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BletchleyGeek

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  1. Upvote
    BletchleyGeek reacted to Ultradave in New "02" patches for Game Engine 4 are now available   
    That "squad" is a MG team set up at the gap in the bocage. There is also an AT gun team near the center of the map. They both will consistently suffer similar fates. It's a lot easier to see what's going on if you run it at Basic Training level. Then you get the identities and god-like spotting, and can also see if they are in C&C. (They are).
    I've run LOTS of tests with this and with the Roadblock scenario that was also listed as a problem. The only thing I can get consistently to happen is the crew-served weapons teams breaking and running toward the enemy under HE fire (like the Churchill firing in Scottish Corridor). Reported for confirmation on the Beta testing forums. Several of us have run numerous tests to try to find the common factor.
    Also, in the Roadblock scenario, while I see the behavior in that save file, when I run it myself from the start I cannot under any circumstances recreate it. And I've very hard placing multiple teams and squads in those positions, static and moving. They all behave "correctly"  HOWEVER, there is no HE fire being directed at them and that's the only times I've seen any odd behavior.
     
  2. Upvote
    BletchleyGeek reacted to Wicky in New "02" patches for Game Engine 4 are now available   
    When someone posted the Scottish Corridor campaign save file (in one of the CMBN threads) for examples of forward rush occuring I continued playing through the campaign with 4.02 and in almost all the battles the behaviour continued to obviously appear. Esp with enemy (German AI) coming forward through hedgrow gaps to be mowed down.  I figure motivation is set very high as otherwise enemy remain in place to last man and need persistant winkling out apart from when they appear spooked / provoked minimally with just gun fire near them as a trigger to their dash of doom.
    Surprised to hear here that the aberrant and stubborn bug is thought done & dusted.
  3. Upvote
    BletchleyGeek reacted to Thewood1 in Unusual blurry text   
    On this laptop, a  Lenovo  Legion Y545, the 6xx HD is not enabled.  It doesn't show up in DXDiag, Device Manager, or nVidia Control Panel.

  4. Like
    BletchleyGeek got a reaction from Vergeltungswaffe in Rome to Victory Pre-orders are now open   
    The product website doesn't say anything about QB maps, but I guess that is an oversight. GL QB maps are amongst my favourites across all games. 
    FWIW, GL came with very strong huge scenarios based on Anzio which I count amongst my all time favourites, too.
  5. Upvote
    BletchleyGeek reacted to Frenchy56 in Rome to Victory Pre-orders are now open   
    Nope. They just stole the equipment.
  6. Upvote
    BletchleyGeek reacted to WhiteWolf65 in TO ALL THOSE THAT I AM PLAYING SCENARIOS WITH   
    Hello everyone,
    This post is for those members that I am currently playing scenarios with. For the time being, I am going to have to bow out of those scenarios. So, I am willing to forfeit any kind of win on my part to you. I just don't have the energy right now to sit here at the computer and play turns for those scenarios. I know I have posted a lot lately, but those posts only take me a couple of minutes at the most to write. Plus there is the added attraction that I must have suffered some type of brain damage when I had my near-death event two weeks ago, as my level of analytical thought and concentration are nowhere near what they were before the event. I hope you all understand and I miss playing the best game against some of the best opponents I have ever played. Don't worry, I will return.
    **Chris**
  7. Upvote
    BletchleyGeek reacted to Xorg_Xalargsky in Rome to Victory Pre-orders are now open   
    Pray with me brothers, for the prompt release of the module.
  8. Upvote
    BletchleyGeek reacted to Warts 'n' all in Barbarossa now ?   
    LATER is uglier than later. But not quite as ugly, as uggly.
  9. Upvote
    BletchleyGeek reacted to JM Stuff in Barbarossa now ?   
    Warts 'n' all I have always to read two times or more as two times... yours comments and sometimes I stay on the start of my question and the try of my translation on google that itself don't understand your typical old English, or don't  give a correct translation...but I guess you have fun to use it, and I don't blame you because I do it with another language also, only some peoples are able to understand it and I don't talk about your sentence right now buy in general rules of your text. Like After Eight fine English Art.. all British... and to continued ... ;)) 
  10. Upvote
    BletchleyGeek got a reaction from sttp in Irrational Behaviour   
    Some of the most mysterious "logical" or "physical" bugs that in CM2 - bridge crossing, units unable to leave or enter buildings - were traced back to graphics card/drivers updates.
    As potentially relevant stuff to consider there's also the issue of squad elements getting separated when going through hedgerows under certain conditions. I sent two bug reports through the helpdesk each time I have found them over the past three years and probably were as random as this issue seems to be.
     
