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Thoughts on 1.03?


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Originally posted by Dwayne Matheson:

Blast movement didn't seem to work for me. They blew a hole in the wall ok, but then they still went for the door.

The same for me. I blasted the wall of a 2 doors house(front and back doors). After the blast a few soldiers entered the house through the front door and the others through the back door; none of them used the hole in the wall.

Beside this small problem, patch 1.03 is fantastic and improved the game a lot. The graphic enhancement was a cool surprise and it's great to see that the "show all movements" is back. Thank you very much.

Khane

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Khane,

The same for me. I blasted the wall of a 2 doors house(front and back doors). After the blast a few soldiers entered the house through the front door and the others through the back door; none of them used the hole in the wall.
(grumbles to self) OK, we'll go through this again!

Beside this small problem, patch 1.03 is fantastic and improved the game a lot. The graphic enhancement was a cool surprise and it's great to see that the "show all movements" is back. Thank you very much.
You're very welcome :D

RT North Dakota,

Whoah! Hand me the tissues. The game has completely changed!! Now it's playable. Still a few minor issues, but overall the improvement is vast.

I had made a little urban scenario to test a few things. In 1.02 it was pure garbage. In 1.03, it plays exactly as I thought it should.

That's nice to hear, but I'd rather you check your inbox and see if an email from me to you got choked up somewhere. tongue.gif If you don't see it, send me an email please!

Thanks guys... we were really quite happy to sink our teeth into these issues instead of trying to figure out exactly how badly ATI handled left clicks in their OpenGL drivers tongue.gif

Steve

[ August 30, 2007, 10:53 PM: Message edited by: Battlefront.com ]

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Originally posted by benpark:

BFC-really well done on 1.03!!

Dan, freaking amazing changes on the terrain! It's a vast leap over already fantastic looking textures. Pure art. My hat is off to you.

GOOD JOB ALL 'ROUND!!

Yeah man...how beautiful are these?! I longed for rocky textures like that in CMX1!

untitledrd8.th.jpg

untitledji2.th.jpg

So damn awesome!

Mord.

[ August 30, 2007, 10:57 PM: Message edited by: Mord ]

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Looks great. Tried a few QBs, managed to get the sort of force I wanted on the second try. Had overstack set up zones that led to some fast initial slaughter. Pathing and driving improved thereafter. AI attacked, but lost too much in the early firefight (because I had T-72s and it had Strykers muhu haha ha). Having fun...

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Originally posted by Mord:

</font><blockquote>quote:</font><hr />Originally posted by benpark:

BFC-really well done on 1.03!!

Dan, freaking amazing changes on the terrain! It's a vast leap over already fantastic looking textures. Pure art. My hat is off to you.

GOOD JOB ALL 'ROUND!!

Yeah man...how beautiful are these?! I longed for rocky textures like that in CMX1!

untitledrd8.th.jpg

untitledji2.th.jpg

So damn awesome!

Mord. </font>

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Hey Gents! Excellent work on the 1.03 patch, thank you!

I redid the testing on MOS and gun distribution as well as team split logic using the 1.03 patch and nothing seems to have changed from 1.02.

So just a short recap on the bugs and issues.

_____________________________________________________________________

The Designated Marksman issue.

There is some confusion as to the name of the MOS for the MOS depicted with the scope and the small '+'

The manual calls the MOS in question for 'sniper'

sniper.jpg

The special edition mousepad call the MOS in question for 'marksman'

dmmos.jpg

Steve, you have used the term 'designated marksman' in the original thread

snip ... Remember, a Designated Marksman is *not* a Sniper. He's a Rifleman that can shoot better than the rest (in theory) and has a better equipped weapon for accuracy. ... snip
So to keep things honest, for the rest of this post I will use your terminology and refer to the grunt in question as the DM MOS Grunt.

_____________________________________________________________________

The AT Split bug.

WHen doing the AT Split for a std. US Stryker sqd in 1.03 we get this:

Scenario A: AT Split with no Jav aquired for the sqd.

atsplitnojav.jpg

Scenario B: AT Split with the Jav aquired for the sqd.

atsplitjav.jpg

Both scenarios should facilitate that the AT MOS Grunt joins the AT Split as primary character, but he does not!

As you have clearly stated in the above mentioned thread, all it takes is a swap between the DM MOS grunt and the AT MOS grunt and the Scenario A is home free and good to go!

Scenario B is somewhat better in that the Jav, when sported, is part of the AT Split as should be expected. However the AT MOS Grunt is still not present! But who is then carrying the Jav, if not the AT MOS Grunt? Well the answer is revealed here.

atsplitpostjav.jpg

Yup! Your eyes are on the mark ... a SAW gunner!

When acuirering the Jav stuff my virtual troopers gives the Jav CLU to one of the SAW grunts. This is completely unrelated to any splitting issue and is simply a matter of 'who in the sqd. should sport the Jav?'. I would answer 'The AT MOS Grunt', but hey! that's just me.

Here is the post Jav acquire picture to support the above.

postjav.jpg

_____________________________________________________________________

The Assault Split bug.

Your explanation on how the assault split should work for standard US Stryker squads says:

The Assault Split should have the Assaulting team with:

TL - Team Leader

GR - Grenadier

DM - Designated Marksman

AT - AT Specialist

This puts the light weapons in one group and the heavy weapons in the other.

