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rocketman

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Everything posted by rocketman

  1. That's encouraging As I mentioned I'm unsure about what GPU and CPU contribute with when scaling up. I have an i7-6700HQ @2,6 Ghz. @PIATpunk what do you run? My impression of G-sync is that the display will never show a frame that hasn't been fully rendered, thus making screen tearing "impossible". Wouldn't that apply to any frame rate? I see screen tear on occasion in CM.
  2. Thanks for the advice, but a 40 inch would be way too big where I have my PC. Wouldn't want to sit close to one that big either. I prefer high res but not on too large screen. That way I find things look the best. I didn't know though that the price difference was that large.
  3. The map thing is related if you want to make scenarios as well as the book itself.
  4. @Aragorn2002: what level of detail are the maps which I understand come as a seperat booklet?
  5. I looked through some of my present PBEMs and there is a variation in save file size but nothing really dramatic, and even with huge scenarios like "Hot time in Hatten" the saves are never bigger than 50MB. So saves larger than 110MB seems like something extraordinary. One thought: will the same turn, with the same commands and the same settings always yield exactly the same save file size - no matter which computer it is played on? If we can identify instances when save file size grows beyond what is expected, then that might be an explanation for CTDs? Fizou, is the save file size huge for your oppo also?
  6. Interesting with increasing save file size. From what I remember from all the PBEM games I've played is that once you're beyond the set up phase the save file size remains just about the same. I really wonder what makes up file size, as you stated previously is that there were rather fewer units now than at the start so fewer units, orders, combat - if anything, the size should decrease. Another wild, wild guess - are there any units on any of the bridges, or ordered to move across one? Bridges still cause buggy behaviour but mosty during playback and not CTD but all guesses are worth looking at. I hate the idea that my scenario would be unplayable to the end especially as I'm working on an even bigger one.
  7. The dephts of her soul and complexity of character is the main lure.
  8. Would she mind sending a copy of her project? Hint, hint, hint...I'm quite far into a scenario project (huge) that centers on the Courseulles-sur-Mer part of Juno where the Canadians landed. Was inspired by Mark Zuehlke's Juno trilogy that I'm sure you got her.
  9. AFAIK the computing of the turn is always done by one of the players in a PBEM. The other one goes to save immediately. Does the CTD happen at the same point in the computation of the turn? Take a look at the savefile - is it much larger than the previous ones? I had one playtester complaining that the save was almost 120 MB which it shouldn't. I don't know if BFC are interested in having a look at saves that causes CTD, I hope so. Try reaching out to tech support. One more thing to try; for one turn both players issue no commands at all. Maybe the crash is associated with something like that (wild guess though...). Edit: one more thing, there was a Win 10 update recently, maybe that effed things up?
  10. I'm gald you both enjoy the scenario but a CTD is most unfortunate. The scenario was tested to its end and I got continuous feedback and made incremental changes. Nothing that should cause the crash. There are no reinforcement due that turn either. Since it is a H2H scenario try to redo the previous turn. Did you or your oppo plan a lot of movement/combat previous to the crash? Try playing the turn on lower graphics settings and with no other programs running. If it still crashes, send me or someone else the turn to see if it crashes on other PCs. Have you or your oppo had problems with large scenarios before? There is always the risk of a corrupt save file also and that would necessitate going back a few turns. I really hope that you'll find a way to proceed now that you've played for so long. Let me know how it works out and what the solution was if you find one.
  11. If anyone has this book, please post an example of what the maps look like and level of detail. Interested in the book.
  12. Update: despite that the unit looks like it is united, deployed and ready to fire it doesn't. So something is still broken even though everything looks ok. The crew chatters about "a tank ahead", they have a clear line of sight and neither armor cover arc or direct fire command makes them take action.
  13. If you do diagonal tank ditches you will probably get pretty jagged edges. That can be taken care of with some terrain tiles (can't remember all) like mud which will smooth them out considerably.
  14. I see you are fond of "bijiu"
  15. This has been on my list to watch for a long time so I might go ahead now - was it a good movie or "just" interesting?
  16. No commandos One of the very few disappointments with the course of the CM series is the lack of commandos. To me they are essential, but perhaps that's because my first toysoldiers were commandos. Have plenty of scenario ideas, but they will be on hold I guess ... forever ...?
  17. Thanks for making these. Can you please post them at CMMODS?
  18. Too bad life flings tons of shaite at some people at an early age too Some things are never granted... Goodspeed with all the future endeavors BFC. May we all live long and play for decades to come.
  19. Hahaha exactly my opinion of fruitcake With all the extensive research done, have you ever considered producing a stand alone product database of all the forces? Might be of interest to people here, other grogs, historians, other game devs etc?
  20. Can't wait to dive in at the deep end and get it all since I don't have CMSF. With all the good things I hear about it, the dedication of the community, and the upgrades means I'm in for a treat. Steve, what will the cost be to buy it all from scratch?
  21. You will see that with both tanks and infantry re terrain, that they choose "the path of least resistance" rather than your waypoints, often with disasterous effects. The only way I know of how to deal with it is to plot many short waypoints rather than one long path. Same goes for crossing hedges, fences and walls.
  22. Update: before the intended mounting of the truck, the gunner/gun and the rest of the crew was close to each other and I was in a situation in the scenario where I needed it. So instead of trying to mount I tried "deploy" and it seemed to have worked as they now look like a cohesive group. Let's hope they will fire when a target appears. From what I have noticed is that crewmembers that get seperated can be united again.
  23. Right now I play CM on a 1920*1200 monitor with what was a top line gaming laptop two years ago. Most scenarios play well apart from the huge ones with tons of units (Hot Time in Hatten for example). Thinking about getting an Asus ROG Swift PG279Q (2560*1440) with 144 Hz and G-sync. It is often stated that CM is CPU heavy rather than GPU. So what does each component do to make the games run well? Apart from loading time and combat calculations, what does the CPU do once the turn replay is underway? Isn't that all GPU? I'm afraid that the larger monitor will slow down frame rate too much to be acceptable with the current laptop (GTX 970M card). I'm also a bit unsure about the refresh rate in relation to FPS. Granted that CM will never push frame rate that high, but supposedly a high refresh rate will always make for a more pleasant view with less strain on the eyes. I also intend for the monitor to last many years and the next PC I get will be a high end stationary one. A small UI on the new monitor doesn't bother me.
  24. Update: As it last was the gun/gunner was moving in the opposite direction of the rest of the crew. I though I would try to make them all mount a truck situated inbetween them. @Vanir Ausf B I have updated the dopbox link I sent with this save file. As the turn starts you can see that the rest of the crew follows the new command toward the truck, but also that the gun/gunner immediately reverses direction and also moves toward the truck. They will probably be there in 5-6 turns. I wonder if they will fuse into a working unit again after mounting the truck. Never been able to do that before with this behaviour.
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