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Lucky_Strike

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Posts posted by Lucky_Strike

  1. 11 hours ago, Vacillator said:

    Have you still got it Phil?  No, on second thoughts better ignore that...

    Anyway if I was in charge of the 'beta team' I would invite you to become a member.  On a voluntary basis of course, paid with the occasional beer and pizza.

    One mention of nipples and Vacillator appears! 🤣 I'm going to call all my mods Luck¥_$trike's Nipple mods™ from now on, at least that way I'll get one keen taker. 😂

  2. 3 hours ago, Impboi said:

    Hi, I have a similar problem on my Mac, but the resolution of the game has got so low that the resolution menu option is now not visible and nothing I have tried can get it back to full screen, so the game is now unusable. Any advice?

    Hi Impboi, did you try any of the above? What's you OS and processor type? When you say it's so low do you mean it's something like 640x480? I've just reinstalled a bunch of stuff so I might have to contend with some of this myself.

  3. 13 hours ago, rocketman said:

    Thank you! I will look into it soon. But the discussion about if we can mod models to decrease crewmember vulnerability got me thinking. Say that my tests show that we can actually mod how likely casualties are caused - how will that effect PBEMs? If one of the players have a modded vehicle and the other doesn't - whose model is used when the turn simulation is resolved? Since the other player only sees his own side, there is no way of knowing if the other side has a modded vehicle that improves survivability. Or even has modded his opponent's vehicles to be more vulnerable.

    Yes, this is the big question. We do sort of have an official answer to this in as much as we've been told a few times in the past that the underlying game mechanics are not moddable, that is stuff like what this mod does. This is why I said the evidence that the HT MG gunner is marginally better protected was anecdotal. And this is where your tests come in. Personally I don't know, if the engine is calculating probability based on databases and NOT anything physical (is a 3D model physical?) then nothing we do will have an effect. If the hit box of a model is related to the physical placement of the model in 3D space then maybe changing that physical placement will have an effect. I do know, for example, that making trees really wide has no additional effect on their impact on LOS or cover. But that's trees, maybe pixeltruppen models are treated differently, you may find out 😉

    13 hours ago, rocketman said:

    What is the limit to modding mdr-files? Can armor be reduced? Can optics be blocked? This can potentialle open a can of worms. I like to think that people will refrain from cheating, but in a competitive tournament, maybe someone is inclined to do so.

    Yes we can do all sorts of stuff visually, but the details of stuff like armour thickness, munitions penetration etc are stored somewhere in the app, probably in a bigass database that the engine refers to for its calculations. Our only question is does altering the physical shape/size/position effect hit boxes and consequentially outcome? We just don't know.

    13 hours ago, rocketman said:

    I have no answers since I don't understand the 3d model modding process, or how CM uses models in the simulation, but it is definitely worthy of discussion as it is a means to tilt the balance in one player's favor.

    So far I haven't seen anything that suggests we do have an impact on how the game processes all of its data. But we really haven't done too many detailed tests - most of the folks doing 3D model mods are still just learning the software and what can be made to work, or not, so don't really have much time to focus on the scientific. However @RockinHarry has been testing more of this stuff so he may well have some new insights in time.

    13 hours ago, rocketman said:

    When I get into testing I will probably start a new thread for clarity and link to it from this one.

    A great idea, I will certainly be watching for your results. And if nothing else at least they look less likely to get shot in their bonce!

  4. On 12/13/2022 at 3:46 PM, rocketman said:

    How can I get hold of your mods for some testing? Searched CMMODS and found some that Kohl had changed but moved the TC up from a too low position. I'll compare your screenshot to in-game when I get time, but it looks just about right.

    Right, I've done the mod for the M4A2 75mm and the PzIVG (Late):

    Lend Lease M4A2 75mm

    Pz IVG (Late)

    Sadly the Pz IVG (Latest) model is really in a bad way - internally there's an unspecified texture attached to a material used in the model which means it can't be exported from Blender without extra tweaking. No matter what extra tweaking I tried all efforts failed to get a result that wasn't bust - throwing it's wheels in the air when moving for eg. This is a limitation of our tool kit that I can't overcome, and without some help from BF there's really no way I can see of correcting this one. Good luck to others who might want to give it a try.

    There is a slightly different version of the IVG (Latest) available in CMFI which could be ported to RT but that has other issues - no side skirts armour but all the shadows for them being but one. The TC does sit in the correct position but otherwise it's a buggy model at best. The other existing versions in FB and BN are the same as our RT model so don't waste your time with them.

