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Kevin2k

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Everything posted by Kevin2k

  1. I tested the different CMFB versions a bit and it seems the "Flamethrower platoon" was one of the Mix force picks from the start in v1.00. Though it is not present all that often there. Starting with the v2.01 patch, the game tends to select "Flamethrower platoon" much more often, like one out of three times. In addition. When adding a flamethrower platoon like manually, chances of it containing an actual flame throwing vehicle seem less then 10%.
  2. Was looking for a bug report threat. But here you are talking about the same issue. So yes, it seems that v2.02 Quick battle US random MIX force selection favors 'Flamethrower platoons', which usually consist of non-flame related US tanks. To such a degree that I now have to manually check the force selection and fix/regenerate it to something more balanced. Sorry to say that similar problems exist in other titles, like in CMSF2 Marines Mix force: the game favors Assault Amphibious Vehicles without their infantry teams. Since I remember complaining about this years ago lets nag some more: Is this mix force selection really such administrative programming challenge? Take a suitable infantry formation and cut out squads until it leaves enough requisition points to buy some single armor, then attach some armor to it. Surely a better system then what the game does now, whatever it does.
  3. So lets intern them. No lets intern everyone. Better safe then sorry. They could be Terrorists as well? Or maybe one of them? They could be Communist spies as well? Oh wait, that is an old script. Nevermind that.
  4. John hopkins university now has a spooky map and counter. They seem to know these statistics Before the local organisations can come up with them... https://coronavirus.jhu.edu/map.html
  5. Earlier, I tried the "Foliage runners" test map in the different CM games. In CMBN v4.01 / v4.02 it gives the weird Tactical AI behaviour with high and low bocage. When I run a converted test map in CMFB or CMFI with low bocage (they do not offer high bocage) the bug does not occur. It must be something CMBN specific, since CMBN handles bocage differently from other titles. Also it affects all of CMBN, which means it can be seen in the Market garden maps when they have low bocage placed somewhere. CMBN V4.00 does not have this bocage bug, but was criticised for fleeing tactical AI behaviour in case of HE explosions. CMBN v3.12 has neither of the above issues.
  6. Why the hostility against my suggestion, which anyone is free to take or ignore? This is an issue that makes the game look bad when it arises. And in this case it is easier to solve with a bit of code then by forum and helpdesk, plus that the game would then never look bad in that way again. I could code such myself in a few hours, but it is not my game / job.
  7. This issue keeps coming up on the forums. When it happens the users see a game that seems to be bugged. But it is unnecessary IMHO. I think battlefront should consider adding a version check for the strings resource. Like a window popping up when it detects a outdated strings file and giving the obvious causes: 1) outdated mods or 2) missing stock data. In that light: update the check for missing stock data files. The check is there in the games, but only half done. Or maybe battlefront people feel lonely sometimes and enjoy those repetitive support tickets.
  8. AFAIK Engine 4 is a paid upgrade, $10. Only the minor revisions, numbered behind the dot, are free patches.
  9. I made a small test scenario 400x400 meters, flat, with 10 immobilized T-55 tanks. Let it run four times. On average after around 15 GILL launches the 10 tanks are destroyed. That is how I remember it from earlier games. (Though earlier I played with v2.01 and this test was done in v2.02.)
  10. Was indeed considering asking you about it instead. But just went ahead. Did not take that long and it was a nice challenge to automate it.
  11. Much appreciated by me as well. For some reason I felt like modifying things: Exported all to jpeg images and with some script restored the image filenames to resemble the map filenames. Now I can search on keywords like 'Small' or 'Bocage' etc.
  12. AFAIK Them being master maps, they are neither QB or scenarios. Just for use in the Editor.
  13. Darn. Please forget my previous remark. Seems like my own CMFI install was missing a lot Quick Battle maps since a long time ago, with that fixed my remark is pointless.
  14. Comparing the file count, I stumbled upon another map that is included in the full CMFI installer, but not in the v2.10 update: Quick Battle Maps\146Meet Med Rough 146.btt
  15. One can discern the new and old .cam files by their file date. Dated 2009 is unmodified since SF1, The updated campaign files are dated 2018/2019.
  16. Strange. But good to hear that all is well now.
  17. It is there, May 1945, Single Vehicles, Armor: Top of the list.
  18. It means either: - one or more .brz archives in the game's \Data folder are missing. or - you are using a mod which has a customized text file inside. Meaning the mod is now outdated for use in that game version.
  19. The model detail switching distance goes together with somewhat small vehicles. Because of that the images describing the bugged behaviour are small in nature. Well to my eyes it is rather crude when I see it in game. As it is now I would rather have no spare turret tracks on any vehicle, instead of them appearing and disappearing like now. My conclusion of yesterday was that there are several Panther model files with bugged randomized 'optional' items and texture mixup. I count at least 4 bugged Panther model files in that regard. Also the game logic to synchronize the randomized 'optional' items between main model and low detail model can lose track, confusing the matter and causing the same glitches for a different reason. Thanks for the tip on dropbox. I could make a dropbox account or use imagebam.com like before. But these services tend to hold images for a few years and then crap out for some reason. Photobucket being a bad example.
  20. It gets weird now. Image below is Final Blitzkrieg with two identical Panther G (Late): Each tank has different lower detail behaviour regarding turret tracks when zooming out!? ( Another "bug": I cannot attach images to this forum anymore, since I filled the amount of a whopping 2 MegaBytes. Well that is more then a DS HD floppy disk, but only just )
  21. This is an issue in other Combat Mission games as well: - The Panther D (Late) has a main model without turret tracks modelled, but strangely the lower detail one has a turret full of tracks. - King Tiger main model shows turret tracks, lower detail model does not.
  22. Yeah I know about the Iron Front story and the blessing for the "Lite" mod editions. Not sure if you understood correctely when I wrote about "Invasion '44" content. There was always a non-commercial WW2 mod for ArmA 2, unrelated to Iron Front called "Invasion '44'". If you look at youtube video's of ArmA III with Iron Front in the past years, one can see all these Invasion '44 vehicles together with the Iron Front ones. Some are great, other ones look silly to me. There are also 3D models I have not seen before. The original Iron Front 3D objects were, and still are, top notch, so the bar was very high to begin with. I remember the Iron Front M4 sherman tank has the casting serial numbers bump-mapped on the hull and turret; very lifelike.
  23. Thanks for sharing. The only thing I still run in this regard is ArmA II Operation Arrowhead with Iron Front Liberation '44 as a mod, Single player. Iron Front originally being a commercial stand-alone game running with the ArmA II engine. I ported over and modified ArmA II scripts so I can select custom random war environments in East or West front, on any map. Like random missions and enemy team and vehicle patrols, together with objective areas to where these units try to advance. Well, it is already old and clunky for people expecting to get top notch graphics and action-packed gameplay without effort.Vehicle pathing in towns is stupid, Trying to make your AI squadmates to do anything beyond their usual behavior is often frustrating.The amount of WW2 Vehicles and outfits is limited, especially for the west front. Other then that it is perfect for me. I don't think any company other the those of ArmA will ever produce something similar in the, let's say, foreseeable future. There is now also ArmA 3 of course, and the unofficial Ir on Front modding team has continued there. I suppose they added all content from the "Invasion '44" mod, and then some. Which is an interesting effort, but know that model quality is all over the place because of that. I never tried it myself.
  24. About Panther Model Detail switching. See images where I zoom in/out slightly to show differences. (Early) shows a texture swap? (Mid) Shows dissappearing tracks on the turret. The Panther (Late) was behaving OK in this photo session, but may have the same track issue.
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