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Posts posted by Redwolf
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The sad thing isn't that the T-90, Gill and LAV-AT bugs exist.
The sad thing is that BFC went through an expensive release process and fix only one of them. That is inefficient. Now, if the other two bugs are supposed to be fixed they cost more. The opportunity to do them cheap is lost.
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2 hours ago, Ts4EVER said:
Is the missing Grenadier 44 battalion also caused by that? Or a general mistake? I mean, for me it is not a problem, since I dont play quick battles, but seems like a bit of an oversight if the most common German formation is gone...
Are you saying it is in the scenario selector but not in the quickbattle selection?
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There certainly is a communication problem about bug tracking. The Gill ATGM in CMSF2 is also unfixed in the new patch, although it is completely broken.
I vividly remember Elvis asking once "which bugs?", while at the same time (buried in semi-random threads) reports of such bugs were in the minds of people. The mechanism of catching the attention of a beta tester who can then transport that to the official bug tracker is obviously not working.
Given how expensive it is to make a patch release such opportunities shouldn't be slandered.
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Professional mainboards such as the ones from Supermicro often omit sound.
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Are new complete installers available in our BFC accounts?
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Probably not gonna happen. You could use a small USB to 3.5" audio jack adapter if no sound hardware is available.
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It also runs in Parallels for me on Intel. It will not run on Apple Silicon Macs with Parallels.
It runs well enough to answer a couple PBEM moves. But I have the very last Intel Macbook Pro with the faster one of the i9s and the big AMD graphics chip. It runs native Mac CMx2 very well, but in Parallels it is just usable, not necessarily fun.
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Just plow the NVidia graphics drivers over the install again.
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Duels between stationary shooters and enemy shooters moving into LOS have always been a weak point in CM, IMHO. The mover wins way too often.
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[double post, forum malfunction]
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12 hours ago, Sunbather said:
Yeah, you said that in the 2023 update thread already, I think, and of course you are right. And what a wonderful job the modders are doing!
However, I still think that it is way better to have such assets (snow maps, winter uniforms, snow vehicles) as official content. Why? Because then scenario and campaign creators in the community and also the modders themselves can concentrate on giving us new stuff. All those winter mods for Red Thunder and now for Black Sea! Only so that at some point snow will be officially added to the game after all?
In fact, the only custom campaign with snow for Red Thunder I can think of right now is Dragonwynns Last Panzer. And that doesn't even work without the additional mod package Dragonwynn included (incl. mods by Kohlenklau. I.e. it doesn't use the tagged assets we now have in Fire and Rubble. Why is that? Of course Fire and Rubble is relatively new and campaigns take a long time to create. But isn't it also so that most community campaigns came out shortly after Red Thunder released? Seven (7!) years later the module came out, giving the creators a lot to toy around with. But where is that momentum now, again: 7 years after the game came out? And now the very same mistake is made with Cold War? I said it in the 2023 update thread already but it is not only asset content that CW is lacking (i.e. factions, units) but I think for a lot of people it is quite taxing on the mind to see and play the ever same maps with green hills, lots of forest, country roads, and some small villages. While there are certainly other areas in central Germany one could portray to mix things up (industrial zones, big lakes, ruins from a former battle), the "easiest" way to mix things up map-wise (and the most realistic on top of that, even influencing the gameplay!) is to implement the different seasons.
In the end, I just wanna say this: the sooner we get more variations (including master maps, vehicles, different weather!), the sooner we will see community content with those variations. And community content is what makes these games so long-living in my opinion.
Good post.Shipping units and factions in a module years later does a lot less damage than shipping map oriented features. Snow conditions would be much appreciated.
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12 hours ago, Sunbather said:
Yeah, you said that in the 2023 update thread already, I think, and of course you are right. And what a wonderful job the modders are doing!
However, I still think that it is way better to have such assets (snow maps, winter uniforms, snow vehicles) as official content. Why? Because then scenario and campaign creators in the community and also the modders themselves can concentrate on giving us new stuff. All those winter mods for Red Thunder and now for Black Sea! Only so that at some point snow will be officially added to the game after all?
