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Sneaksie

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Everything posted by Sneaksie

  1. ToW2 uses Direct3D instead of OpenGL for rendering for many reasons, one of them is the Ati OpenGL fluctuating support, because of this ToW2 works in your case and ToW1 doesn't. Over the years there was a number of Catalyst releases with broken OpenGL compatibility and eventually it was fixed in later drivers, this is not the first time. We can't write proper drivers for Ati videocards and we don't know how to, it's their work. Don't think that we are indifferent to your problems, we are deeply concerned with such issues, but the only solution is to wait for a driver wich handles OpenGL properly or rollback to previous working version.
  2. Please answer if you completed the campaign. In addition, which mission in the campaign is the worst in your opinion?
  3. Please answer if you completed the campaign. In addition, which mission in the campaign is the worst in your opinion?
  4. Please answer if you completed the campaign. In addition, which mission in the campaign is the worst in your opinion?
  5. Please answer if you completed them all. And which is the worst?
  6. All units have realistic FOV. Snipers switch between their scope and eye view, commanders between binoculars and eye view. Vehicles have historical aiming sights and can spot target from far away (if it is inside gunsight field of view, usually it is very narrow). All sighting devices on the vehicle are modeled. For example, see this short article. It's in Russian, but pictures are self-explanatory. http://artofwar.games.1c.ru/page.php?id=48
  7. Inability to save may be caused by Vista access control, run the game usinfg 'run as administrator' context menu option. There are no stock single battles, this button is for battles user can create in Mission Editor or Mission Generator.
  8. You can define the key for this command in options - controls - interface - show/hide GUI.
  9. You can leave it in the same folder (data/guns/ger in this case).
  10. http://dump.ru/file/2657286 Screens: http://dump.ru/file/2657399 http://dump.ru/file/2657499 http://dump.ru/file/2657592
  11. It shouldn't since there are mostly optimizations, not degradation of quality, so difference would be hardly noticeable.
  12. OpenGL renderer was used in ToW1 and no longer supported. Reason of crashes is memory allocation, that's why most crashes occur on 32-bit systems, especially Vista 32, while most Vista 64 users have no such problems at all. In the patch work with memory on 32-bit systems will be optimized (code changes, decreasing size of some textures and sounds).
  13. You need to edit ini files in data\guns\Ger directory (or USA or else). This can be done using SFS extractor written by Dr. Jones. They contain data like this: [base] Country Ger Name 75mm_KwK_40_L43 [Properties] Kalibr 0.075 useHookAsRel False EffectPreset 070_089mm_Front_2Side Sound weapons.ger.75mm_kwk_40_l43 EffectMode Single ReloadTime 6.5 6.5 shotFreq 1 traceFreq 1 Magazines Ger\75mm_PzGr_39_APCBC Ger\75mm_PzGr_40_APCR Ger\75mm_PzGr_40_W_APBC Ger\75mm_Gr_38_HLB_HEAT Ger\75mm_SprGr_34_HE ammoUsed Ger\75mm_PzGr_39_APCBC Ger\75mm_PzGr_40_APCR Ger\75mm_PzGr_40_W_APBC Ger\75mm_Gr_38_HLB_HEAT Ger\75mm_SprGr_34_HE AimDistance 0 50 100 500 1000 1500 2000 AimRadius 0.1 0.3 0.8 2.5 4.0 6.5 10.0 ShootHintTimeout 15000 ShootHintRange 500 ShootHintRadius 20 [Ger\75mm_Gr_38_HLB_HEAT] Ammo Ger\75mm_Gr_38_HLB_HEAT Speed 450 aimMinDist 10 aimMaxDist 2000 HistMaxDist 6500 Dispersion 1000 0.40 LinesH 0 100 500 1000 1500 2000 2500 3000 10000 Penetration 0 0 0 0 0 0 0 0 0 [Ger\75mm_PzGr_39_APCBC] Ammo Ger\75mm_PzGr_39_APCBC Speed 740 aimMinDist 10 aimMaxDist 2000 HistMaxDist 6500 Dispersion 1000 0.30 LinesH 0 100 500 1000 1500 2000 2500 3000 10000 Penetration 98 96 83 69 58 48 32 16 0 [Ger\75mm_PzGr_40_APCR] Ammo Ger\75mm_PzGr_40_APCR Speed 930 