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oddball

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Posts posted by oddball

  1. >>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

  2. >>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

  3. >>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. smile.gif

    Regards,

    Odd

  4. SPOILER POST: READ AT YOUR OWN PERIL smile.gif

    ===============================

    >>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

  5. 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

  6. >>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. smile.gif

    Regards,

    Odd

  7. 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!!!! wink.gif

    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

  8. >>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

  9. 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

  10. >>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. smile.gif

    Regards,

    Oddball

  11. >>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

  12. >>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... smile.gif

    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

  13. 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

  14. 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

  15. >>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!! biggrin.gif

  16. 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

  17. 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

  18. 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

  19. 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.

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