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Howler

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Everything posted by Howler

  1. Lately, AMD has been more committed to not breaking things during updates. You should be able to refresh your drivers without issue. Mind you, you can stay where you are as you like. You are fairly current. I keep updating hoping depth buffer access under ReShade will magically be fixed. No luck there yet. If you're not using that shader framework with CM - then you have another reason not to update your driver. You will need to keep in game shaders ON if you wish to see hit decals. Otherwise, you'll see white holes. (ATI/AMD issue) I go with 3D models/textures on Best as I prefer draw distance over FPS. But, can appreciate that others favour FPS. Turn off VSync in game if you opt to use the driver frame rate control in the Radeon settings I posted above.
  2. Icons - http://cmmodsiii.greenasjade.net/?p=2375 UI - http://cmmodsiii.greenasjade.net/?p=741 UI - http://cmmodsiii.greenasjade.net/?p=1932 About a million vehicle/equipment/terrain/base mods. It's all good, the above is simply my preference of the basics. Although, there are plenty of alternate equally excellent Icon and UI mods to choose from.
  3. The two 3D Model/Textures setting under options will affect draw distance. It's a trade off whereby longer draw distance leads to more graphics work load. Personally, my preference in this regard is longer draw distance versus FPS. Bump both to 'Best' and see if that addresses your need. If it does, you know what to tweak to meet your tastes.
  4. The single biggest FPS hit is in game AA. Turn that off and you'll see a noticeable improvement. Next, download/use the latest 'Adrelanin' AMD video driver and create a game profile and set as follows: While I don't use the in game settings @Captain Reyes mentions for CMSF2, you'll likely need them to squeeze more FPS for CMFB with its forests and weather conditions (snow!).
  5. The attached is what I'm using at the moment. Minimal FPS hit on an old gaming PC using an ATI graphics card. In game, turn off AA and turn on Shaders. AA is best delivered by your (hopefully modern) video driver and you don't need the in game AA slowing things down. I think you'll have access to the depth buffer if you're using an Nvidia card which will allow more shaders to be effective. If you have the FPS cycles to burn, try the Ambient Light shader which I'm not using the CMSF2 but I do for CMBS/CMBN. Also, set a key to toggle effects which may be Shift-F3 as a default. As @PIATpunk stated, it's easier to toggle off when you're in the main menu and will allow you to make selections. It doesn't take long to experiment and everyone has different tastes. Mine are middle aged eyes and a slow system. There is no one size fits all. Start with a LUT, Curves, any bloom, and whatever else strikes your fancy. CMSF2.ini
  6. Further, use 'Target Arc' to encourage target selection rather than Target/Target Light.
  7. Yes, enter the license key you would have received for the v1.21 patch to activate the CMSF Base Game. As you say, the Paradox build didn't have a license key. I vaguely remember it required a CD check in order to play.
  8. Canadian Club has a wire fence along the front of the Bomb Factory where originally it was a trench. Abu Susah needs the Stryker dismounts to swap (3 Squad/1st Platoon with 3 Squad/2nd Platoon). I'm slowly playing through in ascending order and they've been much improved. Well done with the conversions!
  9. My upload privileges on this board don't allow me to show three captures illustrating the quirk but... Snapshot one shows the order quick to wall; face; pause 10; blast (in the direction of the preceding FACE order) Snapshot two clearly shows the team against the wall and evenly split around the crates (2 members each side) executing the sequence of orders. Snapshot three shows the wall along with the crates blasted away. The team than proceeds to circle around to the side to gain entry through the door. It's a fine snapshot showing the team no longer split nor seemly impeded by the crates previously located there. I've blasted all manner of stuff spanning v0, v1, v3, v4 engines in both modern and WWII. Steve had alluded to the path finding not considering paths appearing within a WEGO slice as the cause of some the reported issues. PS Dear readers, please imagine each snapshot is beautifully staged and illustrating my points discussed above. PSS I admit my ignorance of any free picture/snapshot hosting sites.
  10. Looking at it again, there was a small pile of crates in front of the wall that was breached. Thanks @Combatintman. I wasn't aware it was that finicky.
