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Mark L

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  • Location
    Seattle, WA
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    Wargames, windsurfing
  • Occupation
    Engineer, aerospace

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  1. Well, I tried, but couldn't seem to get the web-chat to work. In case htere's another one... is there a minimum browser requirement? Maybe Netscape 3 wasn't enough. Or perhaps I can use an IRC client? (Fionn, I think you mentioned you were going to do that?). If so, is there a particular IRC network I should use, and where can I find a list of public servers (if there are any)? TIA, Mark
  2. "Odd that it doesn't happen all the time though " Hmmm, I'm not sure what to make of that smiley! Does it imply there's a puzzle here to figure out?? "(thanks Mark for the save!)" I'm honored that I could help out! "Since my other units were unaffected, it seems like it's the rubble causing the bug. Something to keep in mind playing demo PBEM." Interesting observation. The two units I had trouble with were also in rubble I believe. But it's not just restricted to PBEM games. It happened to me in a saved game vs. the AI. Mark
  3. <BLOCKQUOTE>quote:</font><HR>I saw a post about Mac Voodoo talking about a "black screen" on launching the game. I had this same problem on one of my systems that had both an ATI rage 128 and voodoo 2 card installed. Disabling the voodoo card's drivers fixed the problem. Could there have been a conflict between the two cards?<HR></BLOCKQUOTE> Pritzl: It's been a while since ya posted, but... Yes, it might have been a driver conflict. I run a similar configuration (ATI XClaim VR and a Voodoo2 on a hopped-up 7600). It's probably best to disable the Voodoo drivers and use the ATI drivers. I'm using the 3dfx reference drivers. Those drivers include a separate "3dfx RAVE" extension, as well as the "GlideLib" extensions (dunno how this compares with your IMC drivers, tho). The "3dfx RAVE" extension conflicts with the ATI drivers if you try to run a RAVE-enabled game. For general use, my default config is to have the ATI driver enabled but to leave "3dfx RAVE" off. (I can still leave the GlideLib drivers on with no problem - but they don't do anything for CM). If you REALLY want to try the 3dfx RAVE, make sure to disable the ATI driver. You'll probably find that you can run at higher resolutions on the ATI card, tho (with the reference drivers, my 12MB Voodoo2 is limited to 800x600), but my 8MB ATI is quite happy at 1024x768. The only difference, tho, seems to be a somewhat wider camera field-of-view with higher res. Mark
  4. I'd like to see MajorH (TacOps) and BTS collaborate! Mark
  5. <BLOCKQUOTE>quote:</font><HR>Another thing to remember is that if you can't see the .50 cal, you might not see any tracers or anything (though I think you'll hear it... I'm not sure)<HR></BLOCKQUOTE> I, too, think you might hear the .50 cal. It's a fairly distinct and loud "hammering" sound. In my first playing of CM (Riesberg), an MG42 opened up on a running squad from somewhere in town. It was otherwise quite at the time, so I definitely heard it. Quite eerie. If there are lots of other sounds of battle going on, which it sounds like there may have been (i.e. mortar fire etc.), the sound may be lost in the general cacophony. Another possibility for the HT loss is a nearby mortar airburst. I apparently lost one in LD that way. It definitely wasn't a "top penetration"). The crew also took a casualty, so I'm not sure if the HT was actually shredded or if the remaining crew member just decided it wasn't worth it. (HT was marked as "Abandoned"). Mark
  6. Yeow! I see what you mean by wanting plenty of ammo for a close assault! Playing the Germans in Last Defense, I watched my veteran PG squad assault a yankee rifle squad in the building next to the wheatfield. The yankee squad had been under the almost constant attention of a StuG, and I figured it was well suppressed. My PG squad started with 9 men and about 14 ammo. With plenty of covering fire, they charged 60m from the wall, and fired 3-4 times at various targets on the way. They also took one more casualty enroute, which seemed to take away a few more ammo points. When they entered the building, they were down to 7 ammo. In the remaining 20 seconds of the turn, they used up ALL the rest of their ammo, and maybe caused one more US casualty. (I seem to recall hearing a very long extended SMG burst <g>). The US rifle squad was revealed to be down to 6 men. Fortunately, all the firing apparently thoroughly pinned the US squad, as my LOW ammo PGs dispatched them with ease the next turn (using bayonets and entrenching tools, I guess). 14 ammo expended in one assault. Yikes! Mark
  7. Wow! That's a cool link! Thanks, R.C.! Mark
  8. This sounds like a known bug. I had something similar happen with half-squads in a saved game vs. the AI. I reported it to BTS (Steve Grammont) and it is indeed a new bug which has been squashed for the full version. So far, I've only seen it happen once in the beta demo, but it's kinda unfortunate. My case was with a saved game file vs. the AI, tho, so I don't know if it's exactly the same thing. Maybe BTS can clarify? Mark
  9. I'm running CM just fine on a PowerMac 7600, using an ATI XClaim VR. Do you know if your XClaim 3D card is using the Rage Pro chipset or the older Rage II? I'm not sure how you tell, but if it's more than say 2 years old, it's probably Rage II. My VR uses the Rage Pro. BTS, will CM run on Rage II? Also, how much memory does your XClaim 3D have? (The "3D Memory" section of the ATI Displays control panel can tell you how much) If it's 4 Meg or less, maybe reducing your monitor resolution will help? Mark
  10. My concern was mainly with how quickly the bazooka-ignited fire appeared to turn into a full 400 sq. m. conflagration. (within seconds). It was the first time I'd seen terrain blaze in CM. It seems to me that any fire, including those started by a flamethrower, should perhaps spread a little slower? Maybe this has already been discussed previously... Mark [This message has been edited by Mark L (edited 11-17-99).]
  11. Well, I've tried it a couple of times and it seemed to work. In addition to the Hunt command, I also use the target command to specifically indicate my intended target (even if it's initially out of LOS). I don't know if the latter really has any additional effect tho. Mark
  12. Webs: It happened to me once too. I thought it was cool, even if I was the target of the StuGs attention. Fionn: Even the front of a Tiger, for instance? I guess I'm gonna have to go look at those CM stats again! Mark
  13. <BLOCKQUOTE>quote:</font><HR>Other day I had a zookdude apparently ignite his own building with backblast.<HR></BLOCKQUOTE> I apparently just witnessed the same thing. At first I couldn't tell what happened. I was playing the Germans in Last Defence, and on turn 2 a building just seemed to spontaneously combust! Upon closer inspection, I noticed a suspicious bazooka round detonating near one of my half-tracks. Never did see the bazooka team again... The whole building suddenly bursting into flames seems a little much, IMHO. Mark
  14. Of course, if I start seeing all that enemy infantry in one house, I start thinking of ways to knock the whole house down!! Mark
  15. Cool. The DYO thing sounds like it will be a suitable substitute for random OOB options, IMHO. Man, I can't wait for the full version!!! Mark
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