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Topic: GJS for tLD |
BerndN
Replies: 239
Views: 167943
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Forum: Close Combat The Longest Day Posted: Sat Oct 16, 2010 4:09 pm Subject: Re: GJS for tLD |
Good news indeed! |
Topic: New beta is out |
BerndN
Replies: 11
Views: 9218
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Forum: Close Combat Last Stand Arnhem Posted: Wed Oct 06, 2010 3:47 pm Subject: New beta is out |
You find the information here: http://www.matrixgames.com/forums/tm.asp?m=2592573 |
Topic: Nice Rant |
BerndN
Replies: 173
Views: 115064
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Forum: Close Combat Last Stand Arnhem Posted: Fri Aug 06, 2010 7:31 am Subject: Re: Nice Rant |
I just did a quick search around and I haven't found any WW2 game which is working like the CC series. Some much to big, some round based and some just RTS. I have found not one yesterday which seems so 'easy' to use and still offers so much suprise for me after years.
There's some I would like different if historic correct. I have watched the A bridge too far movie and I would like to have a more straight street connection to Arnheim. While playing as Allies I could take other ways with the tanks to get in time to Arnheim despite the blown bridges. So as Allied I felt not so much pressure for my tanks like it has been in real. Felt more like plenty of time.
And I would welcome it if some 'official' word could be made which shows what's in development. |
Topic: Nice Rant |
BerndN
Replies: 173
Views: 115064
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Forum: Close Combat Last Stand Arnhem Posted: Tue Aug 03, 2010 8:19 am Subject: Re: Nice Rant |
Spinlock, CCSS seems nice. Great idea and nice to see so much progress.
But path finding. Some here said that path finding in CC3/CC2 was better. Thinking about and reading about the path finding methods in the links I gave I see a fundamental difference between last linear CC3 and CC4-CC LSA. Suddenly path finding has to deal with more indirect goals for an AI. Since CC4 there's the short term goals as well as values given from the exit VL's. Maybe the AI has problems adjusting to the different 'goals'. This only describes major path finding of AI units regardless of soldier AI or vehicle AI.
The specific vehicle pathing issues seems to be directed to the wide of the objects and maybe 'cover'? I have seen tanks which drives on one side of the road which shows cover great instead of simply driving on the road. From my point of view vehicles should not orientate by the cover qotiente of the ground. Sorry for writing such stuff in the rant thread but I believe it's interesting for any future development whether it's a CC re-release or a brand new engine :)
And I repeat, great work on CCSS, Spinlock! |
Topic: Nice Rant |
BerndN
Replies: 173
Views: 115064
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Forum: Close Combat Last Stand Arnhem Posted: Mon Aug 02, 2010 6:42 pm Subject: Re: Nice Rant |
What would be needed is, what level of source code is available for the current re-releases and what can be done with it. Interesting stuff can be found here: http://www-cs-students.stanford.edu/~amitp/gameprog.html#paths
Some interesting reads on some basics and especially how many people have done work on the main theme: path finding and 'strategy'. Also some good information about 2D and elevations as this is critical to path finding too.
I remember that there was indeed an open source try of a program but can't find any links. But I have found it: http://sourceforge.net/projects/adv-warfare/ Why has it been abandond? There are so much talented guys here which could help boost such a project.
This is not meant to sound like I don't like current re-releases.
But I would love to have some better AI on a map level as well as on strategic level. And to somehow give more info about the 2D terrain. Another thing is to keep stats in the game so that I can see my heroes. Another one like laying smoke, deploying mines. Some small stuff |
Topic: Nice Rant |
BerndN
Replies: 173
Views: 115064
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Forum: Close Combat Last Stand Arnhem Posted: Sun Aug 01, 2010 11:58 am Subject: Re: Nice Rant |
I don't believe that it's only for money. There's not much money in it or do anyone believe that the re-releases have sold massively?
What I see and wonder about is the graphics engine could be recoded with less problems. This would give a modern 2D engine which can load all 2D maps currently available.
What's still outstanding is that the game engine is able to group a couple of small AIs and let them act and react to the terrain file. This is not easy to program. And this is the main reason we have a path finding problem. No idea how much of the original source code is available but path finding has a long history in CC. So I assume that the movement and AI is a problem.
I only hope that with the re-releases some small money has been received which makes it possible to pay for some improvements in the core of the engine.
Compared to the original CC55 engine LSA has made some good progress in my opinion. Not so much that I personally had hoped for but I see a lot of feedback from the devs which seems to indicate that they try to do the best to iron out what is possible.
Just my 2 cents |
Topic: Close Combat: Last stand Arnhem Bug Report |
BerndN
Replies: 125
Views: 103637
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Forum: Close Combat Last Stand Arnhem Posted: Sat Jul 31, 2010 12:00 pm Subject: Re: Close Combat: Last stand Arnhem Bug Report |
Hoogley wrote (View Post):
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How come it doesn't work when you use the auto-updater? It said there was no update.
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I believe the auto update method is only for final versions. This patch is a beta patch and they use the feedback to adjust things for the final or next beta patch. |
Topic: CCODM : Suggestions for Rev 1 please... |
BerndN
Replies: 30
Views: 21415
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Forum: Close Combat Cross of Iron Posted: Thu Jul 29, 2010 1:39 pm Subject: Re: CCODM : Suggestions for Rev 1 please... |
I checked shortly and minefields seem to be included in the map (Coi as well as LSA) and exploded mines in the tmp files belonging to a save game. Interesting question though as to where the mines are defined. I assume in one of the text ascii files but I would think that others know better.
Laying smoke would be great in any CC title. But I believe that it should be added via the artillery/planes stuff? Interesting though |
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