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Mord

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Everything posted by Mord

  1. Blimey's not in this thread? LOL. Or was that a response to me? Mord.
  2. Indeed the Jadgpanther is in RT? Or indeed, it was just an error and cut and pasted into the RT documentation? Mord.
  3. Cool, I look forward to more vids. And no problem on the voice, just wanted to give you a heads-up in case you didn't realize. LOL. But you did. And hopefully you can find the name...if not I'd love a zip file of the mod, to check out. Mord.
  4. Don't get me wrong the tagging system is very cool, and is definitely a step in the right direction, and I can see it's potential in the future, but at the moment all it mostly does is keep us from having to swap stuff out constantly. The problem with that road idea is I'd still only have a single piece of road art being used over and over on the map except that it was tagged to only show up during a particular scenario. As it stands we can have multiple skins for the same vehicle models, right now. All you do is number the BMPS sequentially. The problem is the game deals them out at random to the point where the turret might have one paint scheme and the hull another. What I have been hoping for, and asking about for the last three years, is how hard is it to have the game program only add hull_1 to turret_1? So, that if I had five panthers with five different paint jobs, they'd all use the BMPs that they are numbered for; hull_2 goes with turret_2 etc. The argument about frame rates isn't really an argument because we could play right now with 56 different German vehicles, that would all have unique texture sets, plus god knows how many uniform variations + helmets vs 25 different allied vehicles, all with different textures, plus various unis and helmets, on maps covered with 40 completely different textured buildings, if we wanted. The ability to bog your comp into the ground exists as I write this. Yeah, maybe some guys might abuse it and try to load a battalion's worth of turret numbered, serial numbered, 100 different camo-schemed tanks and half tracks, but I think most of us wouldn't. We'd be happy to be able to have 6 unique Panthers and a couple unique Jagds or what have you in one of our battles. I am just asking, seeing that we are right there in the game already. It's just a couple steps further 1.) how hard would it be to program sequential BMP use on vehicles or roads/walls for that matter? and 2.) Why not let the user decide what's too much for their hardware to handle? If these doors could be opened we'd be able to step through and take advantage of more modding options and that's always a good thing. I am hoping someone will finally answer me on this one. I have been bringing it up since CMBN was released. Mord.
  5. Whelp, the culprit has been isolated. *DRUM ROLL* And the winning file that has been keeping me from clicking on vehicles is...the "evade" button BMP. The other two evades ("rollover" and "down") work fine. A single BMP buried in a sea of BMPS. Of all the things it might've been that's fine with me. I never play real time, and the stock file interrupt buttons fit in just fine with the UI. Talk about a needle in the hay stack. Gives you a real appreciation for what BFC and Charles go through when they are trying to find something wrong in a million miles of code. Anyway, Juju, that's what it was. Go figure. The Question is; "why was it doing that?" Mord.
  6. Ready for some irony, the problem is coming from the interrupt buttons folder. LOl How weird is that? Now, I have to isolate which one. Mord.
  7. Okay, to narrow it down quickly, I took out everything but the silhouettes—worked fine. Then added in one folder at a time, everything worked up to that point. The last one I loaded was the buttons folder. That's when the weirdness started. I am gonna now take out all the button sub-folders and add them back one at a time until I find which one is doing it. From there I will test each individual button in the offending folder. This is the first time I have ever had a BMP cause a problem like this in CM. It really doesn't make any sense. I could understand it if you had altered a string file like Vin does, or even a hex edit, but not a straight up BMP. Mord.
  8. It's because it's not in RT as far as I know. It might be wording that is meant for the CMBN patch when it comes out. Mord.
  9. It's too bad BFC won't allow us to number the roads and wall sections to mod in variety (like with Unis and weapons sound fx). Right now we get stuck with one piece only so it has to be a generic as possible. Maybe even go so far as to load modded pieces sequentially which would reassure that duplicates didn't touch. That'd open up some options graphically. Speaking of which, that's pretty much the only thing stopping us from having unique paint schemes on more than one vehicle of the same kind. Mord.
  10. I am thinking it's probably just my problem seeing no one else is complaining. I'll see what I can figure out but it might take a while. Not much point in worrying about one guy. But off hand it seems to be happening the most with the Hetzer, Nashorn and Jagd Iv late and PSW 231. I was using the same test map each time and then you got me thinking maybe it's just that map. So, I loaded up Angriffe and everything was fine. But then I added the Hetzer and Nashorn and 231 AC and had problems again. It goes back and forth, sometimes I can choose the vehicle by clicking the icon, sometimes the base, and other times neither. Here's the test scenario: http://www.mediafire.com/download/1u2c7731e6c32tb/DECAL+TEST.btt and the amended Angriffe Scenario: http://www.mediafire.com/download/aavc2dvd9c14jip/Angriff+II.btt That should help. But don't drive yourself crazy trying to figure it out. It could be anything. Mord.
