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KeBrAnTo

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Posts posted by KeBrAnTo

  1. Hi Phil, thanks for your quick answer.

    It's a Ferrari FO200 netbook, which I know is a netbook and it's got many limitations with its HD3200 GPU, but with the 1.11 patch at least I was able to run the game smoothly with the lowest settings when I wasn't at home.

    After applying the 2.0 update the units move like robots, without changing any graphical settings of the GPU drivers or ingame.

    I have shades off also, I don't know what could it be.

    On my i7 desktop and SLI 2x 285GTX nvidia cards, no problem at all of course.

    I might wait to see if anyone have the same problem as me on a similar low spec computer.

  2. Just to see if it's just me, or others had noticed about the thing going worse after applying the 2.0 patch an a low spec laptop/desktop.

    Just wondered, as everyone seems so pleased about the patch I couldn't believe anyone with a low spec laptop/desktop didn't have the same issue.

    I'm pleased for the patch, and no problem on my desktop, but I really noticed the decrease in performance on the low spec laptop in comparison with ver 1.11 which I think is far from what I think was promised (or at least I heard) about the improved performance with this new update.

  3. End of the story.

    The wall was burst from the side the gun was supposed to be, giving the blast order towards the other side. Gun not damaged but the crew still "stuck" to the ground, away from the gun.

    Next turn the AT crew was given new facing and deploy orders, which got the gun back to service after 15 seconds roughly. :)

    It was a shame that when the crew was deploying the weapon a Sherman appeared all of a sudden and got the gun and the crew with an accurate 75mm shell. :(

    Regardless the final destiny of the pak40, this procedure in order to free the gun from the wall was successful.

    C you all.

  4. KeBranTo,

    You're welcome! It sucks having a game spoiled, but your painful discovery may save many from similar angst and frustration. Consider it taking one for the team!

    Regards,

    John Kettler

    Right, first thing I tried.

    The engineer team just blew the wall from the side the AT gun was supposed to be in reality and no damage to the gun. I didn't observe any change on the behaviour of the crew, I'm gonna see next turn as I assigned new facing orders.

    I'm also moving a truck in order to place it beside the gun to see if this helps if the previous is not use.

    Come to you soon, If my rival gives me the chance ;P

  5. KeBrAnTo,

    I've had a U.S. 57mm stick itself into a house wall, into a church wall and other unpleasant and useless places during setup, but this was fixable, to some degree (siting still sucked). I haven't actually moved an ATG once the game started, so haven't had the opportunity to have this disaster befall me. I suspect your engineers are going to blow up your gun in the process of freeing it, and the situation is both insane and ludicrous. My experience is more of the order of a tank's trying to cross a bridge by driving through first the abutment, then the sidewall!

    Good luck, and I hope BFC fixes this nasty glitch! If you have the turn file saved, please send it to Phil Culliton.

    Regards,

    John Kettler

    Thanks for your comment John, I also think that I've got high chances of blowing up the gun along with the wall, but I'm gonna try doing it from the side where the gun should be supposed to be to the other side, to see if the blast goes the other direction.

    I'll be sending the turn file to Phil too, it is really annoying when this bugs happen because it might make the difference to win a battle or not.

    Regards.

  6. Hi all,

    I've been searching in the forums but didn't finde anything like that so I decided to open a new thread.

    The thing is that I had this AT Pak40 team moving the gun beside a wall when I decided to deploy de gun.

    When finally deployed, the gun changed its position all of a sudden and finally rested in the middle of a high stone wall (inside of the wall), half of the gun is in one side of the wall and the other half on the other side, and the crew went away from the gun once this happened, but they're still in control of the gun, I mean they didn't abandoned it.

    The problem is that now I get the LOS from where the crew is laying down which is no use because they're not staying anymore at the gun position, but also I cannot do anything with the gun because it's not undeploying, moving, or doing anything. Even the crew seems to be stuck on the ground and does not follow any order.

    Does anyone had this issue before?.

    I desperately need that gun in working conditions so actually I'm moving an engineer team in order to burst the wall to see if that helps.

    Any advice will be really appreciated.

  7. I was wondering if you guys could share your thoughts/strategies about being sneaky and stealthy with infantry.

    In PBEM matches, I'm always very concerned about my troops being seen or heard before I want them to. I'm struck by how many icons start popping up all over the place before i actually see my opponent, and I'm curious if he's seeing my guys, too.

    Hi mate :)

    I think you do not need to worry about they way you move your troops, you can be sure you were pretty sneaky in our last game, I only saw your units when on direct LOS.

    I must tell you that in our ME I had to guess and anticipate most of your infantry movements as bocage and forests were all over. The only thing I could do was that, and, according to the situation I had to set a layered defense on the easiest places to defend where I thought your troops would try to get.

    I'm eager to start the rematch :)

  8. Madmatt, maybe you couls answer this question.

    Is there any text file or report generated by the new quick battle generator after the battle where is written down the results of the battle as i.e. in IL2?.

