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sburke

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Posts posted by sburke

  1. 35 minutes ago, chuckdyke said:

    On this I based my opinion

     

    These were my words, after I saw the map. In my opinion he would waste his time to report it as a bug. It is just our maps which are 2D are rendered in 3D will have glitches occurring. Plotting waypoints for negotiating obstacles, LOS or LOF gives me an idea, but the TacAI has the last word. Respect to the author of the scenario you can't transform 2D angles of a square into 3D curves. 

    That's fine and I likely agree with you.  His point was the cursor does not provide a correct perspective.  Wouldn't be the first thing to not quite be wysiwyg, but it is my time to waste and it really doesn't take that much time.

  2. 18 minutes ago, Artkin said:

     I did, three times today, four including the first time I posted. And:

    This was never insinuated. It's ALWAYS hard to understand Chuck, but this is absurd.

    no it wasn't insinuated.  It was outright said.  or do you interpret this differently?  And why do you care? Chuck's a big guy.  He and I can disagree, no big deal.  The stream as somebody illustrated is touched by the triangles of the impassable terrain. Not a bug as such. The cursor system is not perfect. 

  3. 29 minutes ago, chuckdyke said:

    That I am not a scenario editor. 20 is the default level I would like to see a default 18 waterlevel. Whenever we paint a river or stream it is automatically lower. That is the cause of in my opinion of the bridge issues. The tiles determine or we can cross something or not and sometimes they border streams at triangles as is the case here. I said 'I think it is not a bug. I never said, 'It is not a bug'. Kind regards. 

    Really?

    On 6/13/2021 at 5:32 PM, chuckdyke said:

    The stream as somebody illustrated is touched by the triangles of the impassable terrain. Not a bug as such. The cursor system is not perfect. 

     

  4. 27 minutes ago, Artkin said:

    I have absolutely no clue what you're going on about here. Reread what he said and then reply. Lol.

    Chill out hound dogs. I would have double quoted if I could have, but I already posted so I cannot.

     

    I'd suggest reading the full thread if you want a clue.  ;) it's in there.  Though hardly worth the time.  Nikolai had a concern. I offered to post it to BF, case closed.  We can just let this thread go.

  5. 18 hours ago, chuckdyke said:

    I wrote it clearly Knock them all Down FB first mission. Buildings on the left side of the map, BN Road to Nijmegen the bridge been reported and silence is golden. This is not bias but personal experience. 

    The point of bias wasn't a personal criticism.  Just a statement that experience colors our perception. That a bug isn't fixed doesn't mean it hasn't been looked at nor a fix attempted.  Hell look at the bridge issues that we have.  Just when you think they might have gotten it, womp another vehicle decides to go underwater.  You are being way too sensitive and umm I am not in customer relations.  Thank god eh?  :D  

  6. 14 minutes ago, chuckdyke said:

    Don't hold your breath going by the doors of "Knock them all Down" in FB which I call a bug. Troops can't enter some doors in buildings, but they never fixed it. Neither the bridge in the 'Road to Nijmegen'. Brooks and streams are a grey area. I let the units do the pathfinding and not the cursor. Tip pause the unit and do the risky business in the last 15 sec of a turn. In a muddy affair it was a Warno or Warning Order about the terrain, don't ignore the briefing. The game is winnable by using the roads 90% of the time. 

    this is called bias.  I can tell you as a matter of fact that yes many of the requests from these pages make it into the list for BF.  I don't know the specific door issue you are referring to but I know of at least one where certain building configurations were  recognized as a bug and added to the list.  I don't think it is your place nor mine to tell a user what is or isn't a bug in BF's eyes or where it fits in the priority list.  Best I can do as a beta tester with access to the ticketing system is to add it.  Which many of us do.

  7. 2 hours ago, chuckdyke said:

    Tiles is the system they use and don't have a LOS unless you are close, or the terrain is bare.  The stream as somebody illustrated is touched by the triangles of the impassable terrain. Not a bug as such. The cursor system is not perfect. 