    Anyway here's the finished M4A2 that you were originally concerned about ...

    fqjSdY3.jpg

    and the PzIVG (Late) to fight against him:

    ysF5tix.jpg

    If anyone is feeling adventurous there are a slew of other models that could do with some TLC WRT TC positions ... just from the German armour in RT ...

    OhTUMDw.jpg

    Hetzer guy looks stuck ...

    s4BKJ6j.jpg

    ... get down man FFS!

    Mx2Wgji.jpg

    ... another stuck TC

    ZeBSYke.jpg

    ... start digging your grave son

    WcdBzwb.jpg

    ... you're supposed to sit on your seat not stand on it!

    83n6xY9.jpg

    ... it's called a shield for a reason.

    FtR39KM.jpg

    I'd be praying as well!

    There are of course all sorts of strange positions especially in HTs and other open-topped vehicles. 

    Ultimately I guess it may not matter if the engine is calculating risk based on a look-up table - is the crew man standing or sitting, hatch open or closed - so long as that is the same across the board. If other factors like gun shields and hit boxes are coming into play then perhaps some rebalancing is in order. If the model does have an impact on the risk assessment then some of these fellas don't stand a chance.

     

  5. 12 hours ago, rocketman said:

    I'm not aware of what mod that is. Please enlighten me.

    It's the one I mentioned earlier, need to take a look at this thread, the download link is in there somewhere:

    @RockinHarry changed the position of Grenadiers riding in the back and the poor guy who is volunteered to be MG gunner so that they are all lower.

    @George MC reported that he noticed some difference wrt the protection provided to the MG gunner in this thread:


    If you still have any results from your earlier tests it would be worth comparing, especially if you have the scenario or a saved game.

    I've made some progress with the mods, PzIV turned into a right pig for some reason, probably because the base model is not in a good way - there are some errors in the models which seem to have knock on effects whenever I try to correct them. It's odd because the models used for the PzIV G late and latest look the same as those used in CMFI, but there the TC is in the right position. The only difference on the surface is the lack of side skirts on the G (Latest) in FI even though the texture is present in the FI data folder. By the time the models gets into RT something has gone wrong with both so that they are using a weird hodgepodge of textures and less standard model data, almost like they were unfinished. Anyway I think I have the solution now so will get them finished v. soon.

  6. 11 hours ago, kohlenklau said:

    Thanks for doing it Mark. 🙂

    I was wondering which of the Shermans it matched to as the A2 just indicated a diesel engine. Tank Commander "looks safer" and we await rocketman's test report to see if any result is obtained beyond cosmetic looks. 

    I can see you got your hands full Phil with your map quest and the CMAutoEditor, more than happy to make a few tweaks.

    I had to do a bit of Googling and research to figure out which British Sherman matched the M4A2, there's not a single M4A2 in US service, but I think that was how it was, most went to Britain and Commonwealth and USSR all of whom appreciated their reliability and diesel engines.

  7. 11 hours ago, rocketman said:

    How can I get hold of your mods for some testing? Searched CMMODS and found some that Kohl had changed but moved the TC up from a too low position. I'll compare your screenshot to in-game when I get time, but it looks just about right.

    The Panzer IVG was part of my Berlin Bodenständig Pz IVG mod for RT:

    Made as a bit of a fun experiment specifically to go with NPye's upcoming Battle for Berlin mod pack and maps:

    It's available in my thread or from CMMODS IV.

    I think however what I should do is a set of mods for you to test properly. I'll bundle up models for the M4A2 and the Pz IVG (Late) both with lowered TCs then you can do some sniping tests see if they gain anything. I'll post you a download link.

  8. On 12/8/2022 at 11:13 PM, rocketman said:

    Is the position of the TC in the M4A2 too high. Looks very vulnerable

    Is this too low? Or just right?

    iaQ48QI.jpg

    9xuYczK.jpg

    The model for the M4A2 75mm is basically the British & Commonwealth Sherman III with a few tweaks. Interestingly the CMFI model for the Sherman III (and Sheramn IIa) is actually sitting in the CMRT Data repositories in our game folders - must have been left there when the BF minions were porting the model over, it's complete with it's FI camo and all!

  9. 5 hours ago, kohlenklau said:

    Oh goody! LS is on the job. I will bow out and go mind my own business.

