Jump to content

birdstrike

Members
  • Posts

    1,100
  • Joined

  • Last visited

Posts 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. 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. :)

  3. 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 :D), 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 :D).

    I also tried to include IEDs, but encountered an issue and will probably leave them out for now.

  4. Thanks all. :)

    I have a couple of suggestions:

    - could you show the relative scale of the trees? Now eg. Tree A and Tree D look the same, when in fact the latter is twice the width and height.

    - can you trim the files down in size? Now some of them are considerably bigger than the originals, so the editor has to scale them down which I think can slow things down a bit when loading the editor. Not a biggie, but if you can do that it'd be great.

    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.

  5. 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.

  6. 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. :)

  7. Nice one :D 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.

  8. 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.

×
×
  • Create New...