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Ryan Crierie

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Posts posted by Ryan Crierie

  1. I'm just curious, Steve. You said this:

    After all this time here on the Forum it's hard for me to imagine that you're as clueless as you appear to be about the armor modeling. Others have already illustrated specifics, but the general difference between CMx1 armor modeling and CMx2 is that CMx1 was quite abstract (i.e. dice rolls) while CMx2's is far more direct. So it has all the detail of CMx1 and far more accountability. Which baffles me as to why you think that Normandy will have LESS detail when clearly that would require us ripping out code which is already in the game and substituting it with something less sophisticated than we did 11 years ago.

    But on the BFC website for CMBB it says:

    Advanced and updated armor penetration algorithms where even the amount and density of the armor *plug* that is pushed into a vehicle from a penetration is now calculated and modeled.

    That sounds a lot more detailed than an abstracted dice roll system.

  2. The problem is that, as Thewood points out, we had to choose to make the engine inherently WeGo without ANY chance of RealTime, or inherently RealTime with a perfectly viable WeGo. Since one choice was vastly more inclusive than the other, and far more marketable to boot, the choice was stupidly easy to make

    If I wanted a game engine designed for real time, I would buy a Close Combat game, NOT Combat Mission.

    WEGO is now the poor bastard stepchild to the RTS mode.

    It's now virtually impossible to play realistic games in a reasonable amount of time due to the deletion of the blue bar "fast forward to end" feature. It makes long end marches around an excruciating feeling.

    I never subscribed to the "mythical blue bar makes things better" crowd; it just made the game a lot more playable, because you could fast forward through the humdrum parts, like road marches, or waiting for the enemy to attack.

    Now, if you try to make WEGO once again FEASIBLE within the "always suffer through 60 seconds, even when nothing is happening" paradigm by having the scenario start with units near or in contact; the game is essentially over very fast, due to the high lethality of modern weapons.

  3. For me.

    I have the following Rig:

    Core 2 Quad Q6600

    GeForce 8800 GTS 640 MB

    Asus P5KC Motherboard

    163.71 Forceware Drivers installed

    I play at the native resolution of my LCD:

    1280x1024

    While burst FPS (close up view down low) is acceptable; sustained FPS (when you spin the view around and move around) goes down to around 22~ FPS; and is noticeably choppy.

    The only way I can truly get acceptable sustained FPS is by setting my card settings to "performance" and turning CMSF down to the lowest possible detail levels.

  4. How about this compromise?

    Why not use an IF algorithm in conjunction with a revived blue bar, like:

    "IF BLUE BAR TIME TO COMPLETE 15% TAKES LONGER THAN X SECONDS, SWITCH TO REAL TIME PLAYBACK".

    This would achieve BFC's goal of significantly speeding up the time between hitting GO button and seeing things move on monster scenarios like "To the Volga", while at the same time; retaining the blue bar's ability allowing us WEGOers to rapidly fast forward the boring parts where nothing is happening; such as road marches.

    With the current setup, people are going to be pushed towards impatience just to see something start up; the Blue Bar and the VCR allowed you to rapidly resolve a slow, methodical advance; without it taking up a lot of "Real time".

  5. Steve, I like how you ignore the fact that I posted a clear usable example of how right click was great; and how you could easily get to playing using CMx1's interface within only a couple of minutes; and as you learned more about the game, you could transition to using the keyboard for the most common commands, like move.

    Move was ALWAYS "M", no matter what.

    In CMSF it's now "O", which as a bonus is also used for:

    "Target Arc"

    "Hide"

    "Anti Tank Team"

    Depending on which tab you have selected.

    Which leads to massive confusion.

    You're trying to make this into a "CMSF is just as radical and changing as CMBO was" debate, when in reality, for a UI to work, you need the major commands which will be used the most often to be clearly and unambigiously delineated to a single button.

    I wouldn't mind having to dig through a submenu to find the little used engineering commands like "plant mines, remove mines, prepare bridge for demo, etc", since they will not be used THAT much.

    However, a heavily used command needs a clear and unchanging key.

  6. Originally posted by Tzen:

    The point is, CMSF is a 3D RTS+pause/WeGo game that has a camera that moves and rotates on all axes and is at the individual unit level. Just because a right-click menu works well in TOAW doesn't mean it will in CMSF.

