oddball
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Posts posted by oddball
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Apex,
Very nicely done! Thank you.
My guess is you'll be getting a few more
and hopefully, you'll reply as you did
with this one.
Regards,
Odd
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>>I'm gonna fire up the "All or Nothing" >>scenario and see if I can replicate it in
>>that one.
....Happened in the "All or Nothing" scenario as well. I was afk for ten minutes after assigning movement orders for the first turn, and came back to the white screen.
Interestingly enough, when this happens, I can't access my email with Microsoft Outlook Express and need a reboot to return things to
normal.
When I try to check my email I get a "MSIMN" window advising me: "This program has performed and illegal operation blah, blah blah". Hitting "Details" provides me the following: "MSIMN caused an invalid page fault in module MSOE.DLL"
Gawd how I love computers. Where's my
rat poison? <G>
Regards, Odd
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>>I don't know fellas, but it seems to be >Voodoo related. I have TNT2 Ultra and >>haven't had anything like that at all. I >>hate to say it, but there just goes to >>show ya what a great product 3Dfx puts >>out.
Maximus,
I'm leaning in your direction as well
on this issue and am wondering if perhaps it
has to do with something embedded into the particular scenario(s) in which this problem is appearing. For example, to date mine has
only experienced it in the "Chambois"
scenario, the one in which I first saw the
"Enemy Exit" markers. (I believe the enemy
must "drive through" these exit points in
order to achieve particular scenario goals.)
I'm gonna fire up the "All or Nothing" scenario and see if I can replicate it in
that one.
Regards,
Odd
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>>Exactly this problem with my V3-2000
>>Using drivers newer then 1.04 makes the >>textures gradualy but rapidly deteriorate >>to an all white screen within about three >>turns(the info at the bottom of the screen >>still there though).
Interestingly (as well as aggravatingly),
this very problem has appeared on my box as well, even though I've been using the same
drivers since CM arrived here, three days
after its initial release without a hitch.
Immediately after receiving CM, I updated
to the latest Voodoo3/3000 drivers as the older ones were not displaying the new/improved smoke correctly. The new drivers fixed the problem immediately and as I stated, I have had ZERO problems until yesterday.
I find it odd that this problem would rear its head after such a long time, especially considering I have updated NOTHING with regards to either software OR hardware in the interim.
I don't believe the problem is with the map size either, as this problem is occuring in the Chambois scenario which is a "Medium" sized map. I've played through the entire
Team Desobry operation without a hitch and that's a "Large" map.
My driver is dated 4-19-2000 and is
version 4.12.01.0533
I believe an even newer one is now availlable, but I've not installed it yet.
I haven't seen a BTS reply in this thread, but I'm hoping they chime in with something.
PS: Just saw a review in "PC Gamer" today giving CM a 91% rating and highly recommending it. The juggernaut continues
to roll.
Regards,
Odd
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SPOILER POST: READ AT YOUR OWN PERIL
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>>Just remember, US player, you are >>responsible not only for Noville but >>entire west side of the map.
>>I want to give a hint, but I'm biting my >>tongue!
Wild Bill
My guess at what's happening here is
that you've designated German occupation
of any area south of the road running
east/west over there on the US right
flank as representing control of the
road to Bastogne.
I have noted a platoon of heavily
suppressed and shot up Germans over
there, and if the game were to
continue further, I'd have rolled
them up with the platoon of unmolested
grunts and the Sherman I moved into
position to thwart their southerly
advance. You'll note upon receipt of
the file that the majority of these
Germans are in a state of panic,
badly shaken, broken, or taking cover.
ie: the situation is in serious doubt
from their perspective.
Nor have they yet reached the "road
to Bastogne". This reinforces my
assumption that it is merely control
of real estate south of that east/west
road which is determining things.
Perhaps a victory flag or two placed
about the map might clear up any
questions regarding just what the
US defender is supposed to hang onto.
My guess and I see now I was incorrect,
was that merely holding the town itself
was the determining factor.
Anyway. Per your request, I'm shootin'
my saved game file to you. Just let it
run once and the ending tally screen
will pop up. Hopefully, eyeballing things
will allow you to give me a definite
answer as to just where my problem
lays with this one.
I'm really looking forward to seein'
the remaining 5 scenarios for this one,
but it looks like in order to do so, I'm
gonna have to play this one out all over
again.Nuts. <gggg>
I'm looking forward to gaming more
Will Bill scenarios down the road.
Regards,
Oddball
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Hi Wild Bill,
I have a question I hope you can answer for me...
I fired up the "Operation Ardennes-Team DeSobry" operation which should have been
six battles in length. Playing the first one
all the way through, I received the ending "score" screen which informed me that
an "Axis Total Victory" had occured.
It's not the fact that my ego cannot deal
with the program assigning me/itself
this "score", but that the operation halted
completely at that point. ie: I was NOT allowed to continue on to the second
'battle' of the op. I had plenty of armored
and infantry assets availlable with which to
continue the battle into the next "frame"
and, per my orders, I held to town of
Noville and the road to Bastogne.