    It would be really helpfull in order to make web based online competitions. I was wondering about that.

    On the other hand, I was quite critic with everything about this game since its release, but I´ve noticed a big effort in order to fix past issues and to offer a quality product to BF customers, that´s what a lot of us were expecting, no more no less, so thanks very much for the effort and hopefully this "patch" will help a lot to renew our confidence about BF quality products and on a more important thing if possible, customer care and product support.

    Thanks again. smile.gif

  9. Hello mates!!,

    Nikki Mond, this is your lucky day man :D

    After 5 months or so of being disappointed with TOW game in general for the reasons everyone knows, and wandering around the last few days to see if the new promised patch is available in order to give it a try before I decide wether to put the game in the bin or not ;) I saw your post requesting help because the white screen on the briefing screen.

    Well, I´m gonna paste below some information I got straight from 1C developers when TOW was released and I was trying to build some missions using the scripts provided for the old mission builder (hard job have to say btw) so you can see where is your mistake that was mine a few months ago.

    Hope you can fix this after reading it.

    Your mistake is simple: you attached your briefing files to campaign.xml. It means that you are trying to create "campaign briefing", not a "mission briefing" (<CampaignName>-><MissionName>->Layer attribute is used for big maps of campaign briefing.

    The first mistake, your campaign type is MISSION_LIST. For MP_LIST and MISSION_LIST campaign briefing maps are not shown (because it is just a simple list of missions). If you want your campaign briefing to be shown you must include your mission to campaign of CAMPAIGN type (like a GERMANY or POLISH) . If your want your mission to be the first in this campaign, you must set the lowest number of it (e.g. "-1") in campaign.xml (or in CampaignEditor).

    The second mistake, your *.mat and *.tga files must be placed in campaign directory and must be of 1024x512x244bpp in size.

    If you create a mission briefing, *.mat and *.tga files must be placed into mission directory. Look at submission items of the mission (e.g. SINGLE_MISSIONS->Assault->Submissions->Submission_1). They also have Layer attribute. It is the attribute that must have a reference to *.mat file of mission briefing. Pay attention to a screenshot that I posted in a forum http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=66;t=000145

    It fixed my problem, so It will do the same with yours.

    :D

  10. Originally posted by SlapHappy:

    To be clear from my end, I always understood the new map editor would not let you change height and ground levels in the game. What I was really hoping for was additional objects which would be helpful in creating some new/improved cover capabilities for infantry and guns.

    I allways understood the opposite...

    Where's the fun or even more accurate, what's the point of making new missions and campaigns in the same maps all the time, only changing the position of the statics?

    That's boring and cheap in my oppinion, I'm sorry. If BF or 1C are looking after a "cheap" game, things like this will contribute for sure indeed.

    And, talking about the cover/los , what about a LOS tool to check when your units are really covered behind something and not having to trust the red dot that it doesn't allways speaks the truth btw?.

    I had some sutiations after the patch where the red dots said I had LOS and it wasn't true. What was true is the enemy had LOS and my tanks could tell 10 seconds after, and in a game like this that's not acceptable I think.

    But I still think if this game keeps being worked hard, it could become brilliant eventually.

    [ June 29, 2007, 12:02 AM: Message edited by: KeBrAnTo ]

  11. Originally posted by FinnN:

    Names are in the SFS files. As far as I can tell the game randomly picks one from the country list that's referenced in one of the units ini files when the unit is created during the mission. Interestingly you can also do this with faces, but there's only one big list implemented for those. If you were to add Spanish names to the German list, it'd affect all German units, so basically you'd have to create a new country and units to go with it. I've been working on a database (and some photoshop texture templates) that makes doing this fairly easy and I now have a working version, but I need to check it against the patch. I hope to have some screenshots of the new uniforms later this week, then I'm off to France for 2 weeks. When I get back I'll rework the database a bit and the exporter, then release them together with the source code and the photoshop templates.

    Have fun

    Finn

    Right, understood, if you want I can give you a hand with the templates or something else if you want, I would like to add the spanish arm patch to the german uniform as well smile.gif

    Have a nice journey to France smile.gif

  12. Originally posted by dmg:

    Currently with using Builder you cannot create new maps from scratch, just modify the original ones. Renaming the directory won't help, because the map contains additional data (such as terrain info, etc) that is hidden for the modder.

    That's right, this editor is much better than the first one but the whole point of having an editor to create your own missions is you actually can create the map from scratch.

    Is there any chance that feature will be added in future patchs?

  13. It would be helpful as well if you want to re-create other nations units serving on the East Front, as I'm doing with the Spanish 250º Freiwillige Division, fighting in the Army Group North of the Wehrmacht, besieging Leningrad.

    I tried to change them manually through the editor but when the mission launches all names are reseted to german names...

    Is there any way to make them stay using a text file or any other way?

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