    Funny how it worked so well in CMBO, CMBB, and CMAK; and how everyone in this thread except YOU wants it back.
  7. Originally posted by Battlefront.com:

    Ryan, I am not slamming you here. What I am doing is pointing out the "baby and the bathwater" syndrome you are voluntarily ascribing to. CM:SF is absolutely a new game. Ground up design from fresh code. T here were some major paradigm shifts, some small changes, but a LOT of it is exactly the same.

    Steve, can I be honest with you?

    I don't care about the elimination of QBs, Random maps, etc. They're annoying, yes, but they won't break the game for me.

    What annoys me is how you tossed out a tried and true interface system that worked perfectly for turn based in favor of a system suited best for real time.

    I quite literally can only play a single turn of CMSF with the current UI for basic commands before I give up and go play something else.

    You really did not need to read the manual with CMx1. You could literally tell people how to play the game in a few minutes.

    "What do I do?"

    "Well, click on your Tiger and right click"

    "Sweet! what are all these commands for?"

    "Move makes your guy move. Hunt makes him move, but really slowly and on the look out for the enemy"

    "Awesome"

    I used rightclick quite heavily for the advanced options like covered arcs (armor or basic arcs), as a sort of "paper cheat sheet" to make the game play much faster for me.

    With Shock Force, this beautiful interface was tossed out in favor of a constantly changing keyboard interface; where "M" is constantly changing according to which tab you have selected.

    Perhaps this change is better for a real time interface, but I don't want a real time game. I always get my ass kicked in those; where twitch speed rules and you have to memorize keyboard commands in order to be able to react fast enough to constantly changing conditions (cough, Company of Heroes).

    There is also the graphics issue, where things look really great up close, but from a distance, they turn into a really bad blurry mess.

    [ July 29, 2007, 07:23 PM: Message edited by: Ryan Crierie ]

  8. Originally posted by Battlefront.com:

    And who here remembers the massive, wounded, bloody, outcry from CMBO fans when we introduce things like the improved Machinegun behavior? That was a fairly modest change and people hated it because the German SMG rush was no longer possible.

    I think you guys suffer from collective memory failure. You NEVER like it when we introduce something new

    We don't like it when you completely throw out what works, like right click menus, and the capability to see terrain a far distance away in some detail, and then berate us for not falling over ourselves to worship the new.

    In fact, you're making a fallacy here; the addition of Machine gun covered arcs IMPROVED the series; and made Machineguns closer to what they were in real life; a weapon which prevented infantry from assaulting across open fields.

    The deletion of a lot of good ideas, like the right click context sensitive menu, in favor of a completely retarded system:

    cmsfinterfacehc5.gif

    In order to pick what we want, we have to boop through four buttons of menus!

    It's not a improvement it's a degradation.

  9. Originally posted by Madmatt:

    Yes, some of the things that were in a TEN YEAR OLD design which made that TEN YEAR OLD DESIGNED GAME great are not in CMSF. They have been replaced with all NEW things designed to make this NEW game great.

    Like the awesome context sensitive right click menus of such:

    cmbbuv7.jpg

    Oh that had to go, sorry.

    I know its asking a lot for you guys to see CMSF not as a evolution of the old CMx1 games but rather as a completely new design and game
    Then call it something else, without the words "Combat Mission" in it.
  10. I miss....

    Right click menus...

    Graphics that were good from a high angle view...

    Fast Forwarding through a turn where I know nothing is going to happen....

    Keyboard commands that were clear, like "M" for move; now it's "O", what?....

    The Mouse/screen rotation system from CMBB, now the top/middle ends move your screen left and right, instead of rotating around like on CMBB.

    [ July 28, 2007, 07:11 PM: Message edited by: Ryan Crierie ]

  11. Originally posted by KwazyDog:

    [QB] Ryan, what are you referring too in CMBB that looks better out of itnerest?

    The fact that I can see textures from a distance, instead of a blurry mass.

    cmakcrispzl6.gif

    CMAK - nice and crisp long distance graphics from a height.

    cmsfbluriv9.jpg

    CMSF - Blurry mass from a height.

    Also, you might want to take a look in your control panel of your graphics card and try turning up you AF settings. That might give you the visuals you are looking for. smile.gif
    Set my NVIDIA driver to 16x AF. No change.
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