If we look at the current assault split for a std. US rifle sqd. with in-game pictures then we see the following:

The assaulting team

assplitanojav.jpg

The heavy weapons (supporting) team

assplitbnojav.jpg

Okay! So to have the actual split allign with your explanation the following personnel needs to swap places:

</font>

  • The SAW gunner from team A must swap with the DM MOS grunt from team B.</font>

This will make Team A the assaulting team as per your explanation and will make Team B the heavy weapons (supporting) team.

So it seems that all it takes is a swap between the SAW gunner from Team A and the DM MOS grunt and the current Assault Split for a std. US Stryker sqd. is home free and good to go.

_____________________________________________________________________

Thank you and all the best

Frans

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I got the version the Paradox version, while waiting (I JUST CAN'T :D ) , I can't help me to ask some questions :

-Is there collision detection right now?

-Are we now able to put 4 differents working commands at a same waypoints ( aka pausing issue solved?)

-Is the AI able to call in artillery without a preplanning?

Anyway, great work BFC.

Such game support is so rare in video game industry. ;)

I hope reviews would reconsider the game as the major problems seem to be adressed.

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-the new textures are stunning, unfortunately my 7950gt has worse frames now. even the al ahmara scenario has some slight frame problems...so now even me notices the bottleneck in the engine.

nevertheless, they look really good but i feel that was a "unnessesray" change, its supposed to be CM and not FEAR/CoH or whatever, after all :D

-the pathfinding works reasonable but vehicles are still hindered by their own budys. they try to drive around vehicles wich arent in their way but too close to the waypoint.

but for now, it was a verry good change.

-infantry units still show the ToW behaviour.

-40mm strykers still need a "invitation"(1 turn area fire on some spot)to fire on enemy units in their cover arc(at least i expirienced it in Al Ahmara 30min ago).

-LOS/LOF around buildings still a bit whacky. you need to see enemys in houses at 0° +/-25° in order to shoot at them. you look at the house from an angle more than that you may see them and the area around but you still cant shoot on that unit. "target" tool shows the last meter to the unit blocked.

thats what i noticed so far from playing Al Ahmara scenario after installing 1.03.

all in all that was a verry good patch still!

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Well that sux! Now the AI is beating me :mad: Just tried a battle and got my butt handed to me. What's with the Syrians shooting back now, that's not on.

In all seriousness, this is a massive improvement. It looks much better, (well until my guys start getting blown up all over the place) though I have taken a hit on the framerates, particularly when I zoom right out. Mine is only a moderate system and I have everything set on max so I would expect that. It is much easier to see undulations in the terrain.

The path finding seems very good now (though I haven't tried it in a built up scenario yet). One thing that needs toning down a bit is when you take the Strykers on rough terrain they bounce all over the place. Yes I was telling them to go fast, but IMO they should go as fast as possible given the constraints of the terrain. What they were doing was a bit over the top. If that speed on that terrain causes that much bouncing around, then they should not be able to go that fast.

The improvements in the enemy AI is now making the game a challenge. I played the same scenario the other night and got a total victory. Half my losses were caused by path finding madness. Tonight I got hammered and the losses were caused by the idiot in command, not idiot AI. Charging M1s around with reckless abandon is a good way of getting them killed it seems. The release notes say they have toned the armour down sightly... not sure it was all that slightly.

Show all paths is back! Thank goodness for that.

Well done BFC.

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I can report something too.

The new textures look really better! Although I've been experiencing some troubles due to not perfect optimization. Seems NASA computer is still needed for best performance... and this is kind frustrating.

On the other hand I've to report (played meeting at high altitude for testing):

-BMP problems seem all fixed:

they fire more missiles and 73mm

Some problems about: LOS, I got syrian inside the compound firing thru the concrete wall to US troops outside the compound.

Seems also to me that a lot of dust is produced.

When a Struker gets a 73mm hit it seems that a complete cover of dust is depicted 360 degrees around the stryker at some 20/30 meters distance. Could you please take a look at it?

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I don't know if the changes affected anything, but I actually got some nice resistance in the campaign's first mission. I hope this continues. smile.gif

Pathfinding seemed a lot better now and I could move my soldiers through a wall gap. Very nice.

"Show all moves" is Heaven's gift for the interface. smile.gif

Good patch so far!

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I agree with ParaBellum, the new textures are a substantial improvement and are adding to the pleasure of playing CMSF.

Well done BFC. I was pleasantly surprised. I did not expect such an improvement in graphics in patch 1.03!

There is only one extra thing that I really NEED (as opposed to want) now, and that is a fix for the nVidia issues. Look forward to your help in this matter BFC, and thanks again for the content of 1.03!

_____________________________________________

Originally posted by ParaBellum:

[QB] Loving the new textures!

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Is the AI Crawl of Death solved?
suparcrawlbu5.th.jpg

i think the "units seeks cover under fire" behaviour is to 50% resposible for this. maybe we should ditch that with this rought action spot overlay!?

they exhaust themselfs and when you cancel their slow waypoint you get ploted anotherone somewhere else, than under fire they get another slow, its hellish...

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