    I am pretty aware of that 😛 And as to whether BF considers that a bug or not, that is above my paygrade.  hey wait a minute.. I get paid?

  8. 6 minutes ago, chuckdyke said:

    People do silly things in real life too. Like putting a grenade on the parapet and throwing the pin. Like here there is a natural explanation. I always accept the decision of the AI and have a more enjoyable game. 9 times out of 10 there is a valid explanation as is here. Doors is another one sometimes infantry take the back door in full view of the enemy.

    some times.  And some times it actually is a bug.  We've run into that with some doors in specific building configurations.  As to this one, not sure.  It may be a limitation of the cursor hovering but as the OP notes, the vehicle can not make the move he is attempting to plan and yet it never tells him that.  Could I figure that out from the terrain types?  Yep, but still the tool for planning is failing him.  Can't hurt to ask the brain in a jar.  Nikolai I'll turn it in.

  9. 8 minutes ago, Combatintman said:

    Its your scenario mate - do what you like with it.  Period maps for a lot of the bits of Europe that were fought over during WW2 certainly exist and if you can't find one then the usual technique is to use Google Earth and lop off the outer suburbs of built-up areas and replace them with fields or suchlike. 

    If you don't feel up to making a fictional, representative map then just find a real piece of ground that you think would make a really interesting tactical situation/problem and model that.  Call the place something entirely fictional and Bob's your uncle.  I personally prefer the real ground approach because making maps using the overlay feature is a lot easier than agonising over where the church should go and whether the place should have a railway station or not etc.  The other reason I advocate this approach is because a lot of fictional maps that I see are decidedly average generally because the map maker has absolutely no concept of scale or concept of those things that exist in areas where humans live like where do people drink, where do they buy stuff, where do they worship, where are their dead buried, where do the kids go to school etc.  Most 'villages' I see on such maps actually wouldn't warrant a cartographer unscrewing the lid from their pen to scrawl a name on the map.  Four buildings is an average-sized farm, not a village.  In fact generally, if the place doesn't cover a good proportion of a grid square (1km x 1km) in the modern era it is a small village - it is certainly not a town.

    so what you are saying is I need to add a cemetery to Venafro?  :D

  10. On 5/9/2021 at 4:26 AM, LongLeftFlank said:

    Thanks for the compliment, but there are no cellars in Ramadi, Iraq, which is the subject of this thread. Could you take that discussion elsewhere? And this is also not a best place for a scenario tutorial. Cheers!

    Don't want to be a fascist, but longtime Forumites will know I'm more than a little particular about keeping my threads on topic.....

    LOL I don't think it is about being a facist, but if someone wants to look at map terrain design I don't think they'll go searching deep into this thread so the conversation gets wasted.  There is a whole sub forum for that ...  CM Shock Force 2 Maps and Mods - Battlefront.com Community

  11. 38 minutes ago, Mord said:

    Divided Ground: Middle East Conflict 1948-1973?

    That'd be one gigantic map!

    1 Hex = 250 Meters (820 Feet)
    6.43 Hexes = 1 Mile
    4 Hexes = 1 Kilometer

    You could always make your own, cut them up into sectors. The Nam master map is gonna be pretty huge but I don't see them making anything like that for Syria because of the time frame. They didn't have any major wars inside the country in the 60s, 70s or 80s did they?

     

    F36F62923BB84B7795A712E472013DE2.jpg

     

    Mord.

     

    depends on what they do.  The original middle east had a peace for Galilee expansion that included the US 2nd Cav.  The new series has a campaign on Algeria, but I doubt the map covers the entire No Africa.  I guess it really depends on their overall plan.  The engine doesn't seem to have much map limitation so they could cover Yemen war etc.

  12. On 5/9/2021 at 7:00 AM, Erwin said:

    And that is what deters most people I would think.  How many lucky folks have time to put in thousands of man-hours?  You want to rebuild a car, hire pros, or buy one.  Wanna build a house, get builders - one doesn't go to contractor school and do it yourself - unless of course one has a passion for car restoration or house building.  Most of us just want to drive or live in one.

