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Howler

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Everything posted by Howler

  1. I've not had problems using either. Are you sure you have a gunner on the G-Wagon when attempting to target? Barring LOF, it's pretty much tag wagon and select target. The Bradley will fire whatever it thinks is appropriate at the time. You need to be careful when troops are nearby. That 25mm is quite effective at suppression and makes short work of most structures.
  2. QB crashes vary depending on which modules you own. This should be fixed in the forthcoming patch.
  3. Start with Multi-LUT. Select any one of the dozen or so LUTs it provides. Play with the Chroma and Luma until you notice how each effects your scene. As @Zveroboy posted, it's easy to fix. Curves, for example, adds contrast and if you chose, via it's controls, to effect Luma it willl be 'darker' than if you opt for Chroma. The attached preset relies on ReShade 4.0.2 and does AA, mid-tone color transformation, sharpen and contrast at very little FPS cost. What it does is illustrate is how bad the 'default' settings are. Take the time to play with the sliders. I tend towards minimal FPS cost and sharpen/contrast to help middle-aged eyes. I can also play with it always on. The attached preset assumes you have in-game AA OFF and in-game Shaders ON. When I feel like taking screen shots, I load another preset more tuned to the 'sexier' grabs others have posted. Try altering the settings of Multi-LUT until you see the differences this single effect has on your scene. Build from there as you like. In CMBN, I have a six different presets providing cartoon, night, photo real, etc.. You don't need to go this extreme but you should at least - tune your selection to meet your need. CMSF2.ini
  4. The only certain way is to avoid the balcony entirely. There is no need to 'patch'. I like the manner the troops spread out on a AS and peak around trees/corners/ditches/etc. and prefer they work on correcting items that can't be so easily mitigated. The best way to fix this is for scenario designers to be aware which I believe most are. Right now, when I want them out on the balcony, I place a waypoint there. Simple. Skip floors containing balconies. It's the least of our challenges when trying to clear a multistory building as one can pace the assault to rarely stay in place long enough for them to fan out. Plan your breaks with pauses/target arcs as teams lead frog each other throwing grenades. If you really need to expose men to balconies rather than a protected roof/ground floor; I believe @MOS:96B2Pdetailed a workaround somewhere on this fine board.
  5. Sort by size ascending and work your down the listing. It's a good mix of situations and you can jump down the list as you develop your preferences. If this is your first modern title then the smaller scenarios will introduce you to the lethality of the setting comparatively to the WWII titles.
  6. Windows 10? Nvidia? What is the timestamp of the opengl32.dll located in wherever game you installed ReShade to?
  7. They are in the sense that it is simpler to efficiently produce a shader for a fixed camera position. The costs are in-game FPS and programing effort. Personally, I'd prefer that they make it perfect for CM3 rather than spend scarce resources in an area so well supplemented by an open sourced post-processor such as ReShade. I dunno. I only play a graphics expert on TV... Have you tried ReShade to address your issue? It's a windows only solution but it goes a long way towards modernizing the look. It's most effective when used on older titles such as the CM2 family of products which can benefit (quite easily!) from the 'free' man-hours of effects contributors.
  8. The flickering/lighting is to be expected to some extent given the free moving camera we enjoy. The only time it's really an issue for me is when I'm trying to pose a screenshot. Otherwise, I simply shift the camera position over a little. My two pet AMD peeves are: 1) hit decals only show with shaders ON (white dots/holes when OFF) and; 2) depth buffer access is broken which precludes the use of certain interesting shaders under ReShade. I suspect, given the resources available, the effort is concentrated in at least ensuring in-game shaders render properly with Nvidia rather than AMD when both/all isn't possible. Which, I find to be perfectly understandable given the relative market shares.
  9. @George MC, that's exactly the situation describing my last use of BLAST. Thanks for jogging my memory. I stand corrected. An obstacle is required in order to BLAST.
  10. Some neglect to consider that a single core is only ever used... I've found little reason to swap my older CPU because of this. I now have a dedicated 5+ years old PC running all my CM toys. The re's only so much a GPU will do for you and any card available 3-4 years does the job. The biggest consideration when it comes to GPU is whether to go Nvidia or AMD. While, I'm an AMD owner, I'd recommend Nvidia to avoid basic known issues concerning the in-game Shaders.
  11. The opportunity hasn't arisen yet in this title but, you used to be able to BLAST demo charges to clear mines. I'd love to see a test video on this point from a certain captain...
  12. The problem for me lately has been teams opting to run a 30m in the open rather than completing the order (usually quick - sometimes hunt) under light fire. They'll come under fire from a location other than the destination building and not continue (<5m). They'll also not find another building for cover. They will run around buildings and down alleys. This makes me sad... in a WEGO sort of way. But, they are ported maps and it is an initial release so, it can only get better.
  13. CMSF2 is absolutely wonderful! I might have been too harsh having just finished House Cleaning followed by Ambush in al Fubar. I'm sure once the patch is released to the other titles, everyone will be happy. I'm of the same opinion concerning the ported maps and should have tempered my post better. There are also minor terrain issues reported with some scenario which likely compounds the problem. Plus, there was a discussion regarding the newer building types not being present in the modding section which will make CMSF2 behaviour more distinct for you scenario designers. Don't get me wrong - it's a must buy for anyone interested with the period/region. I've been playing it non stop.