    Wwwwhhhhhhaaaaaaaattttttt? Man that's sneaky ... 😉

    4 hours ago, rocketman said:

    I don’t know much about the inner workings of Blender, but you can actually change the entire 3d model? That’s impressive. I just wonder if the underlying simulation follows suit? Maybe I’ll download your mod and set up some tests in the editor to figure it out.

    And if you can change the 3d models, please add some protection for the poor HT gunners ;)

    Since I've been volunteered ...

    We can change models using Blender and a special import/export script. We can't change the animations but we can tackle stuff like crew positions, wonky AFV guns, flavor objects, buildings, trees etc. So it's possible to make small tweaks or bigger tweaks or swap bits and pieces around or make new models to 'skin' existing models. We can't change game mechanics. So a tank with six turrets will still only be a tank with one turret in game terms - it'll just look a bit different, but won't function differently.

    BUT, it MIGHT be the case that some small tweaks DO have an effect on stuff like snipers taking out our TCs and your poor HT MG gunner. HOWEVER nobody has done definitive testing and we have just seen some anecdotal reports of HT MG gunners having slightly better survivability thanks to the tweaks that RockinHarry made ... see this thread:

    And George MC's reports in his referenced thread:

    It may just be wishful thinking or it may actually be an improvement - please do make some tests.

    Now WRT your M4A2 TC - let's see first if there are any other M4A2 models with better positioning of the TC - easier to do a straight swap if there is. Otherwise I will engage on a repair mission in Blender which will hopefully achieve a better looking position at least. TBC

  10. 11 hours ago, Steve_R said:

    The demo version of Fortress Italy loaded under bottles but did not run. Received the error message: "Could not initialize OpenGL graphics. Please update your OpenGL drivers."  I looked around the various configurations options available with bottles, but did not find an obvious way to fix. I'll make a post on the bottles forum.  Any advice from this forum?

    8 hours ago, Redwolf said:

    Assuming bottles uses Wine to actually run things. There still is a patch needed to Wine to run CMx2. Wine versions missing that will fail when initializing OpenGL.

    Ah yes, now that you both mention it I do recall that there was some futzing to be done for OpenGL support. All I can offer is hope - if I managed to get it running then it must be possible and not too difficult since I am an utter non-command line type of guy, I need my apps ready made and working generally. If I find any notes or remnants of installed stuff I will be sure to let you know.

  11. 14 minutes ago, rocketman said:

    To gently get this thread back on track - this is what the 3d model looks like if you clip through the texture layer:

     

    None of this can be modded so I can't see how modding textures would help other than making it visually pleasing.

    Wasn't there a general adjustment to TC position in an engine update some time ago? Maybe just one of the older Sherman models dating back to BN or so slip through the cracks and we get this now?

     

    2 minutes ago, kohlenklau said:

    I am sorry to you for my part in the thread getting off track. I think I CAN mod the tank commander position in Blender. I have done it successfully with other Shermans in CMFI. 

    Harrgh he beat me to it ...

    Here's some proof of concept images - PzIV G (Late) TC was just begging for it (a head shot that is) we fix it in Blender ...

    Before ...

    0TfVBFL.jpg

    After ...

    Haru84p.jpg

    It's quite a simple fix - BF can have this one for £2.50 ... 😉

  12. 58 minutes ago, Steve_R said:

    Good, suggestion to try a demo. I had not thought of that!!! I have successfully installed and run a few games Window's games from Wargame Design Studio.  Thanks for responding.

    I just checked and unfortunately I don't have Wine installed at the moment so can't confirm if it is still working. As an aside I have also used VMWare to run various flavours of Windows with CM games installed without any major issues. Again graphics tend to suffer a bit, but on modern processors and with a decent GPU performance is not too bad and certainly playable. Convenience of not having to reboot into Windows was always a plus.

  13. 9 hours ago, Steve_R said:

    Recently a program called Bottles was released that allows Window's games to be played under Linux. Many of the Battlefront Games carry the notation: "The game does not work in a virtualized environment (virtual machine)".  I'm looking forward to buying a Battlefront game, but before I buy I have two questions:

    1) Does Bottles constitute a virtual machine?

    2) Has anyone used Bottles with a Battlefront game?

    I have used an app called Wine on MacOS which uses bottles for individual Windows apps. I did have the CMRT demo installed and running a few years ago. From my fuzzy memory it ran passably, graphics performance was the biggest compromised part, but it was playable with smaller scenarios. Have you downloaded a demo to try first? If my memory is correct that was a part of my motivation for trying Wine in the first place, for some reason I couldn't get the CMRT demo to install under MacOS, but was able to do so with Wine.

