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missinginreality

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Everything posted by missinginreality

  1. nhancer? yes maybe that's the same thing coz in my card GUI one can define settings for any .exe file on the system too. Good you got a head start from your flight sim tweak experience then Re: the cursor mod, please excuse if I'm being overly simple or patronising but it looks like if you have an explode folder that is empty then you haven't exploded anything to mod yet? if that's correct, follow the following, if you follow go to cmsf/data folder and find the first .brz file; COPY it and paste it into the INPUT folder in the RezExplode folder. double click the rezexplode.exe a exploded folder will soon appear with all the folders and moddable objects contained therein. make a folder called Z in the main CMSF/data folder. once you've modded whatever you want, copy it into that Z folder good luck
  2. Man that was drole and a well made point. I'm in awe that CMSF is so darn well priced [i'd say 'cheap' but don't like the negative connotations of that] and troubled that there are complaints as to the pricing. CMSF was the first game I ever bought from downloading a demo, back in Oct/Nov 2007. Since then I have felt heartwarmed at the constant input from BF in its development and the integration of the user base with that process. CMSF has been the only game I come back to again and again; I dabble in X3 and Oblivion too and a bit of time in DropTeam coz that's a lot of fun but keep on coming back to ShockForce. Now look at the pricing of those other two - from memory when I bought them they were around $60 - $70 each. OK, very pretty and indepth but ultimately CMSF keeps me, and at half the price. I think when I bought CMSF retail it was around $30 or something; I would've been happy to pay twice that just on the demo. IMHO CMSF is an absolute bargain [as was Dropteam] and to get a CD from the US to Australia some 3 days after ordering just blew me away. Battlefront has my vote on many factors, not the least of which is astounding valiue for money, consistent development and rapid ordering.
  3. You might try adjusting the Nvidia card settings from the nvidia control panel - I put some settings up on the forums a while ago that made a heap of difference to my performance - maybe they might help? Depending on what O/S you are running - in Vista you can find the exploded file under: C:\Users\YOURUSERNAME\AppData\Local\VirtualStore\Program Files\Combat Mission Shock Force\Mod Tools\RezExplode\exploded\bmp\user interface\cursors
  4. Well, the ingame cursor is in the exploded folder so that can be modded I guess but whether that would affect the response I kind of doubt it. have you tried testing: 1-Turning shadows off? 2-Turning antialiasing off? 3-set textures and models to fast/balanced see if all those at the same time make a difference. EDIT- simultaneous post with Slug - so yes, what he said
  5. Thanks mate - that's amazing coz i couldn't get my file size down without too much compression artifacts with WMM so went to virtualdub and xvid - hmm; maybe youtube compresses xvid differently then to WMM files. Much beard stroking to ensue..appreciate your info, thank you.
  6. Yes Cpl Steiners vid was sooo clear [Thanks for the feedback CplSteiner - glad you liked it, and got touched by Neville ]; What codec did you use Cpl.Steiner? I used Xvid but youtube still seems to have compressed it a lot. And was odd coz it was a 640 x 400 res but still doesn't option to high quality - what was your rez? if you don't mind me asking that is.I'm wonderring what triggers the ability to have the HQ setting on youtube?
  7. Yep sorted mine too thanks Moon. BTW - nice vid Cpl Steiner, very choice:)
  8. Oh OK, I thought I clicked on that last night but will give it another go, thanks Moon EDIT - I just tried again and it said approval is pending? Maybe in the pipeline somewhere. It's under missinginreality with youtube too.
  9. Another AAR to add to the collection for the competition; yes, i second Cpl Steinerl, don't expect to win but it was heaps of fun making it. It's a small village scenario of my own making; think that was the most fun part Couldn't figure out how to get it into the group so here's the links: Part 1 Part2
  10. Gee Moon; don't know what you're doing about Oz customers then, maybe you got a secret CD duplicating plant down the road coz I ordered a hardcopy of Dropteam aswell as download and got it in like, 3 days or something [the hardcopy, not the download.] I was qwell impressed.Awesome That's almost as long as it takes me to get an express post from out of state sometimes.Good on you guys, you're doing a great job.
