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Pvt. Ryan

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Everything posted by Pvt. Ryan

  1. I think the only consideration CM gives to this is that when you "hide" a vehicle its engine idles down to help conceal it. Otherwise I don't believe it makes a difference. However, a vehicle moving quickly is more easily spotted (visually) than a vehicle moving slowly, AFAIK.
  2. I don't think anyone has reported any problems with it. I believe the current version is DX 8a.
  3. FSAA = Full Screen Anti-Aliasing. It smoothes the jaggies. I had to turn it off too when I updated my GeForce 2 drivers. You should be able to access the setting in your Display Properties settings.
  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Fluf: ...IE (which cannot be removed from your MS pc anyway...<HR></BLOCKQUOTE> I did uninstall IE from a computer running Win95, and now that I like IE I tried to reinstall it, and it won't install!!! The installer program downloads, but I get an error message that there is no internet connection (using DSL). I even bought the actual IE disk and it still doesn't work since the disk only contains the installer, not the program.
  5. The uniform packs can be found at Tom's site or Maximus' CMMOS version can be found at Madmatt's CMHQ.
  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Mud: Or, check the color. With the default images, white => AP, yellow => AT (possibly daisy-chain; perhaps they use the same .BMP so you can't differentiate).<HR></BLOCKQUOTE> Are you sure about that? I thought the default graphics were white for all mine signs and that the AT mines were changed with a mod. I can't check right now and I haven't used the default graphics for a long time, so I am not sure. As far as spotting mines, every time this topic comes up some people insist that AP and AT (non-daisy) mines are not spotted until they go off, while others insist they can be spotted under the right circumstances. I have never spotted a minefield before it did any damage, but that certainly isn't proof. The manual is ambiguous on the subject and I don't think BTS has ever given an answer. [ 10-11-2001: Message edited by: Pvt. Ryan ]
  7. I haven't had any problems. The first time you play a TCP/IP game ZoneAlarm will ask you if you want to allow a connection. Just say yes.
  8. Pascal, the disabled.bmp (part of CMMOS) is there, I just moved it into the wrong folder by accident. It wasn't caused by your ruleset, although having the ruleset create its own folder would have precluded my confusion. It's fixed now and works fine.
  9. Capt. Canuck, can you please edit your post so the screen doesn't get streched? Thanks.
  10. Thanks Gordon. I figured that out so I deleted my message. I unzipped into the main folder like others have and then I cut and pasted everything into the new ruleset file, including the disabled.bmp. I reinstalled CMMOS which fixed the problem.
  11. <BLOCKQUOTE>quote:</font><HR>Originally posted by Sgt Steiner: Hi all It would be nice to know even a proposed/tentative release date as I need to tell Santa in good time <HR></BLOCKQUOTE> Fall 2001 is the target release time frame. I think Fall (in the northern hemisphere) ends around December 20th, so a release by then would be within that time frame. I think it will be later than that, but what the heck do I know?
  12. You won't see a separate icon for the Priest. It is part of the US vehicles set. It's graphics get changed along with all the other US/Allied vehicles.
  13. Once the set number of turns are completed the scenario ends. When you design a scenario you can have up to 60 turns, I believe, which represents 60 minutes of combat. Someone has designed an external end game randomizer that randomly adds or subtracts a certain number of turns from a base number of turns. I'm not exactly sure how it works.
  14. I really like that Tiger. I always liked Tiger's grey Tiger, but it didn't fit in with everything else. Thanks for the revision! In case anyone else was having trouble, the link didn't work for me, but after taking off the index.htm it worked fine. [ 10-08-2001: Message edited by: Pvt. Ryan ]
  15. I think this has been reported before, but I don't know what the outcome was.
  16. Doug, I can e-mail it to you if you want. The zip is just under 5MB, or I can break it up for you.
  17. Of course, I was not serious about the Hotchkiss! I played a very short QB against the AI with nothing but a pair of Hotchkii, just to remind myself of what they were. The camo is nice, but the roadwheels make up a large portion of the vehicle's profile and they are hideously low rez. I think the Tiger still needs some more work, but if you want to work in the Hotchkiss go ahead. I really liked Tiger's Tiger when he did it, but it looks out of place next to Fernando's German armor mods now.
  18. It may not have been very effective, but the Hotchkiss did have a main gun, you know! By the way, very nice mod!!! [ 10-06-2001: Message edited by: Pvt. Ryan ]
  19. What a waste. Why don't you make yourself useful and mod the Hotchkiss?
  20. You don't have to have all the terrain sets installed. You can have just two or three and the rest will show up as unavailable. Besides, 10 sets at 16MB is only 160MB, which is not a big deal with today's hard drives. However, downloading all those files might take a while for those without broadband. If people already have their favorite terrain sets on their hard drives all they really need are the rule sets and the file name extensions so they can do the renaming.
  21. Maybe it's a list of new features that will definitley be included. Maybe they are going to release all the vehicle models for the mod artists to work on. I doubt it.
  22. <BLOCKQUOTE>quote:</font><HR>Originally posted by Ales Dvorak: Maybe this equation is more related with his occupation.<HR></BLOCKQUOTE> I don't think Algebra has any real life applications.
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