Jump to content

Buzz

Members
  • Posts

    7,510
  • Joined

  • Days Won

    1

Everything posted by Buzz

  1. Finally “Buzzed” the Bolshevist's with a T.V. in my late summer counter-strike(s) ... meaning it only took me four attempts to take the train yard and the marketplace Masterful scenario design and detailed mod tag combination made for an elegant and enjoyable battle each time. Elite RT with pauses and an abundance action was difficult for me in RT. I would recommend this scenario playing Railyard at Pitrovsk' in WeGo. Enjoy the well made and unique features of catching the train. Recommended scenario. Thank you Juju, TanksaLot, Umlaut, Kohlenklau, Ultradave and Mjkerner.
  2. "...there is a certain amount of war gaming ecstasy that can be derived from watching your preparatory plan blow up half the map..." Don't give up that Battle ecstasy It is just fun to let the fly boys have at it in a "test" set up. Not realistic or historical but can be satisfying after a hard day;) "...it's generally better for the scenario designer to model the effects of assumed preparatory strikes on the condition of the defense at start, and go from there. Sometimes it's appropriate to include a couple of modules of heavy support that can be assumed to represent the last bits of the preparatory strikes as he attack starts.." A most reasonable and enjoyable design idea YankeeDog. "...designate certain indirect support assets as "Pre-Planned" only....not be to include whole 40 minute+ prep plans with dozens of guns and/or planes, but rather to give the SD the option of including the very tail end of the prep strikes -- the last phase of the gun fire plan, and/or the last few aircraft to make their attack runs." Superb suggestion YankeeDog. Should be on a "wish list."
  3. Now I am jealous CMBN & CMFI v3.0 Mac upgrades are gonna be great fun!
  4. You are in all likelihood correct Sequoia. With CMBN & CMFI v3.0 Mac upgrades soon to be delivered and the CMRT patch I will have plenty to keep me engaged for a couple + months. I will keep telling myself "Black Sea" release mid October as a placeholder
  5. A lot of us following this thread are ready for the new modern CMBS release party. I figured George MC would be designing scenarios but it is great to hear it from George himself. Thanks for the update. Looking forward to more Black Sea shown in Chris's live streams. Sequoia's "Black Sea" release prediction Oct 15th.... based on CMx2 dates and averages. That is only 2 more months!
  6. Sounds great. The Mac folks are awaiting Phil's programing artistry to bless the CMBN & CMFI v3.0 Mac upgrades. "very much prettier vineyards with very much faster framerate..." calls for a fine few fine vintages and some Hot Mustard;)
  7. From the PC 3.0 responses 'you done good' Phil Mac 3.0 work is "a good thing" Carry on.
  8. If you got icing... you know you need Toggle intro video, War Movie Mode ON and...
  9. Steve,"...price only influences purchasing decisions when price is the primary decision point. If the product itself is the decision point, then price comes later.... We've been around longer than pretty much any other niche market game developer and longer than the majority of mass market game developers. The two reasons for this is making a quality product and knowing how to be sustainable at doing it." Satisfying summary of market dynamics.
  10. I want one for my front yard:D I got a great spot for by a thick cluster of trees on the deep end of the pond. Couple of acres from there to the dirt road road so it would not scare the live horses that pass Outside CMRT but maybe CMSF-2 ? It was reported that Mr. Al-Baghdadi & ISIS use motorcycle couriers extensively to avoid communication detection. So if motorcycles are modeled ... MikeyD "If people were willing to accept the absolute bare minimum for horse draw carts BFC might be able to do them *cost effectively* - rigid horse/cart models without animations that move slowly along the ground like vehicles. But I suspect they'd be roundly condemned rather than praised for making the attempt." You know if some whine about new features in a 3.0 upgrade they won't settle for less than the Queens Carriage with a 50.cal and assorted Royal Calvary at the ready with lances.
  11. RT - pause-free is about as 'realistic' as CM gets. RT - pause-free is the most fun and functional in smaller force / map size scenarios. RT - occasional pauses allows one to play a little larger force map mix. RT - occasional pauses and game saves makes for even larger force map mix. RT - unlimited pausing = god like micro management but could be very tedious w/o the benefit of WeGo replay. I would not play some of the huge scenarios and force mixes in RT as it would be overwhelming. WeGo is the way to go in those setups. As for spilling the beer I have manged that w/o frantic clicking In RT - pause-free smaller force / map size scenarios, I go with the flow. If my troops get annihilated I start the scenario again and try to do better. I accept that I am going to have losses and do the best I can. The 'flow' of smaller, RT - pause-free scenarios is liberating and often instructive... for me.
  12. "The most optimal setup might be multi-multiplayer real time with restricted views." Would be awesome but if RT rewind is a long way off.... multi-multiplayer real time is a very long way off.
