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MAsta_KFC

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Everything posted by MAsta_KFC

  1. Okay, I know this is not strictly a CM question but it's related in a way. I have a friend who's also got cmbb, doesn't have net access, but does have a dialup modem. I use win2k pro, and i've been trying to configure the 'incoming connections' setting so he can log on to my comp and I can assign him a tcp/ip. However the problem is, when I create his user name for a login, I can't manage to change the login password for him. The default incoming login password looks pretty long, whatever it is. I try to erase it and type in a new one, but when I go back in, its the default 14 character password again. Can anyone help me out here? Thanks, greatly appreciated!!
  2. So to clarify, this seems to be the chain of events. 1. Initial targeting is off-target. 2. Continual readjustment on same location yields no change in rounds falling. 3. 'Moving the targeting stick' around the map gives the same angle and distance of inaccuracy, rather than a whole new set of calculations.
  3. Yup, that's exactly what I think it is. I've had similiar experiences with trying to readjust arty, so I decided to do a field test. I set up a medium map, small hills, had an arty spotter aiming at town which was out of LOS. The rounds landed about 200m to the right, off the map. So I tried readjusting and the arty landed on the same spot OFF THE MAP. I readjusted 5 times just to make sure, each time the initial off target barrage landed in the same spot. So wondering if the initial 'inaccuracy' was fixed, I adjusted targeting 200m to the left, and lo and behold, the arty fell on my ORIGINAL intended position, more or less. BTS, please fix this, I see great potential for gameyness here, and also extreme unrealism. Will do further tests later...
  4. Wojtek, do you remember what you did exactly? I also have a 9700pro, and the font problem when I turn on FSAA and ani really annoys me. ANyone else have any other solutions? Or am i doomed to play CMBB without FSAA??? =(
  5. Recently, I bought myself a new HD, and decided to put Win2k on it. My old 13gb with Winxp was getting a bit old. However, after installing win2k+dx9+cat 3.2 and CMBB, I find that when I run CMBB all i get is a blank screen with the cursor!! After clicking around, the screen locks up and I have to reboot. I've tried altering some of the refresh settings but that doesn't seem to be the prob. Does anyone have any solutions? Thanks. Specs: AMD 2400+ Radeon 9700 pro Cat 3.2 + Dx9.0a WD 80gb + 8 mb cache Win2k Pro
  6. Thought u already got your 9700pro, MrNoob. I got mine, despite no fog, it's an excellent card for almost all games.
  7. Thanks for the help guys. Turned out the prob was much simpler, just a matter of monitor refresh rates. Changed it from what it was before to Direct3d rate and everything turned out fine. Thanks guys.
  8. Okay, I've narrowed it down to a problem with the monitor refresh rates. I for one have no idea how to adjust the refresh rates so that cmbb runs. Do I need external progs to alter it? Or the advanced settings in display properties will be enough> Thanks again
  9. BTW I also tried deleting my olf prefs, still no go. Any help?
  10. Hello guys. I recently got myself a 9700pro while before, I had a gf2 mx 400. Uninstalled my old detonator drivers, plugged in my card, installed 3.2 + ati control panel then tried to run CMBB. All i get is a black screen and my monitor message of 'out of range'. I realise some people inthis forum have had similiar problems, but I can't seem to find a definitive answer to my problem. I didn't even try to turn on FSAA or Ani, just defaults atm. Any suggestions, guys? Thanks.
  11. Might get a 9700 pro anyway. The thought of 4xFSAA+ ani is too good to miss. Thanks though!
  12. Does this apply to the 9700 pros aswell? Is it just a driver or hardware problem? DOes anyone know whether this will be fixed in the future or not?
