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Rocket-Man

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Everything posted by Rocket-Man

  1. Glad you like it dokken1212 and Ales Dvorak. I made the trees a little more transparent than Rambler did in his CMBN mod and also included far trees. Any comments on the degree of transparency on either the near or far trees? Not enough? Too much?
  2. I have done it and I have looked at the other grids out there. I want the grids for all the tiles to line up and be the same size, and the only way to have that is to have the large ratios I cited above (625 to 280 to 140 to 68). I have looked at this extensively. With no two tile sizes matching you can get a grid of 25 to 11 to 6 to 3 which is pretty close, but none of them match. If the Large, Medium and Small grids match you get 125 to 56 to 28 with the Tiny not matching at 14 (should be 13.6). Changing line widths for the grids won't get them to match. I am quite familiar with making grids for CM. Many people who played CMx1 will know my "Topo Grids".
  3. I have been looking at the ground tiles in CMBN with an eye towards making a proper grid for them but the tile are rather odd sizes. There seem to be four main tile sizes: Grass type tiles are 50mx50m (Large), Forest floor type tiles are 22.4mx22.4m (Medium), Marsh type tiles are 11.2mx11.2m (Small) and Pavement type files are 5.44mx5.44m (Tiny) (Note: Types of files are grouped by height/width, not by similarity of terrain). These odd sizes make it nearly impossible to have a consistent grid between all the tile types. The first whole number ratio for these tiles is 625 grid lines/tile for Large tiles to 280 grid lines/tile for Medium tiles to 140 grid lines/tile for Small tiles to 68 grid lines/tile for Tiny tiles. Is there any way to change the default size of the tiles (changing the bitmap size doesn't affect the size at all)? I doubt there is, but you never know until you ask. If any of the developers read this, can you explain to me if you have the time why you chose those sizes (50 to 22.4 to 11.2 to 5.44)? I can't figure out any relationship between them myself and, being an engineer, I like to understand the relationships between things. It would be nice if the ratios were something even like 48 to 24 to 12 to 6.
  4. Michael Dorosh wanted me to give permission to upload his mods as well (http://forums.gamesquad.com/showthread.php?p=1138099#post1138099).
  5. You can upload all my mods with the only restriction being that you may not charge anybody to download them. I know you aren't planning on charging anybody for the mods, but I want it on record that I do not want any of my mods uploaded to a site that will charge for them.
  6. I have been using PCs since DOS 1.0 so I know all about hardware and software compatibility issues. And when I am the only person experiencing a problem, the odds are that the problem is somewhere on my computer, not in the code that runs properly on everybody else's hardware. But until I posted the issue I had no idea if it was just me experiencing the problem or if it was a common enough problem that a fix had already been found. So thanks again to Battlefront and to the CM community for spending the time to help me solve the problem.
  7. Thanks for all the help guys, especially Schrullenhaft. His suggestions lead me to the solution to the problem. The problem was on my end and I solved it by uninstalling the Asus "enhanced display driver helper service." Note to anybody else who has this problem. To uninstall the Asus "enhanced display driver helper service" you have to download and run the "enhanced display driver helper service file" (I got it from http://www.downloadpipe.com/free-trial/Enhanced-Display-Driver-Helper-Service-download1091651.html) and select "Yes" when asked if you want to remove the service. If you just uninstall it from device manager you will get the blue screen of death.
  8. Thanks again Elvis. Unfortunately after downloading and installing "DirectX Software Development Kit" it did not fix the problem.
  9. If I can provide you with any more information that could help you resolve the issue, please let me know.
  10. Downloaded and installed the older version of the drivers and still had the same problem.
  11. Thanks for the reply Elvis. Any idea what driver version I would need to back up to?
  12. I haven't played CM:SF since 1.02. Downloaded and installed 1.10 and 1.11 today and tried to run CM:SF and got an error box with the message: Could not initiate OpenGl graphics. Please update your OpenGL drivers. Closing the error box is my only option, CM:SF will not run. I have an Nvidia Geforce 9600 GT graphics card with 512 MB of video ram with the latest Nvidia drivers 180.48 dated 11/19/08, version 6.14.11.8048 running on Windows XP service pack 3. I have no other programs running except McAfee virus scanner.
  13. Thank you Nupremal. I loaded a game with the Axis AI and verified that you are correct.
  14. Why do the Allied units have two additional unit experience bars offset to the right of the standard five? What are they and what do they do? The axis units do not have them and I could find no information about them when I used the editor. I have looked in the manuals and on the forums but did not find the answer anywhere, so please excuse me if this has already been addressed.
  15. Why would anybody offer Battlefront any money, or any type of agreement for that matter, when their position has been made abundantly clear that they don't even want to talk about it?
  16. Yes. Check out High Contrast Gridded Terrain Mods.
  17. Que the Battlefront bot with "CMX1 is dead, when will you rubes realize that?" in 3....2....1... [ April 27, 2008, 05:54 PM: Message edited by: Rocket-Man ]
  18. Well that should be clear enough to all and I guess there isn't a need for additional posts. </font>
  19. I disagree with it being a lot more. And your straw man that a combined release of CMX1 would be "a game with everything that any customer has ever asked for" is singularly unconvincing. Be that as it may, a lot of companies have ignored profitable business opportunities they could have easily profited from for one reason or another. Too many people seem to be getting emotional about this whole discussion. Emotion really has nothing to do with it, it is strictly a business decision. It all boils down to one question: Could Battlefront make money with a combined CMX1 release and if so, would it be more money than they could make doing something else? Unfortunately the answer seems to be that Battlefront refuses to even consider the idea. [And before anybody points out once again that the programming staff at Battlefront is so small that they would have nobody to work on something like this, I will again point out that the coding could be done entirely out of house, even going so far as to have it done on a commission basis so no initial outlay of funds would be required]
  20. Well that should be clear enough to all and I guess there isn't a need for additional posts. </font>
  21. If they let somebody, whether it be another company or a community project, do it on a commission basis (with the understanding that they will get very little or no support from Battlefront), the financial risk to them is minimal. [ August 20, 2007, 02:45 PM: Message edited by: Rocket-Man ]
  22. Again, why does every assume that a project like this would have to be accomplished by the existing staff at Battlefront? They could do what every business in the world does when it has a money making opportunity and does not have enough staff to do the job: Hire more help, contract it out or have somebody do it on a commission basis.
  23. Just because Battlefront has only a limited number of programmers does not mean they couldn't hire more or contract the mods out or even have somebody do the programming on a commission basis. It's not like component programmers are such a rare commodity that potentially profitable coding has to be passed up due to the shortage.
  24. I posted something similar in the CMAK forum: CMX1 Combined Release. My main point is that Battlefront could most likely make money with a project like this if they would just get over their reluctance to spend time on the CMX1 engine.
  25. LOL I Actually thought of that as well. Having the CM community pitch in to buy the source code from Battlefront. But I would not be able to organize anything like that, although I would contribute financially.
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