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Kevin2k

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Everything posted by Kevin2k

  1. I just double checked; Loaded up Black Sea v2.16 Battlefront version. I see "v2.16" shown bottom right in the main menu. There are 9 different churches in the editor panel there. It should not be different for anyone else,,
  2. Only Battlefront can fix it with a future patch... Here are the v2.18 patch notes (v2.17 was never released AFAIK). :
  3. Can confirm this. There are 9 types of churches in the Black Sea v2.16 map editor. Same in any earlier version of the game. And they work as such. But in v2.18 there are only 4 church buttons.
  4. Yeah. Good to know I was not the only one with these thoughts. I remember thinking: Well, I cannot put the zone in between those buildings, for vehicles will go mad. I cannot put it in front of the buildings, for the units will have no cover at all. So then I put the zone at the back of the buildings, then hopefully some of the infantry will take some acceptable positions, but the vehicles will just be idle in the back, unable to see anything... Maybe on the software side it can anticipate a little? Like automatically do this or that, or avoid this or that, when the order-zone has lots of buildings or forest.
  5. Thanks for the tips! I worked on a few QB map conversions. And I did have a contradiction for these deployment 'orders'. Like selecting the tiles for order no.1 no.2 no.3. etc. : For infantry one would want different tiles then for armor. Infantry likes the cover of buildings and forests, but vehicles just get obstructed there. When in game I sometimes see this nondiscrimination of unit types play out in a bad way, mainly when vehicles are trying navigate and deploy in areas with lots of buildings. WW2 Vehicles may prefer overwatch positions, but I suppose it depends on whether or not their armor is good enough to risk that. Infantry often does not have the firing range to utilize such an overwatch position.
  6. Regarding the icons for ranks and branches for the newly introduced German units. They are wider images, as taken from Red Thunder, but they don't properly fit the smaller Final Blitzkrieg panel area.
  7. For completeness, to replicate: Tiny, mix force, any month/year.
  8. Seems there is this issue still present, as already seen in version 2.03 at least: Auto force picker, US army, rarity on Loose - Auto picker prefers Flamethrower Platoon on many of the rolls. Flamethrower Platoon consists of flamethrower M4 Sherman tanks.
  9. Minor observation regarding the US M2 90mm AA gun visual model. The barrel of this model looks rather flimsy. Too thin walled. Like it would rupture after the first shot.
  10. Sherman V looks fine on my end. I don't see anything odd below the barrel.
  11. Yes I noticed that too. Would maybe be better to have a default crew of three?
  12. AFAIK single vehicle purchases are always a single unit with a single icon. Making it a set of two units would go against how the 'single vehicle' system was prepared.
  13. Probably won't notice much negative effects myself, but that is because I play with small forces anyways. Also this game has no frame-rate counter or anything, so no easy way to measure performance. Sometimes I make 3D models for some Flight sim, as a hobby. To do it properly I need to add low detail models, next to the full detail ones. I am one of the few modders that still tries to do that, properly. Anyways, I wrote that complaint about the low detail models, and will leave it at that. It is a done deal. Like: I won't ask a refund. It won't get fixed. I will still play it.
  14. AFAIK: %MyDocs%\Battlefront\Combat Mission\Final Blitzkrieg\User Data\Mods\ or %Game install folder%\Data\Z\
  15. Thanks for the Pershing fix. I wonder what is up with the vehicle distance models in the CMFB Downfall module. Before >95% of the vehicles came supplied with lower detail distance .mdr models: one full-detail, one medium-detail, one low-detail for far away. Now it is the other way around, with the new Allied and German vehicle models; Mostly just a single full-detail model is supplied (Pershing, Comet, 90mm AA, Archer, Ram kangaroo, New sherman variants, German armored cars with PAK-40, etc.). AFAIK This won't help frame-rate performance when a lot of such vehicles are visible on screen. Otherwise the module looks good to me.
  16. It is a combination of a cast front hull (Similar to the M4A1 front hull), mated with a welded rear hull (Similar to the M4 rear hull). Newly manufactured as such. Then called hybrid or composite hull. It is explained here: http://the.shadock.free.fr/sherman_minutia/manufacturer/m4composite/m4_composite.html
  17. Be careful what you wish for. The result may be annoying limitations imposed on the editor. I have seen that happen before with another game. As for the performance topic in general. I would need in-game debugging information: frame-rate, mode of frame-rate compensation, scene polygon count, logic cycles count. But unfortunately there is no such thing, so it is often just anecdotal.
  18. That would be sound file "german withdraw 1.wav" and variant 2+3.
  19. There was a similar thing with Red Thunder patch 2.13. Where the changelog talks about a fixed Panther D model. But there is no Panther D model in that patch. Only "pz-iiig-late.mdr". When I run Red Thunder 2.13 I can see a black (textureless) spare track on some Panther D's.
  20. Thanks! Always nice to patch up to the latest CM standard. But... The only new model file in this patch is "pz-iiig-late.mdr". I am pretty sure the above two quoted model fixes aren't included in this patch.
  21. For what it is worth, I just did a version check for Specialist Team DShK HMG, in the scenario editor. CMRT v1.00 does not have the DShK team listed. CMRT v1.01 / 1.03 / 2.00 / 2.01 / 2.02 / 2.10 all have this DShK team available for purchase CMRT v2.11 + current 2.12 do not have the DShK team listed. And as side note: CMRT v2.11 + current 2.12 do not have the DP LMG team listed, which was available in all previous versions.
  22. Inside the brz archive is only one model file, for the Pz IIIG that is. Good to have that one fixed. Surprisingly there is no Panther model file in there. Is it possible to fix such things without supplying a new model file? I haven't cross-checked it between v2.12 and v2.13 yet...
  23. IIRC the formation containing the turret bunkers is available before the proper date. At that time it contains nothing and costs 50. This is a small bug in itself, but it is made worse by the force auto-picker, which has the tendency to purchase such empty formations regularly.
  24. Seems my Linux distribution already has the Wine 8.7.something update available. Installed it and tried some things. The fatal startup error "Could not initialize OpenGL graphics.." no longer occurs. The current CM games display and run fine for me, using Linux AMD GPU driver. Great! Edit: Since the recent Wine update I can now also run ArmA 2 properly, that game had mouse input issues before. Stalker CoC now runs at reasonable speed, it was very slow with older wine versions (or was it because I upgraded the Graphics card slightly and switched it to AMD GPU driver?). Good stuff.
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