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Sitting Duck

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Everything posted by Sitting Duck

  1. I have found this true for some of the canned scenarios, too. I hate starting out so many games with the Blue/Red setup positions "in view" of each other.
  2. I didn't get any increase in frame rate when using the Quake wars hot fix. Still held steady @ 24 FPS.
  3. I'm not sure how much difference the amount of video ram makes. I'm not sure about using the editor. I wanted a single, easily repeatable method to load a scenario to test frame rates under a variety of settings. Loading Allah's Fist provided a good test. The jump in frame rates from v1.02 to v1.03 was considerable (6 FPS to 17 FPS). The jump in frame rates from catalyst 7.8 to 7.9 is also considerable (17 FPS to 24 FPS). I'm now going to try the ATI quake wars hotfix and see what difference that makes. [ September 11, 2007, 07:16 PM: Message edited by: Sitting Duck ]
  4. Double post removed. For grins I decided to remove the first post rather than the second. [ September 11, 2007, 07:18 PM: Message edited by: Sitting Duck ]
  5. Following this thread... http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic&f=52&t=002646#000024 I'm now at 24 FPS...up significantly from where I started (6-7 FPS). Both v1.03 and ATI v7.9 have made a significant difference in performance.
  6. And after loading the new ATI catalyst drivers v7.9 I'm at 24 FPS.
  7. It's hard to tell, but it looks like there is only one waypoint (the destination) and they are following your orders. I think that if you had wanted them to march across the field abreast, then you would probably need more waypoints.
  8. Does the "Cancel Orders" instant command also cancel targeting orders?
  9. Actually, might want to make that $245... This situation brings up the opportunity to address something I had a question about... If BD had licensed his copy of CMSF prior to the hard drive crash, then how can he now unlicense his copy of CMSF? I presume if he had a backup and restored from tape he'd be fine, but absent that...what? Would he need to spend $45 for a new copy (hence my $245 suggestion)? Or just be limited to his single remaining license?
  10. What about test scenario that has the Red and Blue forces on the move/quick around a corner so that they pass each other closely? Red force move/quick to the east and turn north (left) at intersection. Blue force move/quick north and turn east (right) at the same intersection. Note that each force would be able to see the other at the intersection and "eyes to enemy's back" as they approach. If you want to increase the time that the moving units approach each other eyes to the enemy's front, have Red force move/quick to the east and turn north (left) at the intersection. Blue force move/quick west and turn south (left) at the same intersection. You might want to play with FOW setting and experience levels to see the effect. In a real world encounter, I would expect that the units would fire at each other. Perhaps if there is a bug as was described above, maybe they would just pass each other by and no one will fire a shot.
  11. Looks a bit like the thread I started here: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=52;t=002646#000000 But this is probably the better forum.
  12. Why not? Seems to me that since there is no blue bar in WEGO, the instant commands should be enabled.
  13. Does it matter? Why would total ammo remain unchanged after shooting? Why would one ammo type increase after shooting?
  14. I loaded up the Bradley's and split forces with 1 going left and 2 going right rushing to the hills. Lost one Bradley on the right flank - fortunately after everyone had exited.
  15. After moving from v1.02 to the v1.03 patch my framerate with the above settings went from 6 to 17...nearly a 3x improvement.
  16. Well, for a second I thought they looked like the cast from "Deliverance." And not the lead characters, either.
  17. Now that WEGO has given up the blue bar, it would seem possible (in theory) to implement the Instant Commands in WEGO - prior to the replay, of course.
  18. Hello - Page 68-69 of the manual describes a selection of Instant Commands: Pause, Cancel All and Evade. Silly question, but are the Instant Commands usable during WEGO?
  19. What's your frame rate? Load Allah's Fist with the following settings: Scenario: Allahs's Fist Play: turn-based, Blue Difficulty: Elite CMSF Options: Display: 1024x768 Vert Synch: Off 3D Model: Fastest 3D Texture: Fastest Anti-Alias: On High Priority: Off ATI Left-click: Off ATI RadeonX 1650 Pro VRAM: 512 AGP: 8x AGP Aperture: 32MB 16-bit color 60 Hz (LCD) FRAPS = 6 When Allah's Fist is loaded as the Blue Player, you are positioned looking down the long dimension of the map. I'm curious what frame rates others are experiencing at this position with these settings. My framerate seems quite low and my mouse has quite a bit of lag - usable but annoying. The framerate does increase as I rotate and face the map edges that are closer (less map is visible on screen). You can get FRAPS here: http://www.fraps.com/download.php
  20. Wouldn't it be possible to show the exact "predicted" path on the screen? The prediction would help spot some of potential pathing glitches. Reliability of the predicted path would vary based on unseen obstacles or other unpredicted events (like coming under fire). Movable waypoints would also help fine tune the path if needed.
  21. All of the roofs I've seen in the game do not have any roof access visible. How did the guys get up there in the first place? Windows, doors...roof access...I dunno.
  22. I know of a lot of buildings that have stair wells from ground to roof. I work in a building with 3 stair wells. The central stair well goes from the ground to the roof...and yes, you could have a direct exchange of fire between the ground to the roof in the stair well (5 floors in my building).
  23. I wonder if it would be possible to have an option that increases the level of detail in close proximity to a new LOS tool? It approximates exactly what happens when you use binoculars.
  24. Hot button compass. So that when you click it, your camera angle jumps to the heading you've clicked. I would like to be able to Ctrl-click a point on the map to jump to it, then click the compass to change my heading w/o having to wait for the camera to pan. If the clickable mini-map is implemented, I think it would be nice to use click-drag for a reposition event: click one gives you the position, then the drag gives you the heading.
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