions in QB's so you will now get snow on the ground even without it snowing which some people have asked for. We also have modified ATR's as indicated in other posts. We found and fixed a couple of bugs which were causing crashes on some systems and in some battles. Lots of other new goodies. Basicially the longer we take on this the more crap we are going to shove into it. Just be patient...its coming. Madmatt [ November 04, 2002, 06:08 PM: Message edited by: Madmatt ]
  21. I have asked Charles to look into/comment on the ammo issue with regards to imported troops. I will let you know what he says. Madmatt
  22. The problem with your order is that you abreviated Salt Lake City as "SLC" and listed Uganda as your country. As such, thats where you order went. We are re-shipping you your order tomrorow though. Madmatt
  23. The snow on the ground but not snowing issue for QB's will be addressed in the upcoming v1.01. Assuming we ever stop adding stuff to it and actually RELEASE it. Madmatt
  24. Well the guy that did the Hungarian voices is a native Hungarian but I am not sure of his military background. Oh well, go ahead and mod the samples. Madmatt
  25. Umm...I honestly don't know what to say about all that but I do hear a rusty and well used padlock coming...
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