    I recall spending hundreds of hours designing stuff for CM1... almost gave me a nervous breakdown.  Vowed "never again".  Fortunately, there are many talented folks who enjoy this sort of project and they deserve all our encouragement and thanks.  It would be interested to get a rough idea of what it costs to build a module - assuming of course that BF permits use of their tech.

    Yeah same here.  Hell just doing a scenario...  :P  I expect a good part of module costs are driven by how much art work and animation is required.  A significant portion of CMSF was I believe able to be reused for CMCW which helped, but then project creep seeps in and things start getting added.  :D  Then there is the campaign and scenario creation, map making etc.  A lot of beta testers contributed, but the coordination effort is still there.  It isn't a job for the meek, but the folks behind this just wanted it that much and convinced Steve and company they could handle it.  My impression is it was a huge success, but I would bet that you won't see too many of these.  The core work of animations, art work, ToE and engine work is still very much the BF crew.

  13. On 5/12/2021 at 5:03 PM, Mord said:

    Campaign Series: Middle East 1948-1985

    It's mainly the Arab-Israeli War, but includes Britain, France, Israel, Egypt, Jordan, Iraq, Libya, Algeria, Syria and Lebanon. Eventually they are supposed to add an Iran Iraq dlc. It's a heavily updated version of the old Tiller Campaign Series. They are supposed to release Campaign Series Vietnam this year. You can find info on Slitherine/Matrix.

    The other screens are Field of Glory I.

    Mord.

    Interesting.  I have the old series and was trying to utilize that for a CMSF op layer, but the map only covers a sliver of Syria.  If it is expended I'll probably get it.  

  14. 45 minutes ago, chuckdyke said:

    Very nice effort and I admire it. Would it be difficult to make houses with cellars? Or fortified houses, inner walls sandbagged and even foxhole type modifications inside? 

    Houses with cellars means altering the terrain mesh.  I don't think anyone has considered that, BF certainly has not.  It is the source really of the whole foxhole/fortification dilemma

  15. On 5/6/2021 at 9:54 AM, Erwin said:

    We Afrika Korps (and Early War) fans really have to make the same or more noise that the CW folks did.  I remain very disappointed that after buying all BF products to support them on the understanding that they would eventually get to Early War as promised, we are let down.  Seems that BF is going after the lowest common denominator US mass market (such as it is for wargames).   Can't blame BF for wanting to make more money for their retirement etc.  But, it is sad.

    it might be worth noting that we got CMCW not by just asking over and over for it but because a couple people actually put in the sweat to do the project.  They had a lot of work even convincing BF that they could manage it.  If you really want it you may have to do a bit more than just keep asking.

  16. 16 hours ago, Kevin2k said:

    Great. Trust it will be solved in due time.

    I do wonder, the team could not force one of the Beta testers to run more modest hardware? (shortest straw ;)) The lower detail model issues mentioned in this topic would be obvious on such. Whereas on a high end system the game-engine adaptive detail scaling tends to hide any of these lower detail models from view. (Running a Desktop with CPU i5-3550 and GPU Radeon HD6670 myself)

    are you suggesting we go out and buy a cheaper rig?  Cause that is what I'd have to do.  Now if you are offering to buy it for me. .. :D  

  17. 3 hours ago, hypeman said:

    I recently stumbled upon the Road to Baghdad mod for SF1, yep we're going way back now😅, getting me in a mood to see if SF1 still had some magic left in it. Unfortunately when I loaded into the first mission I soon realized why SF2 is the standard, with its butter smooth camera movement and fancy drag n drop move orders and what not. 

    So I'm curious, does anyone out there still play the original Shock Force often? Dare I say, more than its successor? 

    Please drop a comment or feature that I clearly overlooked that makes the original Shock Force worthwhile to you.

    I still have it installed.. basically for nostalgia. I never actually play it now.

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