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missinginreality

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Everything posted by missinginreality

  1. I just sent a couple of PBEM savegames to one of the betatesters to have a look see on this
  2. Whilst this is an old post, I just got marines yesterday and noticed this too? Is it a texture thing?
  3. Hoolaman, can you check your PM, your email isn't on your profile so can't send you the savegames.
  4. Would kind of be like one of those big wall operational maps you see in the old WW2 films I guess? Wouldn't it be just a matter of moving counters across the board on that level? Have it as a web-based graphic that is updated as and when battles happen with AAR's on the site etc. rather than needing any kind of coding or software behind it? But people and brains yes indeed, to make the scenarios as they come up.But if there were two sides played by humans then that'd make things a lot easier hey? There'd need to be a "dungeon master" or two or 10 to run the behind the scens stuff obviously.
  5. Nice one - maybe if the scenarios were designed "on the fly" so to speak? e.g when two opposing units move into a hex together that would generate an "on the fly"scenario? others could be "hidden"in hexes that only the master planners know about e.g UNCON scenarios etc?
  6. Nice idea - happy to put in some time, sounds like a great idea. Kind of like Falcon4 Allied Force; the forces are planned and moved around on a big overview operational map and the player chooses which ops to fly himself, the outcome of which directly affects the campaign. From a CMSF point of view this could work HUGELY well. Kind of like a ladder tournament in a way. Players choose which scenario they want to play that re in current "hex range" of their units and the results each turn are shown on a big overview map. Each hex could have a different scenario assigned to it.That way one wouldn't need to code a huge campaign as one file, just lots of different scenarios and the masterplanners could then send the next scenarios on.Would probably need a dedicated website and someone to upodate the map after each battle and distribute the scenarios to players.
  7. Just wondering of this has been or in process of being addressed in 1.11? Have just seen it happen twice in PBEM with two teams taking 3 javs out of a vehicle only to see that next round they're only carrying 1? Though all are gone from the vehicle.
  8. Seconded Apocal - in PBEM or WEGO it's a bit of a time-waster to not be able to issue an Acquire order until the unit is actually in the vehicle. I would certainly like to see Acquires be stackable onto embark orders
  9. Thanks Chops; I realised as I was just playing that's what it was, always pointing to the facing direction.
  10. Well, the coouple of time's I've used it specifically is to check wind direction for deploying smoke, to make sure it blows in the right direction
  11. Scipio that's a darn good suggestion, a scalable underlay map for copying off would be well handy. Wouldn't even need to be scalable though actually. just make sure the resolution of the map matches a predetermined resolution to the map scale then import
  12. Red end always points north I think, so when the red end and the 12 o'clock position on the compass are aligned then you're facing north
  13. hey bardosy, see the long and onvolved thread on alphas in this forum - the humvees alpha channel is a 60% grey alpha across the whole image - make sure you save as 32bit bmp RGBA format bitmap.Thus it'll only look semi-transparent in-game. Regarding the turret shield, this is modelled so it cannot be removed however if you paint an fully balck alpha channel on the humvee base texture where the turret is it should, in theory, disappear to some extent. Hope that helps. [simultaneous post with pinetree]
  14. 152 as you know the only way I got into DT was through the demo; I think it gives a great taster for the full version; I must've played that one map so many times. It'd be good if demo users were allowed a limited time or something to test out for internet play maybe so they can see that side of things as it's a whole different, and more fun, ball game.
  15. Hi Scipio, I had a look at this with a new "flames" texture and confirm that the greysacle alpha using white/greys/black works OK when saved as 32bit RGBA.See screenshot - I don't think it's so much the way you're saving as the softness of your alpha channel. This is a quick and dirty flame but the edges of the alpha are still 'soft' greys. Did you try with the blur on the alpha channel? Maybe you could post an in-game screenshot so we can see what's up? If I'm understanding correctly, the fact that it looks smooth edged in Gimp is coz it's being previewed against black background maybe?
  16. Scipio I read somewhere that bmp is faster than tif to render so maybe that's why? Would be good to get a clarification on it from the devs though
  17. HI Folks, long time not been around, but dropped in last couple of Wednesday nights for 20 min or so and was all quiet. Will try and give some notice next week, just forgot till the last minute today. Duh!
  18. Hmm I've not used Gimp - but in Photoshop it has a separate Channels tab, separate to the layers - you'll have a Red, green, Blue and any additional channels as alphas. In Gimp it's under Channels dialog [FILE/DIALOGS/CHANNELS]. SEE http://docs.gimp.org/en/gimp-channel-dialog.html Clicking on just the single channel will only apply any transofrmations you make to that channel only, so click on your alpha channel to select it by itself then apply the blur to that.
  19. Aye indeed mate, that's the stickler in any red plan - their loose grips on their bowels and weapons
  20. Damn it, when Sarge said he'd "be on my back all day long" I didn't think he meant literally.
  21. RSSC - when you say "that scenario is porked" - are you referring to Al Huqf? If so, at first [second and third] playing as red yes indeed, I got nailed righteously every time; but, a change in tactics and understandings has secured consistent victory since then. And little of it was to do with knowing the AI and more to do with tactics and strategy. The main point I found was that Syrian regs vs US in buildings aint going anywhere; only thing to do was get into places where I could catch them running between buildings; get the BMP well hidden down the side of the map catch them unawares and take out the bradley broadside as it came through. Hide one of the platoons well away from the objective to take the Blues from behind as they moved in and another squad firing across the main route of attack. Sometimes it was a draw but it's never been an out right loss since then. Al Huqf is definitely possible from Red, just takes a lot of patience too; there were times when I was sitting twiddling my thumbs in good positions waiting for Blue to walk into the firing arcs; tempting to move to get a better position but getting caught out in the open would've been the end. anyway, just wanted to say not to give up on that scenario; it's a great little MOUT op and I find equally enjoyable from both sides.
  22. hahahahhahahaha man I am dancing here - nailed it OK, oh wow, it's such a simple thing! Check your alpha on the file you sent me - see how the edges of the black aren't anti-aliased? That's all there is to it!!!! I'm guessing the bmp alpha channel can only be black or white, nothing in between. OK, that goes against the explosion bmp files however, but they probably use [i'm guessing] and overlay mode when drawing so it'll work OK. But for some reason the uniform textures are just drawn one on top of the other with no compositing, hence the alpha is only recognising black and white and anything in between stuffs it. So, when drawing selections for alphas on uniform textures don't use feathering or anti-aliased selections; it means jagged edges but small price to pay and anyway hardly noticeable. Man I am stoked OK, really have to do some work now
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