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BrassEm

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Everything posted by BrassEm

  1. Spot on SirReal. The 3200+ ran at stock 1.8Ghz. I also had an 6800Ultra AGP. I bought TOW2:Africa and could only get the loading screen to go half way before it bombed. Only after I upgraded the hardware could I play the game at all. (Just recently too.) I'm guessing if you've overclocked to base 2.5Ghz that is JUST getting the game to run. Sorry to say it Griz but IMHO a hardware upgrade is the way forward.
  2. Smart pause would be a great feature if we could select the units we wish to monitor, and pause over them when they start taking damage. Great for recon. The user turning the unit off when they are fully committed to battle or incapacitated and no longer need to be watched. (I am sure this feature of unit watching would be possible with scripting anyways. )
  3. Excellent work guys! Demo plays very well. Looking forward to the mission editor.
  4. Very Clever Arzok. That would do for what I need to programme. Thank you.
  5. RND() is the most powerfull command in this game as you have rightly pointed out Gnasher. However it is still dictating to the player what you programme without the players input. I would like to see for example, if @num > 90, If the player chooses to accept the tiger reinforcements from HQ, the mission objective would change to eliminate all enemy from the battlefield rather than routing them. Rather than having a whole table of predefined text scripts as needed at the moment, I hope that we can get to interact with the player on the fly with message boxes. Script code would then depend on a new variable determined by the player at that particular time of the game. I've been programming for many years and am suprised that it was not included. I hope that it won't be too much of a pain to include this function to the game. While RND() can create very dynamic games, player interaction I hope whould create even more immersion IMHO. Either way I guess there is still a lot of code to write!
  6. IMHO there is no dynamics to the missions for TOW other than what the designer can implement with predefined triggers. (i.e. Do it this way or fail the mission...) For a really dynamic mission that means a hell of a lot of triggers and pre-progamming for the mission designer. While I don't wish to minimalise the skills that these programmers do. For me it is seems way too much overhead! I would like to see the programming of a dialog box popup that will ask the player for a command decision. Where they either confirm, deny or defer the action. (Ask question text, yes, no, cancel. aka windows msgbox command.) This would simplify the programming, allowing the setting of much needed variables, and ease the interactions with the player. Properly used this would involve the player in more relevant command decisions (Simulated reporting to the upper HQ, while receiving combat reports from the rank and file,) that will evolve the result of the game, rather than a having a predefined and prescripted ending. Throwing it back at you. This game is brilliant but has even much more potential...
  7. 265mb 6800Ultra. 178.24 & 186.18 Nvidia drivers tried with lowest ingame graphics settings and game.ini settings. Maybe time to upgrade computer??? At least have the new just released mods for TOW1 to keep me busy while I get this issue sorted.
  8. K, game UI loads. Go to tutorial or campaign item. Select mission. Starts to load for about 3 seconds then CTD?
  9. Found "nothing happens" in TOW1 knowledgebase and used the DEP settings to get TOW2 to start (Windows XP 32 bit). My bad, never had a problem with my TOW1 so didn't think to look in there. TY.
  10. Hello, Same deal here, XP32, downloaded setup exe, ran, installed. Icons on desktop... Clicked... hard drive activity with mouse pointer changed, 3 seconds later... as if nothing had happened. Installed, reinstalled, firewalls and AV software on/off. no go!!!
  11. k, open the file in notepad. If the first 3 characters are IMF then you need to load it with IMFVIEWER. Then save the file as a .TGA which it does automatically. Then you can open the file in photoshop or gimp or whatever to modify it. The converted tga file is accepted by the TOW program as is.
  12. An enemy unit may have retreated way off map. The only hope is to move your units to the far end of the map quickly and hope they get a sighting of it to confirm.
  13. Wolf, next time you load the sfsextractor program you should see content in the large window to the top left. This is the directory structure of the sfs files. Left click on the little + boxes to open the directories ( - to shut). You will see from the pic above some of the boxes have green ticks. The ticked box files will be extracted. Left click in the box to turn the green tick on or off. Use the buttons in the top right to tick all or none of the boxes. After you have selected what files to extract the got to tools, and left click extract to begin the extraction. Progress is shown bottom left. All being good you should have your files in the appropriate directory branching off your extract location. If you have no joy do let us know.
  14. The base directory of your TOW install. The default being C:\Program Files\Battlefront\Theatre of War
  15. Yes, For version sfsextractor02FIX it says to install the extractor in the mission editor directory. (Make sure you have filelist.txt in that directory too) You need to point to this directory. I don't know about if it was installed in a different directory, and I can't comment on 03 version as I have not installed it yet.
  16. Dang, Just tried to use the IMFViewer in XP and I get the following error. EventType : clr20r3 P1 : imfviewer.exe P2 : 1.0.0.0 P3 : 4683b476 P4 : mscorlib P5 : 2.0.0.0 P6 : 461eee3d P7 : 331e P8 : 119 P9 : system.io.directorynotfound I looked at cmmods.com just now and only saw the sfsextractor02fix.zip which is the version I am using.
  17. I am guessing that 'treat' would be an animation of a medic kneeling and applying bandages considering its listing so close to 'wounded' Stafing would be machine pistol hip shots left and right aka FPS.
  18. Get the latest extractor and filelist.txt from CMMODS.COM. An example of what you should be seeing listed in the SFSextractor program when you drill down the directories is i.e. models\Human\sk_0\ger\ger_medic_39_summer body.msh body_128.tga body_256.tga body_32.tga body_64.tga body_mip_1.mat body_mip_2.mat body_mip_3.mat body_mip_4.mat body_mip_5.mat head_mip_1.mat head_mip_2.mat head_mip_3.mat head_mip_4.mat head_mip_5.mat skins.ini spec1.tga these files are listed in filelist.txt
  19. Dr. Jones, I am hoping this new version still needs filelist.txt to work.
  20. Would you rather be rolling die for cardboard chips than TOW????? [ February 08, 2008, 03:30 AM: Message edited by: BrassEm ]
  21. I am doing a compilation of the files needed for filelist.txt as best I can. Why 1C couldn't supply a dirlist beats me. (Using filemon to get a log and then access to sort the mess.) [Edit. Just finishing including up to the "M" maps and working towards "Z"] [ February 15, 2008, 01:39 AM: Message edited by: BrassEm ]
  22. I dare say that he is preoccupied with a certain add-on. Just my guess...
  23. K, Back up your Theatre of War directory first. I found when you first load the program the Tow Mission Editor Location and Extract Location are empty in the bottom right. (With reference to the image Nikki Mond posted). Click on the Elipse buttons to the right in the extractor program and navigate to the right directories (where the mission editor and extractor is and where Theatre of war is for the extract location). I would shut down and reload the extractor again to make sure it reads okay and fills the left hand side with info like the pic. Then click on the boxes on the left hand side to select what you want to extract, marked by the green ticks. Then click menu bar, tools, extract. Good luck.
  24. G'day WolfHound, The SFSextractor02fix.zip file can be downloaded from the CMMods website.
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