    Just for reference, I hope it is useful, here's the ticket numbers with the reports 
    Ticket ID: 20187570 Date: 2018-08-08
    Ticket ID: 14570189 Date: 2017-05-02
    The issue was first discussed in Christmas 2016 
     
    in both cases I have seen it happening, it happened on bocage maps with intricate elevantion changes. The most recent instance was in a test game with @HeirloomTomato on a huge map by Ithikial.
  11. Upvote
    BletchleyGeek reacted to sburke in Bugs 4.01   
    @user1000 to say it just one more time - Got Save?  Worth a 1000 words.   
  12. Upvote
    BletchleyGeek reacted to z1812 in Irrational Behaviour   
    There is a lot of back and forth about how bug reporting is done. It would be interesting to know what the process is once the report reaches Battlefront.
    The critical thing is perception. I am not sure if the majority feel bugs are being dealt with reasonably or not. However a dedicated process gives customers reassurance. Just like timely updates on what is happening with titles and new additions.
    Having worked as one who received and organized the resolution of problems, I found it critical to have reports delivered to one location where they could be prioritized and dealt with in an organized fashion.
    I should think this would be beneficial to Battlefront and not a hindrance. It would immediately give those responsible for looking at bugs an idea of the extent of a problem and if it affected more than one title. 
    BFC already has the help desk. Perhaps bug reports could go there.
    If someone takes the time to offer an idea concerning a problem, no matter if it truly makes sense or not, they are doing so because they care about the game. Perhaps a more thoughtful  response would be " I am not sure if that would work but lets kick it upstairs and see if it might be helpful ".
     
  13. Upvote
    BletchleyGeek reacted to Bud Backer in Irrational Behaviour   
    I can't speak about every company out there but I've been doing software testing both professionally and for hobbies like CM for decades. Yes, decades. Have yet to see any of said companies set up a place for the end user to upload files. The onus has always been that the user does so. And surprisingly, it works very well indeed from small businesses to companies with thousands of employees working for them, as I've had experience from one extreme to the other. I'm sure there are those out there that do it differently and it works for them. Good for them. 
    Good grief.
  14. Upvote
    BletchleyGeek reacted to LukeFF in Irrational Behaviour   
    So, what exactly is the big deal with creating a (free) Dropbox account?
  15. Upvote
    BletchleyGeek reacted to Warts 'n' all in Possible new command for World War II CM games   
    The only problem is, that didn't happen. Ryan got his facts completely wrong, and being "anti-war" himself Darling Dickey Attenborough was probably not overly concerned with fact checking.
  16. Upvote
    BletchleyGeek reacted to Thewood1 in Possible new command for World War II CM games   
    "I have much more serious matters to concern myself with."
    I hope you recover from your medical issues quickly and completely, but as you said in the other thread above, I would prioritize resting and recovering over posting on the forum.  Again, hope everything comes out OK, but try to rest.
  17. Upvote
    BletchleyGeek reacted to WillemO in Panzer Lehr at Pont Hebert   
    HUGE MAP attached. Here I have uploaded the western half of my Panzer Lehr at Pont-Hebert map project. This map is 8 square kilometres (4x2) and is in low detail, meaning that all flavour objects have been stripped off, all ground tiles converted to grass only (with a few exceptions) and crops are limited to four types. If your computer will not load the 3D map then load it in the Scenario Editor and crop it as you please.
    To use this map properly you must also install Falaise's 22.5 degree paved roads or my modification of it. When using 22.5 degree paved roads you must also be using the stock paved roads and not any road mod that alters these. This map looks best (i.e. historically correct) only with my many new building skins. I tried (unsuccessfully so far) to load these to Green as Jade's site. Will try again later.
    Les Hauts Vents LD MM.zip
  18. Upvote
    BletchleyGeek reacted to WillemO in Panzer Lehr at Pont Hebert   
    After six months and untold hours, my work on the 16 square kilometer map between le Desert, Cavigny, la Fautelaye and Quartier du Pont is approximately 40% complete. Many WWII gamers will recognize the name les Hauts Vents, which is located in the south western third of my map.
    My goal is to create a master map from which scenarios and campaigns can be recreated for the period July 8 – 12, 1944, a time when the Americans were driving for St. Lo and attempting to extricate themselves from the bocage country. My sources have included aerial recon photos taken July 12, 1944 and more such from 1947 as well as French on-line sources which provided me with 5 meter contour intervals.
    I have created may new location appropriate skins for the buildings that have survived the past 75 years, most notably, those with their original 1944 red stucco or wash, still entirely or partially intact. But I have run into a modding problem and am asking for help. I want to make new ’tiled’ roofs for the ‘modular’ buildings. But whenever I alter or swap an undamaged roof bitmap (which is very easy to do) the ‘damaged roof’ bitmap no longer fits properly even though it has not been touched. I have been unable to find a solution. Any help would be GREATLY appreciated.
    This map is being created on an Alienware gaming desktop with two NVidia 1080 cards in SLI. Anything less can display the 2D map but not the 3D map. Once completed the map can be ‘chopped’ into smaller scenario specific manageable pieces. Please contact me if you are willing and able to help.
     