The Germans which remained were
in complete disarray and pretty heavily
suppressed all around. My units were
in great shape morale-wise, also and
ammo wasn't an issue.
Here's the casualty numbers:
Germans - 102 Casualties (24 KIA), 2 Guns KO,
21 vehicles KO. Men OK 227
US - 26 Casualties (8 KIA), 10 vehicles KO.
Men OK 367
Am I missing something perhaps? ie: I recall an old Panzer General scenario in which, if you left a particular town
unguarded on the first turn, the German
AI would grab it and the scenario would
be over before you even got a chance to
do impart orders to your units. I'd really
like to continue on with this operation
as it was absolutely fascinating to
play out.
Regards,
Oddball
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>>Errr I'm not quite sure what you mean? >>When I said 2 hours, I meant it took me 2 >>hours to write and record the piece, and >>not how long the piece is. Is that what >>you meant?
Cool,
No, I meant that maybe at some point you could/would write an original soundrack which could be played in the background
while CM is running. ie: other pieces to
supplement the drum piece you just made.
I was just thinking that using the MP3
format would make it of a size that even
folks with a 28.8 modem would be able
to download it.
You've obviously got the talent to do so, however I imagine the time issue might present a problem.
Regards,
Odd
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>>Let me know what ya think, took about 2 >>hours from start to finish
Cool,
That's rousing stuff, sir.
Well done! Say....any chance of you making up a "soundtrack" of various pieces and then
converting 'em to MP3s for easy download
by the masses?
Regards,
Oddball
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Sgt.Cliff Holmes
2nd Force Service Regiment
2871/2873
72-76
Lejeune, Albany, 29 Palms and
a nice 6 month stay at Lowry AFB,
where the women just LOVE a man
in uniform. oooorrraaaggghhhh!!!!
PS: Hey Chris Dion aka ArdRi69------
I noted your "Go tell the Spartans"
signature, run, don't walk to your
nearest bookstore and grab the paperback
version of "Gates of Fire" by Steven
Pressfield. It's a historically based novel
of the battle of Thermopylae as recounted
to Xerxes and his scribes by the sole
surviving Spartant from his deathbed.
AN AWESOME RETELLING!!!
Regards,
Oddball
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>>I just installed my SB Live! last night >>and I'm wondering which EAX setting is >>best for CM.
Maximus,
I had to thank you for posting this, man. I've had a SB Live for six months now and never bothered dinkin' with that "Environments" option.
Having had my interest piqued with your post I farted with it some and it's awesome!!
Just for S&Gs I set mine to "Psychotic".
ISYN, I had to shut it off after two minutes because it was seriously weirdin' me out.
The in-game sound effects were manipulated such that it was like listening to the soundtrack from a nightmare.
I'm goin' back in, this is too cool not to exploit further. <ggggggggg>
Regards,
Oddball
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Bullethead said:
>>I favor separate timers for orders and >>movie viewing. I also favor the ability to >>set the time limits for each phase (set->>up, orders, and movie) separately rather >>than have them all part of a package deal.
...I'll emphatically second this request!
Time limits of any sort regarding the
length to be allocated for any of the
phases should be left entirely up to
those individuals involved in that
particular game.
I'll go one further and state my desire
that the option to set/change these
times should be "live". ie: whoever is
designated as the "server" can adjust
it during the game.
In allowing such, should the limits imposed
at the beginning of a scenario prove themselves to be tedious, a simple adjustment in the form of a mouse click or
keystroke(s) could make things more accomodating.
Regards,
Oddball
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>>The change was unintentional. In fact I >>never even noticed it. But I tweaked the >>code in the game's full version so bring >>it back to more like the "old" way.
>>Charles
Awesome! Thank you, Charles! While it was possible to closely replicate the original with several keystrokes vice the original 2,
the "feel" wasn't the same and it detracted
somewhat from enjoyment of the gameplay as
one was forced to avert their eyes for another couple of seconds away from the action in order to access the other keys.
I for one am extremely happy to see its
reimplementation. Thanks again.
Regards,
Oddball
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>>the "Tab/1" keystroke is not producing the >>requisite/desired view each and every >>time; there appears to be some anomalous
>>displays of views.
Matt,
I'm back from running my "experiment" again and can assure you completely I am standing on firm ground re: this odd display behavior. (No pun intended.)
As well, I've noted that the "tracking"
doesn't always hold when bouncing
back and forth to the "Shift/1" view.
At times you're left behind watching the
tank move forward without you.
Now just so we don't get into a defensive
pissing contest, rest assured I am a CM fanatic and not an infiltrator from
Hasbro trying to derail this train. <ggggg>
Regards,
Oddball
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>>So lets be carefull, what we have is NOT a >>workaround, its the old view, it just >>takes two extra keypresses to get it...
Matt,
Rather than get into a debate re: semantics, I'll just add the following to
this thread...
I've found the "problem"....it is that using the "Tab/1" keys does not always result
in the correct view.
I just fired up the Valley of Trouble
scenario and ordered a tank to move..