  13. Do you get the ... hosting nurse-pilot parties... feature in CMBN v3 (err, v2.20).... for $10 "... MOST, if not ALL, of the air support used in NWE during this time frame was totally uncoordinated with the ground commander.....The modern FAC/JTAC party did not exist." Nicely done Ken. I really enjoy watching Air POWER arrive "I'm gonna light 'em up!! Talley-Ho!" but the reality in much WWII was as you have described. Modern CMSF CMBS has much better command and control but it is still possible with all the tech today to light up!! friendlies The nurse-pilot parties... feature is in the Mac version... I hope
  14. Looking forward to your scenarios Combatintman. Thank you.
  15. Steve, “Unfortunately RT rewind is not going to happen any time soon, though due to the desirability to have it I'm not going to say "never". Even if Charles tells me "never" I'll keep checking as we go along. Adjusting WeGo turn time isn't something we're interested in monkeying around with. It also doesn't do anything for RT so no relief that way either.” Rewind for real-time game play with the added feature of slow-motion and fast forward buttons would be outstanding. The time buffer in seconds should be at least 10 seconds but more is better. Would this rewind for real-time also allow the player to change unit orders as well? RT vs WeGo YankeeDog’s full post is spot on IMO but I will only quote this portion, “IMHO, the most "realistic" way to play CM would probably be something like to play RT, with very small scenarios (say, reinforced platoon-sized at the largest), but NEVER allow yourself to pause, and only allow yourself to use viewpoints locked to a unit at camera levels 1 & 2. Still not exactly completely "realistic" combat simulator, but playing this way does give you some appreciation of how difficult it is to maintain overall situation awareness in high-intensity combat.” YankeeDog is correct. RT, very small scenarios, no pauses, unit at camera levels 1 & 2 is exciting and challenging. If you have not tried playing an appropriate unit size /mix and map size, CM scenario in this RT manner, you should. It is a refreshing CM perspective. Things happen fast and furious. I appreciate the challenge to maintain overall situational awareness in high-intensity combat. My CM titles (CMSF_BN_FI_RT) are all played vs AI in RT. When I play with zero pauses my game results are sometimes OK, sometimes disasters. I do not mind restarting a scenario to try it again. It is a challenge for me to keep up with all the action but it is fun. When the numbers of units and map size increases the complexity can get overwhelming. At this point I defer to frequent save files. This allows me to play through as best I can and if / when I fail, I fire up a save file and give it another try from that point. If I really, really want to “win”, I will resort to RT with unlimited pauses… aka god-like micro manage mode YankeeDog, “… in RT a player can use his god-like perspective makes decisions about the moment-to-moment actions of a squad or team with FAR more situational awareness than an NCO would EVER have.” I do not often do this. It is so much micro managing that it ceases to be as fluid and fun … unless I really, really want to “win” in a particular scenario…. then RT with unlimited pauses works. I almost never play WeGo. 99% of all my CM gaming is RT vs AI CM titles have improved greatly in many areas over the years. The WeGo 60” war movie is fun to watch, very entertaining and educational. It is cool to sit back and watch all the mini scenarios happening in a 60” WeGo battlefield. I would probably hit replay many, many times for the entertainment value alone. There is something about the fluidity of RT, no pauses, camera levels 1 & 2 that makes the games feel more alive, more entertaining and challening to me. Rewind for real-time with slow-motion and fast forward and the ability to rewind and change unit orders .. not going to happen any time soon but is on my CM wish list
  16. This is great news Phil. You are going to make lots of Mac players.... :D:D Thank you.
  17. "If it don't have hoses in it ... it ain't "historically accurate." I smokin this 'horse drawn wagons...pull and cannons' Pipe Dream. Now with 'mod tags' all kinds of non animated flavor objects may be possible. Saddle Up
  18. An abundance new flavor objects umlaut much like your modding talents.. an abundance. I would have to carefully study this image and compare to the editor to get a real #. I think I see in the distance... the "dead horse" flavor object will be resurrected
  19. Lethaface is correct. "Its quite easy to maintain a separate 2.12 install and upgrade to 3.0." My experience on my EVO Hackintosh in is this: CMRT Mac on the rips through any huge scenario I can feed it very fast! CMRT Mac looks fantastic, plays fluidly with all settings at Best with GBs of Mods in my Z folder. CMRT Mac has no single story building bug. CMBN & CMFI v3.0 game engine Mac upgrades (not patches) are being developed now. I am ready for CMBN & CMFI v3.0 game engine Mac upgrades when they are ready but CMRT Mac is so good that my limited entertainment junctures are easily filled. -------------------- System Specs: Hackintosh - ‘EVO Black Resurrection’ = EBR Intel Core i7-4770K-3.89GHz not over-clocked in OS X Gigabyte Z87X-UD3H motherboard EVGA GTX 760 ACX 4GB GDDR5 RAM 16GB G.SKILL Sniper Series DDR3 2400 memory at 1600 MHz in OS X Intel 335 SSD 240GB Cooler Master HAF XB EVO LAN Case DELL U2713HM-2560 x 1440 Apple 10.9.4 Boot ROM Version: MultiBeast.tonymacx86.com
