Flanker15
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Posts posted by Flanker15
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I wanted to ask this for a while but didn't know how to say it without sounding negative.
So new game, new opportunity for improvement but the effects are still so, soooo yuk.
I'm talking about the explosions and fire in particular, the smoke and dust is great.
I want to be honest, they look worse than the effects in CM:AK '04 and it's been almost 7 years (jeez that long!) since they arrived in Shockforce.
You can change the sprite to a different sprite but it's still just a single sprite (and a bunch of brown squares flying out if its on the ground) or a bunch of identical sprites scattered over a burning vehicle.
Everytime the game gets updated graphically the effects stuck in '95 stick out more and more.
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Probably, has always been in the past.
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Only thing I'd take from ALB is special effects and planes because CMx2 is pretty much better graphically in the other areas.
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"New weapon believed used today. Flat trajectory gun shooting a projectile with greater concussion.... results in a cloud of black smoke ... fumes similar to kerosene."
What's this you think?
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Am curious what the graphic actually represents. I understand that it's a glitch due to improper patch installation, but the graphic of an arm sticking out at 90 degrees must have been created for some reason. But, I do not recall ever seeing that in any game I have played. So, what is the original reason for this graphic existing?
It's the generic neutral stance that is used for most 3d characters, if no animation is assigned they'll go into a stance like that as it's how the model was posed before animation coding commenced.
Most games use it you just won't see it unless something breaks in the animations.
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So, do we agree that the time it takes for the emplaced Flak 36 to rotate appears to be way off considering it's a Flak gun that's designed to rotate quickly?
Regards
KR
Yeah it's waaaaaayyyyy off, I've seen a real one set up and you can spin it real quick on its fancy mount.
Even the pak gun rotation time seems a bit long in the tests.
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Models are still really good with high poly counts but effects like explosions and fire have looked like they're from the 90s since CM:SF.
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Panzer is built on a tank sim engine so it has the vehicle realism in spades.
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Go to the options, change the res to what you want then hit apply (hit enter if you can't reach it with the bugged cursor), restart and it should be fixed.
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Project Reality, good Battlefield 2 mod.
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Yes, it would be great to have some delay before crew members exit and some randomness. All crew members are not necessarily in same shape, so it might take longer for some to exit.
Yeah what's the deal with this, it was great in CM:SF now it's all magic crew ejector seats as soon as the tank dies.
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I played the APOS demo, didn't like it that much, more of a ToW fan for that kind of game really. Probably would've liked it more if it had more tanks in the demo since I like their tank sims allot, apparently there's a new one coming out soon.
Battlefront should open up CMBN to more modding so people could add in particle effects, model tweaks, animations and decals that they want without any work from the devs. It's worked well for other games.
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The closer ones are made of foliage sprites on a trunk model instead of the whole tree sprite. They're separate in other words.
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From the tests I want to field a theory that:
(in the game) Being prone makes you harder to hit than a wall offers cover from rifle bullets. Accentuated by the problem of guys reloading while exposed at the wall (and windows) and not popping up and shooting then dropping out of los again. So the other guys can get repeat shots (hence better aim) on kneeling troops (which are easier to hit than prone guys).
The wall has more non-fatal casualties too which is probably from bullets going through the wall and doing less damage.
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The second reason is why it was closed, you can post as much constructive criticism as you want.
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Hmm thought they took out dead tanks blocking shots ages ago for just this reason.
edit: oh I see you're shooting infantry they still get protection I think.
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Pretty much everything is great and works 99% of the time.
Many Great possibilities for the future.
AT arc, I've been stung by this one now too.
No network wego or RT pauses.
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Smoke launchers
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I don't think it's working as intended, even the manual says that barbwire will slow infantry not make an impregnable barrier.
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Damaged optics definitely effects spotting most but (I not 100% about this) I think it makes aiming slower too. So the accuracy is similar but it takes longer to get a firing solution.
I've got my own armour damage question too! Is the turret rotation a damage component? Anyone see it disabled?
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They have limited bullets so he'll run out some time.
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Panzerfaust 60 has a 60m range I believe.
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There's proper sand in the editor with shells and stuff on it which is a nice bonus.
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Broken isn't the same as routed, broken is a permanent status effect that means a unit will drop out of control or rout very quickly if under attack again.
When are the effects getting a face lift?
in Combat Mission Red Thunder
Posted
Sorry I didn't mean any mischaracterization, "sprite" to me means any 2d bitmap other than the background/skybox, anything that can be ripped from the game and still look the same in a paint editor, so excludes anything with more than 1 polygon.
I picked 95 as a joke, effects are better than doom but worse than Duke3d hence '95.
Also this is only about the explosion and fire "sprite", all the other effects are great.
Here's a pic for example from a game you should be familiar with.
The explosion has 6 separate sprites moving independently to give a volumetric effect and the bits flying through the air are their own little sprites that spin and fly out instead of squares.
Also very happy with hit decals, if they weren't coming this thread would probably be asking for them!