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Posts posted by rocketman
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There was a thread a long tima ago about a community idea to do a collaboration on a campaign from the US perspective (TF Butler) and use the R2V module as FI would be more suited terrain wise than BN for the maps. I assebled some documents but have no time to work on it. If we have maps that can be converted to FI for the same areas as the 11 Pz campaign, maybe we can get more scenarios/campaigns out of the same assets.
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3 hours ago, BFCElvis said:
The first batch of orders did not include their license keys. Those people had to receive theirs manually......by me......one.......at.......a........time. Those are the emails that went out yesterday. The release is still set for April.....but it won't be April 8th.
Bragging rights........If you received an email yesterday you were among the first 41 orders! The Fightin 41!!
All pre-orders will receive a download link in an email when the game is finished (that is mostly automated, thank goodness).
Is the release for April, cuz I watched Slitherines "Tea Time" broadcast and they showed a chart of upcoming releases and had it penned in for June
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41 minutes ago, benpark said:
Yes- those were bridges were added as a specific. They served a purpose beyond the ornamental, which is probably why they made the cut. It takes time and capital to make these things- they are sensible about what can and can't go in.
Every title gets a full pass on the art. In FR we did get 3D terrain asset stuff that was made specifically for the module- I'd say the rubble walls are the specific add- but there are lots of buildings (middle-European churches, a factory, and a few more details I'm probably missing off the top of my head).
No worries, I understand the limitations of course.
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12 hours ago, benpark said:
It was tried in testing. It works fairly well (with the mix of flak placed) offensively- if the guns survive. Didn't cut it in the looks department, and it doesn't hold up to the inevitable artillery in the defense like the chunk of rebar and concrete above. The remaining insides of the Humboldthain tower make the defensive qualities clear- there was a lot of reinforcement in those things.
BFC aren't generally prone to add things that are one-use adds to maps. If a model gets added, it should be useful for as many things as possible for the time sink to make and code it.
My idea was for this to be used in community made scenarios. I agree it doesn't look good, but if you want to simulate flak towers it might be good enough. Plunging shots take out tanks at long ranges and they have no way of taking them out.
Regarding the one-use stuff policy - wasn't some bridges in the MG module pretty much used only once?
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8 minutes ago, Dan Dare said:
Can you post larger (visible) screenshots? Nice work. Problem with non-tank turrets is that they are easier to knock out with arty. I'm currently testing what caliber is needed to knock out turrets. Using buildings limits how tall they can be.
Edit: Ninja-benpark beat me to the punch.
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Quick mock-up in FI as a proof of concept that Flak Towers can be created in F&R which will include tank turrets. They have a low profile and are hard to destroy from the front. Very hard to hit with a shot coming from below and at a long distance. Also hard to spot which all in all give them a huge advantage.
Where you place them can change how large the "dead zone" is which they can't hit. I don't know what it was with the real towers.
I'm sure further enhancements can be made to make them look more real, but I did notice some really weird shadow artifacts when I placed walls on top of the tower.
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Maybe there is no armored target in their assigned arc and therefore stay prone. Remove the arc and see what happens.
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Just asking, any AA guns far away firing? Because all shots are traced all they way when they fall back to earth again. I've seen it once, but IIRC it fell slowly and not like in your example.
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I don't have conclusive proof of it but I think some flavor objects (sheds, garden boxes etc) can throw pathfinding off for vehicles. Not in a major way but enough to have you turn your flank at an inopportune time. So I try to avoid them. Should be easy to test in the editor though.
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Great, that did the trick. Thought for some reason that Engine 4 covered all the engine upgrades since the base game. Still tricky business with all the keys, but now I finally have all in one document (I think).
Once all games are on Steam, would it be possible to have just one key for upgrading outside of Steam? Now that we have the master downloads.
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Got a new PC recently and used master downloads for all games and all installed successfully. However, CMFI won't launch despite activating all things correctly. Have I missed something?