  20. Andy 101 - "Thanks for clarifying everything for me Buzz. You're awesome! And thanks for your patient responses to all involved parties....." You are welcome. It is easy to get misinformation and become uncertain about any problem. Knowing the facts helps us make good decisions. I am also ready for the CMBN & CMFI v3.0 game engine Mac upgrades What I predict will be exceptionally awesome will be the new modern game CMBS Modern in all its Mac v3.0 game engine goodness.
  21. Andy 101… ”Red Thunder loads perfectly on the biggest maps and with the largest armies. It feels like a miracle! I've been having HUGE battles, which I've never been able to do in the other games….I was just wondering why that could be? What's the difference between Red Thunder and the other games? “ CMRT (Mac & PC) is already using v3.0 of the game engine. Andy 101… “Now is there something in the programming of Red Thunder that makes it more stable?” I suspect v3.0 of the game engine. CMBN & CMFI were "stable" loading everything playing great before Apple broke OpenGL 2/2014. Jammersix … “Since the system is the same, that sounds like proof that it's not "the system". OS X is the same aka OpenGL broken... but... CMRT Mac is using v3.0 of the game engine. Jammersix … “The game, with appropriate programming, can be made to conform to and run on the system.” CMRT Mac is using v3.0 of the game engine. Just for clarity.... one more time... CMRT Mac is using v3.0 of the game engine. CMBN & CMFI v3.0 game engine Mac upgrades (not patches) are being developed now. As has been posted by many, many, many times before…. CMSF - CMBN -CMFI all had "appropriate programming" from Battlefront .... before..... Apple broke a core feature of OpenGL of OS X in their rush to patch their OS X security hole. Apple was warned that Apple's not "appropriate programming" had broken a core feature of OpenGL and Apple has never completely fixed their fault. Things are better on a stock Mac in 10.9.4 but not a complete fix. Battlefront reported to Apple their broken core feature of OpenGL of OS X and worked with Apple to get them to fix Apple’s screw up. Maybe Apple will realign itself to the OpenGL standards in 10.10 to fix their 36% load problem? Battlefront's new Mac game CMRT, using v3.0 of the game engine works very, very well as Andy 101 admitted.... see above. Mac CMBN & CMFI v3.0 game engine Mac upgrades (not patches) are being developed now. I suspect these v3.0 game engine Mac upgrades (not patches) will resolve the 36% load problem Apple created. As for CMSF…. I do not expect Battlefront to program a workaround for Apple’s OpenGL OS X screw up. Battlefront is finishing CMBS on their work bench now and CMSF -2 should be on offer as at least a v3.0 game engine Mac in the future. Maybe Apple will realign itself to the OpenGL standards in 10.10 to fix their 36% load problem ? Many knowledgeable participants with much greater programing knowledge and experience have posted here about this issue. The cause / solution of Apple's 36% load problem should be very clear by now ... if you read the details of this thread.
  22. In country. Slow satellite when weather is good. No satellite when weather gets real Power just went out X 2 writing this ... but I have that covered contingency covered;) I knew going "In Country" would bring about CMBN / CMFI 3.0 PC upgrades. Consider it my community contribution As for the 3.0 Mac upgrades I may have to wait till work is done here I get back to cable to upgrade.... but keep posting. Great CMBS bones ChrisND. Night vision goggles... Now we are talking Modern! Yes, Changing sound files to 48,000 Khz mono work on many but not all. I tried to rul out the "damage" part by downloading the package again and had the same results. All this was 1.5 years ago so I don't remember all the mods I tried but I was trying to get your vocal mods / radio chatter to work in CMSF Mac. Per waclaw "try changing to mono, the game uses only ambient sounds in stereo." I don't have the correspondence with others re: CMSF MAC sound file formats. I am not sure there is an "official" guide on the specific file format that CMSF Mac needs. Mac guys can explode a base game brz in boot camp. "Here...for the trip. Good luck." Thanks Mord. Can't DL video out here... but Arthur and I did "fire up" .. to celebrate 3.0 PC upgrades
  23. Here you go Mord, Way back from 02/13. CMSF PC mod sound files appear to be in the same format as the stock Version 110.brz files. Sample Rate: 44,100 - Bits per sample: 16 - Audio channels: 2 See this thread. http://www.battlefront.com/community/showthread.php?t=110426&highlight=sample+rate .... convert old voice mods from 44,1 KHz vs. 48,0 KHz sample rate? ---- Per waclaw "try changing to mono, the game uses only ambient sounds in stereo." ---- Buzz used iTunes conversion on "Mord's Vocal Mayhem Mod BASE" files. Converted voice mod to 48,000 kHz,16-bit, but MONO and it worked in Mac CMSF! Conversion worked on Mord's US AFV Radio Chatter as well. *Not every file but most* Next up Mord_& George_MCs_Cuss_Mod_Brits. This did not work so well. CMSF MAC sound file formats may have a very specific file format that needs to be used.... but exactly what it is :confused:
  24. MordBunker HQ has anti curse technology modded into the sandbags And for $10 more... you get to play in the cigar lounge:)
×
×
  • Create New...