     

  14. 12 hours ago, RockinHarry said:

    Yes, understand. Ground tiles are fairly limited I agree. But what I´ve seen of yours are very good IMO. 😎

    I will for sure make something that works, even if just for myself, and of course will release it eventually, I know there's at least one interested taker 😉

  15. 5 hours ago, rocketman said:

    Is it really possible to port an entire model over or use Blender? Doesn't that just change the visuals and not the underlying 3d model and thus the simulation would render the TC equally vulnerable despite seemingly in a more proper position. Did you do any tests to verify that with the ported models? I checked some other M4s in other games and the TC's position is definitely lower.

    Yes.

    Probably.

    No.*

    Worth doing just for it looking better.*

    * See @kohlenklau's fine response and bargain offer for details.

    5 hours ago, kohlenklau said:

    Visually it displays different but I did not recall any definite tests of the difference. "Perhaps" the game code just has some small die roll modifier chance percentage anyway no matter what we see or do. A big table of values for all different values that Charles and Steve sat around and defined? Buttoned up = 0. Crew Exposed = .666? <No idea.>

    It seems more likely that the 3D modeller part of the flow chart "goofs up" and the hardcode value stays the same as all other Shermans they established values for.

    Precisely my feelings about this hence no testing done, but @RockinHarry did recently amend position of MG gunner in SdKfz 251 and there is some anecdotal evidence that he is now better protected at least form the front.

    5 hours ago, kohlenklau said:

    The Brazilian Cassio Lima 3D studio that BFC hires for this...I think maybe they get young shift workers from the soccer ball factory, they then come over and put in a shift at the 3D studio. Those 8 year-olds can goof up once in a while and enter a z-value wrong.

    🤣

  16. On 12/8/2022 at 11:13 PM, rocketman said:

    Is the position of the TC in the M4A2 too high. Looks very vulnerable, but I'm no grog in the matter...

    How does his position compare to other M4 TCs in other games? If they are lower it might be possible to port the model over to RT. Otherwise it's probably a quickish fix in Blender. I recently fixed the position of PzIV G TC for another mod, he was out to about his waist.

  17. 11 hours ago, RockinHarry said:

    Yep, burnt textures could be some work, but depends on what detail and quality you´d aim for. Would be nice have for sure. IIRC Mark @Lucky_Strike attempted on these already? 🤔

    Hehe, I was hoping to make burnt ground as a flavor object, but they just don't really work very well because of the alpha transparency sucking big time for FOs. So I was making burnt textures for ground tiles, kind of have them working, but they're on a bit of a back burner for now. Difficulty was finding appropriate tiles for the variety of likely scenarios, I chose ploughed ground for towns and cities since it's unlikely to be needed but there was some random appearance of them that I needed to look at.

    But Harry are you thinking of burnt vehicles? All of JM's excellent new models are blank canvases that we could scorch, but it would take some time to do. I'd have a go at some, but am just too busy and was unwell for the last week or so, have to make up some time and help get Nigel's Berlin over the line.

     

  18. 2 hours ago, Gary R Lukas said:

    I did make a Whitewash Pz IIIM, it came out decent, but I can't figure out why the darn side skirts won't work, and something else I figured out is that the Panzer III M always have skirts, not like the Panzer IV's or StuG III which show missing side skirts all the time. I even went so far as to switch out the skirt with a StuG III skirt, since they both are basically the same vehicles, well as far as the hulls are concerned. 

    If I may interject gents - I think you may have a texture naming problem Gary. I just did a very quick and dirty test to see if whitewashed skirts will show (I thought I had a nice mod of them but apparently not so). A large selection of IIIM's ...

    JetxaFE.jpg

    Many with skirts some without as postulated by Kohl. What I noted in naming these with the [snow] tag was that there is a pz-iiim-skirt [snow].bmp and pz-iiim-skirts [snow].bmp with just an s to distinguish it from its brethren - very wise choice of naming and easily written over with a slip of the two typing fingers. The IIIM has some ropey textures/modelling BTW.

  19. 23 hours ago, robonline said:

    I just observed the 20x screen zoom issue and alt-e toggling had no effect

    As for GPU drivers, I simply allow Nvidia to update the driver whenever it needs to. 

    BTW, I have observed this issue since I stated using Combat Mission years and years ago and have observed this on completely different hardware platforms and Windows versions.

    Never sen anything like this, only the spinning screen with ReShade. Odd that it's plagued you across so many years and platforms. Have you raised a support ticket?

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