Gnasher
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Posts
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Posts posted by Gnasher
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bad news then sneaksie. Triggers and dumb A.I (relying on the mission designer) is not good. Means missions are the same old every time.
And I hate the old wave attack solution too............ their are only a small amount of good things from triggered AI
that is why multiplayer campaigns like in close combat are so important
Not necessarily so.
As long as missions are not coded to be single solution, triggers are not a bad thing at all, in fact they are an essential element. It's really down to the ability of the mission designer. I know that I have coded missions with variable responses to trigger activation. This can take the form of a random action or be dependant on an number of other factors. It just takes alot longer to code & test the mission.
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Agree, its kinda limited when the map size is teh effective range of an 88mm gun, in theory & with LOS a 88 on one edge of the map can kill armour on the othe extreme edge of the map. Be nice to have some room for manouvre.
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The bridge looks brilliant & will be supremely usefull for new maps!
Thanks Sneaksie. Gotta ask, are there any more statics that you guys can let us have?
Knokke, keep at it mate, that's the key to pandoras box you are working on there. I'm "gnashing" at the bit to see this!
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When you say maps do you mean battles/missions?
If you do you can delete the appropiate battle from the missions\single missions folder. If it's the actual map delete from maps\MAP_NAME.
hth
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Reading Knokke's thread I'm gonna wait on Beta 2 until the Typhoon is ready.
Now that will be COOL!!!!!!
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Guys this is the coolest thread I've seen in ages!
Top job both of you, this is REALLY exciting & could open the floodgate for loads more goodness!
Thanks & good luck, can't wait to see that Tiffie over Hill112!
BTW what loadouts do you intend?
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What does the log file say?
Does it clearly point to the Typhoon as being the problem?
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Yes I'd like to learn more on this.
Can infantry now climb over walls & open gates?
It would be nice if they could also dig a shell scrape to take cover in provided that the terrain allows digging.
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I need to do a bit more work on the maps & then I'll release Beta 2, so soon, in true 1C fashion "2 weeks"
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Sorry my bad, I see you've already done that!
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Keep at it mate this is really good stuff. The guys over at All Aircraft Arcade may be able to offer advice if you get really stuck.
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whaow!!!
This map is very impressive... It remembers me of the second episode of "Band of Brothers".
LOL it should do!
It's derived from a google earth shot of Brecourt Manor & is as accurate as I can make it with the game tools.
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That Tiffie looks bloody fantastic!
I will definately incorporate it into the Bulldogs campaign when you get it into the game.
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Looks great! BTW, Gnasher, do you know that you can make end of the road gradually translucent instead of sharp?
Pray tell I've been trying to figure out how to do that, the road ends don't look right at the moment.
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I fixed the Oosterbeek map but I had to remove a helluva lot of statics! I made massive cut backs on the number of tree objects too. I'm thinking of baselining what I have & then rebreaking the engine on a copy to see exactly where the edges are.....
Knokke you are welcome to 1st dibs on this map for your Market Garden gig, if you want it.
If not I'll upload to CMMODS sometime.
It seems to me that the engine is more sensitive to the proximity of statics than the total number of statics, I have a map that runs absolutely perfectly & has > 4000 objects, however they are pretty well spaced out over the map.
Here's a pic of the >4000 static object map (I love eye candy in posts!).
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What Sneaksie said! Very impressive!
Only a suggestion but whole undamaged gliders look a bit unconvincing. IIRC a large percentage of the gliders were hit by flak causing greater or lesser damage especially to the troops within.
IMO you've set yourself an impressive project goal. I think the main challenge will be creating realistic maps without exceeding the engine static object limits. IIRC Holland is the 2nd most densely populated country in the world which = lots & lots of objects especially within the battle area, although the battles of the 101st airbourne on Hells Highway offer good scenarios on fairly open terrain.
FWIW I did some work on a market garden map but ended up breaking the engine http://www.battlefront.com/community/showthread.php?t=80165&page=3
Good luck looking forward to your success over my failure
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Yep they sure are purdy!
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Looking into it
This mission has random force generation & may sometime ctd the game when it overloads maximums, this is dependant on a range of factors including forces chosen. Does it repeatedly ctd?
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I'd like to see a screenie of a HE shell hitting the hull whilst infantry are seated, how is that handled?
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I'd really like ToW2 to be like Lego.
1C/BFC give us the bricks & the assembly tools and some sample models & then we go off & make our own toys.
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Save games wont work after installing the mod. You will need to start again from stratch I think.
At the door step.....
in Theatre of War
Posted
The game is well worth the money. However you must be prepared to invest the time & effort required to learn to play properly as it is not Combat Mission.
The negative comments you have read are nearly all down to the mission design & not the engine. IMHO the stock missions are too single solution. The saving grace here is that you are given the tools to change this to something more to your liking.