aimMinDist 10 aimMaxDist 2000 HistMaxDist 6500 Dispersion 1000 0.30 LinesH 0 100 500 1000 1500 2000 2500 3000 10000 Penetration 145 139 117 95 74 58 32 19 0 [Ger\75mm_PzGr_40_W_APBC] Ammo Ger\75mm_PzGr_40_W_APBC Speed 930 aimMinDist 10 aimMaxDist 2000 HistMaxDist 6500 Dispersion 1000 0.30 LinesH 0 100 500 1000 1500 2000 2500 3000 10000 Penetration 78 77 73 62 37 29 25 19 0 [Ger\75mm_SprGr_34_HE] Ammo Ger\75mm_SprGr_34_HE Speed 570 aimMinDist 10 aimMaxDist 2000 HistMaxDist 7680 Dispersion 1000 0.30 LinesH 0 100 500 1000 1500 2000 2500 3000 10000 Penetration 12 12 12 10 10 7 4 3 0 Cumulative values are all zeroes because they are specified in another file (data\ammo\ger\75mm_Gr_38_HLB_HEAT.ini). This example is from ToW2 but ToW1 uses similar file structure.
  14. Penetration values are for 0 degrees and nobody said that "what we see is only for display". Penetration values for German and Soviet ammo are from Soviet field tests, and keep in mind that Soviet technique differed from German or US. Allied data was used as-is and because of this Allies actually have an advantage over Germans and Soviets in the game. Compairing values of different origin (for example, values from German and Soviet sources)from books won't get you anywhere, since they were calculated or tested using different methods. I can only repeat what i said more than year ago: Please keep in mind that values calculated theoretically using ideal formula and real life penetration ability of the gun are totally different stories. Our values for Soviet and German equipment are based on tests documentation. Various nations used different methods of gun penetration tests, for example, Soviet tests terms were narrower. Because of this, most values for Russian and German guns are from authentic gunnery tables and gunnery tests data of captured German equipment. Allied guns penetration data was corrected by Battlefront. If you want, you can replace all values with theoretical data, but this will be the simulation of ideal tanks and guns and will be far from real WW2 engagements. If most wargames just take values from Jentz and such books for German, another books for Russian and Allied guns and throw them together into the damage calculation system, it doesn't mean this is the right thing to do. These values were measured using completely different methods (or much worse, calculated theoretically) and can not be used together 'as is'.
  15. kampfkoala You can manually switch it off in users\game.ini file.
  16. Yes, if you don't want it, turn smartpause off in options.exe.
  17. Hold mode doesn't reset when you issue orders, i don't understand why you need to constantly turn it on.
  18. Yep, use the run as admin context menu option to run the game.
  19. Router can't magically make your IP external, but you can host while behind router if you have external IP set up by your provider.
  20. Just set them to hold position (button near bottom of the screen) and you won't need to stop them every time. This behavior improved in ToW2.
  21. Forwarding ports won't help if you don't actually have external IP from your provider, yes.
  22. Did you read multiplayer configuration readme in game folder? There are instructions how to do port forwarding in your router. In addition, some routers have separate Firewall configuration, in this case, you should open these ports there too.
  23. Like in TOW1, capture event noted only if soldier did that under enemy fire or there were enemies nearby. In other cases you get the captured unit by it will be not mentioned in statistics. Downed aircraft is shown in the statistics if it was shot down by one of your units. If it's not shown, then it was shot by allies, friendly fire or crashed by accident.
  24. Maybe your progress wasn't saved because of Vista write access denial. Can you save a game and load it afterwards?
  25. Which MP issues you want to be fixed?
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