I selected the "5" view..then hit "Tab/1",
Then the "4" view and then "Tab/1", then
the "3" view and "Tab/1"... I did this
several times and noted on a couple that the
view I was looking at was -not- the "Tab/1"
view, but another.
ie: the "Tab/1" keystroke is not producing the requisite/desired view each and every time; there appears to be some anomalous
displays of views.
Try it yourself. I'll go back myself and try and replicate it as well.
Regards,
Oddball
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I just performed a search of the forum
and noted with dismay that BTS has still
not responded with even acknowledgement that
the old "sittin' atop the turret" view which was accessed by hitting "Shift-1" is
gone.
While I'm quite aware of the fact that
there's a clunky workaround for this, it's not the same.
Call me a blasphemer if you will, but
I'm not enjoyin' this thing as much
without that view which was my (and I've noted others stating the same) favorite.
Anybody hear anything further or find out
just why this view was modified/dumped
by BTS?
Regards,
Oddball
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Scott,
Try using "Tab" and "1" AND the "zoom" key. This'll fix you up, quite nicely, sir.
Regards, Oddball
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So that I may bask in the sycophantic gushings of the multitudes I offer the following for those pathetic unfortunates
like myself who were bemoaning the "loss" of the special viewpoint one had when using
the "Tab" + "1" view in the original -beta-
demo.
I've found that using "Tab" + "1" AND
the "zoom" key "fixes" things quite
nicely.
Please...don't thank me. It's what I'm here for. <gggggggg>
Regards,
Oddball
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>>In the beta demo if you selected one of >>your tanks, hit "1", and the TAB key it >>would position the view from the turret.
This is precisely so..Unfortunately, this
view is no longer possible in the Gold Demo...Hopefully, it'll get squared-away in
a patch down the road. I'm thinkin' it's now too late as the game's gone gold at this point.
Hell, that particular view was the BEST
part of watchin' the battle unfold!!
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Gents,
Sometime ago, I'd purchased a voice control program for the PC called "Game Commander". Using this program, you can
use actual voice commands rather than keystrokes to order your squads and vehicles
about the battlefield.
I configured mine this morning to operate with Combat Mission and it's really pretty cool.
If I left click on one of my tanks and say
"button up", the TC gets inside and the hatch
clangs shut. Repeating the command results in his poppin' up again.
Want to target that StuG four hundred
yards downrange? Left click on your Sherman,
say "target" (or some other word you've chosen for the command), and the firing line will appear. Just lay the line on the StuG
and left click.
It's really a pretty neat program and works with other games as well, such as Quake II, Diablo, etc..
If you want to use it with a program which already features voice communications, you'll need the "MX" version. This retails for about $40 as opposed to the standard version which is $30.
It's certainly not a necessity to use, but from my perspective, it adds a nice dimension to the game.
Info availlable at: http://www.gamecommander.com/
Regards,
Oddball
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Doug said:
>>Odd, there is a great way around this >>problem:
Doug,
My thanks for the tip, sir. I'm VERY
much appreciative!
Regards,
Odd
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Doug Beman said:
." Then the guys in individual platoons got "okay Johnson, you guys run to that tree and hunker down to wait for the Jerries. Wozkazinski, you get into that hedgerow and watch for their tanks."
Hi Doug,
As Company commander of the above platoons,
I merely want to use the coordinates in lieu
of "that tree". If, and this is a big if, the
cursor remained exactly where it's pointing at in the "1" view as it is in the zoomed
out views I wouldn't have a leg to stand
on in my insistence that the inclusion of
coordinates is crucial relative to the placement of the squads in the exact spot
which -I- determine to be optimal in viewing
the landscape with the "1" key.
Given the limitations of the graphical depictions of landscape on a PC, I don't see how the inclusion of such could be deemed
unrealistic.
Just my two cents.
Regards,
Odd
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My personal choice would be to have
coordinates of some sort depicted at
whichever point the mouse pointer is
currently at on the battlefield.
Too often, in using the "Tab+F1" key
to get "into the trenches" to locate
a good position for my troops, I find
myself having lost it when zooming
back out to assign movement orders to
my sections/squads.
Having exacting coordinates displayed
as one moved the cursor over the battlefield
would go a LONG ways towards alleviating this
problem.
The utilization of such would also make
the implementation of movement and position setup orders much more exacting and easier in such things as the upcoming "meta campaign" of which many of this boards posters will be participating.
For example, "Squad B1 is to move into
positions on the reverse of Hill 123 at coordinates 1358.2316" seems much more
definitive than: "Squad B1 is to move
to the reverse slope of Hill 123, about
a third of the way from the top."
Regards,
Cliff
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Put my mind at ease and tell me that the
major problems I'm experiencing with regards to PBEM games locking up on me are being
addressed by the beta team. Please...
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Folks,
I am experiencing the same, odd,
flickering on the edge of the screen
as that of the fellow who's post
I quote below.
I'm running a Voodoo 3 3000 AGP
card, an SB16 and DirectX 6.1
>>I seem to have a little bit of strange >>flickering around the very edge of the >>screen which is most pronounced while >>using the ground level view-nothing >>major,just an irritant.
Could I have the location of some of the H-39 mods out there please?
in Combat Mission Archive #3 (2001)
Posted