Jump to content

Vinnart

Members
  • Posts

    2,568
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by Vinnart

  1. Those transitions in your mod Kieme look very good. Currently I use a custom terrain set that is a mix or Aris, and stock, and even a few tiles from an old CMSF mod I have. I use gridded terrain always so I don't know if that adds to transitions that do not look as smooth, also I have found the only way to get rid of terrain shimmer is to reduce the resolution of the tiles.

     

    I use the "desaturated trees" mod, and think the colors look much better than stock, and look forward to checking your terrain mod out when released.

  2. Still trying to get one of my damned BMPs to fire at the wall... I've wasted a couple turns now trying to get them to fire at it and not use airburst.

    I do hope to take it, if for no other reason than that it'll make a great OP, and it'll be one more objective Scott will need to recapture.

     

    Isn' that a B#tch! When you tested it it worked. I hope i didn't jinx you when I commented much earlier "Now watch it choose to use air burst for area fire when you do it for real"

  3. MikeyD,

     

    I'm not sure who your fog of war reply is towards, but I am certainly not asking for any information that is not already available or would give an advantage.    The Fog of War would remain the same, I'm not asking for instant accurate information.  You can get the same info by moving all over the map or replaying each turn and watching each squad.   I am just asking for making that a faster process, so you don't have to spend so much time on replaying turns and jumping around the map into each squad leader's eyes.  

     

    Now if you are playing real time without pause and only play from the HQ's perspective, you would get a strong sense of fog of war...   I'm not sure how you would know anything going on.

     

    Agree. Mikey, you really need to play real time with no pause, especially against a human to get what the request is regard to addressing the frustration of missing info that the WEGO player can leisurely rewind to get.

     

    Oracledb, You can easily know a lot of what is going on all around with only having the HQ selected, at camera ground level with the "The Roster" :D

     

    In regard to this subject, and thread in general this has been brought up before by many including myself. It is the reason I presented my vision of the Roster. Don't think that Battlefront is not already aware of all this. In fact BF's Steve commented he thought the Roster concept was one of the better ideas presented in regard to this issue. The reality is most everything presented here on these issues they have thought of themselves in their own versions. Even though they probably thought of a concept I still think it is good to present similar ideas to see others concepts and ideas to brainstorm with to problem solve. All I can say is development is an on going process, BF is a small company, and many of the good things people present they would like to do, but it just is not as easy and quick to do it all at once as those of us who do not make games would like. Just look at how far the CMx2 engine has come since CMSF in added features. Sooner, or later the problems of player situational awareness for real time play will be addressed. All these things will benefit the WEGO player as well.

  4. Ironically, I just updated to v1.03 myself the other night. I extracted the text file, and made one of the original version. I will post it if Marco is too tied up to update the graphics version. Let me touch base with him first to see if he has time to do the graphics. Until an official update If you have access to the file, you can even make the original version easily with  just the keyboard, and character maps. It is not as impressive than Marco's graphics, but is still very functional and better than the stock text only.

     

    VIN'S ANIMATED TEXT ORIGINAL

    Firing= (------------
    Aiming= \¤/
    Cowering= [X]
    Hiding= (???)
    Medic= (+)
    Casualty= †
    Packing up= (UP)
    Deploying= (D)
    Reloading= ®
    Moving=  >>>>>
    Driving=  » » »

  5. Yes.  This is just maddening. I might add that when using "more reply" options there is really no additional buttons etc. I can see in the posting menu.  I just don't understand this.  I embed videos at other forums.  They usually have a YouTube video button and I paste the address in there and wallah...video embedded.

     

    Frankster, I went through a similar mystery with posting screen shots. It would not let me, and always just posted the link like you are experiencing with the vids. What ended up working for me with the pics was to right click on the pic at photobucket ,and selecting "Copy image address" then pasting that with the image icon in the reply box options. Try doing something similar. Right click on the vid at youtube, and try pasting getting the address that way. Experiment with different ways, and the nut will crack eventually. If you have done it right the video will appear in the reply box. If wrong it will look like a url address. Good luck.

  6. Sorry but sadly Bil is toast. Those M1s will just roll in, shrug of any rpg shots and machine gun (iirc buildings might be preserve options) any Russian infantry sheltering in the buildings. Once Bil runs out of a/ T90s b/ anti tank assets nowt left to do but surrender. A company team with a plartoon of M1s and two platoons of BIFVs would have made for a more balanced challenge IMO.

     

    I agree. I think NATO gets too many M1's.

  7. I always liked the feature in close combat. The way pnzrldr explained it would really fit a modern combat mission title. (GREEN TWO, CONTACT 2 BMPS, VIC GRID CN123456.  ENGAGING. OUT.)

    It would really help (me) to keep up with, what's overall going on. 

     

    The userinterface could really need some refactoring. This would be a nice addition. 

     

     

     

    What pnzrlder wants I believe is someway to communicate with the player as a scenario designer. Texts that appear prompted by triggers.

     

    In regard to what I believe the OP wants texts in reports from units could be fine for WEGO type play, but are not as efficient for REAL TIME mode of play than symbols. The reason why is that the brain processes reading and seeing symbols differently. Imagine the Roster design using lines of texts instead of symbols. One would never be able to decipher the information at the glance.

  8. Steve, get a grip.  I specified TEXT messages.  You know, the things kids do these days with their phone?  Well, Blue Force Tracker, aka BFT now BFT2, allows our guys (and other SA battlefield networks do the same for other nations) to send texts to one another, as well as to their higher HQ.  They can also send icons, graphical overlays, preformatted call for fires, SITREPs, FRAGOs, full OPORDs, pictures of the enemy through their sights, etc...  I don't give a hoot for audio files.  I want a way to communicate with the player beyond mere icons, in the midst of play.  A new message pops up and says, "HEY, KNUCKLEHEAD, ENEMY COUNTERATTACK COMING FROM THE LEFT, ANY SECOND!"    Dreday is talking more about a flavor type message, where routine message traffic would be simulated, in order to provide a nice background.  "GREEN TWO, CONTACT 2 BMPS, VIC GRID CN123456.  ENGAGING. OUT.:" or similar.  Not that hard to put into scripts for the TAC AI to plug in at appropriate junctions.  

     

    With scripts I know this is possible from my experience with the Sudden Strike editor, which had triggers like we have now. A light radio squelch sound would be good to accompany and alert the player to notice the text. I agree this would be a good tool for map makers, and would give some more immersion to the player acting as the commander of the force. This would be exceptional helpful during tutorial missions for new players to give prompts through out the battle for more depth guidance.  I would suggest this to the powers that be if you  have not already. I do not believe this should be too hard to do providing there are triggers now programmed into the game.

     

    What Dreday, and we all want, and need is the Roster to solve the situational problems especially associated with playing the game in real time mode. Although my concept is geared mostly to REAL TIME play, WEGO would find the reports it generates efficient, and helpful. In gathering situation awareness in general playing RT mode is very different in being able to mange, and know what is going on than WEGO for sure. This game has much more potential to explore with RT mode than it has now.

×
×
  • Create New...