Sotoro Posted August 31, 2007 Share Posted August 31, 2007 1.03 is a great step in the right direction, but i'm still waiting for the nvidia fix to play this game. Can you (devs) tell us, if there is a release date for the new patch and what we can await (beside the nvidia fix). 0 Quote Link to comment Share on other sites More sharing options...
JohnO Posted August 31, 2007 Share Posted August 31, 2007 Soon very soon, just joking, seriously being one of the Beta testers not sure what would be the time frame it could be two weeks, two and half weeks not sure. I know were on it, but Steve would most likely drop in and say with a better time frame. JohnO 0 Quote Link to comment Share on other sites More sharing options...
C'Rogers Posted August 31, 2007 Share Posted August 31, 2007 I think the nVidia fix will come out pretty much as soon as they come across what needs to be done to fix it. So really it is not a concrete time. 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted September 1, 2007 Share Posted September 1, 2007 Our plan is to get another patch out in a couple of weeks OR punt one out immediately upon finding a nVidia fix on our end. Steve 0 Quote Link to comment Share on other sites More sharing options...
Moon Posted September 1, 2007 Share Posted September 1, 2007 Worth checking out this thread, too? http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=52;t=002831 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted September 2, 2007 Share Posted September 2, 2007 Bumping this thread for requesting some fixes for serious issues (for me ) that you guy must already know (yeah, in fact, I'm just lobbying ). Along with the LOS/LOF and pathfinding which can't be perfectly solved, may I ask if those issues are going to be addressed : *Collision Detection : In 1.03, vehicles avoid better other vehicles when following a path. Still a vehicle can always overlap another one to follow its path. A minimal collision detection model like in CMX1 should make this overlapping impossible. *Command queuing : Following this thread , we can theoritically put 4 different commands on a same waypoint ; it's not the case right now. Stikkypixe have noticed for example the pausing issue ( pause order plotted on a waypoint won't be executed) , but other orders like pop smoke don't work too. Overall, you can't plot more than one effective order per waypoint. Also, some orders like cover arc aren't simply followed , which is especially annoying for ambushes. *Moveable waypoints. *Pause order : 15 seconds delay is too much. Shorter is better 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted September 2, 2007 Share Posted September 2, 2007 also the "supportweaponbug" as i call it, could need assistance happens also with MG teams and AGS30 teams quiet regulary if you move them much. the blue circle shows the launcher, the team in the middle and the explosion becouse the missile path was calculated from the wrong position. 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted September 2, 2007 Share Posted September 2, 2007 Syrian army is more advanced than expected, they can teleport their missile to any other units. BFC, is there anything wrong with the tree LOS/LOF calculation? Because being able to see through 100 metres of dense forest is... surprising. 0 Quote Link to comment Share on other sites More sharing options...
track Posted September 2, 2007 Share Posted September 2, 2007 About the Nvidia-problem. As this seems to be popping up with lots of recently released games and no fix is found by inspectring graphics card alone. Here is a thought: - Why not collect info about three things: Processor+graphics card+chipset of the mobo I think the answer to these problems lies in the combination of these rather than one factor alone. If it turns out to be a hardware or BIOS issue then the game makers cannot do much about it. But the hardware manufacturers might be able to come up with a solution. 0 Quote Link to comment Share on other sites More sharing options...
aka_tom_w Posted September 2, 2007 Share Posted September 2, 2007 in Cmx1 on heavier vehicle could push a ligther vehicle out of the way, (good collision detection), in CMx2 one vehicle simply drives right through the other vehicle.. I hope to see some work on not only collision detection but, like good old CMx1 having the ability for an active vehicle to push a dead one out of the way, for instance in a breached wall situation. e.g. Stryker enters tall wall breach and gets KO'd can another stryker push it out of the way to move it to come throught the breach behind it? It worked on bridges in CMx1 so while it might tricky to code we known its doable. (theoretically speaking) -tom w Originally posted by Darkmath: Bumping this thread for requesting some fixes for serious issues (for me ) that you guy must already know (yeah, in fact, I'm just lobbying ). Along with the LOS/LOF and pathfinding which can't be perfectly solved, may I ask if those issues are going to be addressed : *Collision Detection : In 1.03, vehicles avoid better other vehicles when following a path. Still a vehicle can always overlap another one to follow its path. A minimal collision detection model like in CMX1 should make this overlapping impossible. *Command queuing : Following this thread , we can theoritically put 4 different commands on a same waypoint ; it's not the case right now. Stikkypixe have noticed for example the pausing issue ( pause order plotted on a waypoint won't be executed) , but other orders like pop smoke don't work too. Overall, you can't plot more than one effective order per waypoint. Also, some orders like cover arc aren't simply followed , which is especially annoying for ambushes. *Moveable waypoints. *Pause order : 15 seconds delay is too much. Shorter is better 0 Quote Link to comment Share on other sites More sharing options...
