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contrails

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Posts posted by contrails

  1. On 10/17/2018 at 3:46 PM, Ts4EVER said:

    Hmmm... do you think it is a good idea to do that? It is one thing if you communicate this here and I totally see your reasoning, but if you include these campaigns in an unfinished state, you are technically releasing a faulty or buggy product. Not every customer browses the forums and will be able or willing to get this information. I'd be careful with that from a marketing perspective.

    Should be avoidable by labeling them as 'not upgraded to CMSF2 standards'. Just like how some scenarios warn you there are no AI plans for red/blue, would be easy to tell if included in the description

  2. 16 hours ago, L0ckAndL0ad said:

    Getting onto Vasquez's 4th base would be hard. 1st Platoon's Assault team survivors (two Marines) still got some explosives, so going into the front door can be avoided. Can also get help from the 2nd Platoon for this. Anyone got any ideas?

    Is it neccessary to occupy? Since 1st plt is depleted, I would just bypass and have them watch the objective... After all the enemy only has 3 exits from that compound

  3. I liked what ||CptMiller|| did for the 101st airborne (http://community.battlefront.com/topic/127064-187th-infantry-regiment-“rakkasans”-–-101st-airborne-division-air-assault/) so I created a similar mod for the 3rd Infantry Division. These are the guys manning Task Force 3-69 as depicted in the stock campaign.

    I intend to do 2nd ACR from the battle pack campaign at a later date

    8QARt0w.png

     

    grab it at cmmods! https://cmmodsiii.greenasjade.net/?p=7196

  4. On 5/27/2017 at 5:36 AM, Shadrach said:

    Thanks for the reply; the trouble is I get the issues whether or not the effects are enabled, just with Reshade installed to the game is enough to get weird issues.

    The most annoying ones are area fire and artillery targets are often offset by a lot, and when moving a waypoint they tend to "cycle", which happens in vanilla too, but not as intense.

    I had the same issues with terrain clipping. I ended up backtracking to an older version of reshade that didn't have that problem. I don't remember what version I ended up using, but if it helps this is my reshade setup: https://www.dropbox.com/s/njgaog56thm9h1p/CMBS reshade.7z?dl=0 (drop into your root CMBS directory)

    I never messed around with texture sharpening so I don't know if there is an issue.

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