Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

The Longest Day v5.50.11b Public Beta

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: The Longest Day >> The Longest Day v5.50.11b Public Beta Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
The Longest Day v5.50.11b Public Beta - 12/13/2010 7:29:27 PM   
Andrew Loveridge


Posts: 606
Joined: 7/20/2009
Status: offline
Hello All,

We have a new update for CC: The Longest Day, that includes the path finding and AI fixes from Last Stand Arnhem, among other things. It can be found in the Members Club. We hope to make this official before the holidays, but wanted the members to have a look before we did.
This is a beta so please give us your feedback.

Changes in this update: v5.50.11

  • New Features

    • Path finder from “Last Stand Arnhem” added.
    • AI player updates from “Last Stand Arnhem” added.

  • Bug fixes

    • Fixed post-battle crash that could occur due to incorrect cleanup of flamethrower effects data.
    • Fixed post-battle crash that could occur due to incorrect cleanup of vehicle wreck image data.
    • Fixed several multi-player crash issues.
    • Battle Group Screen: Revert now resets the reinforcement count correctly in all cases.


_____________________________

Post #: 1
RE: The Longest Day v5.50.11b Public Beta - 12/13/2010 8:40:43 PM   
davidss

 

Posts: 343
Joined: 12/10/2009
Status: offline
Thanks a million

(in reply to Andrew Loveridge)
Post #: 2
RE: The Longest Day v5.50.11b Public Beta - 12/14/2010 4:41:34 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Thank you!!!

(in reply to davidss)
Post #: 3
RE: The Longest Day v5.50.11b Public Beta - 12/14/2010 9:48:55 AM   
davidss

 

Posts: 343
Joined: 12/10/2009
Status: offline
Vehicle path finding in this patch is probably one of the best improvements ever for CC ... it's gone from clumsy to sophisticated.
Thanks

(in reply to Tejszd)
Post #: 4
RE: The Longest Day v5.50.11b Public Beta - 12/14/2010 2:22:19 PM   
Dundradal


Posts: 753
Joined: 6/9/2007
Status: offline
Thanks!!!

_____________________________

"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message Marathon Infinity

(in reply to davidss)
Post #: 5
RE: The Longest Day v5.50.11b Public Beta - 12/14/2010 8:16:07 PM   
davidss

 

Posts: 343
Joined: 12/10/2009
Status: offline
AI tactical seems much improved too
Thanks

(in reply to Dundradal)
Post #: 6
RE: The Longest Day v5.50.11b Public Beta - 12/14/2010 9:38:19 PM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
Steve totally re-wrote the Pathfinder.

QUOTE:  But one of these re-writes was probably the most satisfying programming I got to do for Last Stand Arnhem. The original Close Combat path finder was one of those components where the design had some compromises so it could run well in real-time. They couldn’t have the whole game stalling noticeably every time you gave a movement order, so it was designed to find a path, or fail to find one, quickly. The result was that you’d sometimes have a unit fail to find a path when it seemed obvious to the player, or the unit would take an odd-looking path just because that was what the path finder could come up with in the time allowed. We knew this was an occasional nuisance in the game, but the complex maps (lots of rivers with narrow bridges) in Last Stand Arnhem were aggravating it. Matrix Games gave us the go-ahead to invest in fixing this the right way. Then our volunteer testing team hammered on it for a couple of weeks. The result is a lot less frustration when moving your units around. It’s probably something players new to the series won’t even notice, but for me it felt great.

_____________________________


(in reply to davidss)
Post #: 7
RE: The Longest Day v5.50.11b Public Beta - 12/14/2010 10:06:15 PM   
davidss

 

Posts: 343
Joined: 12/10/2009
Status: offline
Thanks for the info Andrew
And hats off to Steve and the test team

(in reply to Andrew Williams)
Post #: 8
RE: The Longest Day v5.50.11b Public Beta - 12/17/2010 10:18:52 PM   
Oliver Heindorf


Posts: 1911
Joined: 5/1/2002
From: Hamburg/Deutschland
Status: offline
WOW, just bought it and another update !

_____________________________


(in reply to Andrew Loveridge)
Post #: 9
RE: The Longest Day v5.50.11b Public Beta - 12/18/2010 9:19:28 AM   
Amgot

 

Posts: 29
Joined: 12/31/2006
Status: offline
How about correcting the wrong elevation on Easy Red reported here and replacing the original La Fiere map with the more accurate one made by AT-Norden as suggested here (preview here).








(in reply to Oliver Heindorf)
Post #: 10
RE: The Longest Day v5.50.11b Public Beta - 12/18/2010 10:49:34 PM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Amgot did you actually check the map easy red before saying there is still a problem???

