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ClarkWGriswold

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Posts posted by ClarkWGriswold

  1. That was a thrilling AAR. Very, very fun to read with lots of twists and strokes of luck influencing the battle. I really enjoyed the way you commented the screenshots, and putting the names over the units was extremely helpful, both in keeping track of what was happening on the battlefield and in getting to "know" the units. I actually found myself rooting for Contini and Calyn, and was really bummed when Denney was hit.

    Great stuff!

  2. I downloaded the demo earlier tonight with great anticipation. It finished in about an hour, and I installed it to my semi-ancient MacBook Pro (2008-ish model, Core 2 Duo 2.16 GHz, 3GB memory, Radeon X1600 128MB, running 10.6.7). Opened the readme to find out that I don't meet minimum specs (2.2Ghz, 256MB VRAM). Kinda wish I'd known that when I preordered. Figured I'd give it a shot anyway, and that the worst I'd get is a "you don't meet minimum specs" message. Everything seemed to work okay. I got the main screen, picked Busting the Bocage, chose Veteran difficulty and turn-based, read the briefing and designer notes, etc. When I clicked OK to begin the mission, my computer froze. No mouse movement and no response after several minutes, though the background sounds (Yes, sir!) kept playing.

    I have a lot of crap installed on this machine, so I figured I'd give it another go without anything running in the background. Cold boot, log in, and turn off everything I can think of. No Time Machine, no Firefox, no utilities, etc. I even plugged in an old school USB ball mouse instead of my fancy wireless keyboard and MightyMouse. Tried the demo again and the machine froze at the exact same spot.

    Cold boot again and check out Console. I see the following:

    
    5/11/11 May 11, 11:52:12 PM	[0x0-0x24024].com.battlefront.CMBN[265]	Impl_Render::render >> url [/Applications/CM Battle for Normandy DEMO/Combat Mission Battle for Normandy Mac DEMO.app/Contents/Resources/UI_HTML/onStart.htm]
    
    5/11/11 May 11, 11:52:12 PM	[0x0-0x24024].com.battlefront.CMBN[265]	QWebInspector: QSettings couldn't read configuration setting [resourceTrackingEnabled].
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	render::render(650, 505) >>
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	render::render <<
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	resolveMainExeImageBase >> Searching for main exe [/Applications/CM Battle for Normandy DEMO/Combat Mission Battle for Normandy Mac DEMO.app/Contents/MacOS/CMBN](0/120):  name [/Applications/CM Battle for Normandy DEMO/Combat Mission Battle for Normandy Mac DEMO.app/Contents/MacOS/CMBN] baseVA [0x100000000] slide [0x0]
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	 >>> Got it! <<<
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	 Patching OEP >>...done!
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	Module [/Applications/CM Battle for Normandy DEMO/Combat Mission Battle for Normandy Mac DEMO.app/Contents/Resources/Modules/CMN Bogus Module.exe] not found
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	mkdir: /Users/XXXXX/Library/Application Support/CMSF: File exists
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	Executing cmd [ln -s "/Applications/CM Battle for Normandy DEMO/Combat Mission Battle for Normandy Mac DEMO.app/Contents/Resources/Game Files/" "/Applications/CM Battle for Normandy DEMO/CM Battle for Normandy Game Files"]
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	ln: /Applications/CM Battle for Normandy DEMO/CM Battle for Normandy Game Files/: File exists
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	Displist WAS (trash) = 0
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	Displist IS = 1
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	Displist WAS (trash) = 0
    
    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	Displist IS = 2
    
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    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	Displist IS = 3
    
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    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	Displist IS = 12
    
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    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	Displist IS = 47
    
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    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	Displist IS = 48
    
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    5/11/11 May 11, 11:52:16 PM	[0x0-0x24024].com.battlefront.CMBN[265]	*** process 265 exceeded 500 log message per second limit  -  remaining messages this second discarded ***

    Note that I get the above messages BEFORE I ever click "GO" to start the mission. I verified this by going all the way up to that point, then checking the Console messages.

    Any idea what the problem is, or whether I can even expect the game to run on my system? If the problem is not enough VRAM, it seems I should get an error and a graceful exit, which isn't happening. So, I'm guessing there's either a bug or some sort of conflict with my system. Assuming the latter, what can I do to troubleshoot it?

