Jump to content

PFMM

Members
  • Posts

    167
  • Joined

  • Last visited

    Never

Everything posted by PFMM

  1. In the main interface (the tall thin one), look under all the tool icons where you should find the foreground and background colour button (remember to have tool tips enabled). Double click on it and the colour palette interface will open. The rest should be obvious.
  2. Well I'm interested but not sold. I feel like someone who has gone to a cheese tasting and only been granted a cracker, though it was a good quality cracker. Why only public multiplayer? A bot match would allow me to practice, learn and optimise my computer before going online, and as there is alot of subtlety to this game, I find being bewildered no fun. Or are you trying to conceal something that is not as good as you claim? Most of the Demos I have played try to expose me to as much variety and potential as is possible. I find your descision to limit us to one server playing only one match baffling by comparison. Capture the flag? King of the hill? Sit on the base and score more points? Do you really think you can compete with Quake3. The originality you've shown with the units needs to be applied to this area, and would be appreciated. On a minor note, I think that a speedometer is warranted, especially for vehicles such as the Shrike. The need for a commander I feel is understated. Having no ability to learn except by competing, I think most people will go online as I did, pick a vehicle and wander around shooting targets as they present themselves. Which is fun until you compete with a side that is being coordinated and you are killed again, and again, and again. No, it's not enough to just read the manual. One needs to be able use the interface in action to convince people to respond in kind. And that requires practice. I want this post to serve as criticism, not a whinge. I like most of what I've seen, but can't help but feel that something has been purposely left out.
  3. It's a scenario on the CD. Does anyone have any advice on how to play the Germans in this one? I've played it four times hotseat (twice as Russians, and twice as Germans), and every time the Germans rout down the hill. For the uninitiated, it consist of a weakened vet. German company assaulting a weakened green Russian company strung out along a ridge of about 500 metres in the dark, with deep snow, and a blizzard in the winter of 41. The Russians have foxholes and the only terrain are sparse patches of forest, which hug the road, that tops the ridge. Thanks in advance for any advice.
  4. Thanks for the reply. Well, you are the Master, but I reckon she looks better with a skirt and no drivers backside in ones face. Proof?
  5. Oops! I did it again. Editing the BMPs on my own, I noticed a very minor oversight which is also visible in the first post screenshot. If you look at the camoflaged version rear view, just above the left mudguard, some of the toolbox still remains. Simple surgery on the relevent BMP, but on something this good, you notice.
  6. Fantastic stuff! WARNING! Criticism follows. However, the lack of the skirt leaves an ugly hole which allows one to see the bottom of the driver crew at closer view ranges. Not a pretty sight. Any chance of a BMP with skirt. Pretty please?
  7. Can't answer 3. as I'm only playing the demo, but for the others; 1) The wierd zoomed in sights are for use in manual gunnery. Your picture shows the AP sight (note the B next to the left hand ticks corresponds to the Russian BPS for AP), and there is one for each ammunition type. There are posts on this board on how to use it. 2) There seem to be a number of buttons in this game which either are dependent on your realism settings to function, or seem to be left in as programming oversights. Best advice I could give would be to change your realism settings and see if it works at some stage.
  8. 1) Well, Crazy House's site has had no news for about six months, forum activity is almost nil, and now it seems that Battlefront has no communication from the developer. Smells like vapourware? 2) I've never played WWIIOnLine, but the damage models in BoF seem to get the job done, though it can be quirky. I've sustained well over a dozen penetrations and equal amounts of non penetrations and still had an operable tank on a number of occasions. Also alot of stuff, such as ammunition cooking off over time, is simplified. 3) The gunnery in BoF is simplified like the damage model and you should not need a full military course to use it. There are a couple of posts on this board which explain it quite well. Hope this helps.
  9. All valid points, but when you're near an obstacle and need a minor position adjustment without taking your eyes of the enemy, this can be invaluable. Plus it stops the gunner shooting at rifleman over a mile away to the rear when you're in the driver seat and an enemy tank is cresting the ridge in front... I've also refined the technique to get just the course setting I want. To use it hit, lets say, left followed by right when the tank swings to the facing you want and then quickly followed by go or halt. Let's face it ,the pathing in this game is bizarre to say the least.
  10. Commanding your ai crewmembers in this game (1.3 demo for myself) can be an infuriating experience. In particular is the driver, who, whenever the tank comes near an obstacle will take matters into his own hands and drive around like a deranged maniac. NOT ANY MORE! Whenever it looks like he is about to run off with the tank, do the following ; order him to stop the tank and then continuously order him to go left, then to go right, go left, go right, left, right. and so on. The tank will travel slowly, straight ahead regardless of what is ahead! All that is needed now is a jump button so we could bunny hop. WOOT!
  11. Firstly, as a long time fan of tank games (starting with M1 Tank Platoon and more recently Panzer Elite) thank you for allowing us the alternative of a T series tank to drive. I held back from the previous version as I read of so many problems people were having and didn't want to spend 10 hours downloading something that wouldn't run. Having finally played it to death and tinkered with the scripts and settings I'm impressed with how smoothly it plays and how good it looks even on my old 9200SE. It's also alot of fun. My question is about the final package. In the demo whenever I tell the gunner to open fire he seems able to spot targets through forests, dense smoke, and even through the back of his own turret, and is also quite willing to fire at anything and everything in sight. Is their behaviour restricted or controlled to more realistic levels in the final game? The same rings true for the enemy tanks in the 'hit' scenario who openned fire on the infantry you meet at over 1000 meters and killed them all with a single burst of MG fire! There is nothing worse than being unable to sight a target the gunner is enagaging when a dozen trees block your view, or impotently watching him shoot up bailed out tankers behind the tank at 1000 meters when a T55 is cresting the rise 300 meters in front. Finally, I've been reading the board and noticed some people having trouble with the dual mode. I don't know if anyone has posted a solution but it's not a bug but more of an oversight. If you go into the users folder you will find a file called user1.pd. Open it in wordpad and you see a structure like this {_common; stuff } {_driver; stuff } {_gunner; stuff } {_commander; stuff with this bit of interest // key_duble_0, key, %VK_D%, 0, 0x0, 0x0, 0, 0, 1, 0, "Dual" mode; key_duble_1, key, 0, 0, 0x0, 0x0, 0, 0, 0, 0, "Dual" mode; key_duble_stop_0, key, %VK_D%, 0, 0x40, 0x40, 0, 0, 1, 0, "Dual" mode; key_duble_stop_1, key, 0, 0, 0x0, 0x0, 0, 0, 0, 0, "Dual" mode; // } Copy that bit interest into the bottom of {_gunner; stuff } Save the file (remember make a backup) and fire up the game, it should appear in the control settings. You should be able to disengage dual mode from the gunners position.
×
×
  • Create New...