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Loss of Old View


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I just performed a search of the forum

and noted with dismay that BTS has still

not responded with even acknowledgement that

the old "sittin' atop the turret" view which was accessed by hitting "Shift-1" is

gone.

While I'm quite aware of the fact that

there's a clunky workaround for this, it's not the same.

Call me a blasphemer if you will, but

I'm not enjoyin' this thing as much

without that view which was my (and I've noted others stating the same) favorite.

Anybody hear anything further or find out

just why this view was modified/dumped

by BTS?

Regards,

Oddball

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Guest Madmatt

Umm, actually zoom and shift-a IS the old view...

Its still there, it just doesnt default to that view anymore...

Madmatt

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Guest Madmatt

Well Fred, maybe you should be a little LESS DEMANDING in your posts!

However, I will have a look and see. Although as someone who has taken HUNDREDS of Screenshots, I can replicate the EXACT same view as before using methods similar to what I said above...

Madmatt

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[This message has been edited by Madmatt (edited 05-20-2000).]

[This message has been edited by Madmatt (edited 05-20-2000).]

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Guest Madmatt

Fred, I just took two screenshots.

One from the old Demo and padlocked on the Tiger in Last Defense.

And one from the Current CM version.

In order to get THE EXACT SAME VIEW, you need to goto camera 1. padlock then do Shift-A TWICE, there is no zoom required and it is the EXACT SAME VIEW!!!!

ok, here is the OLD DEMO VIEW: http://cmhq.tzo.com/misc/old.jpg

NEW VIEW With Shft-A http://cmhq.tzo.com/misc/new.jpg

Any questions?

Madmatt

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Guest Ol' Blood & Guts

I really think why BTS modified the default "Lock Camera" view is, just to piss people off. tongue.giftongue.gif

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Guest Madmatt

I am not sure why the new default padlock view needs to have the 'tilt' adjusted to get back the old style view but Charles usually has his reasons...

I think BTS is a little busy right this moment but I will try and get an explanation why it was changed.

So lets be carefull, what we have is NOT a workaround, its the old view, it just takes two extra keypresses to get it...

Call me a stickler for proper semantics! biggrin.gif

Madmatt

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>>So lets be carefull, what we have is NOT a >>workaround, its the old view, it just >>takes two extra keypresses to get it...

Matt,

Rather than get into a debate re: semantics, I'll just add the following to

this thread... smile.gif

I've found the "problem"....it is that using the "Tab/1" keys does not always result

in the correct view.

I just fired up the Valley of Trouble

scenario and ordered a tank to move..

I selected the "5" view..then hit "Tab/1",

Then the "4" view and then "Tab/1", then

the "3" view and "Tab/1"... I did this

several times and noted on a couple that the

view I was looking at was -not- the "Tab/1"

view, but another.

ie: the "Tab/1" keystroke is not producing the requisite/desired view each and every time; there appears to be some anomalous

displays of views.

Try it yourself. I'll go back myself and try and replicate it as well.

Regards,

Oddball

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>>the "Tab/1" keystroke is not producing the >>requisite/desired view each and every >>time; there appears to be some anomalous

>>displays of views.

Matt,

I'm back from running my "experiment" again and can assure you completely I am standing on firm ground re: this odd display behavior. (No pun intended.)

As well, I've noted that the "tracking"

doesn't always hold when bouncing

back and forth to the "Shift/1" view.

At times you're left behind watching the

tank move forward without you.

Now just so we don't get into a defensive

pissing contest, rest assured I am a CM fanatic and not an infiltrator from

Hasbro trying to derail this train. <ggggg>

Regards,

Oddball

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Madmatt the view in the 2 screenshots is not the same. Take a closer look at the arty observer in the new version he has lost his backpack and his gas mask container is hanging at a different angle. Please get your facts right in future before posting. wink.gif

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Guest Madmatt

Speedy, umm yeah biggrin.gif

Oddball, I see where the problem is in your experiment. You should only hit TAB ONCE. That padlocks the view to the unit. But in your test (if I follow it exatcly like you say) you are selecting Camera 5 and hiting Tab (therby locking the view) and then going to camera 1. Then you are going t oa different camera view and hitting tab agin. When you hit TAB a second time you UNLOCKED the Padlock. Watch the top of the screen and it will say if the unit is padlocked or not(it says VIEW LOCKED TO UNIT). TAB is not an exclusive function for padlocking but a toggle, on/off.

You can padlock (with tab) a unit and switch between any camera angles and it should always return to the same views. If you press Tab again you will unlock the padlock.

I too just tested this in VOT and went all over with a Sherman and the focus stayed the same. Now remember there will be times when a unit will be on an inlcine that is steeper than the camera can tilt through (roughy 10-15 degress upward and 90 degrees downward), this may account for the tank slipping out of view sometimes while in the camera 1 padlocked camera posisiton.

There is another facet of the camera that is a little complicated to get into but in essence the camera itself has limits to how high and low it can be in a particular elevation without needing to switch to a different level. You will notice that camera 1 is HIGHER on a elevation 0 terrain than camera 1 on a elevation 19 terrain.

We can dicuss that at another time though.

Madmatt

Madmatt

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[This message has been edited by Madmatt (edited 05-21-2000).]

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Guest Big Time Software

The change was unintentional. In fact I never even noticed it. But I tweaked the code in the game's full version so bring it back to more like the "old" way.

Charles

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>>The change was unintentional. In fact I >>never even noticed it. But I tweaked the >>code in the game's full version so bring >>it back to more like the "old" way.

>>Charles

Awesome! Thank you, Charles! While it was possible to closely replicate the original with several keystrokes vice the original 2,

the "feel" wasn't the same and it detracted

somewhat from enjoyment of the gameplay as

one was forced to avert their eyes for another couple of seconds away from the action in order to access the other keys.

I for one am extremely happy to see its

reimplementation. Thanks again. smile.gif

Regards,

Oddball

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I knew I'd read this post a few days back when it got started, then lost track of it along the way. The turret lock view is something that has been bugging me in the Gold Demo as well. Thanks Charles for "fixing" this little issue in the final code.

Mikester out.

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Guest Madmatt

Ahhh, that may have been why I wasn't noticing it either guys, since I was using the Full version to compare against the old Beta demo. I am glad its all been taken care of...

Madmatt

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If it's in Combat Mission, it's on Combat Mission HQ!

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