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Gryphonne

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Everything posted by Gryphonne

  1. Thanks for the info there Steve. Looking forward to the new UI! Is something like this planned for a next title (like, BOTB) or a module of CMBN?
  2. I find one of the most annoying "features" of this UI, to be the many clicks you need just to get the information you want. Also, all the different panels with protection, ammunition, damage of vehicles should be visible *at a glance*, as well as all the orders for that matter, and not requiring an extra number of clicks. This UI is totally unsuited for larger RT battles in its current form. It's clunky, it's slow; and as Womble said, just because people get used to something, doesn't mean it's necessarily good. Throw in the clunky camera controls and during especially intense RT engagements I find myself cursing the interface of this game, definitely not enjoyable. It might have been more enjoyable if there wasn't such a thing as RT (Thus, WeGo TCP/IP), but that's another story. Luckily, the old hotkeys make this endeavour slightly more tolerable, but just slightly. The sooner a UI overhaul is done, the better. For the good of the game.
  3. Print screen doesn't work with win7 (i'm assuming this because XP doesn't give you a black screen) because it overlays full screen applications or somesuch. You have to use Fraps instead.
  4. I just tested this on elite, I don't see the strange lines. And I can't recall seeing them before anyway.
  5. very nice I see you've been modifying the foliage as well to make it reflect light better
  6. Another comparison: stock: http://img577.imageshack.us/img577/6384/cmnormandy2011052617441.png mod: http://img94.imageshack.us/img94/3289/cmnormandy2011052617465.png what do you guys think?
  7. we could use a better speech mod for the germans! some of the german soundfiles are not so good
  8. And in the pursuit of more realistic lighting for the trees, experimenting with the way trees reflect light irl (exposed areas really GREEN-ish; rest darker) stock http://img861.imageshack.us/img861/6874/cmnormandy2011052617435.png modified (also modified the grass + "background" grass; that stuff was really annoying me) http://img703.imageshack.us/img703/6521/cmnormandy2011052617471.png like so:
  9. Got mine in Amsterdam, Netherlands too, no taxes, no damage. The steelbox looks great! Can't wait to fill out the 3 empty spaces inside it Thanks BFC!
  10. that kind of defeats the purpose ammo bearers
  11. Is it possible to number ground tiles by the way? so that you can have multiple tiles for say, grass? maybe that way we could also introduce some variety?
  12. This is exactly why - when playing a sort of competitive QB - I would opt for bigger cats instead of a turretless box without any real protection. In addition, the JPzIV is only 20 or so pts more expensive than a StuG III, and the JPz IV has much better protection from the front. However, the JPz IV is also 40 pts less expensive than a Panther or Tiger, so while i'm in a shopping spree those cats look very tempting. Naturally, 2 Panthers vs 4 Shermans on a normal map isn't really enjoyable for the opponent. Also, the Marder is 110 pts and the 20mm recon HT 103 or something? What gives?
  13. I've had an FOO with perfect line of sight to target (unsupressed) and LOS to the spotting rounds, miss all three spotting rounds (on board mortars), then call in FFE resulting in my artillery hitting absolutely nothing 200m away from target. Surely in real life he'd be able to adjust a bit better I hope? :')
  14. I was toying around with the QB options and encountered some weirdness in the pricing of vehicles. Could anyone care to explain why a StuG IIIG is more expensive than a 76 Sherman (rarity aside)? The StuG is almost as expensive as a Tiger, and we know it's more beneficial to buy a Tiger rather than a StuG The StuG is approximately 290 pts, whereas the Sherman comes in at 260 and the Tiger at 350. I don't get it. Surely, this can't be a rarity question as tanks now have their own seperate rarity rating too? Besides, in CM1 the StuGs were about the cheapest armor you could get in the German inventory. They were overpowered then with the 80mm homogenous armour rating and underpowered allied guns, but in this game? they are fairly easily countered from the front and don't have a turret. So, any takers?
  15. The colours are ok, too bad the lighting engine doesn't adjust the reflection of light on the trees. They should be much greener at noon at this distance... this results in quite a stark contrast between trees and terrain when you desaturate the terrain, which of course shouldn't necessarily be the case..
  16. Sadly, the rendering engine is a bit primitive, besides, what you are seeing is a natural effect because of the nature of the textures. I'd like to see some bump mapping ingame actually, makes everything looks less flat too and might take away some of this "static effect" in the process. I for one _really_ hope they will improve the graphics engine a bit and make it more 2011 standard.
  17. Best comparison would be at noon (approx 1300 hours with the sun at its highest point), you have a screenshot of that? EDIT: oh yeah, and without the fog, just clear or "hazy" conditions.
  18. I've been wondering on how to improve the terrain in CMBN lately, and I heard someone speak about atmospheric depth of colour, thus adding a blue hazing/fading. Now I've noticed this is already possible with a "thick haze" weather effect. Is it thus possible to add this effect as an option to the game without affecting anything else? I think the atmospheric depth would pull the colours together in the distance and create a far more natural effect? Also, i've tried modding the far away textures by adding hints of cyan/blue, but this doesn't really work as the cutoff for the textures closeby and in the distance is too sudden. Perhaps you guys could also add an "ultra" setting to the graphics which forces the terrain lower lods even further away? some very powerful machines would probably be able to do this anyway. Regards, Gryphon
  19. I can't find your Germans & 2nd Ranger mod on the rep, correct? EDIT: never mind, i'm blind
  20. Oh well, too bad Thanks for the reply anyway Steve
  21. I'm contemplating but I really need to figure out what look I'm aiming for and try to keep it "tied together" ingame. If I'll extensively modify all sorts of things, vehicles or infantry might seem out of place.
  22. That effect is extremely subtle yeah, but I do like it I myself just wanted to get rid of most of the limeness in the grass. The color may be on par with actual pictures of Normandy, but it doesn't "fit in" somehow. I simply wanted the grass to be a little greener
  23. I've a very quick & dirty mod to the grassy terrain in CMBN; trying to remove the extremely limish green look when the sun is high up in the game. If there is interest in this mod I'll upload it to the rep. In the meanwhile I'm planning a larger re-saturation/re-color mod for the terrain but nothing set in stone. Anyway, let me know what you think. http://imageshack.us/f/9/grassystuff.jpg/ Below is a small picture from an empty map in the scenario editor for comparison. The time is 1300 hours.
  24. I was wondering if you guys would be able to include an option for transparent foliage. In the same way occupied buildings are transparent. I love the tree trunk only function of woods now, but you lose a lot of the detail that way. So, is this a possibility maybe?
  25. Yadda yadda big trees respect. I'm not buying that a 10kg+ chunk of metal travelling at approximately 500-800m/s is going to get stopped dead by a tree or small branch. That may be true for a seqouia or some ancient forest, but definitely not for 90% of the European trees typically found in the countryside. IIRC there was also a US training film on the effectiveness of .30 cal ammo, needless to say, the bullets went straight through a typical tree with ease. Now try a 75mm AP shell or even a .50 cal. On top of that, we had wooden pillboxes made from typical logs in CMx1, these were penetrated by pretty much everything. So why not trees now? We continiously discuss armor penetration on this forum and are not amazed that some AP rounds can penetrate up to 10 centimetres of armor or more but some people suddenly believe a tree with less than ten times the density is going to pose a problem. It might throw the projectile off course, but it's not going to stop. Sometimes I don't get you guys
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