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Fuerte2

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Posts posted by Fuerte2

  1. Originally posted by John Kettler:

    The Sneak command worked perfectly. It's your understanding of it that's the problem. Sneak means the unit will move until fired upon, at which point it will then halt and return fire. If you want a unit to move from A to B theoretically regardless of fire, use Move instead.

    Yes, but I wanted it to move until it sees the enemy. I know that Sneak does not always do it, but neither does Move? Fortunately there is such a new command in CMBB... :D
  2. <blockquote>quote:</font><hr>Originally posted by Dschugaschwili:

    To sum it up, the only thing I can think of standing against this system is a technical issue with the PBEM file format, but only BTS can comment on that.<hr></blockquote>

    Yes, I agree. You got a very strong point here. I hope that BTS makes this change, it would make the PBEM much faster. Of course the PBEM file format would change a bit, but it seems that the change would be quite trivial.

  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by Viceroy:

    could you explain to me how the "additional working folders" thing works? Also, I heard with the latest version it will put the turn files in the correct folder .... how do I do that?<HR></BLOCKQUOTE>

    Both are explained in the Readme (pbem.htm), see Help / About.

    The Additional Working Folder feature will create a folder C:\My Documents\PBEM, under which there will be a subfolder for each game program, i.e. C:\My Documents\PBEM\CMBO. If you receive a turn file in .txt format, then you should save it into this C:\My Documents\PBEM\CMBO folder, and the PBEM helper will move it from there into correct folder under CMBO program, and it will know that you have received the turn, so the game state will change to Play.

    If you are using numbered files (filename###.txt), and there is a matching subfolder under Combat Mission\PBEM folder (Combat Mission\PBEM\filename), then PBEM helper will move all old turn files from Combat Mission\PBEM into Combat Mission\PBEM\filename folder. The latest file will remain in Combat Mission\PBEM folder.

  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Jarmo:

    Woke up the next day and the tournament is back on. smile.gif

    I knew it was just a bad dream...<HR></BLOCKQUOTE>

    Heheh... :D

    I would also like to continue this tournament. I agree that "anything goes" is the best rule for tournaments like this (but I also agree if somebody individual requests some unit restrictions etc.), and I like the chess analogy. Playing is much more fun this way.

    Jarmo, I will send my units later today...

  5. Originally posted by RossGr:

    When the images on the screen seem to collide it merely means that the 2 objects are so close together on the map that their images overlap. not that they have "hit" each other in the game scale. Remember that the images are large for playability.

    They surely collide, because the vehicle speed decreases to zero in one millisecond. And when the images are not enlarged with Shift+C, then they are real size. It does not matter much to me if the images overlap or not.

  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Buzzer:

    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...?<HR></BLOCKQUOTE>

    Yes, by this method it is possible to get the same results, but it probably is too hard to add the rounding code to all necessary places.

    The solution would be to use double precision floating point (I don't think that double precision is any slower than single precision), and when comparing values, add a very small number to one of them.

    For example, 1.00001 is less than 1.00002 but if you add 0.0001 to the first, then it is greater. I believe that when CM calculates if we have a penetration or not, it eventually does a comparison like this.

    Again, it may be too hard to add code like this to the all right places.

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