Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Close Combat August Update - The Line of Sight tool

 
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 – The Bloody First >> Close Combat August Update - The Line of Sight tool Page: [1]
Login
Message << Older Topic   Newer Topic >>
Close Combat August Update - The Line of Sight tool - 8/3/2017 9:14:30 AM   
Benedict151

 

Posts: 596
Joined: 3/4/2016
Status: offline
Hello everyone
I believe that some of you have asked for information about how line of sight might work in the new 3D version of Close Combat

Below is a GIF showing one of the tools currently in development for the game. The image shows the tool being used for the Sherman
Note how it switches from off to on, when on the Sherman is highlighted green and the 'light' areas on the map show what it can see and the dark areas what it can't

Please note this is still very much in development so it might well look rather different when we get to beta and then release.

'The Bloody First' also has a version of the 'traditional' CC cursor with the line of sight/line of fire line being drawn behind it.
However we are hoping that both the cursor and the line from it will give you a little more info than it has in the past



regards
Ben Wilkins





Attachment (1)
Post #: 1
RE: Close Combat August Update - The Line of Sight tool - 8/3/2017 9:28:40 AM   
zakblood


Posts: 22687
Joined: 10/4/2012
Status: offline
sure does look good, can't wait to either test it or play it or both

(in reply to Benedict151)
Post #: 2
RE: Close Combat August Update - The Line of Sight tool - 8/3/2017 11:47:27 AM   
SchnelleMeyer

 

Posts: 221
Joined: 3/26/2014
Status: offline
Looks like a nice tool to quickly get an overview of LOS. I think it would be extra nice and very usefull when setting up a defence if several units can be selected at once and you can immediately see what they can cover with fire and where their firing sectors overlap. - IE have LOS to.

(in reply to zakblood)
Post #: 3
RE: Close Combat August Update - The Line of Sight tool - 8/3/2017 9:32:52 PM   
Nomada_Firefox

 

Posts: 1327
Joined: 11/12/2001
From: Spain
Status: offline
Amazing!

(in reply to SchnelleMeyer)
Post #: 4
RE: Close Combat August Update - The Line of Sight tool - 8/6/2017 11:29:36 PM   
Pvt_Grunt

 

Posts: 327
Joined: 2/13/2007
From: Frankston Victoria
Status: offline
A very good feature that is much needed.

_____________________________


(in reply to Nomada_Firefox)
Post #: 5
RE: Close Combat August Update - The Line of Sight tool - 8/7/2017 3:53:25 PM   
Kanov


Posts: 312
Joined: 5/21/2012
From: México
Status: offline
Very nice.

_____________________________

Hard-core Spectre

(in reply to Pvt_Grunt)
Post #: 6
RE: Close Combat August Update - The Line of Sight tool - 8/13/2017 2:50:10 PM   
Hexagon


Posts: 1133
Joined: 6/14/2009
Status: offline
Good tool, maybe is possible and option to see green dots or similar in the area is visible??? for example where is the axis vehicle looks like is a small road with vision range... i dont know how Sherman can see it

Other strange thing is how buildings show sides that vehicle cant see as visible for vehicle... i refer the rear areas of the buildings... you can shot front but not rear.

(in reply to Kanov)
Post #: 7
RE: Close Combat August Update - The Line of Sight tool - 8/19/2017 6:08:46 AM   
zakblood


Posts: 22687
Joined: 10/4/2012
Status: offline
one question Ben, can the Nato icons be turned off and on, eg toggled?

just wondered

edited...

while i'm looking and thinking

what is or will be the camera angles?

top down yes, but is there like Panzer Command: Ostfront & Warhammer 40,000: Sanctus Reach, more of a free camera?

< Message edited by zakblood -- 8/19/2017 6:11:06 AM >

(in reply to Hexagon)
Post #: 8
RE: Close Combat August Update - The Line of Sight tool - 8/23/2017 9:20:58 PM   
SteveMcClaire

 

Posts: 4472
Joined: 11/19/2007
Status: offline
The LOS tool only shades the ground and the units, not the terrain objects like buildings / walls / trees.

We could make an on/off option for the icons, but they're a lot easier to see and click than trying to hit the soldiers in an infantry team (which can be pretty small since we have a free zoom.)

The camera can be top-down or a set angled view at a high angle. You can pan and rotate the camera, as well as zooming in and out. The screenshot above is something like the minimum camera height.