  11. I'll be right with you JuJu. I am typing a kinda long response. Mord.
  12. He didn't narrate this one, but narrates quite a few of his others. Mord.
  13. All that is missing is the link in that list, the demo is still on the RT page. http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=332&Itemid=572 Mord.
  14. Gaj, my man, you didn't lose all the CMSF mods did you? You know you had some stuff on your site that isn't in the Repos. Mord.
  15. Yeah. Most of the time any comments and excitement are gonna be generated in a preview/WIP thread if you create one. Once that bad boy is released into the world you are lucky if you get a star rating. I spent probably 25+ hours on the CMFI AAR token mod and haven't seen them used once, LOL. So, it's a toss up. It just goes with the territory. But for what it's worth, umlaut, you raised the bar through the stratosphere with your rubble mod. It will go down in CM modding history with all of the great conversions, like Magua's Normandy mod and Tom's Bulge mod etc. The creativity and asymmetrical thinking that went into designing it are beyond anything that has been done up until this point. You opened some huge doors and hopefully others will come along, stand on your shoulders, and carry it in other directions, like we've had with various modding discoveries in the past. I believe it was Ryujin that did the first hex edit...now look what has come from that one little step on the CM modding evolutionary scale. I haven't played around with it yet, but regardless, you released a masterpiece. So, I think your best bet would be to start a thread about one of your scenarios or mods after you make it and get a discussion going. Be proactive and seek out the feedback and you may get what you are looking for. It beats waiting for everyone to say something on their own. Just look at how many posts this one here generated. Great job, brother! Mord.
  16. I don't know nuthin' 'bout no naval game...but their "balliwick" is off limits...and so is mine, for that matter. Mord.
  17. At first I thought it might be JuJu's Soviet floating icons but unfortunately for me it's his UI mod. I can live with it as long as I can use the silhouettes. I'll have to go through it bit by bit and see what is causing the problem. Weird. I have never had a mod do this before. Mord.
  18. And in a few years it could be totally different than it is today. We really won't know until we see how far they can take it. I think some newer animations and special FX would go a long way in freshening it up. However, I am really happy with how far we've come. It's been a long road and I love having the upgrades. Keeping every title the same was the greatest decision BFC could've made. Mord.
  19. Welcome aboard. CMSF is just the tip of the iceberg when it comes to CM kickassery. it's still a great game but a bit long in the tooth compared to the awesomeness of the WWII and approaching Black Sea titles. Fortunately BFC has plans to remake CMSF with all the newest up-to-date features that are in these other titles. If you don't know already, all of BFC's titles, starting with CMBN are being kept at the same engine version. Which means anytime they introduce a feature or features in a new title, said features (if applicable) will be ported to ALL the other games already released for a ten dollar upgrade fee per title. So far that's been happening about once a year. So, what that means is is that all your games will be at the best and latest version of the engine. CMSF2 when it's done will also benefit from this. As far as CMSF 1, once you delve into it, I highly recommend picking up the other modules, they all are fun and play differently. have a blast and let us know what you think of the game. And if you have questions just ask away and we'll help you as best we can. There's years and years of discussion and info here. Mord.
  20. Normal Dude mentioned (in last week's twitch vid) that the vehicle pack had a patch coming right behind RT's so that may or may not have more in it dealing with CMBN. Mord.
  21. I've been watching a lot of your videos lately. I love that you do them from ground level. I hate the vids with nothing but the bird's eye view. One niggle, though. If you are gonna narrate them your voice volume needs to be higher. Your speaking level is way below the sound FX and if I turn it up to hear you, the gunfire and explosions about blow my speakers up. I really enjoyed your SF stuff as well. What voice mod were you using for the US? It'd mix well with mine. Anyway, keep it up, like Sburke said, CM is just fun to watch, especially when it's done with a cinematic eye. You and JorgeMC are two of my favorites. Mord.
  22. Well, anybody that played CMSF or Afghanistan knows how far removed the newest titles are from them. Pretending there's a comparison is just an excuse to grind an axe. I'd go so far to say that SF is almost as different to CMBN as CMAK was to SF. And THAT distance is only increasing which is fine as **** with me. You can upgrade the engine until I am dead. It seems to work for Steel Beasts. Mord.
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