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Holman

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Everything posted by Holman

  1. Yes, thanks for those instructions, Mad Mike! That's exactly what I was hoping to learn.
  2. I haven't played it in 4.0, but I'll give it a try when I have the chance.
  3. I vaguely recall the debate, but I don't remember how it played out. What I can't imagine is a real tank commander thinking, "I'll expose the hull to protect the turret!" Doesn't the greater WYSIWYG ballistic fidelity in CMx2 make the debate irrelevant?
  4. Any chance that this set will show up on CMModsIII? I just don't want to deal with file-upload.net. The only download link I see attempts to install its own downloader software, and there's no way I'm letting that into my computer.
  5. The animated text mod changes certain items in the game's internal text files. Those files change with every patch, so the mod has to be redone each time.
  6. Right. It's like save scumming: some people want it made impossible, some people consider it part of the fun.
  7. Considering the degree to which CM soldiers are still influenced by unrealistic player omniscience and control, untimely reloading is the sort of thing I'll just chalk up to friction and chance.
  8. I'm under the impression that "sniper tracer spotting" is intended. Sometimes you see the tracer, sometimes you don't, and if you see it you can try area fire just as real soldiers would. The same thing can happen (or not) with tank and AT gun fire, bazooka rounds, etc. Of course this provides a much greater benefit in turn-based play vs real-time, but there are a lot of things in the game that do that.
  9. A new set of patches, and the eternal question: when will the latest files be fitted to this great mod? It must be a pain to continually update it every time, especially with multiple engines needing separate treatment. Would it be possible for someone who knows how to produce a tutorial for those wishing to update their own animated text? This would relieve the pressure on Vinnart and CMFDR.
  10. I seem to recall that nearly every patch turns off shaders in-game by default, but if you go into a scenario and turn them on with Alt-R then they will stay on in the future. (I'm not sure what the shaders setting in the opening-screen Options\Advanced menu actually does. Maybe Alt-R won't work at all if the menu has shaders set to off?)
  11. This scenario is one of the best CMRT experiences I've had! The map is a work of art.
  12. Does the 4.0 Engine upgrade also fix the lingering issues from patch 1.04? (Missing breach kits, etc.)
  13. Jammersix seems to want to celebrate problems.
  14. Issues that have been mentioned: --Missing equipment icons. (Brought up by The Steppenwulf on page 4.) --Missing demolition kits for US infantry. Are there any other known issues with this patch?
  15. If he's not around, does anyone know enough to produce a tutorial on how we might do it ourselves?
  16. Are there any plans to update this mod for the 1.02 patch? Thanks!
  17. By the way, in remapping my keys I noticed that there's a new entry call "Hull Down"...
  18. Ah, ignore my post immediately above. The problem described there comes from using the now obsolete 1.01 version of Vin's Animated Text. Removing it solves the problem.
  19. I've downloaded and installed the 1.02 update for PC. It installed correctly, and my game shows 1.02 in the menu screen. As with most patches, this one resets my custom key mapping. I'm used to that, and I easily remapped the commands in the game menu. In play, however, things don't seem to work as planned. I remapped Pause to "P," but it doesn't work in the game. Instead, hitting "P" shows "Pop Smoke" as the highlighted command. My remapped movement keys, however, seem to work correctly, and they are different from the defaults. Has anyone else seen this?
  20. I received an email a few days ago, and I received my physical copy of the game and manuals yesterday. I'm in Pennsylvania.
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