In fact, the only custom campaign with snow for Red Thunder I can think of right now is Dragonwynns Last Panzer. And that doesn't even work without the additional mod package Dragonwynn included (incl. mods by Kohlenklau. I.e. it doesn't use the tagged assets we now have in Fire and Rubble. Why is that? Of course Fire and Rubble is relatively new and campaigns take a long time to create. But isn't it also so that most community campaigns came out shortly after Red Thunder released? Seven (7!) years later the module came out, giving the creators a lot to toy around with. But where is that momentum now, again: 7 years after the game came out? And now the very same mistake is made with Cold War? I said it in the 2023 update thread already but it is not only asset content that CW is lacking (i.e. factions, units) but I think for a lot of people it is quite taxing on the mind to see and play the ever same maps with green hills, lots of forest, country roads, and some small villages. While there are certainly other areas in central Germany one could portray to mix things up (industrial zones, big lakes, ruins from a former battle), the "easiest" way to mix things up map-wise (and the most realistic on top of that, even influencing the gameplay!) is to implement the different seasons.
In the end, I just wanna say this: the sooner we get more variations (including master maps, vehicles, different weather!), the sooner we will see community content with those variations. And community content is what makes these games so long-living in my opinion.
Good post.Shipping units and factions in a module years later does a lot less damage than shipping map oriented features. Snow conditions would be much appreciated.
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12 hours ago, Sunbather said:
Yeah, you said that in the 2023 update thread already, I think, and of course you are right. And what a wonderful job the modders are doing!
However, I still think that it is way better to have such assets (snow maps, winter uniforms, snow vehicles) as official content. Why? Because then scenario and campaign creators in the community and also the modders themselves can concentrate on giving us new stuff. All those winter mods for Red Thunder and now for Black Sea! Only so that at some point snow will be officially added to the game after all?
In fact, the only custom campaign with snow for Red Thunder I can think of right now is Dragonwynns Last Panzer. And that doesn't even work without the additional mod package Dragonwynn included (incl. mods by Kohlenklau. I.e. it doesn't use the tagged assets we now have in Fire and Rubble. Why is that? Of course Fire and Rubble is relatively new and campaigns take a long time to create. But isn't it also so that most community campaigns came out shortly after Red Thunder released? Seven (7!) years later the module came out, giving the creators a lot to toy around with. But where is that momentum now, again: 7 years after the game came out? And now the very same mistake is made with Cold War? I said it in the 2023 update thread already but it is not only asset content that CW is lacking (i.e. factions, units) but I think for a lot of people it is quite taxing on the mind to see and play the ever same maps with green hills, lots of forest, country roads, and some small villages. While there are certainly other areas in central Germany one could portray to mix things up (industrial zones, big lakes, ruins from a former battle), the "easiest" way to mix things up map-wise (and the most realistic on top of that, even influencing the gameplay!) is to implement the different seasons.
In the end, I just wanna say this: the sooner we get more variations (including master maps, vehicles, different weather!), the sooner we will see community content with those variations. And community content is what makes these games so long-living in my opinion.
Good post.Shipping units and factions in a module years later does a lot less damage than shipping map oriented features. Snow conditions would be much appreciated.
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12 hours ago, Sunbather said:
Yeah, you said that in the 2023 update thread already, I think, and of course you are right. And what a wonderful job the modders are doing!
However, I still think that it is way better to have such assets (snow maps, winter uniforms, snow vehicles) as official content. Why? Because then scenario and campaign creators in the community and also the modders themselves can concentrate on giving us new stuff. All those winter mods for Red Thunder and now for Black Sea! Only so that at some point snow will be officially added to the game after all?
In fact, the only custom campaign with snow for Red Thunder I can think of right now is Dragonwynns Last Panzer. And that doesn't even work without the additional mod package Dragonwynn included (incl. mods by Kohlenklau. I.e. it doesn't use the tagged assets we now have in Fire and Rubble. Why is that? Of course Fire and Rubble is relatively new and campaigns take a long time to create. But isn't it also so that most community campaigns came out shortly after Red Thunder released? Seven (7!) years later the module came out, giving the creators a lot to toy around with. But where is that momentum now, again: 7 years after the game came out? And now the very same mistake is made with Cold War? I said it in the 2023 update thread already but it is not only asset content that CW is lacking (i.e. factions, units) but I think for a lot of people it is quite taxing on the mind to see and play the ever same maps with green hills, lots of forest, country roads, and some small villages. While there are certainly other areas in central Germany one could portray to mix things up (industrial zones, big lakes, ruins from a former battle), the "easiest" way to mix things up map-wise (and the most realistic on top of that, even influencing the gameplay!) is to implement the different seasons.