  13. This topic is of great concern to me. Im considering purchasing a 97000pro to improve my CMBB experience. From what I gather here, some people are not having luck with FSAA, yet some others have? WHat do I need to do to make sure my CMBB looks/runs the best? DO i need any external progs? Thanks
  14. Hmm I realise that this is a partial readme, but no mention on Hull down bugs or Artillery tweaks. So much stuff on the hungarians but who cares about them?? [ February 06, 2003, 09:41 AM: Message edited by: MAsta_KFC ]
  15. Ok, I've seen one or two small discussions about merging CMBO units into the CMBB engine, but nothing I would call substantial. What I am attempting to do is create a thread dedicated to seriously analysing a mod which will allow such a conversion. I shall attempt to break it down into different sections along the way. Please feel free to add constructive comments and opinions.Please don't flame, I know my knowledge in some areas is limited. =) From what I see, CMBO and CMBB shares quite a similar basic engine, ie AI wise, TACAI behaviour, projectile and armour calculations, terrain elevation/building types, artillery etc. As I have heard some people say, CMBO was revolutionary, CMBB is evolutionary. From this basic shared qualites, this should make the job easier. Correct me if I'm wrong, but it seems to me that each basic unit shares a set of statistics quite common in both games. Infantry squads(apart from some tweaks in the TACAI in CMBB which makes it more realistic)have squad name, number of troops per squad, weapon loadouts, ammunition levels. HQs and infantry support (ie panzershrack, MG) are very similar in both CMBO and CMBO. So just on the point of infantry, would it be plausible to port the basic allied squads from CMBO to CMBB? It would seem relatively easy to do. On the Allied selection in QB, one could create a 'Western Allies' subgroup then further subgroups to choose British, American etc. And then the list could be populated with infantry squads and loadouts from CMBO. Armour and guns have had a substantial and better realism implemented in CMBB, which I am thankful for. However, Like i mentioned, armour again shares the basic stat qualities, it is the engine that is upgraded. The penetration/armour values, calibre, speed, angles, turret turn rates are still present. The additions which might cause a problem which i can see is the introduction of ammunition types and the implentation of radio and optics. Again, would it not be relatively (and i do mean relatively) easy to port these stats over to the newer CMBB engine? And again create subgroups and populate the list with the relevant units and costs? Which leads me to the final problem of modeling. Obviously, IF the new units were portable then you can't have a russian soldier and just call him and american. Nor can one have a Valentine and call it a Sherman. I must admit I am totally ignorant in this area, so i'll have to ask a wiser mind than me the simple question, 'Is it possible?'. Could the models and textures (i'm sure the textures are easy, since they are just BMPs) be extracted in some way from CMBO and implemented into the CMBB engine? Can someone please comment on this? I realise that the models in CMBO are less detailed, however I'm sure many people would ignore the difference. So in conclusion, I am asking the community and BTS, is it possible? What are the difficulties that need to be overcome to realise this mod? I know that it doesn't sound as easy as it first appears to be. I also know that BTS already has another project, but if they do, why not release simple tools to allow the community to attempt it? Many games have done that (ie Operation Flashpoint, Half Life) and with the help of the fine CM community I'm sure that we would be able to extend and improve the current CM series
  16. JasonC, That's what it looks like to me, and I'm pretty sure. I'm gonna run some map editor tests tonight to see how effective the blast radius really is. Seems totally unbelievable atm.
  17. I've been tinkering around with CMBB QB's and have recently been having fun with the the SturmTiger. It seems to me that this monster fires mini nukes or something of equal power. For example, I fire it at a Valentine and obviously it and the surrounding troops are eliminated. Yet it seems to me that whole squads which are upto 300m away are wiped out as well. Admittedly they were in open ground, but still seems a bit farfetched in comparison to the rest of the direct fire tanks that the Germans had :confused: I've never heard of this beast existing in the war, although I must confess that my knowledge is quite limited. If it did exist, why didn't the germans use it more? It seems to be a weapon of brute power rather than finesse, but nevertheless an awesome weapon.
  18. Just a quick question, does CMBB have a turret rotation sound? Would it be possible to implement? Many times I've zoomed onto my Tiger's turret rotating (albeit very slowly) on some poor enemy soldier and felt that somehow something was *missing*.
  19. Oic..thanks for clarifying that, Mike8g. Still, CMHQ is down atm, i wanted to download more mods
  20. OMG, CMHQ is down!!! Sunday 26th January 20.39 Sydney Time, the link i dead!!! Is it the end?? :confused:
  21. 6-7 Years??? Is that when we're gonna get our next western front CM? That's a pretty long time away...
  22. Schweet. I do hope they have a modern theatre, I wanna see M1A1 Abrams take on T-90's or Chinese Type-98s. And then throw in a few Choppers to boot and barrages from nearby MLRS.
  23. So how do u guys overcome this problem? Or do u give up using TCP/IP entirely?
  24. Just a quick question. Does this problem still exist in CMBO ver 1.12? Or has it been addressed?
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