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missinginreality

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Everything posted by missinginreality

  1. Beautiful, got it, thank you. The search function couldn't find it by name for some reason.
  2. There's a readme file in the mod folder, but if you make a Z folder in the cmsf/data directory and put stuff in there it'll be read.
  3. Stuck already Can't find Palmyra; got Al hawl no worries. can you let me know the lat/long of Palmrya? Cheers
  4. For sure, will do mate. Will have a look at Google Earth tonight and find some likely looking places.
  5. oh man oh man oh man i gotta get that. Along with some of that Arcturian poontang Yup Colonial Marines setting would be the go for me.just the right mix of old vs new y'know? And orbital strikes to boot hehehehe. As long as AI arty WAD's !
  6. i used to play the boardgame of Aliens after being such a huge fan of the series [though 3 and 4 were a bot of a let down]. What I liked about Aliens [the second one] was the juxtaposition of SF and the marines - like, a funky drop ship combined with a wheeled grungy APC, projectile weapons not beam weapons, basic helmets but sci-fi video coms, simple body armour, that kind of thing. i reckon a marines based thing like this would be fun but also tactical too.
  7. They'd still have a polgon count though even if they were doodads. Curvy surfaces like cars and tractors and things would be especially high. Boxes like shipping containers and sheds would be simple and not add to the count so much having only six faces but even a simple low res wheel would have to have at least 32 polys not even taking into account the bodywork so even if the static vehicles aren't moving or useable except as cover they'd still proportionally add to the poly count of the game. Edit..PS and then there's the texture's ontop of that: again even static objects like doodads count to the load on the graphics card. The humble pick-up textures are around 4.5Mb uncompressed texture files so for each different vehicle that's another wad of texture memory being processed too. Still, all that said it'd be great to have the option of adding in more static civilian vehicles, especially big things like trucks would make awesome cover and eye candy too.
  8. Yes at times I notice significant slow down periods; specifically I can remember the campaign abandoned airfield map - had artillery, a few smoking vehicles and a big firefight going on and the MG rounds were sounding every second or so on WEGO and the clock was running about half speed. Running Intel Centrino Duo T7100 1.8 Ghz 2Gb RM Vista Home Premium Nvidia GeForce 8400M GS Driver 7.15.11.134 22/05/07
  9. Hmmmm, much chin stroking and sage-like nodding..well, I WAS sure about it but a niggling doubt nagged at me after FightingSeabee's post so did more testing and found an interesting thing re small arcs. I moved a squad around a corner towards an Opfor squad. HUNT command, short arc. Yes they definitely spotted all the Opfor units outside of the arc, the small target arc kept them from engaging BUT the small target arc also kept them from responding as per HUNT so they just kept on walking, not engaging the enemy outside their target arc nor stopping so it all ended very ugly.
  10. Nope. They still engage on contact and ignore the HIDE and HUNT with small arc restricts the area they concentrate their HUNT on. A dedicated MOve to Contact especially in WEGO would be most handy.
  11. Well I learn something new every day. I realised GIMP support for .bmp alphas was new but didn't know it wasn't available in photoshop till v7. Thanks guys.Yep, .tga would've been a good option hey.
  12. Ha. It's funny you should bring that up coz I was playing a small-action scenario last night, little village up in the mountains, predawn probe, no wind and 2 of my strykers popped of smoke under retreat and for minutes i couldn't see a thing unless i was locked to the units and even then couldn't see where they needed to go. Momentarily annoying then i realised just how intense and real this made it all; thick brown smoke, gunfire going off, guys running madly around not knowing which ways was up; best thing to do was sit tight and HIDE for a while until I got my bearings. yes it made things a lot harder to see and order but as gibsonm said, isn't that the whole idea?
  13. How about that!? I never actually tried to drive through them coz in my head it was a blocked road so always went around them. The old Jedi mind trick hey
  14. Admittedly it takes a bit of patience to build a roadblock but it looks OK IMHO in the end and does the job at blocking the road too.
  15. Hey TC, I'm curious what you said about photoshop not working with Alpha's and GIMP can coz a bit back we were talking about Alpha's on windows bmp files and someone wasn't able to edit Alpha channels with GIMP. Tho I've never had a problem with Photoshop. Do you mean you can't see the channel in Photoshop or can't edit/save it with the .bmp?
  16. One thing I noticed is in WEGO I can't get troops to disembark prior to the vehicle's movement order, they always wait until the vehicle has moved even if the vehicle is paused.
  17. If you've installed 1.06 you'll see a folder in the main combat mission directory called ModTools, in there is a read me file which explains it all. [if you're running Vista the rezexplode and rezpack are hidden away in your virtual store folder -Users/username/appdata/local/virtualstore/programfiles/cmsf/] run rezexplode and it'll make a series of directories in the rezexplode folder full of things. under the bmp/textures folder you'll find images which you can edit and save into a new folder in the main game/data folder. Follow the naming conventions of the files and make sure the new folder you make is the highest alphabetically in the data folder i.e call it Z. Then search for Mod on the forum and you'll find heaps of advice on sequential numbering of things like buildings and uniforms and stuff. Just play around with your own ideas till you get something you like. Someone also gave a sage piece of advice when retexturing stuff is to build a grid map over the texture then take screenshots so you can see which bits of texture correspond to the model, that really helps. Good luck and hope you have fun.
  18. Am concurring with Darkmage & FightingSeabee here that Hunt is pretty much an advance to contact routine especially if used with a selective target arc. Especially since 1.06 Hunt with an arc provides good intuition to WEGO orders. edit.. ohp, sorry I just read the "hold fire" bit which would cover the hunt and hide option which i shall now, to make up for my overzealous and unfounded concurring, dutifully go and test edit2.. excuse the crumbs from humble pie; having playtested numerous options there is no actual "advance to contact then hold fire" possible. Which is a pity coz it would be most useful. The short target-arc effectively limits the search aspect of the HUNT so the units hunting don't spot until they reach the target arc. And whilst Hunt works really well, the units Hunting will stop and go to ground immediately but will, even if given a HIDE order, open fire. [ February 25, 2008, 03:22 AM: Message edited by: missinginreality ]
  19. I've also found that you can just use the PRINTSCREEN button this way: start whatever image editing software you use, or mspaint or something to paste into start CMSF Alt-Tab back to the paint program then back to cm:sf CM:SF now runs windowed. Hit the PRNTSCN button when you want to grab Alt-tab to the paint program and press new then paste Alt-tab back to CMSF.
  20. Might I humbly ask what the issue is? As in, why can't AI artillery drop mid-game? Surely if the AI can make reinforcement units appear at a designated point at a designated time it can do the same with artillery? Even if it's just a simple unloading of all they've got onto the painted support areas in order? I realise there needs to be an FO or similar in LOS but could this not be fudged in the same way that the opening bombardment just slaps down at a predesignated point on oopening surely the time could be changed to something user-definable?
  21. I wasn't clear sorry. i meant well found as in well found how to get a plain background and get rid of the generic sandy base under the board. Wasn't saying you well found a bit of black
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