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LuckyShot

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Everything posted by LuckyShot

  1. Thanks again DesertFox, Seems everything is rather muddled when it comes to exact details but that is to be expected I guess. The only things I'm sure about are that Wittmann was involved in the fighting in Villers Bocage and that I could write a better book than Gary Simpson. I will keep an eye out for those titles you mentioned. Also, I saw where Wittmann's account of the battle was/is documented - any idea where to find that? MW
  2. Thanks DesertFox, I don't doubt you as you seem very well-read on the subject and it's probably been discussed to death here, but why do you think there are such conflicting reports? Anyways, if you've got any book reccomendations on the subject (preferably something easily available in the US or Canada) I'd love to hear them - are those two you mentioned earlier easy to get a hold of?
  3. Okay, just to clear up some general confusion on my part - we are talking about the Villers-Bocage battle where Wittman, commanding two different Tigers over the course of the day, knocked out tons of allied equipment before finally being immobilized and forced to abandon his tank? He was not killed until some days later IIRC. Now, based on Simpson's work (which I know may not be worth a damn) and the Combat Mission briefing based on the same battle, it appears that Wittman during the later encounters of the day, was commanding a Tiger belonging to a guy named Mobius and that he was immobilized against a building after taking a 6-pdr. shell in the left track - so, could the original picture posted by Teamski be THAT tank? - not actually Wittman's 222, but one which he was driving? That's all I'm curious about - not trying to start an argument.
  4. FSAA = full scene anti-aliasing or something like that. It comes in 2x and 4x speeds. Only the Voodoo5 chips (and some other non-3dfx chips) have it so no worries about THAT one if you have a Voodoo3.
  5. DesertFox, Actually Gary Simpson in "Tiger Ace" identifies THAT tank as the one Wittmann abandoned (I'm sure because of the blown-off commanders hatch)- though if his credibility is as shoddy as his writing he is dead wrong. He also shows a pic of another abandonded tiger just up the street from this one, resting beside a knocked out MK IV. Would that have been Wittman's?
  6. I can't speak for Jim, but I've only ever had the latest version of CM installed, with no additional directories/folders on my hard-drive. And there were definitely two distinct grass textures appearing after exiting and restarting CM many times due to the Voodoo bug. Haven't noticed it with sound though. I'll keep a look out for it happening again and try to note anything odd that might have caused it.
  7. Does the message say you actually CAN'T replace a file or is it just a warning that you are about to replace a file? I have never heard of not being able to replace. Only other possibility is that the file is in use and it can't be accessed - this would happen if you ESC'ed out of CM to do the patching and it is still running in the background. OR, you are actually trying to replace the cm.exe file on the CD!? Sorry, can't help with the mouse driver thing. [This message has been edited by LuckyShot (edited 09-18-2000).]
  8. You might be onto something here - not too long ago I had to keep re-loading a battle due to the Voodoo3 white-out problem and I noticed that the grass textures would not be the same every time! (sometimes it was nice high-res mod, others the standard one that came with the game) I couldn't figure out how in hell this could happen but it must be reading from the CD occasionally as you've noticed.
  9. I've got a p3 233, 96MB ram, and also a Voodoo3 2000 PCI - and it runs great. Using the latest video drivers I haven't had any crahses yet - though I tend to stay away from huge battles and ones that involve rain as I think they tend to trigger the 'white-out'. I have had the white-out on my work machine quite frequently (P3 600, Voodoo3 3000 AGP) so I wonder if AGP might have something to do with it. I think you can expect the full game to run pretty much as the demo is now.
  10. 1 - tanks can usually see what any enemy unit can see - so you are prob. being spotted by enemy infantry etc. 2 - to make mortars fire indirectly they need a leader in command-range who has LOS to the target (ie: a leader must be the spotter)
  11. To install most graphic mods you have to extract them, or copy them, into your CMBO\BMP folder on your hard drive. This often overwrites the original BMPs (bitmaps) that ship with the game, but don't worry you can just drag and drop from the game CD to replace them if you don't like them. If you did all that, then there is probably some other thing causing you to not see the winter textures (eg: there isn't snow on the ground, you are looking at vehicles that weren't included in the mod, etc.)
  12. The high-res mods have nothing to do with what resolution you run your game at. The mods which use 'high-res' textures are just bigger bitmaps so they take up more space (either on your video card or system RAM I guess). If you can run CM with the low-res textures, you can run it with the high ones as well - the only side-effect might be a system slowdown.
  13. pirate: "arrr, what du yu say me parrot?" parrot: "AWRRK, ROB ONE ROB ONE, PIECES OF EIGHT, ROB ONE, AWRRK!" pirate: "arrr, thas what me thought..."