    I'm heading to bed for the night since it's after midnight, but I'm open to suggestions to try tomorrow.

    One thing I'll mention that I discovered while trying to reproduce this: There is no way NOT to start a mission once you've chosen it. Once you get to the briefing screen, "OK" is your only option. There's no way to go back to the main screen or abandon the mission after looking at the map and reading the briefing.

  3. First a few actions by both players: Passwords are set and setting chosen, then

    Player 1, plots moves turn 1, sends

    Player 2, plots moves turn 1, computer computes turn 1, sends

    Player 1, views turn 1, plots turn 2, sends

    Player 2, views turn 1, plots turn 2, computer computes turn 2, sends

    etc.

    That makes perfect sense. Seems simple enough, but I just could not wrap my brain around the change.

    Looks like Player 1 is always the first to view the replay, and Player 2 is always computing the outcomes. Not a problem, but a change from the old way.

  4. I'm sure this will be old hat to the guys who have been playing Shock Force for years, but to us old CMx1 guys it can be a little confusing.

    In CMx1, to do a PBEM game required three "transactions" for each turn:

    1) Player A watches the replay from the previous turn, commands his units and sends a "command" file to Player B.

    2) Player B commands his units, a replay is generated, and the "replay file" is sent to Player A.

    3) Player A watches the replay and sends the resulting "replay file" to Player B.

    Once Player B watched the replay, he'd move his units and the whole thing would start over (with player A and B switching in the sequence).

    I've been playing Shock Force (or, at least trying to) in order to get a grasp on how the new system works. It seems much easier, that's for sure. But I don't understand how WeGo works when each person has a replay to watch AND gets to move EVERY turn. Can someone please explain the sequence of how this works?

  5. Clear target is already implemented as the delete key.

    (does a Mac have a delete key?)

    Sorta. On a Mac "backspace" is Delete and "delete" is Fn+Delete. It confused the hell out of me when I first switched. The laptops and the new wireless keyboards are designed to be smaller and take up less space, so no dedicated "delete" key, but you can still perform the command. And any USB keyboard that has both keys can be used no problem.

  6. Through experimentation I figured out that "NOT USED" is bullpucky. It's actually the Clear Target command.

    <E>T // target

    <E>Y // target light

    <E> // target arc

    <E> // NOT USED

    But I still question how the game knows what commands are being assigned to what function, since it doesn't require comments of any sort. In other words, is the first line in the file ("<E>W" for example) always going to be "move camera forward", the second line always going to be "camera slide left", etc?

  7. I don't see "Clear Target" in the hotkeys.txt file. Is there no way to assign this command?

    Command Keys Direct

    <E>B // move fast

    <E> // move quick

    <E>N // move normal

    <E> // move slow

    <E> // move hunt

    <E> // move assault

    <E>\ // move reverse

    <E> // move blast

    <E> // move mark mines

    <E>T // target

    <E>Y // target light

    <E> // target arc

    <E> // NOT USED

    <E>G // face

    <E> // target smoke

    <E>/ // deploy

    <E>P // pause

    <E>H // hide

    <E>[ // dismount

    <E> // bail out

    <E>] // vehicle open up

    <E>; // pop smoke

    <E> // acquire

    <E> // divide teams

    <E> // assault team

    <E> // antitank team

    <E> // scout team

    <E> // vehicle team

    I'm also confused about how the game knows what you're trying to assign. Are all of the possible commands in order in the file? For instance, the custom file I'm using (downloaded from this thread) has this at the beginning:

    Camera Keys

    <E>_

    <F>_

    <E>_

    <F>_

    <E>_

    <E>_

    <E>_

    <F>_

    <E>_

    <E>\

    <E>_

    <E>_

    <E>Z

    <G>Z

    <F>Z

    <E>X

    <E>C

    Misc Keys

    <E>-

    <E>=

    <G>+

    <E>{

    <E>}

    <E>`

    Judging from that, seven keys are mapped to "_". Incidentally, that's the same key that shows up in the UI for "Cancel Target". Hence, my confusion.

  8. Is there some sort of "Hotkey editing for Dummies" post somewhere on this forum? I'm trying out the CMSF 1.30 demo and I hate the default "relative" hotkeys. I tried a couple of the alternate files in this thread and liked them much better, but would like to tweak a few things. Unfortunately, I can't find any documentation anywhere on how to edit this file properly. There's nothing in the demo readme.txt, nothing that I can find on the FAQ site, and I've searched dozens of threads here with no luck.