  11. yea, Rl stuff has to take priority for me and just happens the last two weeks have been things having to be done on those days. Rest assured I do endeavour to make it though. if it's a good time for anyone else Saturday nights here are usually good times for me - anytime around GMT 0900 - 1500 on a saturday if anyones up for it. I might just drop into the server tonight between those times and have a look see anyway.
  12. :eek: Oh man don't do that; the sunday time is awful for me at least when I''m around i can make the Thursday morning/Wednesday night time; no way can I get up THAT early on a Monday even for DT!
  13. yea will be sad to miss it as missed last weeks too but hopefully next week'll be able to make it. Pop a couple of bots for me hey
  14. Hi Folks, Sorry can't make the Wednesday Night Fight this week, stuff to do that needs doing. Hope it's a good one
  15. That's odd coz the tests I ran yesterday were based on that surmise and it seemed to work, just not very obviously. Still as Charles said, upcoming patch will be able to see a greater difference. Nice one Charles, cheers for that.
  16. The manual reports the differences between FAST & QUICK for troop units as affecting likelihood of returning fire, stopping to engage a spotted unit, spotting and awareness ability, changes to direction etc. Rather than governing actual speed. EDIT - I just ran a few quick tests and whilst the results aren't startlingly obvious there is a slight difference in awareness and determination to get to the last waypoint between QUICK and FAST units. Also spotting is marginally better when QUICK'ed rather than FAST. This is slightly more noticeable when units are given a cover arc - FAST units are less likely to spot than QUICK
  17. I think I'm GMT +9 at the moment [forget coz the clocks change around but yes, I'm pretty sure it's +9) and pretty much any day and time is good for me. Except between midnight and 9.a.m. Be great if there were extra games going on.
  18. I'm in Australia and the Wednesday night is a good time for me coz it's 9.30 Thursday morning here [oh the joys of working from home ] - though sadly the Sunday night doesn't work for me; well, I guess it would if I got out of bed with the kookaburras!
  19. Sounds like excellent deep work Malakie; sadly in answer to your questions: 1- Only way is to use the biggest brush and paint the whole thing 2- Just to save the map as a base map BEFORE you add all those things then re-open it and re-save with the different elements added. Though can get confusing! 3- Nope coz the map itself is an integral part of the .btt scenario file but would be sooo handy if there was, even if height maps could be imported, a point oft raised in the forums, or fora perhaps? Good luck with it all MiR
  20. Ah! My apologies Combatintman, I misunderstood; indeed that would be frustrating for you to have to wait 45 mn to see if your AI is working. If it's any help, my way of testing AI is to have a second rough test map with the main red ai units on and a few blue units scattered in viewing positions set to short cover arc and hide and 'accelerate' the ai times, set them very short and close together so i don't have to wait. that way at least i can see the bare-bones movements are getting in the right place.
  21. Indeed yes,minarets and "T" wall segments gets my vote too
  22. Ha - yea I found that out about Jung the other week!
  23. A couple of points from this thread, though I may be in error of misunderstanding; 1 - if you manually place opfor units on the map in scenario design that is where they will end up, however if they have an AI set-up zone this will override your manual placing; though note above post that the AI zone needs to be big enough to accommadate. 2- the after 00:00 and before 00:30 isn't minutes it's in seconds, so you don't have to wait 30 min to see if the AI plan is working, just 30 secs. PS I d/l'd your file to have a look at but it's a baked scenario so can't open in scenario ed. If you still need some help can you re-upload the unbaked version. Cheers
  24. Hmm, I'm wondering, if BF did provide a generic blank cuboid and [a big IF here], flavour objects could be placed in the 3rd dimension too, we could then go about building our own concrete block/hesco walls, tank barricades etc. Although I am aware that in the strategic environment as depcited by CMSF some of these things would not be in place, we could still stack containers, block walls etc. Replete with goats
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