  11. Just adding to observations already made regarding the path finding. Just noticed a BLAST on a side of a structure without a door; resulted in the breach team BLASTING (as expected) yet running around to the other (not blasted) side of the structure in order to take the door (unexpected). Kind of takes the starch out of my attempt to mouse hole/breach. Thankfully, I can chuckle as no casualties were taken and play on. I did keep a save in case it's wanted. My SOP is usually to quick to wall/side/thing to blast, face the direction to blast, pause ten, blast.
  12. I believe you also need both the v3 and v4 CMBN engine upgrades. The v4 upgrade once applied will also allow you to activate the CW.
  13. I chuckled as I had to use the hotkeys popup to enable paths/command lines. I basically went through every ALT-key combo to ensure all was to my liking. Most of these are set once and remain for *years*... Ah, there's nothing like a new release!
  14. If you're gaming system allows it, go Iron as @c3k and @domfluff recommend. My last few games have been on Elite to see if the larger maps/scenarios become playable on my ancient (10+ years old) system. The consensus seems to be that some computation is avoided on Elite as the various friendly LOS conditions don't need to be represented on play back. I don't know, as yet, if it does in my case. There's a lot of good information to be found already and plenty of members willing to answer any questions you may have.
  15. It's working here too. I had neglected to provide the CMSF v1.21 patch serial which, I guess, allows us original Paradox users to use the common e-licensing program. My problem earlier was activating the CMSF Bundle and not the CMSF Base Game. Once the three keys are provided (CMSF Base, CMSF Bundle, and CMSF2 Upgrade), I'm good to go!
  16. Yes, it does. I've also been using your mod on the demo release. A big thank you to you sir.
  17. Yes. The game specific settings are optional. If a game specific profile does not exist - you're global one (i.e. AMD settings) is default and will be used.
  18. I'm an AMD (Radeon HD7850 & Win7) user and can confirm that you need to enable in-game shaders. This is an issue (for me) with CMBN, CMBS, and the CMSF2 Demo. I don't recall this being an issue prior to the v4.0 engine update. And, as I no longer have a copy of a prior release of CMBN installed, I can't check.
  19. Same here. On turn 10 playback. Win7 + Radeon HD7800 video. While CMBN (Bundle) and CMBS have never crashed. Applying the updated demo build hasn't corrected. I'll try replaying from scratch using the refreshed demo.
  20. I've always been able to use LumaSharpen and it doesn't impact FPS. You can also try HighPassSharpen and AdaptiveSharpen. You can use all three as you like. In CMSF I go with all three, in CMBS I do LumaSharpen only, and in CMBN Luma along with AdaptiveSharpen. Keep in mind my eyes are bad, I'm using an ATI card, and I like sharp stark visuals. Oh, I can't use the nifty NVidia shaders in ReShade (FXAA/MXAO) so...
  21. Which presets are you using? I'm using ReShade 3.1 on Win7-64bit with an AMD Radeon HD7850. I also go against recommendation and *keep* AA and shaders turned on in CM. I lose hit decals with in-game shaders off. And AA is on as I have no access to display depth not to mention the more effective AA shaders which only work with NVidia cards. I limit my use to a couple a sharpens, a LUT, UIMask (yours), curves, and ambient lighting. These have minimal impact on FPS while "improving" the visuals to my bad eyes! Unfortunately, what works for NVidia will not for AMD.
  22. Display depth is no longer available. As an anti-cheat feature, any game involving networking disables those shaders (depth based). I believe the TCPIP game mode triggers it. @CarlWAW or @HerrTom may have built from source to workaround that code as wall hacking isn't much of an issue in CM titles. Only the stock ReShade binary is white listed so altering it may get you banned when used in other games such as CoD, GTA, etc.... You can determine whether the display depth is accessible by running the DisplayDepth.fx shader. A black screen means unaccessible. My observations are as an AMD/ATI user. YMMV using a NVidia card... EDIT: It's still worthwhile for me. Has made CMSF so much more enjoyable to play. The Levels/Technicolor shaders @CarlWAW referenced above don't require display depth and have minimal impact on FPS. Another I like is AmbientLight.fx...
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