Might want to as it is fixed. Don't know which patch fixed it, but it is no longer an issue....


< Message edited by Tejszd -- 12/18/2010 10:56:16 PM >

(in reply to Amgot)
Post #: 11
RE: The Longest Day v5.50.11b Public Beta - 12/19/2010 2:11:12 AM   
Amgot

 

Posts: 29
Joined: 12/31/2006
Status: offline
Oh my bad then. Was playing a GC with the v5.50.09b patch (which was the latest patch when I started my GC) and it still wasn't fixed. I though this new beta patch didn't fix it because there isn't anything about it in the changelog, but you're right, I should have checked first.

(in reply to Tejszd)
Post #: 12
RE: The Longest Day v5.50.11b Public Beta - 12/19/2010 2:32:43 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
Amgot

If you upgrade to v5.50.11can you please report back that the fix is in.

thanks


_____________________________


(in reply to Amgot)
Post #: 13
RE: The Longest Day v5.50.11b Public Beta - 12/21/2010 3:53:30 PM   
Amgot

 

Posts: 29
Joined: 12/31/2006
Status: offline
Will do but I have to finish a GC with the v5.50.09b patch first.

Edit: Just to make sure, the v5.50.09b beta patch includes all previous updates right? As in, there is no need to first install the latest official patch v5.50.07 and then the latest beta patch?

< Message edited by Amgot -- 12/21/2010 5:50:04 PM >

(in reply to Andrew Williams)
Post #: 14
RE: The Longest Day v5.50.11b Public Beta - 12/27/2010 8:19:35 AM   
haxu


Posts: 1
Joined: 12/27/2010
Status: offline
I am so glad that CC TLD was updated based on LSA.

But, as pointed in the tech support forum, some units were replaced by new units between turn1 and 2,
even though they got no damage nor very few damage.

Please fix this bug.

(in reply to Amgot)
Post #: 15
RE: The Longest Day v5.50.11b Public Beta - 12/27/2010 8:47:00 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
Link please?

_____________________________


(in reply to haxu)
Post #: 16
RE: The Longest Day v5.50.11b Public Beta - 12/27/2010 11:34:02 AM   
emperor peter

 

Posts: 72
Joined: 11/18/2009
From: Genk, Belgium
Status: offline

quote:

ORIGINAL: haxu

But, as pointed in the tech support forum, some units were replaced by new units between turn1 and 2,
even though they got no damage nor very few damage.

Please fix this bug.



I've had this bug too. It occurs in WaR as well.

(in reply to haxu)
Post #: 17
RE: The Longest Day v5.50.11b Public Beta - 1/10/2011 7:23:22 PM   
Cathartes

 

Posts: 2155
Joined: 1/5/2001
Status: offline
I don't see this in the Member's Club. Anyone else?

edit: ah, ok I had to find it in some obscure, back-door way after seeing my registered games.

< Message edited by Cathartes -- 1/10/2011 7:27:36 PM >

(in reply to emperor peter)
Post #: 18
RE: The Longest Day v5.50.11b Public Beta - 1/25/2011 10:30:15 PM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
Can U explain this further to me?
In WAR I see my Units down to 3 sometimes 2 and god forbid even one man and the AI hasnt replaced them for me.

(in reply to emperor peter)
Post #: 19
RE: The Longest Day v5.50.11b Public Beta - 2/15/2011 4:59:46 PM   
Panssarijääkäri

 

Posts: 1
Joined: 2/15/2011
Status: offline
These are not big bugs, but just something I'd like see fixed.

Whenever I replace a Command team which has a commander who has a rank of 1st Lieutenant/Oberleutnant with another command team, the commander of the new command teams will never have a rank above 2nd Lieutenant/Unterleutnant. In 5.50, this bug was not present.

Another thing I noticed is that MG42/34 have a maximum range of 500m. Normally, MG's don't have a LOS beyond 300m, but in the beach maps it's kinda problematic if you want to engage from long range. Also, the sMG34's weapon icon is a leMG34.

On a side note, I'm very happy to see that the AI is far more agressive and unpredictable now. I can also see significant improvements in vehicle path finding, especially off-road.

(in reply to Platoon_Michael)
Post #: 20
RE: The Longest Day v5.50.11b Public Beta - 3/20/2011 1:24:39 PM   
Amgot

 

Posts: 29
Joined: 12/31/2006
Status: offline

quote:

ORIGINAL: Andrew Williams

Amgot

If you upgrade to v5.50.11can you please report back that the fix is in.

thanks



A bit late I know but I installed patch v5.50.11 and this is indeed fixed. It's weird because the change log doesn't mention any map fixes.

