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Yskonyn

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Everything posted by Yskonyn

  1. I ran a test with cat 8.5 drivers on my laptop and the game starts normally. Seems I have porked my install on my desktop. :S I'll do a fresh reinstall and see what gives. To be continued...
  2. I had no problems running CMSF in the past up until either 1.06 or the latest catalyst drivers. I upgraded v1.06 with the all-inclusive v1.08 patch, but the game now crashes after pressing start in the mission briefing. The game loads fine and I can hear the sounds running in the briefing screen, but when I want to enter the 3D world the game exits with an error. Before I try a clean re-install are there any known issues with the latest cats, or shouldn't I have upgraded from 1.06 to 1.08?
  3. Note to self: ALWAYS write down codes inside the game manual... Hope you get things sorted quickly, Java!
  4. Infantry usually dies or takes extreme casualties and end up at the lower floor, so I assume this would be the same for AC and ATM squads. Very cool ideas guys! Modding is coming along nicely!
  5. I played Al Hufq as well, and yes the Bradley did stray a bit from the road, cutting corners and only missing a building by a hair, but if you give it a hunt or slow order it goes pretty much where you want it to go. Besides in real life you wouldn't want to floor the pedal in tight alleys either! Of course it does stray a bit from roads, still, maybe that's what you mean? But no biggie I'd say.
  6. Lol, well the Reds were just too scared of your command abilities, Sivodsi! You more or less paralyzed them with you gazing over their every action. Reds just fired fine under my command! So, now that's public as well. . . Hehe I hope you'll be able to get into 1.06 soon enough!
  7. Ah well despite the apparent tactical error in using low walls as hull down, the system does work now. Thanks for the pointer, though! Ought to save a few Bradleys!
  8. First Impressions: -Graphics / Performance Smoothed out on both accounts. Shadows aren't jerky anymore and don't flicker anymore. Animations are smoother, and model detail doesn't get swapped from high to 'matchstick-men' so often anymore. Zoomed out view gives you a nice sharp overview whereas before there was a lot of artifacting and shadows cut-off (at least on my rig) with unit detail repidly decreasing. All gone. -Spacebar menu rocks! It's so much quicker and, at least for me, more intuitive. TRICK: Sometimes I was fighting a bit with the controls to check a range, plot a route and when I made a mistake I would have to press the 'orders delete' button and start over. Just press the space to bring up the menu and once again to get rid of it if you make a mistake with an order. It'll wipe the order clean. Much quicker. -Weapon ranges and enhanced feedback about LOS in-game is a feature long wanted by myself so get a bettter feel about the weapons and the battlefield. My earlier suggested 'tables' are obsolete now. YAY! -Gameplay Like said earlier its not so much about 'what will the AI do if I do this' anymore. You're just playing with soldiers and military hardware now and concentrate on the battle instead of the game mechanics! Great job! Being able to finally hide your guys behind low walls and pick off targets as they come is a huge improvement as well as using low walls for hull down positions. Just like it should be! These findings are based on Al Hufq scenario, turn-based. Short play, but a very good improvement. Makes me want to be playing CMSF at full steam ahead again! Thanks BFC! [ February 06, 2008, 06:10 AM: Message edited by: Yskonyn ]
  9. Good and bad news maybe... I though I could get away with a relatively small system upgrade a few months ago. I hope my P4 3.4Ghz with HyperThreading can keep up with the 25 percent increase in calculations! Good news to see yet another big thing for CMSF coming, though (along with dynamic lighting earlier)!
  10. Same here. I run it on my laptop for travel and quick games and it has a Xpress 200M installed as well. A little tip here: set the unit detail on a higher setting and reduce the texture detail setting. It will improve the graphics (in that the models don't jump back to basic models so often, as that is what I think you mean with 'unsatisfactory graphics'?). Performance varies highly during a scenario.
  11. There's no doubt that a full mod would make the game have more potential for training aid. But I do not recall having read anywhere that there are any such ambitions for CMSF. There's a new thread opened about 'modding and BFC' and plainly it comes to this: BFC isn't big enough to survive to upen up their code to enable full scale mod making. So apart from the BFC created modules all we're going to see -at least for quite some time to come- are skins and sounds.
  12. Well I don't know if he will be very happy if he has to sort out all the stuff posted on the CMMODs site if we start putting up mods other than scenarios/maps in that specific section because of the lack of other sections. (If that is what you meant, otherwise I'll shut up! ) On the other hand; I know you would make us hold out on a lot of cool stuff you're probably making/having made if you wait until the site is sorted... Seriously, though, I don't think I would post on CMMODS. Just to make sure Columbus doesn't have to shift mods from the one section to the other later on.
  13. Why not? If you're not surprised then the solution to your problem is quite obvious, don't you think? Out of curiousity, what version of WinZip are you using that gives the corruption?
  14. Eventhough you didn't make your deadline I still want to jump in and say: "WOW!". Look very sleek and really shows off the huge amount of work you've no doubt put in! Looking forward to playing it!
  15. It's all in the way its being said. Gibson, the tone in your replies isn't really friendly. You give the impression that you're actually fed up with people doing a mod on something that you think is rather useless. Of course that's your opinion, but you're not obligated to download and use the mod. If you don't like it, don't use it, but you don't have to bash the creator for it. You're, of course, free to express your opinion about something, but don't bring it so rude. It'll only start flame wars and it respectless to the creator of the mod. Skinning is a time consuming effort. I come across mods I don't like, or don't really think are adding to my gaming experience, all the time (other games included), but I do understand that a lot of time has been put into every one of them and as such should be respected none the less. Let's be considerate of that.
  16. Well in a given scenario you would have one and the same setting for both sides of course. Something like, the host selects the setting.
  17. True, about playing for some time and beginning to know what can kill what at what range, but a table as outlined previously would make that learning curve a fair bit less steep. Even if you can't rely on it for a full 100% it will at least give you a decent idea about which unit stands a chance againt a given enemy. It can also halp you make aware of threats to a given unit, etc, etc. I would still like to get my hands on such a table.
  18. Exactly that! That's why I would think BFC could make such a table quite easily. They're the devs, afterall.
  19. Well, the table should reflect in-game data, so maybe BFC can do such a table? They have all the data anyway. Would be really handy to quickly cross-reference range versus lethality for a given unit.
  20. Yup that would indeed be a very handy option. Interesting topic you open there about the grenades. I would like to know how this currently reflects in-game.
  21. Uh-uh that's what I would say as well to keep some form of credibility.
  22. The magic word is 'split squad'. . . Never thought about doing it that way. Silly me.
  23. That would be absolutely cool! I am all for it! And on a technical note I can imagine it might not be too hard to get into the game. We already have the 'aquire' command in Strykers, so there's some kind of inventory system already in.
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