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birdstrike

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Everything posted by birdstrike

  1. MikeyD, I haven't had problems with the higher resolution, so far. *Could* be related to the OS (WinXp here). I reckon only part of the image was displayed? (I had something similar with resized ground tiles). For anyone having issues (including performance drops) I'm planning to release an updated version with a lower-res option in the near future. And, glad that you like the mod.
  2. Great screens! Man, I love those Landrovers! And the Challenger sure is one cool looking tank.
  3. Thanks for the feedback guys. Very much appreciated. I'm currently busy with some stuff for my studies and I haven't really touched the game the last couple of days. So, it's good to hear some comments about how the scenario plays out in 1.11. Stef, yep, I can make a seperate rebalanced H2H version - if anyone else has any suggestions about that, please let let me hear them. I have currently two urban scenarios in the works. One is a new version of "Paradise Road" which is basically finished, but I didn't had the time to test in 1.11 yet. The other one is a new scenario but using an updated, old map - the map's small but there's ALOT of buildings and small alleys which caused some annoying issues with pathfinding in the previous patches. It was close to playable in 1.10 and I'm looking forward to test how things work in 1.11. I expect to have some time by next week so it shouldn't take too long for these two to get released.
  4. I cannot find my IEDs after purchasing them in the editor - they are neither on map, nor off map. Only the triggerman is where he's supposed to be. Anyone else has this problem?
  5. Sorry, haven't done much the last days but here's a quick update: I had the impression the scenario seems to play out somewhat easier with the 1.11 patch (or maybe I'm just getting too used to it ), so the changes I made are all designed to make it a little harder for blue. I have played around with some new settings, but need to test them more. Some changes so far: added preserve objectives for blue, all blue air support will arrive some minutes later, cavalry will arrive randomly some minutes later (watched the movie again recently, and the train was late, too - so I had no other choice ). I also tried to include IEDs, but encountered an issue and will probably leave them out for now.
  6. Thanks all. Downsizing the files shouldn't be a problem - I considered a low-res version at first, but decided to go with the high-res one, because the differences between the trees were more obvious. And I'll think about something to make the the size more visible - perhaps an additional ID letter or color code... have to see what works. Oh, and the current v2.0 is also available at the BF repository.
  7. Best of luck to you, man. I'll try to get you some new scenarios and mods to play around with when you get back to the game.
  8. Makes sense. I also forgot there are new QB maps added , which should take up a fair amount of the whole package. Thanks.
  9. I'm a little confused, I've installed the Marines patch, but the new Version 111.brz file is only 9MB - can this be correct? :confused: I only took a quick glance at the patched game, yet - but it seems to run fine so far.
  10. Thanks for mentioning this. I've just downloaded 1.11 and will review the scenario later. Adding penalty for destroying buildings was also on my list, it didn't work as I wanted it to in the initial release, but I'll add it in the updated version, for sure.
  11. There is a number of vehicle mods on the repository and CMMODs which should have all vehicles covered. Look for mods by Marco Bergman MikeyD and Gordon Molek. And if you're looking for some Balkan flavored stuff; RommL has made some KFOR and Russian variants of several vehicles, though only on CMMODs, AFAIK. Hope I have't forgotten one.
  12. I guess you could use a joystick or gamepad if you remap the controls to the mouse movement and keyboard keys, though the better question would be: why would you want to?
  13. There's really no hurry. Really just an idea, in case you can do it sometime.
  14. If you find the textures for the mine signs, you can try to copy these into the roadsign textures. The downside of changing roadsigns into mine signs is however, players who don't have the sign mod will wonder why there is a roadsign in the middle of a map. Anyway, you don't need to worry about doing something wrong with modding textures. I'd suggest putting modded textures into the Z folder. This way you can easily delete any modded textures again and the game will automatically restore the original textures - so there's hardly anything you can do wrong, as long as you leave the game core data alone.
  15. I love the way those guys are lining up at the wall in the 2nd screen. Great stuff, ND.
  16. Nice one Thanks a bunch for the comments. Actually, I never dared playing without excessive use of the Humvees - so I'm quite impressed you managed to get along without them. btw, the AI plans use random starting positions for most of the units, so if you should happen to play it again, you might encounter the enemy at very different locations.
  17. Tried it today and it works like a charm now. Thanks. I was just wondering if in a future version there was a way to inrease the overall size the screen? I'm runnning at 1680x1050 and it would be great if the scrolling lists could be displayed in a larger window.
  18. Last year, I lost a couple of maps I was working on, when I decided to I uninstall the game and install it to another harddrive. Won't happen again.
  19. Um, yes. To get the thread back on topic... I forgot to mention, I used a higher resolution background for the W horizon with the ships, to make them look less blurred. However, if anyone notices framerate problems which could be related to this, please tell me.
  20. Hm, it could be done by changing the roadsign flavor object into a minefield sign (or by adding such a flavor object to the WWII game) and putting the sign up on the minefield. Other than that, you could also use a terrain objective zone with no points assigned to mark mined areas.
  21. Have you made sure you are using the correct sides (blue plans, red plans) and the plan is active (use always, use sometimes)? That's something which happens to me time and again. And concerning the auto delete of orders without waypoints, I agree this is sometimes annoying, for example when I want a unit to change its engagment orders (e.g. hide to active) without changing place.
  22. I've had this happen occasionally, too. It seems when a vehicle is ordered to move to a point which it can't reach because of other units in its way, it will move through buildings sometimes, instead of stopping.
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