Jump to content

Buzzer

Members
  • Posts

    65
  • Joined

  • Last visited

    Never

Posts posted by Buzzer

  1. Have bought a laptop I planned to play TOW on as I travel.

    DL the Uber patch - initially it would not extract the file, and had to try it 50 times before it is extracted.

    Just got "An unexpected error is preventing the operation......Error 0x80004005: Unspecified error"

    Finally able to extract it I ran the ToW_Uber_Patch.exe, but it stops at about 80% every damn time as it tries to extract \ToW\Maps\Clear_Spring_wet_map\farmaintex.tga

    "An error occured while trying to copy a file:

    The source file is corrupted..."

    I can ignore the file but the rest of the files seems to have the same problem.

    I have DL the patch from two different sources now.

    Laptop:

    Acer Aspire 5920G

    T7500 Core2duo

    Vista 32bits Home

    Nvidia 8600M GT TurboCache

  2. Thanks for the info gents!

    Just deleted all the CMMOS files i DL... not a good move then...

    Anyway, had some slight problems with MCMMM; where, for instance, a PZ38(T)E had some "un-used" bmp(s) (white area) on the top of the turret.

    Could this happen if I install a "full" PZ38 mod and then install a single mod for the PZ38(T)E on top of this already modified mod? (or how I should describe it...?! ;) )

    ieI should uninstall the full-PZ38 mod, and then install the single PZ38(T)E mod for it to work...?

  3. Bought CMBB as it came out (loved CMBO) - but havent had (much) the time to play it.

    Decided to sit down tonight and have a go, and DL some Mods.

    Went to CMHQ, installed CMMOS and DL Mods.

    Not sure if I got it all working...

    Anyway, then I noticed there hadn't been an update since may(?)...

    Discovered the MCMMM and the cmods.com-site.

    *CMMOS and MCMMM are not "compatible"... soooo, which one should I use?

    *Guess MCMMM is best as new mods doesnt "belong to" any rule-sets (which is vital for CMMOS?)

    *Can I use both progs "on top of each other", or will that create havoc?

    *Guess I can just copy over all the CMMOS mods I DL, and copy em to my MCMMM-mod directory...?

    (edit - just tried that^...and MCMMM doesnt seem to find the zipped CMMOS mods - does that mean I HAVE to use CMMOS to use "older"/CMMOS mods?)

    OK; was quite confused, but think I understand more of it as I wrote this post ;) ...

    ...and the conclusion is to use MCMMM...?

    [ October 28, 2003, 05:13 PM: Message edited by: Buzzer ]

  4. Finally reinstalled CM on my new PC.

    Seemed to remember CM ran on desktop resolution.

    It did so first time, but when trying to change desktop res, CM didnt change.

    *Cant find it in the manual...

    *Yessss...I have done a search...but it says 'cant show page' no matter what I search on.

    *Understand I can change it (delete a line) in the file: "Combat Mission Bynd Ovr Prefs", but how do I open that one?

    Opened it Notebook...cryptic message.

    BR,

    Buzzer

  5. Yes I did a search on disembark, mounted etc...

    Anyway, noticed in a 1.10 game:

    Having a HQ team embarked on a tank.

    I set the tank on pause twice (ie 30sec delay or something), and the HQ to move and disembark.

    But the HQ still stayed mounted, and the tank eventually started to move.

    Is there a bug here, or does the HQ-team need longer than 2*pause to disembark, or do I have to cancel all movement orders for the tank for a whole round and issue them next round?

    Anyone else having noticed this...?

  6. Its the same old BS.

    'This was discussed in beta 0.61! Do a search!'

    Sometimes its good to bring back 'old' topics.

    AND the search engine sometimes brings up 500 answers...but its a good point doing a search wink.gif.

    Welcome to the board Kahlenberg wink.gif.

    [This message has been edited by Buzzer (edited 12-06-2000).]

  7. No I admit I didnt search on this subject, cause I havent seen this matter discussed, ie a command to 'fix' TacAI during the 4(?) months I have been on this board.

    But I have seen similar discussions...yes.

    Like forcing turret to face in a certain direction by using MG-ground fire etc.

    So I very sorry for those of u board-veterans i offended by bringing up an over-discussed-theme.

    Guess its better we all post BS in "another thread" rather than discussing game matters.

  8. I know the TacAI is supposed to decide what targets to engage.

    But it has some limited intelligence imho.

    Example. Playing "LaGlieze" PBEM, where Im advancing along a road(lets say to the N) on the left side of the map with several Shermans. They are to secure an area further North as their main objective.

    Far to the East, abt 1000m away, they spot a Tiger. Due to the distance, armor penetration etc, I dont want these tanks to engege the Tiger, as they simply cannot take it out (unless Im lucky to hit gun, or they use tungsten(?)...which they never do anyway).

    But anyhow, ALL my advancing Shermans, for some reason HAVE to engege this Tiger, wasting ammo, time and exposing themselves for a longer time than necessary to this threat.

    I just want em to go fast Northbound...but no way...even with the 'fast' command they are engaging.

    Tried to put some smoke in front of the Tiger..but TacAI overruled that and fired AP instead!...

    With an 'ignore target' command this could have been prevented.

    Shouldnt a tank commander know that engaging a Tiger head-on 1km away with 75mm is a waste of time, and that it would be safer to advance fast to the North and get out of sights?

    Another example is tanks engaging bailed-crews, turning their turret away from the real (upcomming) threat (like a tank further up the road).

    If I could put an ignore on the crew and advance my tank without the turret beeing turned 180degrees away from the real threat...

    ---------------------------------------------

    BTW- Seen a few tanks fire (and hit) while moving....was that really possible in WW2.

    Been playing PanzerElite, and hitting anything there while moving is imppssible...

    Anyway- CM is one GREAT game!!

    Now back to work...

  9. Just out of curiosity...how many decimals are we talking about here?

    Are we talking about 0,01 or 0,0000000000001 numbers, before there is any difference?

    A long time since I did programming...thank god wink.gif

    And why isnt it possible to round it up to say 5 decimals, then the results would surely be the same if the computations used 100 decimals...?

    It must be the same if the turret rotates at 1,00001, even though it "should have" rotated at 1,0000100000000000000000001...or 1,0001000000000000000002(on another system)?

    Anyway, think we all would have a game that is slower and correct, than slightly faster and incorrect.

    Tnx for keeping us updated wink.gif

×
×
  • Create New...