In the end, I just wanna say this: the sooner we get more variations (including master maps, vehicles, different weather!), the sooner we will see community content with those variations. And community content is what makes these games so long-living in my opinion.
Good post.Shipping units and factions in a module years later does a lot less damage than shipping map oriented features. Snow conditions would be much appreciated.
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Looking good.
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3 hours ago, Rooks And Kings said:
ORBATS are edited with .csv files by text. Cannot be done in commercial but it does exist in Pro.
Ugh. Using a CSV file is really the worst of all worlds. No external validation at all. I am surprised Charles agreed to that. Must have been a support nightmare. -
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12 minutes ago, kohlenklau said:
Work with me man!
I ain't waiting on stinking TO&E stuff. Make it have a formation editor and the TO&E stuff can be hand entered and saved as part of a CMMODS scenario or whatever. Have a squad editor or at least a dropdown menu to dial in/out a certain number of panzerfausts, demo charges, bundled grenades, SMG, LMG, etc
A new dropdown menu category is added to vehicles ok, immobilized, burning, destroyed and now captured and host nation on the purchase editor is assigned as the crew.
That would presumably be good to have, even and especially for internal development. Like maps, formations could be XML (or whatever format) and the kinds of content that could be released Charles-free would go up. It's the bottleneck. -
9 minutes ago, kohlenklau said:
I don't have a powerpoint presentation nor a flipchart but here is my pitch.
CMEW Combat Mission Early War
A war gamer kit.
This is designed to snag that segment of the market using as little of Charles' time as possible.
It will be a lot of "some assembly required" and a lot of "mods required" and fan content based.
It can ship without any scenarios or campaigns.
It should be based off CMFI as that title has lots of nations for each side.
Cram pack each side with all existing vehicles and as many of what I call place holders as possible.
Place holder Vehicles IN THE CODE to try and be the early war vehicles and match to an existing mdr but we could mod to be PzI, tankettes, etc. A vehicle with just an MG and light armor on tracks for example.
The scenario editor would be used to mix and match sides as needed for Spanish Civil War, Winter War, Poland 39, Norway, Invasion of France, Sea Lion, Barbarossa, North Afrika.
It would be designed to be able to try and replicate a wide range of "early war" confrontations AFTER modded.
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It's called "THE ARISTOCRATS!!!" (famous end to a classic crude joke)
I like the concept, but it doesn't make the whole thing much more "Charles-free". Right now you cannot do new TO&E without Charles, and that is the big blocker in releasing content that people like me want to throw money at. I like to explore the game in the editor and do silly little test scenarios. Battle packs are not useful to me, and everything else is not "Charles-free".For the stuff that you omit in the release in your proposal CM has staff and volunteers that are not Charles, so I doubt it would make a release much easier. The bottleneck is not removed. To make things worse, TO&E research has to happen before Charles-work.
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If you ask me what the killer thing to spend Charles-time on is it would be map import/export via XML. That would give people something to dig their claws into. An editor for CM-like terrain even exist and I think it is proper open source, so it could be built upon.
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2 hours ago, BornGinger said:
It seems this guy still is busy with his project of making a game that will be "better than any Combat Mission game" or how he expressed it. It sure looks very much like a Combat Mission game so far.
The comments to the videos don't seem very kind to Battlefront. Could his game become a worthy competitor and take players from those that play the Battlefront games? I guess we'll find out when/if his game gets released.
Well, a certain burn for the current implementation of a thing is really helpful when trying to make a new implementation. He's gonna need a lot of motivation. -
It has always been a problem in CM that when a unit moves into LOS of a stationary enemy unit the moving unit is very much able to win a duel. Both spotting and hit chances are affected.
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1 minute ago, Battlefront.com said:
There will be no replay feature for CM2. I've explained why and I don't really care if you accept it or not. It just isn't a viable commercial feature. Period, end of story.
Are you talking about whole-game replay, or VCR controls in TCP/IP play? I assume the former? -
Trading engine v5 for PBEM++ - not sure that worked out well.
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What - no teleporting? You haven't seen the real bridge bugs yet
System Requirements
in CM2 General Tech Support
Posted
Integrated Intel graphics? Forget it.
Integrated AMD graphics? Should run.
There is no difference between the modules in this regard.