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AnonymousOxide

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Everything posted by AnonymousOxide

  1. I want BTS to eventually put us in the shoes of soldiers (read: FPS). Operation Flashpoint, Ghost Recon, all these games that claim to be realistic...well... aren't. We can count on the BTS team because they are obsessed with detail like we are. Imagine a WWII FPS game where morale plays a part, and MMG's/HMG's actually surpress the enemy. Accurately modeled weapons, barrel changing for MG's after roughly 200 rounds of heavy use, yadda yadda yadda. I think only BTS can do this since other companies are mainly out there for profit and thus they dumb their games down with arcade features so the average Joe can get into them. Has there every really been a grog FPS? [ November 12, 2002, 07:47 PM: Message edited by: AnonymousOxide ]
  2. Just for the sake of discussion, I was always curious what firepower rating a kalashnikov would have in CM terms. Hmmm... the closest thing in CM is probably the MP-44, wonder how the two compare.
  3. Madmatt writes: * New vehicle models: BT-5 M1933, BT-5A, BT-7 M1937, BT-7M, BT-7A, T-70 M1943, Toldi II, Zrinyi, TACAM R-2, Brummbaer (mid and late), Pz IVG (mid and late), Pz IVH, Pz IVJ, Pz M15/42 738(i), Semovente L40 da 47/32, Csaba, Nimrod, Ansaldo CV-35, R-35, R-1 Tankette. Are they using incorrect models? What's wrong with the current ones exactly?
  4. I would say the answers are good, not the questions. But hey, different strokes.
  5. It looks like white trash are living in there jgdpzr. I can just see the owner with his Budweiser hat, sporting a mullet.
  6. Well this reminds me of the movie 'Patton' where one of the German soldiers was run over by his own (tiger?) tank while the forces where being ambushed by Pattons Shermans etc. Hahaha now that's comedy!
  7. Dito. That's what the majority of my time is put to, I sit here examining every nook & cranny to make sure it's as close to perfection as it can be. And yes, Photoshop is a very user-friendly little tool. [ November 05, 2002, 06:02 PM: Message edited by: AnonymousOxide ]
  8. Hi mom! [ November 05, 2002, 03:54 AM: Message edited by: AnonymousOxide ]
  9. I've got a problem with this scenario. As you may have noticed, CMBB has a problem with hay fields not blocking LOS most of the time. Considering that the majority of this map is hay fields, the bug with LOS plays a big role in the outcome of the battle. So in this scenario, we have artillary that should NOT be seen due to the fields, but are seen anyway due to the bug, thus guns are being taken out faster than they should be, and infantry are getting shot at where the enemy wouldn't normally have a LOS. I guess my point is that I want the 1.01 patch, just the LOS fixes would make me a happy camper.
  10. Hey, tell that guy to loose some weight! That's it! Call the entire war off! That looks like a fat guy in a little tank! The Third Reich needs a patch! </font>
  11. What's really puzzling is why tanks have LOS through other tanks. I guess that's something that can only be fixed with the rewrite. I think why you're getting LOS in the obove pics is that the target lines aren't going through the actual smock, but rather the disabled tank. The smock graphic starts somewhere in the turret I think, and the target line is below it.
  12. Okay cool Mikey, clears things up. [starts working on mod again]
  13. Yes they are the same size, I noted that after reviewing some of the CMBO HR mods. Well since CMBB mods are the same size as cmbo's, should I expect that we will increase the size yet again and create ultra high-res mods? Or is everyone sticking to the 512x256 etc.? I'm really curious what Gordons new Mod release is going to look like. Christmas is coming early for CMBB fans. ^^
  14. The size of a graphic in pixels (512x512 for example) determines the resolution. Changing the DPI or the amount of colors have no effect on framerates in CM. There is no definite rule as to what is high or low res. Anything bigger than the stock BMPs usually was considered hi-res for CM:BO. The graphics in CM:BB are generally larger.</font>
  15. Okay, things are starting to emerge. I found a Hungarian-to-English online dictionary: http://dict.sztaki.hu/english-hungarian Go ahead and look up Fire, and you'll come up with well... a lot of stuff. I think I'm more confused then ever now. Look at 'fire away!' 'Kie Vele' is the equivelent, and I believe the Hungarians already yell that in the game.
  16. Oh I see what your friend's getting at. What he's suggesting is that even though "tooz" does mean fire in Hungarian, it isn't what should be yelled by the Hungarians as the equivalent of 'fire!' in Enlish. I was just thinking how strange it sounded. The best I can describe it is that it sounds like an American yelling 'camp fire!' in English. Oh christ, it just hit me. I believe it is wrong because if I were out shooting with my Hungarian friends, I would tell the next person up something like 'te kel lueyell' (you have to shoot). So what the Hungarians are supposed to be yelling is 'lueyell', which is the equivelant of fire or shoot. Man this language is difficult, so excuse my added confussion, I'll have to do a search on google. So far it's possible that they are both right, or the one being used is wrong. [ November 04, 2002, 01:10 AM: Message edited by: AnonymousOxide ]
  17. I can't verify it, but I will point out that just because someone speaks a language today, doesn't make them an expert on military jargon from 60 years ago. Do a search on the German "Stopfen" and you will see what I mean...or doolally tap, for that matter....not saying your friend is wrong, but he'd have a bit more veracity if he was actually a Hungarian soldier. Is he?</font>
  18. Ha! 00050500.wav sounds like he's had a bottle of somethin' somethin'.
  19. I speak Hungarian, but hell if I can write Hungarian. But yeah, "twoz" (or 'tooz) means fire.
  20. I wasn't trying to make any specific types of trees, just plain old generic looking trees. If you don't think they look accurate for the vast area CM:BB covers, they may not be for you.</font>
  21. Well, besides in-game image quality. What I mean is, what settings does a mod have to have in photoshop to be considered high-res? What settings should I go about changing? For example, Does higher PI (72 vs. 144) amount to a higher res image? I guess what I'm actually asking is how in the hell you create a high-res mod. This should not be mistaken with 'how do I mod?', because I'm making good progress in that departement mind you, but I'm ashamed because I'm not creating a CPU burduning mod like I'd like to be doing. The images I'm taking material from are very sharp, and I'd like to take advantage of that. [300PI images] Thanks in advance. [ November 04, 2002, 12:51 AM: Message edited by: AnonymousOxide ]
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