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Pud

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Everything posted by Pud

  1. Im going to be playing a custom map with a friend and one of the thing we are going to allow is each player can edit in upto 2 "dropzones" for their airbourne anywhere on the map for these units to start in. My question is, in the game setup the Fallschirmjager can access Stugs!! does this mean they worked out a way to get these vehicle to drop zones (gliders?) or are they listed as being available for some other reason? Can someone respond soon as i want to get this game underway.
  2. Excellent! Any chance of taking a look at the poor old deprived challenger?
  3. Yes it will be a purely cosmetic thing, the game will still think you are crossing a track intersection. Thats a game engine issue which cant be gotten around. Hopefully in CMBB there will be more tiles , one for paved and dirt roads crossing track. BTS??
  4. If you could do a striaght bit of track (and one at 45 degrees for the other intersection) with the track crossing, that way the road modders can add in their road. I think from memory there around around 6 different dirt roads and around 4 paved roads mods out there. If you can email me the track crossing when done I will return it with my roads and perhaps be included in a "tracksoptions.zip" Or if you prefer I can send you astraigth bit of road, do you prefer paintshop or photoshop format. [ 11-16-2001: Message edited by: Pud ]</p>
  5. Ok, it does work although the tile will have to be in two forms an N-S and a W-E versions. Gordon - I think it should be the responsibility of the road makers to do it and to perhaps forward the end result to Gyrene to include in his zip? Heres one of my raods done. Well needs track crossing change, no idea what that looks like, perhaps as Gordon suggests, Gyrene, could you do the track crosssing and leave the road to the road author Hows all this sit with you Gyrene? [ 11-16-2001: Message edited by: Pud ]</p>
  6. Gyrene With those excellent tracks of yours, how about the following. The track intersection (two tracks crossing each other at 90 degrees) since I have never seen this occur (well not in my 38 year of living through australia) how about replacing this tile with one that has roads crossing the tracks? Given the shear number of roads out their this will make quite a few option files. If it could be setup for the plugin thing (sorry its name escapes me as I dont use it) would be good for the "lazy modsluts" amongst us. Ok that small bit of road will be treated as tracks by the game engine but it makes more sense to be a road/track intersectionas opposed to a track/track intersection. It will be of use to map designers to. [edit - this wont work as will need two files for each intersection, depending N-S or E-W tracks, shame about that] [ 11-16-2001: Message edited by: Pud ]</p>
  7. Anyone want this one? grab it here a flagmod [edited - link+put in union jack] [ 11-14-2001: Message edited by: Pud ]</p>
  8. I finaly got tired of having sparkling hedges/bocage. If anyone is interested... grab the file from here Hedge
  9. Did another test. this time at 300m. A distance I would think is be a bit more likely in games (ones I play anyway) I couldnt see the point of doing one at 1000m as I have never played a game with those distance involved and unit identification at that range is not possible so the "chance to hit" would be incorrect anyway. same setup as before tiger,puma and PzII this time with 76mmAT 40mmAA and 90mmAA Some interesting results (did the test 5 times and the scores varied by +-%5) These score are the median scores (yeh yeh sample too small, doing this as a point of interest not as a thesis) Hulldown Puma/Tiger/PzII 76/90mm 31/38/27 40mm 70/80/65 Open 76/90mm 50/60/45 40mm 88/96/90 So change@300m is around 20%. Its interesting to see that the 40mmAA is exceptionally accurate, the 40mm would appear very leathal to light armour indeed. The 76mmAT and 90mm AA both score around the same figure. (i found this surprising) The is a large random factor given the exact same circumstances, talking around %20 reduction in hull down when the scores themselves can vary by 10%. Take out of all this what you will. For me its food for thought.
  10. Did another test. this time at 300m. A distance I would think is be a bit more likely in games (ones I play anyway) I couldnt see the point of doing one at 1000m as I have never played a game with those distance involved and unit identification at that range is not possible so the "chance to hit" would be incorrect anyway. same setup as before tiger,puma and PzII this time with 76mmAT 40mmAA and 90mmAA Some interesting results (did the test 5 times and the scores varied by +-%5) These score are the median scores (yeh yeh sample too small, doing this as a point of interest not as a thesis) Hulldown Puma/Tiger/PzII 76/90mm 31/38/27 40mm 70/80/65 Open 76/90mm 50/60/45 40mm 88/96/90 So change@300m is around 20%. Its interesting to see that the 40mmAA is exceptionally accurate, the 40mm would appear very leathal to light armour indeed. The 76mmAT and 90mm AA both score around the same figure. (i found this surprising) The is a large random factor given the exact same circumstances, talking around %20 reduction in hull down when the scores themselves can vary by 10%. Take out of all this what you will. For me its food for thought.
  11. Not entirely correct, you can try to edit the names within the exe file itself, they are all there (im looking that them now) but no guarrentee the game will work afterwards. As long as you change a letter for a letter it normally has no problems. backup the .exe file first. I hope BTS dont object to me posting this if so I will delete this. [edit - of course if it does not crash then only you would see the name changes anyway, so no point really] [ 11-13-2001: Message edited by: Pud ]</p>