(in reply to Andrew Williams)
Post #: 21
BUG? AFV Sneak - 4/22/2011 6:38:03 AM   
Jagdhund


Posts: 37
Joined: 2/18/2010
Status: offline
It seems the sneak command for vehicles has changed. It used to be that the command would cause the vehicle to back up. It still does that BUT at the end of the move the vehiicle turns to face the direction of travel thus exposing the rear armor to the threat. I used to be able to give a AFV a sneak command when there was a AT team attack and move of to other units and now I have to baby sit it. This is new in the beta patch. Can anyone confirm this for me? Great patch otherwise!! Thanks guys!

-Jagdhund

(in reply to Andrew Loveridge)
Post #: 22
Panzershrek change? - 4/22/2011 6:46:59 AM   
Jagdhund


Posts: 37
Joined: 2/18/2010
Status: offline
Several times I have had tanks killed by panzershreks and way over their operational range. (i.e. 280 yds or m?) According to use documents from 1945 it's max range was 120 M (130 yds)

See http://www.lonesentry.com/manuals/tme30/ch7sec2sub7.html

Did you guys change something?

-Jagdhund

(in reply to Andrew Loveridge)
Post #: 23
RE: Panzershrek change? - 4/22/2011 7:50:52 AM   
Jagdhund


Posts: 37
Joined: 2/18/2010
Status: offline
Yep just tested it and a Shrek crew fired at a tank at 232 yds hit it and damaged it. Way beyond the stated range!

(in reply to Jagdhund)
Post #: 24
RE: Panzershrek change? - 4/22/2011 1:52:23 PM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
Max range is about 170m during the war to hit some thing....but a Target was knocked out at a range of 1000m fired from a hill so i read in 1944...I also read an account of a shrek hitting a sherman it blowup (100feet into the air)the hull landing on the next sherman in the colum Destorying it as well in a ball of flame....infantry Aces was the book.

_____________________________


You have enemies? Good. That means you've stood up for something, sometime in your life

(in reply to Jagdhund)
Post #: 25
RE: Panzershrek change? - 4/22/2011 10:59:22 PM   
Jagdhund


Posts: 37
Joined: 2/18/2010
Status: offline

quote:

ORIGINAL: tigercub

Max range is about 170m during the war to hit some thing....but a Target was knocked out at a range of 1000m fired from a hill so i read in 1944...I also read an account of a shrek hitting a sherman it blowup (100feet into the air)the hull landing on the next sherman in the colum Destorying it as well in a ball of flame....infantry Aces was the book.


Yeah there are exceptional stories for most weapons in WW II but I was looking at the US Armys analysis of a captures weapon which I believe more than the greman statements of range, though in this instance the US Army agreed with the German assessment of its capabilities. Check out this link as its a reprint of Dept. of Defense analysis not a story in someone's book.

See http://www.lonesentry.com/manuals/tme30/ch7sec2sub7.html

(in reply to tigercub)
Post #: 26
RE: Panzershrek change? - 4/23/2011 5:02:53 PM   
Iron Stringbean

 

Posts: 35
Joined: 8/3/2006
Status: offline
The range at which the "Long Range" modifier ends for the shreck is 250 according the weapons.txt. According to the scale at http://users.stargate.net/~mcconmy/probability.htm, there's a %2 chance of a hit in perfect conditions between 100 and 250 (on a bell curve scale I think...). After 250, there should barely be any chance of getting a hit. Not sure why you're getting such atypical results. Do you have any mods installed?

(in reply to Jagdhund)
Post #: 27
RE: Panzershrek change? - 4/25/2011 12:40:54 PM   
Amgot

 

Posts: 29
Joined: 12/31/2006
Status: offline
During a H2H GC (playing as the Allies) with the latest patch, my opponent regularly destroyed my tanks with his Schreks at more than 250m. It was pretty annoying and the Panzerschreks, along with the MG42, dominated the battlefield.



(in reply to Iron Stringbean)
Post #: 28
RE: Panzershrek change? - 4/26/2011 12:47:46 AM   
Iron Stringbean

 

Posts: 35
Joined: 8/3/2006
Status: offline
Haha this completely contradicts this thread: http://www.matrixgames.com/forums/tm.asp?m=2698367


(in reply to Amgot)
Post #: 29
RE: Panzershrek change? - 4/26/2011 12:59:40 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Good find/point, Iron_Stringbean. The randomness in CC can be frustrating but is also what makes the game so repayable and results in two posts complaining about the same thing but from opposite sides....

(in reply to Iron Stringbean)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: The Longest Day >> The Longest Day v5.50.11b Public Beta Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.641