simast
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Everything posted by simast
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1gb or more vram really matters
simast replied to Warloch's topic in Combat Mission Battle for Normandy
Seeing as you have a monster of a card, you can tweak some settings with NVIDIA Control Panel. Under "Manage 3D Settings" locate and manually add "CM Normandy.exe" to the list. Then change a couple of settings: - Set anisotropic filtering to 16x - Disable anti-aliasing option in the game settings screen and use your own combo with NVIDIA panel. You can also set "Antialiasing - Transparency" value there (for supersampling) - Set vsync to on - Set triple buffering to on -
Here is an example: http://www.battlefront.com/community/showpost.php?p=1411317&postcount=679 But I have seen them firing to the sides as well.
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CM:BN Screenshot Thread #2
simast replied to Battlefront.com's topic in Combat Mission Battle for Normandy
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So why Battlefront is charging us money for a patch?
simast replied to Jaksteri's topic in Combat Mission Battle for Normandy
You are missing the point. This is not a FPS shooter, nor it is a zombie game. CM is a niche market product with pretty much no competition. -
Poland.. interesting, but I don't think CMx2 can handle horses
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Juju's Interface Mod for CMx2
simast replied to Innerlander's topic in Combat Mission Fortress Italy
He has already updated his UI for 2.0: http://cmmods.greenasjade.net/mods/4815/details -
A UI improvement I'd find really useful
simast replied to womble's topic in Combat Mission Fortress Italy
Talking about UI, I wanted to request a couple of easy to implement features (think so) for the next CMx2 update: - ability to toggle building transparency on/off - ability to toggle TRP markers on/off - ability to toggle casualty red cross icons on/off Ideally there should be a single shortcut to toggle all the GUI elements on or off. I know some of the markers can be modded to be transparent and thus invisible, but a built-in shortcut would not hurt. -
Not exactly what you are looking for, but form the wiki: Minefields can be neutralized by heavy artillery (150mm+), if it scores a direct hit. Minefields can be neutralized by a blast from a demo charge, although due to the game's limitations, a blast can only be performed if there is some blastable obstacle (such as wire) in the action spot. http://combatmission.wikia.com/wiki/Mine
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The shader fixer of CMFI also works in the CMBN.
simast replied to Erwin.Rommel's topic in Combat Mission Battle for Normandy
Phil, While the hotfix'ed shaders look and behave somewhat better on my GeForce 460 GTX, the shadows are still the real FPS killer for me. Any plans to optimize the shadows in the future patches? -
[NEW PREVIEW] Juju's TweakedUI v2.0 interface enhancement mod
simast replied to Juju's topic in CM Normandy Maps and Mods
Thanks Juju for this great mod! -
Can H2HH launch CMBN 2.0 for you?
simast replied to GreenAsJade's topic in Combat Mission Battle for Normandy
I have seen this error when you try to launch: \Combat Mission Battle for Normandy\Modules\CMN Commonwealth Module.exe I have no idea what this EXE is used for. CMN 2.0 has two EXE files: \Combat Mission Battle for Normandy\CM Normandy.exe and \Combat Mission Battle for Normandy\Modules\CMN Commonwealth Module.exe Only that "CM Normandy.exe" is working for me. -
The shader fixer of CMFI also works in the CMBN.
simast replied to Erwin.Rommel's topic in Combat Mission Battle for Normandy
For anyone looking for the hotfix, I found it here: http://www.atomicgamer.com/files/100120/combat-mission-fortress-italy-patch-1-00-1-hotfix -
Yeah, I saw this one before One thing I wish BF would never change is the running animation (especially that one with the pistol). Even if it's not anatomically correct, it's so symbolic, you can't just replace it and call it a CM game.
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The shader fixer of CMFI also works in the CMBN.
simast replied to Erwin.Rommel's topic in Combat Mission Battle for Normandy
Ok, I am confused. I have exploded brz files to compare the CMFI and CMN shader files. And the shaders in CMFI 1.01 are identical to the CMN 1.11 (2.0 had no shader changes). So I assume that the shader hotfix that was posted (that included two separate versions for NVIDIA and AMD) is giving you all the extra stuff? Where do I find that old hotfix archive? Can't seem to locate on the battlefront website it anymore. -
Aris, everything you touch in CM is perfect. I almost feel sad when I see a vanilla vehicle just to realize there is Aris mod for it and I forgot to download it. Can't BF just hire you? Clearly you are talented and you love what you do. Unless you feel you wouldn't be able to enjoy this as much as you do it as a hobby right now?
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The shader fixer of CMFI also works in the CMBN.
simast replied to Erwin.Rommel's topic in Combat Mission Battle for Normandy
Combat Mission Battle for Normandy\Data\Z\ -
I have run into a couple LOS issues myself. A good example (Fortress Italy): https://www.dropbox.com/s/3dv07i8yvcbv9si/los.jpg
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There is green.. and then there is lime. The trees were green the last time I checked
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FAO Battlefront. Will MG upgrade game to V2?
simast replied to joebloggs's topic in Combat Mission Battle for Normandy
You know you can burn your own CD/DVD backup disk in the year of 2012, right? I have no idea why you would want to buy a "physical" copy.. other than maybe for the printed manual? -
If you add enough ZZZs in front of the mod - then yes. But I have noticed that this mod doesn't really look good with Aris terrain, as Aris tends to desaturate things. Rambler's trees look too bright and green with the rest of Aris stuff
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Losing control of non-panicked units?
simast replied to simast's topic in Combat Mission Fortress Italy
Hmm. I hope so, because I did give the command to mount the truck. But this movement command was with multiple waypoints (only the last waypoint for the mount), yet the icon was semi-transparent during all turn. I suppose with the next turn it will be clear if this was the case. -
Losing control of non-panicked units?
simast replied to simast's topic in Combat Mission Fortress Italy
If I indeed lost control of this unit because they are out of ammo - that's funny. There is a truck 20m from where they are (not pictured in a screenshot) and I was actually bringing them to resupply there. The H2H game I am playing right now is full of surprises like this. Another thing I just noticed from the same game: https://www.dropbox.com/s/mn2a3blz602f846/planning.jpg Note what the soldier is doing at the bottom-left corner of the screen. Never seen this in a CM game before.. While the gunner and team leader is chilling out - he is "planning" something. What exactly does this soldier state mean? -
I am a bit confused. I know when your units are in bad shape/morale you can loose control for a turn or so. But what's with this mortar HQ squad: https://www.dropbox.com/s/73ttfzhgr893pt0/lostcontrol.jpg They are completely out of ammo, but this can't be the reason I can't give any commands to them?
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Then please do weather them as a bonus update in the future? I am sure you know this, but you could make it so the camo is only used for 10% or so of the soldiers (with the 1..2..3 file naming).
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Glad to see the Allies are next. Your German uniform weathering and gear mods are superb. I am not good at camouflage usage and history, but before your uniform mod came out I found out that the STOPPEL camouflage mod (http://cmmods.greenasjade.net/mods/4779/details) added a bit of nice flavor to the German soldiers (camo pants and helmets). I wonder if it would be possible to apply your weathering and include them in your German uniform mod? I am not sure if these cam patterns are historically correct tho (Fernando probably knows), if they are not - please ignore my request