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H2H - Maybe Matrix knows... - 6/19/2002 11:09:41 PM   
Panzer Leo

 

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From: Braunschweig/Germany
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...how to fix a BIG last issue...

I've been talking to quite a few gamers now and there's one thing always mentioned across the board, when it comes to a #1 candidate for a change...the arty delay times.

The problem is, that the arty delay is simply to short for onboard weapons.
I tried to increase the delay time of howitzers by simply taking away the status of dedicated artillery, what should slow them down one time category...but nothing happened.
It seems, that ANY onboard arty piece (SPA, howitzers, mortars, rockets...) is already by unit type a fast response arty unit...?

Is this a mistake or is there a reason...I can't find a reason why it should be, as it makes the "2" setting in the formation to a "dedicated arty" useless (except for offboard units).

I'm really stuck at the moment, as this is the last big thing, that keeps me from completing my work...

We now have arty delays of 0.1 for some onboard howitzers and this really makes some players unhappy (to put it in kind words :D )...and no sense at all...it is a major disturbence to gameplay especially in H2H play...

If there should be someone who did already something on the coding (I think it's a mech.exe tweak) and is willing to spent a day fixing this, I think not to complicated problem, a legion of SP Fans including me would be very thankfull...

...so please someone who has an idea speak up here, or write me a mail...maybe one of the Matrixguys can give a hint...if it should be something I can fix with a hexeditor I would just need a little push in the right direction...

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Mir nach, ich folge euch !
Post #: 1
- 6/20/2002 1:27:32 AM   
Panzer Leo

 

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From: Braunschweig/Germany
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I went back in time...as I remembered in the farmost corner of my brain, there was once a version of SPWAW that had different arty delays...and I found it...

In v2.2 there's a mech.exe, that creates exactly the desired results...the "2" for the dedicated arty works properly, so I can choose mortars as quick-fire arty, but keep the 105er at normal rates, e.g. ...just what I and half a million or so players would like to see...

So it was done right before...but how do I get this routine into my new 7.1 mech.exe ?

HELP !!! :confused:

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Mir nach, ich folge euch !

(in reply to Panzer Leo)
Post #: 2
- 6/20/2002 1:33:08 AM   
Supervisor

 

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Although I can't speak for Matrix directly as I'm not employed by them I can tell you what has been discussed about this in the past. It is in the mech.exe tweaking, and unfortunately this has plagued SP since the beginning, this has been attempted to be repaired in the past (in numerous beta builds)with no success and only causing much greater problems because of the amount of recoding involved to correct such a small flaw, so all efforts were disbanded.
Unfourtunately I'm not even sure anymore who tried to fix it and if they are even still around. As far as SPWAW, Matrix has determined it to be a done deal, no-one will even talk about it in a development/correction aspect.
My suggestion is to try the SP:Camo group that does SPWW2 and SPMBT and see if they can offer some assistance because they are still dealing with original DOS code and are constantly updating their versions of SPWW2.

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Post #: 3
- 6/20/2002 1:51:52 AM   
Panzer Leo

 

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Thanks, gmenfan !

I don't know if the Camo guys could work with this mech.exe, even if they wanted to...lot's of things changed and both SP versions got apart from each other codewise...

My hope was to find someone who maybe knows a bit how to fix it...it could be as simple as copy/paste with the right tools (but it could also be difficult as hell, but who knows...).

If were lucky, it would just mean to take the old v2.2 routine of calculating the delay times and put it into the new v7.1 mech.exe...but I don't have the code...

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Mir nach, ich folge euch !

(in reply to Panzer Leo)
Post #: 4
Agreed! - 6/20/2002 5:09:37 AM   
Alby


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From: Greenwood, Indiana
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Well I hope someone knows, I know spww2 does have Longer delays, perhaps they could help, But as of now, Playing against the USA and .01 delays stinks!

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Post #: 5
- 6/20/2002 5:26:55 AM   
MacCready

 

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From: USA
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Two words,Combat Leader

By that I mean this new CL game is supposed to fix all those troublesome built in problems like the one your talking about.

(in reply to Panzer Leo)
Post #: 6
- 6/20/2002 6:58:16 AM   
Supervisor

 

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I never said it was fair, I don't like it but have learned to live with it. I second the vote Combat Leader, this is what SPWAW could be with the proper coding built from the ground up. It's everything that we wanted SPWAW to be but we're unable to achieve.

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Post #: 7
- 6/20/2002 2:41:09 PM   
Panzer Leo

 

Posts: 526
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From: Braunschweig/Germany
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[QUOTE]Originally posted by MacCready
[B]Two words,Combat Leader

By that I mean this new CL game is supposed to fix all those troublesome built in problems like the one your talking about. [/B][/QUOTE]

I'm waiting for CL, too...but that's the easy way :D

I'm so close to my "dreamversion" of SPWAW and have worked so long on it, that it wouldn't make sense to stop a yard before the goalline...

I need a single guy with the code and 1 day of time to spent...or someone just give me the code ;)

I'm asking for nothing new...it was all done before and worked...I can even run my H2H version with a 2.2 mech.exe and get the delay times I want...I tried it...

I know, it's a shot in the dark and my chance for success is close to zero, but I had to give it a try...:D

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Mir nach, ich folge euch !

(in reply to Panzer Leo)
Post #: 8
- 6/20/2002 7:44:57 PM   
Supervisor

 

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But with 2.2 those changes induced bigger problems into the game or it wouldn't have been changed back in the subsequent version.

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Post #: 9
- 6/20/2002 7:57:49 PM   
Panzer Leo

 

Posts: 526
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From: Braunschweig/Germany
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The problem isn't nearly as complicated, as it seems at first look...

...[B]The whole thing would already be solved, if the "fast response artillery" is turned off for the classes 09 (howitzer) and 21 (SP artillery)...[/B]

These classes were either modeled with an editor or it wasn't to tough to change it, as unit classes were edited several times in the past...so anyone who knows how to model a unit class would laugh about this task...

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Mir nach, ich folge euch !

(in reply to Panzer Leo)
Post #: 10
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