  12. Just that 10% is a small change given the change in the silhouette. Would think it would be a larger value.
  13. Just that 10% is a small change given the change in the silhouette. Would think it would be a larger value.
  14. Just doing some tests on being hull down. Scenario 2 tigers, 2 pumas, 2 PzII. allies have 2 40mm AA. One of each vehicle is on the far side crest of a hill, being hull down to AA. The other 3 are in open terrain to the 2nd AA. (Range 100m, not that that really matters) the relative advantage of being hull down was tigers = 10% (ie 87% compared to 97%) puma = 15% PzII = 23% Does this mean the body of the tiger represents only 10% of the complete vehicle? Or does this mean the "target" is 10% harder to hit and any hit which"would" have hit the body now plows into the ground? I have had jumbo Shermans before and often wondered (after they died hull down) if just being entirely visible would have been a better choice, to take advantage of that front hull armour? Im sorry if this is a rehash (search didnt bring anything up but this must have been discussed) as it certainly seems that being hull down for thick skinned vehicles is not advantageous and if this is the case other people (newbies) need to know this. :confused: [ 11-12-2001: Message edited by: Pud ]</p>
  15. Just doing some tests on being hull down. Scenario 2 tigers, 2 pumas, 2 PzII. allies have 2 40mm AA. One of each vehicle is on the far side crest of a hill, being hull down to AA. The other 3 are in open terrain to the 2nd AA. (Range 100m, not that that really matters) the relative advantage of being hull down was tigers = 10% (ie 87% compared to 97%) puma = 15% PzII = 23% Does this mean the body of the tiger represents only 10% of the complete vehicle? Or does this mean the "target" is 10% harder to hit and any hit which"would" have hit the body now plows into the ground? I have had jumbo Shermans before and often wondered (after they died hull down) if just being entirely visible would have been a better choice, to take advantage of that front hull armour? Im sorry if this is a rehash (search didnt bring anything up but this must have been discussed) as it certainly seems that being hull down for thick skinned vehicles is not advantageous and if this is the case other people (newbies) need to know this. :confused: [ 11-12-2001: Message edited by: Pud ]</p>
  16. May as well ... Bruce in beautiful Perth mudansha@iprimus.com.au
  17. <blockquote>quote:</font><hr>Originally posted by Amidst_Void: Somebody please direct me to some NON-ORIGINAL BMP road textures, mine look horrible and I really haven't stumbled accross any raod textures to date! <hr></blockquote> Try mine, they're on my old ISP's site. Unable to access the site for updates. (not that I have any) Puds Bits and Pieces <blockquote>quote:</font><hr>Originally posted by Gyrene: Pud, I'd agree with you on the overall darkness of the Mod, but from the previous feedback here and from pictures that seems to be the way of European ballast - dark and reddish. <hr></blockquote> No worries. Still excellent! I just upped the brightnees by 15 and contrast by 20 and they fit in with my other terrain. I find I have to lighten many mods [ 11-11-2001: Message edited by: Pud ]</p>
  18. Downloaded and installed fine. These are great looking tracks. Looks like you put alot of work into what they actually look like, a little dark for the rest of my terrain but fantastic none-the-less.
  19. Stick with it mate, im sure they are going to be worth it. I played a map the other day and they sure are in need of a update, the originals are out of place with all the other hi-res, hi-detail bmp's.
  20. XP? Some seem to think this is the Win95/98 of the next few years. Sorry but with all its spyware encased within it and other concerns, XP will be about as popular as ME (wheres my garlic!). Any real serious PC user wont touch it with a barg pole. CM not being compatable with 2000, now thats a concern, but as its a problem that MS should look into not the game developers since a LARGE portion of games fail to run under 2000 (and XP so it would seem), I have yet to see any game recommend you should be using win2000. Just my $3.45 (taking into account US$/AU$ exchange rate)
  21. Certainly can, as Iron Chief says, get a network card for each machine and a crossover cable or fork out for a hub. I have played it over a hub-lan and with just the crossover. Works as well as the connection between the machines, have a reliable connection, the game will be reliable. This is the best way to play CM without a doubt. Beer, Pizza and CM hhmmmmm heaven.
  22. <blockquote>quote:</font><hr>Originally posted by gunnergoz: "HE penetration" statistics...I don't think there are such figures. So please, if you can, illuminate me further on the 17-pounder HE round penetration stats of which were spoken earlier in this thread.<hr></blockquote> The stats/kills pop up box in the game lists all vehicle and guns with "penetration" stats for two types of ammo, germans only ever have 2 so no drama there. Allies can have 3 rounds HE, AP &T but the popup only ever has 2 HE, AP or AP +T, I was hoping to be able to get all three were applicable and put that in the database. All the axis have a penetration value for their HE, penetration may be the wrong term though going by this discussion, but its the concept value im after. [ 10-22-2001: Message edited by: Pud ]</p>
  23. Believe it or not I had my first direct game over the net on the weekend. We both had MS Messenger so we thought we would give it a try with speech as well. I live in Australia and my friend, now, lives in Arizona. I must say the added speech component made the whole exprience alot more enjoyable. MSM did cut out at times but we are both on 56k modems (and he has forgotten how to turn off his call waiting ) if you havent tried this , give it a go with speech. Alot more enjoyable hearing you opponent when something expensive cooks up.
  24. Chris, I am actually using your excel tables (which are great) to update the database. I hope you dont object either. If this is going to be re-released to the public I'm hoping it can be done so with the joint approval (with appropriate copyright references) of yourself and Jason. I will of course send it to both of you for final approval and will not be released unless you both agree. Im learning excel as Im doing this thing so hopefully its going to work as well as Jasons original. (ie not to many bugs adding in) Regards Bruce (aka... [ 10-22-2001: Message edited by: Pud ]
  25. I note in the data for the 17 pdr (in this case in the Challenger) it carries HE rounds but there is no stats on the HE rounds (on the info/kills pop up). I checked other 17 pdr guns but could find any stats on the 17 pdr HE rounds. Can anyone point me in the right direction here, does it equate to HE from a 75mm? Im updating Guachi's CM_database to 1.12 and adding in some additional data. I emailed him for permission to do so but he hasnt responded, so guachi, if your here let me know if you have any problems with me doing this.
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