  14. They continue to run out of the building and into the street to be cut down. It's fun when it happens to opfor. Not so much when the shoe is on the other foot. I'm hoping a fix is still forthcoming. MOUT is essentially Bradleys and Abrams shredding the structure which is fine when you have them on hand. Unfortunately, quite a few scenarios expect you to use infantry accompanied by a few supporting elements with neither the time nor the ammo to complete objectives without significant loss in manpower. The path finding issue is more noticeable in this title given the preponderance of urban fighting. The teams take the wrong entry point more often than not . Placing the way point in front of the intended entry point is no guaranty they'll go in that way. They're just as likely to circle around to use the exposed side or worse - run across a street/ditch/plaza/open area to get shot up proper. I'm no expert and could be convinced I still need to learn the basics but, it's night and day between open and closed terrain (path finding).
  15. @IanL, the default is shaders and textures under [game root]\reshade-shaders. shaders -> C:\Games\Battlefront\Combat Mission Shock Force 2\reshade-shaders\Shaders textures -> C:\Games\Battlefront\Combat Mission Shock Force 2\reshade-shaders\Textures reshade itself, log and ini's -> C:\Games\Battlefront\Combat Mission Shock Force 2 The above assumes that your 'CM Shock Force 2.exe' is located C:\Games\Battlefront\Combat Mission Shock Force 2 (i.e. game root). To manually uninstall; delete the reshade-shaders folder and anything starting with either ReShade* or opengl32* that you find in your game root.
  16. Yes, you will need to uninstall CMSF yourself as you like. Otherwise, you're free to play either.
  17. It generates a log which you will find in the same directory the exe you installed for is located ( look for opengl32.log). If you're comfortable with this, you can also look for the opengl32.dll (ReShade engine) which needs to be there. How recent is your video driver? What version of windows are you using?
  18. PC only. You're free to verify at https://reshade.me.
  19. @Mord, I'll respond here rather than the video/screen cap thread where you asked about depth of field so that the ReShade info is easier to reference for others. But, essentially, yes. Your use of the emphasize and gaussian blur can be considered as such (blurring the whole then selectively sharpening an area). The joy and pain of ReShade is that many different effects can be used in combination to achieve the same look. Further, you'll soon discover that the order by which you apply said effect will result in a vastly different look. You can easily reorder an effect by clicking and holding your mouse button and shifting it up or down in your list of presets. Load the attached preset and move the LUT around to see how apparent that can be. You can also change the LUT used to see a range of colour transformations available in this technique. Toggle the various effects used to see the difference. Get to know the Statistics tab and hit the corresponding edit button to dive right into it's code. You can spend hours driving yourself crazy by fiddling with this or that. But, as a rule, the more recent shaders are actively supported and often combine all in one spot what earlier distinct ones used to do. CMSF2.ini
  20. @Mord, I didn't mean to imply it wasn't 'good'. Quite stunning really and shows how few shaders are needed to be effective. @Captain Reyes and @HerrTom have a talent and you should look to them for inspiration rather than pay any attention to me. I'm more of a less is better and limit my use to sharpening with a light touch of colour transformation (usually mid-range). I posted my current CMSF2 preset in another thread which may be of interest as it uses low FPS impact shaders. I'm pleasantly surprised at how pretty CMSF2 is out of the box. I'm quite happy that you started this thread. Feel free to keep unused shaders as new releases/updates will overwrite them as needed. If you don't have a check in the box then it's only using disk space. Some like to use a central shader repository and run per-game presets against it. Also, get to know the 'Statistics' tab - an absolutely awesome facility. From it, you can direct edit the code of running shaders! If you're going the use the UIMask technique then you will need to create a mask as per instructions. It's worthwhile as it will keep the bottom game UI panel free from effects. My upload limit doesn't allow me to attach mine here. And, you only need to create it once for use across all CM titles as the UI is not changed much.
  21. To stop the spinning you want to disable 'screen edge navigation' in-game. Just hit Alt-E before you bring up your ReShade Menu. Rinse and repeat (toggling it back on once done with the ReShade Menu). On older engines that don't have edge navigation (eg CMSF), I used to simply keep the 'Conditions' window up. It's a small windows that didn't obscure the scene completely. @Mord, try SMAA and FXAO for smoother corners and occlusion. Also, look at the Statistics screen to determine FPS consumption on a per shader basis. Very nifty! While not preference, a nice screenshot nonetheless.
  22. It depends, with AMD no. If Nvidia - yes. I can tell at a glance who the Nvidia owners are!
  23. That's what I understood "it" to mean. Further, it's more accurate to say that 'Best' uses all the allocated space set aside by the game engine as on larger maps, for example, everyone is effected by "draw distance" to some extent. It's also reasonable to assume that high resolution 'mods' impact the screen presentation more than low resolution ones do (more space allocated). I'm assuming this is the case but can only speak from the viewpoint of an life long ATI/AMD video Windows7 user. From posts under the various Tech Support forums, this seems to be specific the ATI/AMD video cards. But, I tend to skip the Nvidia issues. Also, I believe this fault was introduced in one of engine upgrades (anecdotal observation). I only noticed it once I started to tweak shader settings under v3 when I started with the BarbericCo (?) movie mod which lead me to the truly awesome ReShade (4.0.2) that I use exclusively for such purposes today. Many members on this board also use this frame work as can be seen the stunning screen caps posted in the various threads. Personally, it was worth the effort as it extended the life of CMSF which had not until recently been updated visually.
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