    Ideally, I'd really like to have some sort of a basic template that lists all of the possible commands that can be mapped. Does such a thing exist?

  9. I ran it through Google Translate and the link is good (presumably), but you have to be a registered member to view the thread.

    La Administración del Sitio requiere que esté registrado y se haya identificado para ver este foro.

    (The board requires you to be registered and logged in to view this forum.)

    Edit: Looks like the original thread is also unavailable now. That's a shame. I was really enjoying reading it, but I'm not going to become a member of a Spanish language site just for that. :(

  10. I really am loving this AAR. Those big cats are just crazy! I can't believe the beating the Panther has taken, and that "new" Tiger took a frontal penetration and was able to return fire 15 seconds later, then take another frontal penetration and return fire 5 seconds later - as though nothing had happened! Those things are just TOUGH!

    One thing that concerns me (I know, it's just a beta!) is the number of immobilized Shermans. I realize that it's raining and they're on dirt roads, but it sure doesn't look like the kind of terrain that would tend to bog a tracked vehicle so easily. The ditches on the sides of the road don't seem all that deep, and the map is generally pretty level.

  11. Personally, I don't really see the problem with complaints - as long as they're constructive. And that includes issues of preference, not just black and white problems for which there is a "right" answer. For example, several of us were complaining about difficulties with camera control in CMSF (specifically, keys and mouse not playing well together). Steve popped in and let us know that it's already been addressed in both a CMSF patch and CMBN release, and that they're looking at possible control and UI changes for the future. Similarly, hit text and sound contacts are back in CMBN after complaints about them being absent from Shock Force.

    Cases like this show that not only is complaining valid, but that these issues can eventually be resolved. Complaints - the constructive kind - are good! They let BFC know what issues customers are having and how important (or not) those issues are.

  12. Perhaps it had to do with the way the strikes were called in. I would have targeted the halftracks rather than the tanks and would actually have been disappointed if the airstrikes had taken out multiple tanks. I don't believe in reality they would have been quite that effective.
    That was my thought as well. I'm actually rather surprised the aircraft even bothered targeting the tanks when there were juicy halftracks sitting right nearby. I would have thought the AI would have preferred softer targets.

    No idea how much air strikes will cost, but for the small amount of damage dished out, I get the feeling they're not going to be a very good bang-for-the-buck value. But I'll withhold judgement until I can try it a dozen times and see what an "average" result looks like.

  13. I agree with the comments about the map. Simply amazing work. It looks and feels like a town should (a ghost town, but still).

    Definitely would not want to be on the receiving end of those naval guns. The sound and visuals are just fierce! I can imagine that anyone even remotely close to ground zero is going to be jello mighty quick. I was pretty disappointed in the air strikes though. Multiple bombing/rocket and strafing runs and only a Kubelwagen and one damaged PzIV to show for it. If that's the best the flyboys can do when an entire, unmoving German convoy is sitting out in the open on a road in the middle of the map, I'd hate to see how effective they are when the enemy is spread out, concealed, etc.

  14. I still don't get it :D
    I don't get how you don't get it. :D

    The current system might work well for you, but I find it incredibly frustrating. I just played the Shock Force demo again, trying to see if I could make it work. It's playable, but I constantly feel as though I'm fighting the controls, working against the UI instead of with it. It's really, really aggravating for me. CMx1 wasn't the best interface either, but I think CMSF is actually a step backwards. No offense intended.

    I use the mouse exclusively and I am also playing in RT nearly always. I have never felt a need to move the camera and have pitch/rotation control at the same time.
    To me, it's akin to walking around with a neck brace on, only able to look straight ahead and requiring you to stop and turn your whole body just to look to the side. Sure, it's still possible to function, but it's not natural or as easy as it should be.

    In fact, I rarely change pitch because the defaults assigned to the Camera hotkeys (1-9) do a really good job of that. I tend to use the screen edges for Rotate. But sometimes I do finetune using the right mouse button to freely rotate/pitch the camera.
    Pitch is the thing I'm least worried about. Like you, I use the number keys for height. But not being able to turn while moving feels completely unnatural.

    The stuttering with the keyboard controls has been fixed recently. It will go fit into Shock Force.

