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maxmars

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Everything posted by maxmars

  1. I'd like to toggle the gunner view, too. At the moment I have mapped the command to one of the mouse buttons, but it's still uncomfortable (not a showstopper for me, but a "nice to have" thing nonetheless).
  2. Perhaps we could have ROEs for bots? As in, fire at will / cease fire / only return fire / fire only at close quarters etc. Just a suggestion
  3. You guys think you are smart, don't you? Just joking, thanks for the answers, I will try to bear in mind that when the new SuSE beta mating season comes around. Now if you excuse me, I'm off for gunnery range practice.
  4. Hi, I have installed DT in my computer, which gets reformatted twice a year: I'm a SuSE beta tester and I test all of their RC, then I install the gold master as soon as it is issued. The question is, will I lose my license when I will reinstall everything from scratch in september? Or will I be able to transfer my license to the same computer but with a new, fresh O.S. install? Thanks for looking into this. BTW I have bought both the printed and download edition with the special offer that has been running late may.
  5. Further testing occurred, here's the debriefing. I had the light-armored tank open the way up to Hopewell (using the north-east passage as suggested), taking away all the "big" threats, followed by one of the IFVs. When everything but a lonely hamrless vehicle stationary in the third island was left, I went with the second IFV charging, stepping onto the bridge that led onto the third island. Surprisingly, no more slowdown even after a little walk on the island (which included the killing of the forementioned stationary vehicle). The only slowdown I had with this technique has been when the light tank first passed north of the second bridge (the one leading to the third island). In the end, I think it's something to do with enemies + terrain, because going on a different path with all enemies still alive did not bring the machine to its knees, and going on the same path with basically no more enemies still did not show the old issue. Hope it helps.
  6. By the way, I have upgraded my Nvidia drivers to the latest and greatest (8762) before the test, so that you know I'm not wasting your time. As a matter of fact they work exactly like the old ones for this particular issue. I have a GeForce 6800GT, don't know if I already said it.
  7. Yes, confirmed. I am following the road.. Just after the second bridge I get the first "hiccup" -- it goes away in a flash all by itself. But when my tank gets onto the third bridge, everything slows down. The other two tanks of mine were still on the first island.. They were supposed to be staying in formation with me but that's probably a different bug <grin>. Thanks for looking into this.
  8. I'm already hatched, stay tuned.
  9. I will try your suggestion but it would be nice if the bug was found & obliterated.. I want to enter the city myself with a great dramatic effect, not bomb it to smithereens from afar.
  10. Yeah mine works and my cpu flags are: flags : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 syscall nx mmxext fxsr_opt lm 3dnowext 3dnow pni lahf_lm ts fid vid ttp tm stc One of those above that the original poster's cpu doesn't have is the probable offender.
  11. Hi, and thanks for such a splendid "game". I have been trying the hopewell campaign but right on the first mission I'm having a strange problem -- about fifteen minutes in the game, framerate drops to zero until I press "esc" and wait for a few seconds. Then, it resumes normal operations for a few dozen seconds and again it slows down (rinse and repeat). As it is, the single player is unplayable. Multiplayer is fine, though (although perhaps I have never played so much that I would encounter the same issue). I have everything maxed out on a high resolution but I can well afford it (sustained FPSs steadily > 60 in the worst situation, 2 gig RAM). I am running off ver 1.01, my Linux version is SuSE 10.1, kernel 2.6.16.13 (32 bit although my machine is an AMD64). If you need further info please ask. Thanks!
  12. Same here.. I wanted to do some "homework" with the game, but have been getting a frozen DropTeam all night. By the way, isn't there a more graceful way of handling this? Like, reporting an error to the user? I had to kill the process either with the "kill -9" command from console or with CTRL+ALT+BACKSPACE.
  13. Well, actually, not really that silly! I've seen it before with other programs that came with dedicated servers (Tribes 2 IIRC?) The graphic libraries do not provide only stuff for drawing to the screen, they also give you some generic functions (call them "utilities", if you want) that you may need to call in your program even if you don't blit a pixel. E.g. in a database system library I had some functions dealing with string replacement (I had to call them in order to do stuff the way the db wanted it), and as such I needed to include the db libraries even if I didn't physically access the db but I only wanted to use the string replacement stuff. Hope it makes sense.
  14. Yeah ain't that great. I have cpu cycles and ram to spare however so I'd rather play it under a resource hog like kde. The applet is "global clock" from kde 3.5.1, when put into an external (lateral, auto-hidden) panel. It seems like you're not grabbing the mouse (don't kow if it's possible) and therefore the underlying window manager still intercepts events. I have found in the meantime a better workaround: minimizing the whole external panel. Had a blast tonight playing the demo with other humans, waiting for my copy to download & ship.
  15. Quick addition to my own message.. It's not a tip from DropTeam, it's a tip from a kde applet that is on the desktop and gets activated when the mouse reach the leftmost part of the screen. I don't know if you want to look into this, for the time being I'll just shut down the applet (doable but somewhat annoying).
  16. On Linux I have observed that I always get a small tip rectangle stuck, it doesn't go away when it should and as a matter of fact remains there even after closing the program (need to restart X to make it go away). It is a small rectangle that says something along the lines of "Chagos: 02:05:25, 16/5/2006". The clock continues to tick even after program termination. My setup: suse 10.1 with nvidia gf 6800 gt (latest nvidia drivers). Suse 10.1 (gold master) means kde 3.5.1a, XOrg 6.9.0, kernel 2.6.16. Love the little game, already preordered.
  17. Suggestion: just download and use Roger Wilco with CM. Max
  18. Hello, Recently I had the pleasure of contacting Big Time software for a problem I had with my Rage Mobility M1 card (yes, I know..). Basically it doesn't render transparent stuff, so you can't see people inside buildings. I have read tonight in an interview with Charles Moylan that the drivers developers are quite supportive with BigTime software, while I don't think they would listen at a single gamer like me, therefore if BigTime software can read this, the next time you hear from ATI please tell them about that problem with transparency. -- Max
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