  19. Upvote
    BletchleyGeek reacted to WillemO in Huge New Map posted   
    4 km x 2 km map uploaded here under the title Panzer Lehr at Pont Hebert and also at Green as Jade's site. I have posted the necessary new building skins at the repository as well. Look there. Sorry for this repost but the other title did not attract much attention and I wanted people to be aware of a fantastic new map. The map can be cropped into smaller sections to create your own scenarios.
     
  20. Upvote
    BletchleyGeek reacted to rtdood in Best way to playtest a campaign?   
    Hi All,
    I am creating a campaign currently and have the master map all sorted along with the units ready to import and individual battle maps. However wanted to know which is the best way of play testing:
    I have read the game engine manual, and it says I can compact all the individual scenarios together to form the campaign. However doing so may mean that if the first scenario in the campaign is too tough (for example) the player wont be able to process to next battle to review and make further suggestions until I've been able to correct the initial mistakes and bounce it back (which may be the case for the 2nd and 3rd battles and so on) - prolonging the process. Is it better to not compile all the scenarios into a singular campaign file and keep them separate so play testers can review each one individually to give feedback on? How do you prefer to review/playtest? 
    Any suggestions would be appreciated 
    .
  21. Upvote
  22. Upvote
    BletchleyGeek reacted to George MC in Lend lease Independent Soviet Tank Regiments   
    This book - bit pricey though - Commanding the Red Army's Sherman Tanks: The World War II Memoirs of Hero of the Soviet Union Dmitriy Loza - is good for tactical insight into how they were used. Lots of action at CM level as well. rare as not often you get these sorts of accounts in English. If you read Russian there are lots more to go at. Sadly I don't.
  23. Upvote
    BletchleyGeek reacted to RockinHarry in CMBN V4.02 - US on board mortar penetrate concrete pillboxes (repeatable)   
    CMBN V4.02 (no modules), play mode 1 player - turn based, Iron, german player defend vs US AIP
    Think I´ve nailed it. Got to recreate the problematic situation from my mission in a new test mission seperately and found:
    US 60mm and 81mm onboard mortar rounds oftenly (not always) penetrate german concrete type pillboxes when:
    The pillboxes are partly surrounded by +1 to 2m high ditch locked berms. The way the pillboxes then get "sunk" (or mesh adapt) into the terrain mesh at execution turn 1 likely detach or shift the pillboxes "hitbox" in a way that penetrations can occur (my theory). Usually these penetrations are lethal to all pillbox occupants. Also "partial" penetrations can occur with similarly damaging effects to occupants. Since I´ve made a sound mod that indicates penetrations on stone wall type terrain objects more clearly, I also got some sonical feedback that a penetration type event occurs.
    Other terrain in pillbox AS: "Dirt Red" terrain tile and single tree.
    I´ve attached an archive file (dropbox link) that includes 2 test mission files and 4 save games. I´ve tested from german side, with the US AIP just ordered to place some suppressive mortar fire missions on the pillboxes. Starting as germans and simply observing what´s happening during the US mortar bombardment was the basic test situation.
    Not tested any other situations with different US Arty or german pillbox types.
     
    https://www.dropbox.com/s/hu1b4pyei5l61xh/Mortar_vs_Pillbox_Penetrate_V402.rar?dl=0

     
  24. Like
    BletchleyGeek reacted to SgtDeadly12 in So I Recognized the Soldier from the Cover Art   
    So a while ago I made this post in the CM: Afghanistan forum showing that the cover art from that game was based off of a picture of a US Marine being barely missed by enemy fire.
     
    Well, a friend of mine linked me a post on reddit that has the SAW gunner that the CM: Shock Force cover art was based on. Apparently it is a picture of a 1st Armored Division soldier in Ramadi, Iraq sometime in 2006.
     
    Here is the original picture and the cover art side-by-side.
  25. Like
    BletchleyGeek got a reaction from RockinHarry in Irrational Behaviour   
    I don't like wasting my time either, Harry. I still appreciate coming here and having the odd exchange when I  think I can contribute or learn something. Maybe I was wrong in this instance and it is better that I invested my time elsewhere.
    Take care.
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