flamingknives Posted September 2, 2007 Share Posted September 2, 2007 A couple of questions: In the real world, how often does a KO'd vehicle push another out of the way? ISTR that in WW2 KO'd armoured vehicles would block the road and require engineering vehicles to come up and shift them (bulldozers, recovery vehicles) With the dense forests, is the undergrowth considered part of it, as it was in CMX1, or do you have to add that separately? In beech woodland (lots of trees but very little undergrowth) you can often see a hundred metres or more. 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted September 2, 2007 Share Posted September 2, 2007 THe undergrowth part in CMX2 is independant from the tree you put in the editor. You could add palm trees on a brush tile for example. I mean some tree types in CMX2 have a large foliage pattern so you can't see with the player's camera through when the tree density is high enough, even without brush or tall grass. If you can't see through, how the unit could do since it is 1:1 LOS representation? 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted September 2, 2007 Share Posted September 2, 2007 Originally posted by flamingknives: A couple of questions: In the real world, how often does a KO'd vehicle push another out of the way? Yes, but on the other hand, in the real world how often do tanks drive clean through each other! Talk about Ghost In The Machine! Actually, I couldn't tell if you were for or against having them being able to push KOs out of the way...either way driving through each other is very wrong looking! Mord. 0 Quote Link to comment Share on other sites More sharing options...
Taki Posted September 2, 2007 Share Posted September 2, 2007 We need that ATI Bug fixed. Game is almost unplayable to me with this. 0 Quote Link to comment Share on other sites More sharing options...
SgtMuhammed Posted September 2, 2007 Share Posted September 2, 2007 Will we get arty smoke in 1.04? I hope Infantry will use their 203s more in 1.04. The only time I see them use it now is if I give them an area fire command. I have also yet to see my infantry use hand grenades. 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted September 2, 2007 Share Posted September 2, 2007 Infantry use hand grenades when you order them a target light command (don't ask me why they put throwing grenades in this command,it surprises me too ). 0 Quote Link to comment Share on other sites More sharing options...
Thomm Posted September 2, 2007 Share Posted September 2, 2007 Please consider the following issue: vehicle (BMP-2) does not react to movement orders any more after having received a cover arc order. Cover arc has to be cancelled (when will we get a target cancel hotkey, by the way) and after some trial and error the vehicle moves again. Annoying. Hide orders after move orders: tried to sneak a sentry up to the enemy by giving a slow order followed by a hide order. Soldier got to observation point (roof), stood up in plain view of the enemy, died. Please bring back CMx1 move-hide functionality! Syrian HQ squad hunts into house, gets under fire, takes casualties. I try to rush them out the way they came in, but my orders are ignored. Squad stays in place, facing the enemy, until killed to the last man. Frustrating, and unrealistic, I guess. Best regards, Thomm 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted September 2, 2007 Share Posted September 2, 2007 I have yet to see anybody flee in any direction. Didn't panicked units used to get up and do weird stuff...well because they were panicking? Or was that routed? Anyway, as much as I am loving this game, all the fighting to the death takes away from the realism. Another problem I am having is that my sound is stuttering when there are a bunch of units close together firing. And the Syrian ATGM, Vehicle and squad, won't fire their rockets. Mord. 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted September 2, 2007 Share Posted September 2, 2007 The broken soldiers are modelled in CMSF. A "!" appear over them, then the soldier disappear. Fleeing individuals are abstracted, so you can't see them run away . As for the ATGM, I didn't encounter your problem : TACAI make them use ATGM more often than I would order! 0 Quote Link to comment Share on other sites More sharing options...
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