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S2kde

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Posts posted by S2kde

  1. @oren_m

    is this perhaps what you searching for:

    *Fixed* Paradox v1.06 Patch Released

    Your problem description ("everytime i select a vehicle the game crushes") sounds to me like it was related to the v1.06 Paradox version patch of the game... but on the other hand I'm not completely sure because you also wrote:

    i have the ATI 2400 HD, and the left click option is on, and ofcours 1.06, not paradox.
    :confused:
  2. Oops, in v1.06 there were a few lines added to the strings.txt, but these entries are missing in my mod's strings.txt right now and that should be the reason why it does crash, I think (everything else should be the same as before).

    Ok - after a little more testing by myself, I've uploaded a new version (v1.21) of this mod to cmmods.

    [...]

    Install instructions:

    ---------------------

    Step 1: Copy the file zmod_yamm_v1.21.brz from this archive into your X:\CMSF\Data\ folder.

    Step 2: Delete the file zmod_yamm_v1.2.brz (or any older version) located in your X:\CMSF\Data\ folder. ATTENTION: It is very important to do this step, because it can make your game crash, if you do not!

    History

    -------

    v1.21 - Both, strings.txt and hotkeys.txt were removed from this package due to incompatibility problems with patch v1.06+. These files will be distributed separate from now on.

    [...]

    Thanks and sorry for the inconvenience! :(

    [ February 06, 2008, 12:04 AM: Message edited by: S2kde ]

  3. Hello Pandur,

    Yes I am the original author of YAMM Mod (ehh.. the term "skin" would have been better to describe it - never mind! ^^)

    My intention to create it, was basically the same you're having now too.

    Quote: "while waiting for 1.06" & "bright green, wich was awfull" :D;)

    Yes, surely you can use it as base material if you wish to, why not!? smile.gif

    Though it would be nice if you maybe would share your work with others. Maybe some people will not like the result, maybe some will, you never know, right? smile.gif

    However this part is up to you.

    Good luck!

    [ January 26, 2008, 08:23 PM: Message edited by: S2kde ]

  4. - Some more quicktipps (e.g. "special equipment" and ammo display (the graphical one of course))

    - Possibility to scroll through certain UI elements with mousewheel (e.g. for "unit purchase" list in editor mode or "status/formation" windows ingame)

    - Built-in key assignment configurator

    - ...?...

    1. Some type of battle feedback
    What would I exactly have to imagine on this one?
  5. Ok it seems the patch was not going to be released yesterday. This is actually not a big problem for me, the few days more or less it will take to throw the patch out to us doesn't make the hell of a difference. But after all I would like to know what we likely can expect from v1.06, apart from the new ELOS system (<- as if that wasn't already be enough ^^).

    Therefore, do you Battlefront guys think you could maybe give us a little sneak peak in form of an early, unofficial 'changelog'?

    That would make the time we still have to wait for it a lot more enjoyable and bearable. Thanks!

    [ January 22, 2008, 12:38 AM: Message edited by: S2kde ]

  6. Wow that's a really nice motif! smile.gif

    It must have took a lot of time and effort to create it.

    I think you should really remove the cmsf-logo (I stupidly forgot to hide it's layer before it was saved), so it will not displayed twice.

    Anyways well done, thanks!

    PS: I'm sad about the disadvantage, that we are not able to move the buttons to other positions :(

    [ January 21, 2008, 04:23 PM: Message edited by: S2kde ]

  7. From my point of view, I would currently recommend something like 2GB of RAM + Sapphire Radeon X1950 Pro or XFX GeForce 7900 GS XXX

    With this combination you should be absolutely fine while playing CMSF and/or most other games available with medium and often even high settings. Of course, many simulation-related games out there may also strongly benefit from main processor power, though as you didn't have mentioned yours in the initial posting above, I assume it should be fine as it is.

    Every other RAM/Graphicscard combination than I did recommend just before would be like "throwing your money down the drain" (!?) IMHO. This is because the next GPU-Generations are just waiting to be released shortly, and as soon that would have proceeded, the hardware industry would only have you once again left with "old" and overpriced stuff... so better make a "small" upgrade and save the rest of your money for an entirely up-to-date system upgrade in future, instead.

    [ January 20, 2008, 11:03 AM: Message edited by: S2kde ]

  8. Hi, as I am currently trying to improve the german translation in strings.txt to make it more accurate or to read more naturally for the german player (and I think this would also apply to the other languages, at least partially), I wanted to ask the developers if they could be so kind to add some "extra" lines to this file in one of the following patches.

    Now I want to explain you for what those extra lines would be needed, amongst others:

    Example A)

    If I want to request for Close Air Support, one of the parameters I have to specify is called "Mission". As far as I could saw there are 3 options to select from: Heavy, Medium and Light. In this case (CAS) all of the four mentioned terms should fit to it's meaning to be already quite ok (or maybe it could be a little improved by renaming the field "Mission" into something like "Ammo", "Heavy" to "Heavy Bombs", "Medium" to "Light Bombs" and "Light" into "Gun" or something similar).

    However, when doing the same steps with Artillery Fire Support, again, we have to choose between Heavy, Medium or Light for parameter "Mission". But since there is a completely different meaning behind those buttons in this situation compared to CAS, there should be additional lines added to the stringtable to match it more accurate and independently. So in this case "Mission" could be named to "Precision" or "Rate of Fire" for example. Heavy into "Unprecise" or "Fast", Medium into "Normal", Light into "Precise" or "Slow" etc.

    Example B)

    Everytime I give an order to an infantry to get into their vehicle (let's say a Stryker for this example), the entries in "group" list on the lower left screen does change from:

    Squadleader

    Teamleader

    Soldier

    Soldier

    Antitank

    Teamleader

    Soldier

    Soldier

    Sniper

    to:

    Squadleader*

    2x Gunner

    6x Soldier

    ... I would find it very great to have an additional line added to the strings.txt, so the Squadleader could maybe take the role of the "Commander" as soon as he gets "part" of the vehicle... for the opposite direction, I think, the crew members of vehicles should here be reffered as to "normal" soldiers from the moment they are deployed from their vehicles (at least as long as individuals of them are not CO's or XO's). Remember, you can still identify them by their special ability icons if you need to know. And so on...

    Example C)

    It's not that important as the both mentioned above, but maybe you can add a special line for the A-10 Thunderbolt II too, because it's (afaik) neither classified as a Fighter Aircraft nor as a true Fighter-Bomber. I would like to classify all of the in-game aircraft types seperately, but since both the F-15 and the A-10 are sharing the same line it's not possible to do :(

    In conclusion, it would be generally a good idea if every text-containing "element" would get it's completely own place in the string table instead of sharing it with others, I think.

    Once again, I want to apologise myself for my very limited abilities in speaking english. However, I think my concerns are basically understandable for the majority of you, thanks! smile.gif

    [ January 17, 2008, 09:36 PM: Message edited by: S2kde ]

  9. That does really sound great!

    My current hardware is Intel E6600, 2048MB with single Radeon X1950 Pro and *even* if the "Enhanced LOS" technique should have an "acceptable" impact (meaning the game will running with a framerate ~15fps and upwards :)) on game performance I would definatley prefer this new method instead of the situation (low wall bug) we have to deal with at the moment.

    Sorry because of my terrible english. :)

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