Close Combat: Panthers in the Fog Developer Interview!
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#61: Re: Close Combat: Panthers in the Fog Developer Interview! Author: schreckenLocation: Sydney, Australia PostPosted: Thu Nov 22, 2012 10:16 pm
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You are right, and the woeful pathing.

tanks wont travel down roads bordered by trees or hedgerows


#62: Re: Close Combat: Panthers in the Fog Developer Interview! Author: schreckenLocation: Sydney, Australia PostPosted: Fri Nov 23, 2012 8:15 am
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http://www.matrixgames.com/forums/tm.asp?m=3219205


What should include patch for CC PitF ?

First of all p a t h f i n d i n g !!!

I had column of 3 halftracks and 2 puma along field road (both sides were covered with hedges) . What my column did ? puma was moving around , 2 halftracks immediately went into hedges and were immobilized, after 3 minutes of chaos on straight road 2 halftracks were destroyed by mortar fire.

Even on wide roads tanks and other vehicles can't move straight from point A to B - they behave like ships avoiding torpedoes zig zag .


Years of developing CC ....

#63: Re: Close Combat: Panthers in the Fog Developer Interview! Author: mooxe PostPosted: Fri Nov 23, 2012 10:19 pm
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Once again... we have a re-release with some awesome features added just like Matrix did. But they didnt fix critical things like pathfinding.... AI is still a problem.... only one way to establish a multiplayer connection...

I feel like over the years some people thought I was being over critical, flame baiting, trolling. Maybe that was the case.. sometimes.

I do firmly believe that Close Combat has not advanced how it should have at the hands of Matrix/Slitherine.

Atomic left us at CC5. That I thought was a pretty good ending to an excellent series of games. With all its bugs it was an advancement none the less. What we've had since then are bad attempts, pushed out the door overnight products and a mish mash of all the things we wanted spread across six different releases.

Atomic had a passion for the game. Now the brand is being milked for everything.

#64: Re: Close Combat: Panthers in the Fog Developer Interview! Author: DAK_Legion PostPosted: Fri Nov 23, 2012 10:23 pm
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AMEN! Cool

#65: Re: Close Combat: Panthers in the Fog Developer Interview! Author: kwenistonLocation: Netherlands PostPosted: Sat Nov 24, 2012 1:17 am
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Agree. I was hopeful I must say with TLD and LSA, but PitF is not it at all. It has been rushed before the Xmas sales, understandably, but at the cost of crippling day-1 bugs, and with critical features removed, for players as well for modders. And it now it has an official doomsday clock ticking: when will the software lobby lose its support/maintenance so that multiplayer PitF will be killed. The clock is counting...

The time has finally come that the CC community must receive the source code of the game, and get things right, based on playability and moddability, and not based on sales figures and short-term thinking.

#66: Re: Close Combat: Panthers in the Fog Developer Interview! Author: MF_Church PostPosted: Sat Nov 24, 2012 2:14 pm
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Don't think i've heard such a 'Death Null' sounding so plain & simple as those above.

And i can't seem to be any thing but...  in agreement.

Or..  ?  Maybe pathfinding isn't even possible???

Or is the game  meant to be played 'micro-managed' and 'multi/-micro/managed playerS wise.

:*( @ a weak to nill future to slitherine's DEADaCated Server???!

Did i just hear another death null ?

* SORRY for the above post.  Had hopes.  Hoped to buy something that ain't broke.  

If it isn't broke, don't fix it.

If it isn't fixable, don't ~ try?

What's the PHASE i'm trying to go for here?

:\  Alot of years under the ... bridge.  Almost 2013...  Which makes it what since The Gaming Zone?

#67: Re: Close Combat: Panthers in the Fog Developer Interview! Author: TrogerLocation: L4W's place, Australia PostPosted: Sun Nov 25, 2012 9:14 am
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I'm not surprised to hear the AI doesn't think/act like a human but come on, the pathfinding is STILL not fixed? How can they release a fourth game for another $50 and not have that fixed? All that money for what? 32-bit graphics? Rolling Eyes The people behind these releases should be ashamed.

Last edited by Troger on Sun Nov 25, 2012 9:48 pm; edited 1 time in total

#68: Re: Close Combat: Panthers in the Fog Developer Interview! Author: __Creeper__ PostPosted: Sun Nov 25, 2012 2:27 pm
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I feel like I've been shouting this since the beginning of time and nobody has listened to me.

The following text is the simplest solution to all our Pathing Woes.

================================================
We need not  "FIX" the pathing code. Just "REMOVE IT" all together pleeeease.

Honestly it's not needed, It's the appendix, the tonsils. They keep trying to fix it, just CUT IT OUT.

I've owned and enjoyed an awesome and little known game called "Panzer front" (a Japanese release ) which shares some striking similarities with Close Combat and had a cult following for years, (just like close combat)

In that game you give move orders to your tanks. They do not choose a path, they simply move along the waypoint until they hit an obstacle, then continue to Spin Their Wheels until you order them to back up.
====================================================

In this game we only control around 4-8 tanks/vehicles in a battle, and we move them little. It's not Command and Conquer. We don't need vehicle pathing code. There should be NO CODE for a vehicle to decide it's path around any object in this game.

I was even gonna buy it. Just discussing it with a friend. But this I hear about "One way to connect?"

#69: Re: Close Combat: Panthers in the Fog Developer Interview! Author: dj PostPosted: Sat Dec 01, 2012 5:53 pm
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mooxe wrote (View Post):
Once again... we have a re-release with some awesome features added just like Matrix did. But they didnt fix critical things like pathfinding.... AI is still a problem.... only one way to establish a multiplayer connection...

I feel like over the years some people thought I was being over critical, flame baiting, trolling. Maybe that was the case.. sometimes.

I do firmly believe that Close Combat has not advanced how it should have at the hands of Matrix/Slitherine.

Atomic left us at CC5. That I thought was a pretty good ending to an excellent series of games. With all its bugs it was an advancement none the less. What we've had since then are bad attempts, pushed out the door overnight products and a mish mash of all the things we wanted spread across six different releases.

Atomic had a passion for the game. Now the brand is being milked for everything.


Yes I think the only people that truly knew how to fix the AI and patching, was Atomic.  When Atomic was acquired it went all downhill and fast.

If I'm not mistaken, one of the main reasons why the quality of gameplay has gotten worse instead of better is that when Atomic stopped development, the Source Code was either missing or lost.  

What annoys me the most is how some of the original games like CC2 going way back in the day...still are far better than these newer releases.

I agree it would have been better to fix the core parts of the game , instead of focusing efforts on bells, whistles and eye candy.

#70: Re: Close Combat: Panthers in the Fog Developer Interview! Author: __Creeper__ PostPosted: Thu Dec 13, 2012 2:53 pm
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I have a real craving to get back into this game. Just be straight with me guys. Is there going to be a good mod for the release? One that makes better use of the 21 team slots.

#71: Re: Close Combat: Panthers in the Fog Developer Interview! Author: papa_whisky PostPosted: Fri Dec 14, 2012 11:18 am
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Probably take a year  for the first major mod to appear.



Close Combat Series -> Close Combat Panthers in the Fog


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