    Is it safe to assume that fix is already in CMBN? That wouldn't address all of my concerns, but it would surely help a lot.

  15. I just wanted to give this thread a bump. Everyone seems to be bored and needing something to occupy their time until the demo comes out. This AAR is still going and it's very entertaining. There's some amazing action, and some real gems about gameplay and such. It'll take a little effort with Google Translate for those of us who don't speak Spanish, but it's worth it.

    If you haven't yet, check it out. Even if you have, look again because there have been updates the last few days.

  16. I get that bit. What I don't get is how, if the camera moves when you move the mouse with no buttons pressed, you get a cursor to hit the thing you actually want to click on to select...
    I'm not suggesting that the camera always move with no mouse button selected (that might actually work, but would probably be disorienting). What I'm suggesting is that you don't require both mouse buttons to perform basic camera control. The thing to take away from my suggestion is that it's going to be difficult or impossible to get smooth, intuitive camera control using the mouse for both fore/aft;left/right and pitch/rotation. That's four axis of control that's needed, but the mouse can only do two at any given time.

    Other complex RTS games seem to have solved this issue. If you look at youtube videos for Elements of War or World in Conflict you can see very smooth, precise camera control in those games. I've been unable to replicate anything even close to that level of control in the CMSF demo, and haven't seen anything similar in any of the CMSF gameplay videos I've seen. Frankly, I don't even know how people can play CMSF in realtime. I have a hard enough time doing what I want even in WeGo.

    The current system might be more workable if the mouse and keyboard controls would work smoothly together. Nobody that I personally know has been able to achieve this. You wind up with strange stuttering and the mouse and keys seem to be fighting each other (this is based on the CMSF 1.30 demo). Judging by some of the comments on the forum, I'm not alone in experiencing control issues. I'm going to continue experimenting to see if I can find a better solution to meet my own needs, but I think the underlying control scheme could use some improvement. I'm really hoping that I won't have to wait 5 years for CMx3 to see it.

  17. I'm confused. If with 'no buttons pressed', your mouse is controlling the camera behaviour, how do you ever click on anything to select it?
    It's difficult to explain, and I'm probably not getting this across very well. It seems that using the left mouse button and moving the mouse is the way that pretty much everyone pans across the battlefield. The problem is that the left mouse button also is used for selecting units and it's also used for issuing orders. It's doing three different jobs, but can only do one at a time.

    If we take the left mouse button out of the equation and allow the player to move the camera directionally using some other method, then it frees up the left mouse button for purely selecting units and issuing orders.

    The right mouse button is in a similar jam. It's used for controlling the camera, finishing orders, and selecting "no units". In CMBB I rarely found myself changing the pitch of the camera. In general, the number key views were just about right. The higher the camera is, the more you look down at the battlefield, and the lower it is the more you look across the battlefield, into the distance. In CMSF when you use the scroll wheel to raise/lower your view, the camera simply moves up and down. It doesn't change its pitch, so you constantly have to move around to make sure that whatever is in your field of view stays there. If this behavior was changed the camera would be useful enough by default that the right mouse button wouldn't be needed (or certainly wouldn't be needed as much), freeing it up for other, more useful functions.

    So, not only are both mouse buttons overused (or used for the wrong thing, depending on how you want to look at it), but it also precludes you from moving and turning at a time. You can move forward, then rotate your view to the right, but you can't make a smooth sweep forward and right. Well, you can, but it doesn't work very well (using W to move forward while holding the RMB down to "steer").

    I think the Second-quickest and easiest way of improving the interface would be to add a 'hotkey customisation' interface that gives you a point-and-click way of setting your own hotkey for every available function. That way, things like special keys, Tab, Enter, Backspace and the spacebar can be bound to different functions, as well as allowing ctrl- alt- and shift- combos. The interface could check for duplicates and that 'mandatory' features are bound. Doesn't require any tinkering with what's on-screen while we play.

    I would love to see a quick and easy hotkey assignment option, but my real beef is not so much with the hotkeys as the mouse/camera behavior. I've been able to create a hotkey layout that more or less works for me. But as long as I'm stuck using both mouse buttons to control the camera, it's not going to be a smooth or efficient control method. You can work around it, and you can get better at it, but it's fundamentally flawed, IMO. Both of the guys I play CMBB with have come to the exact same conclusions about the CMSF demo: The controls make things much more difficult than they should be.

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