  14. Hey Spook, What probably happened is that you lost the transparency setting for the BMPs. That pink colour tells the program not to display anything there (make it transparent) so if you adjust the hue of that pink from it's original, even minutely, you've lost all transparency and the BMP will display as a big chunk. One way to get around this is to somehow mask out the pink colour when you are editing the trees - some paint programs have a 'wand' tool, or colour selector tool, which allows you to only select pixels in a certain colour range. You could use this to select the pink pixels and then do an 'inverse' command to have only the tree graphics selected. Another option is just area filling the pink pixels (after you've adjusted the whole BMP) with the proper pink colour (usually has a value of 255,0,255). 'dpi' shouldn't make a difference - CM even allows you to use larger or smaller BMPs than the originals, though you might have to keep your proportions (length to width) the same. Hope this helps, MW
  15. Just found this and pasted below - sounds like it could be it: ______________________________ >>Bruno Weiss Junior Member posted 09-10-2000 09:18 AM -------------------------------------------------------------------------------- Well folks, it could be any number of things but let's face it. The single common thread here is Voodoo5. I have the exact same problems on a P-III Coppermine, with a Tyan Trinity400 MB (so it ain't just Asus), 256megs of RAM, and yep I use Windows Standard mouse pointers, no themes, no fancy settings at all on the mouse. I'm going to try the suggestion above of using the single chip option instead of FSAA. I have read over on the 3DFX forums where Voodoo5's and D3D just flat out don't get along, but some people have posted success with D3D games dropping down to the single chip option. IP: Logged Bruno Weiss Junior Member posted 09-10-2000 09:52 AM -------------------------------------------------------------------------------- Okaydoky, dat were it! The ole Voodoo5 dual chip FSAA problem versus D3D. It's been the biggest flame discussion on the 3DFX boards, and strikes again with CMBO. I switched to the "single chip" option in the Voodoo5 control panel for D3D and...POOF! All the text is there, all the titles and tags are there, and ofcourse the 3D terrian don't look quite as smooth but criminey, least I can play this thing now. I'm using the Voodoo5 1.01 drivers, haven't tried the beta but saw a fellow above that said they didn't make any difference to this problem. So, here's another post for the 3DFX support forum. Yet another D3D game that don't work with their dual FSAA processing. (and the opponents of IT regulation scream..."but it'll stiffel competition". Yeah, would it? At least it would ensure interoperability! Political announcement paid for by "FROTH". Federal Regulation of the Hardware <<
  16. This prob. won't help but - what resolution are you playing at? If it's extremely high you might try reducing to 1024 x 768 or below, just to see if that does anything. Also, when it locks, is there any graphics weirdness going on? If so, search through posts re: voodoo cards and white outs/ glitches.
  17. teach, It probably wouldn't work too well for a couple reasons: - unless you happen to get the same lighting on all your shots, it would require touching-up/altering every image so that the colour, shadows, etc. is all consistent (a lot of work!) - when you size the photos down (some to only about 128x128 pixels) they lose most of their detail anyways. That said, a lot of the textures in CM, both originals and mods, are based on photos and then tweaked in a paint program. And, if you have a super powerful system and graphics card you could try to make a set of very high-res textures that would preserve a lot of the photo's detail - but I don't think there are enough people with those systems to warrant the time spent on a project like that - at least not yet! So in a way you're right - photos are a big part of the textures in CM, but nice photos alone won't guarantee a nice looking mod.
  18. 5100-5111, not including any 3 digit numbers, 12 total.
  19. Lots of great scenarios converted from Advanced Squad Leader and its sub-games here: http://w1.312.telia.com/~u31213280/index.htm
  20. Yep, fine on my P200, Voodoo2, and only 32mb ram, of course the larger battles can be a bit tedious (slow camera movement).
  21. I was just wondering if anyone else had experienced this. I was playing a quick battle in an urban area when I noticed a "light armour" sound contact inside a building - I had no clue how long it had been there as I only saw it when zooming down close to a stationary squad. I think it's perfectly realistic to have a vehicle sound appear to be coming from inside a buidling, BUT if it's a large building there is a good chance the player won't notice it (the sound contact warning)at all (even at +4 scale) or until it's too late, thus putting him at a disadvantage - in the above example I was fortunate in that it was only a German halftrack, scary to think it could have been a Tiger though!
  22. LOL!... Gotta be the navertthingy here...I don't even think PIAT rounds could riccochet - aren't they designed so as to detonate the warhead as soon as any contact is made? I think only solid shot riccochets, but I could be wrong.
  23. I believe they started their PBEM game before 1.03 came out. I too have had the same problem - I assume there is no way around it except to install an older version of CM, but if anyone has any ways around that, it'd be great?! MW
  24. Hi All, I've been reading the posts here for some time but so far hadn't posted - what could I say except this is the game I've been dreaming of for some time! Anyways I just had a thought re: MGs that might be worth consideration for CM2. I don't have any problems with the current modeling of MGs but as Talenn has noted it might be beneficial to have an occasional increased ROF. Maybe MG units could have a toggle (like the Hide command) something like "Go for Broke" that would enable them to double their ROF when certain pre-determined circustances were met (like an enemy unit at optimal range who is 90% exposed or better). In short, some sort of toggle that would basically tell your MG operators 'if you've got a sure kill lined up - give it hell'. I realize there were very important reasons for not exceeding a certain ROF like barrel wear and ammunition depletion, but I would imagine gunners often pushed their weapons to their limits in critical situations. Perhaps giving this order could increase the chances of a jam or something to make it more risky? Anyways, just a thought I wanted to share. Thanks for an incredible game BTS, and keep up the great work!
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