Edit: Remember having an issue back when R2V was released and I had to reinstall the game again and it didn't work. Wiping the license registration and starting over worked IIRC.
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19 minutes ago, Blazing 88's said:
You guys, if you haven't already, should try NVIDIA Inspector, now also known as nvidiaProfileInspector: Sorry link doesn't work... search Nvidia inspector.
NVIDIA Inspector is a handy application that reads out driver and hardware information for GeForce graphics cardsThe tool is basically an nVIDIA only OverClocking application, you can set your clocks and fan speeds. Orbmu2k has released this program, which seems to NVIDIA graphics cards and offers information on tools for GPU and memory clock speed, GPU operating voltage and fan speed increase. This is a quite simple user interface with an application that will rely entirely NVIDIA drivers, so there is reason to be downloaded from NVIDIA's website WHQL-certified driver.
Thanks for the info. I have never used overclocking but have it in mind. But I wonder which tool is best to use, the one included for the graphics card (from ASUS) or the external Nvidia one?
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10 minutes ago, Bulletpoint said:
I've been tweaking settings a lot for this game, and never found there to be much difference in performance or visual quality.
I have used Nvidia Profiler (name?) before and found benefits on a mid tier gaming laptop. Like @Holien I have recently upgraded to a RTX 3070 and a CPU with great single core performance and so far find little need to fiddle with settings. In time I probably will just to try to make it that little better.
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37 minutes ago, chuckdyke said:
Nvidia doesn't have Combat Mission in their list of games. Something for BF to work on.
You can add them in the control panel for individual settings. Ideally they would be added automatically.
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1 hour ago, MikeyD said:
After months of being distracted doing Beta work on the Cold War title I finally got a chance to go back and replay a favorite Fire and Rubble scenario before release. WOW, just WOW. This module is really something special. This isn't just CMRT with a few new scenario added, this plays like an entirely different game - like two entirely different games! It just feels different.
In which ways? Do tell
Comments like that just makes me want it NOW rather than later, but elaborating on the point above might ease my/our "torment".
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Seems like less than in FRAPS that gets over 100 MB in just a few seconds. Guess it depends on the screen resolution captured though as well.
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What is that weird black area - caused by the Geforce capture? I have just started to try it for screenshots/video instead of FRAPS. Are the video files huge like the ones from FRAPS?
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Never mind, figured I needed the engine 4 key as well. Had made a careful list of keys but not careful enough.
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I downloaded the master file to install on a new PC. Activated and it was successful. However, the game won't start and asks for Engine 4. Noted in the included "Read Me", patch notes for what seems to be F&R stuff. So I wonder if I can install from this or have to either wait for F&R or make a new download for an older installer.
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Looks real good. One minor thing though - make sure that the "Combat Mission" header and the game sub header are centered over the box. At least I think it looks better. I like the muted colors and the historical vibe with the maps.
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Looks great. I had an idea a while back to do one for Final Blitzkrieg but never got around to it. This reminds me to perhaps make one.
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On 3/3/2021 at 6:10 PM, The_Capt said:
No, I have two other FO teams. They came together, I was going to dismount as soon as they made that forward tree-line...which they did not make it to.
My rule of thumb is: "better dismount too soon than too late" (i.e. anything you ride in/on is a potential death trap). Make the grunts run a bit. As long as they run, they are alive.
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Probably not OpenGL-related but "zig-zag" roads kills the graphics experience a lot for me. There is a huge difference if you play the game at camera level 3-4 and 1-2 where the game can truly shine. I will always appreciate gameplay over graphics but I would sure like a revamp of a lot of graphics. I must say that the stock graphics have improved a lot since BN was released so there is still room to eek out more from the current state of things.
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I'm getting my new rig with a RTX 3070 next week, but I got that more because of wanting to play Microsoft Flight Simulator. But I did take care getting a CPU with great single-core specs.
Need help with scenario image preview
in CM2 Scenario and Mod Tips
Posted
Make sure the BMP is 24 bit, otherwise it might mess things up.