Steve

(in reply to zakblood)
Post #: 9
RE: Close Combat August Update - The Line of Sight tool - 8/25/2017 7:45:18 AM   
Nomada_Firefox

 

Posts: 1327
Joined: 11/12/2001
From: Spain
Status: offline
quote:

The screenshot above is something like the minimum camera height.

The minimun? I waited some as the CC3 closer height. It looks as the normal height from CC games.

(in reply to SteveMcClaire)
Post #: 10
RE: Close Combat August Update - The Line of Sight tool - 8/26/2017 2:58:54 AM   
markvacc1

 

Posts: 10
Joined: 11/12/2008
Status: offline
Personally, I didn't see anything wrong with CC as it was. Maybe make a zoom level or two into it. Make it to where your BG might be the whole company with attached armor, which would be more that 15 units on the map or make the game into all of ww2, at least in Europe. It would be pretty huge, but would be playable campaigns like this.

(in reply to Nomada_Firefox)
Post #: 11
RE: Close Combat August Update - The Line of Sight tool - 8/26/2017 10:15:15 AM   
SchnelleMeyer

 

Posts: 221
Joined: 3/26/2014
Status: offline
Agree with you Outlaw Josey Wales. Top down 2D was perfect for this kind of tactical game. Was hard to see elevation changes on the maps, but contour lines on the overview map was included in the last game (GtC) that aleviated this a great deal.

(in reply to markvacc1)
Post #: 12
RE: Close Combat August Update - The Line of Sight tool - 8/26/2017 10:26:33 AM   
Nomada_Firefox

 

Posts: 1327
Joined: 11/12/2001
From: Spain
Status: offline

quote:

ORIGINAL: SchnelleMeyer

Agree with you Outlaw Josey Wales. Top down 2D was perfect for this kind of tactical game. Was hard to see elevation changes on the maps, but contour lines on the overview map was included in the last game (GtC) that aleviated this a great deal.

Yes but it has been said many times, the old 2D engine was old, it had several problems and it could not be improved more. Now a 3D engine, without problems between the graphics and code, I am sure how it can be a better start point for to continue the CC games.

In the same way, with the old engine, the creation of new mods was very long and sometimes, very difficult. Probably, if you have not tried to create a mod, you do not see this point but I have made several and I can tell you how hard was this. The new 3D offers a lot of easier ways at comparation, just the creation of new maps can be a lot easier and faster.

At few words, I do not want be making a mod 4 long years, never more.

(in reply to SchnelleMeyer)
Post #: 13
RE: Close Combat August Update - The Line of Sight tool - 8/26/2017 4:33:40 PM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Are you a beta tester Nomada?

How do you know that there are no issues between the graphics and code or that the new game is easy to mod?

Look at the previous CC releases that this company/team made and the known bugs/issues they have ignored and left in the games.....

< Message edited by Tejszd -- 8/26/2017 4:36:58 PM >

(in reply to Nomada_Firefox)
Post #: 14
RE: Close Combat August Update - The Line of Sight tool - 8/26/2017 9:56:44 PM   
Nomada_Firefox

 

Posts: 1327
Joined: 11/12/2001
From: Spain
Status: offline
quote:

ORIGINAL: Tejszd

Are you a beta tester Nomada?

There is not beta by the moment. The answer is no.
quote:


How do you know that there are no issues between the graphics and code or that the new game is easy to mod?

3D engines have not these type of problems, we have seen Archon working before. Again, there were a old interview in the place where the first old screenshots from BF were published where it was told, the old CC game had 2 parts and they could not improve more the interaction between them.

quote:


Look at the previous CC releases that this company/team made and the known bugs/issues they have ignored and left in the games.....

Perhaps they could not fix them because they can not be fixed better. I do not go to guilt them by this. The old 2D engine had more of 20 years.....if you know something about code, you will know how it was probably a big mess and very probably, nobody can add features from modern games in it.

Just a opinion people but I see many of you very anchored in the past. For me, this new game at 3D, it can be a great salvation, I like make mods, I can edit almost all type of code and clearly I can make any 3D model. It is just a matter of free time for me. I like the BF progress as I see it.

In the same way, this new game will get a lot of new fresh players easily. There is not other tactical game like this by the moment, there are others with better graphics, yes, it is true, but the gameplay.......if BF has the same gameplay from previos CC games, it will be a lot more fun for many people. All the other games, most of them, pure RTS.

< Message edited by Nomada_Firefox -- 8/26/2017 9:58:46 PM >

(in reply to Tejszd)
Post #: 15
RE: Close Combat August Update - The Line of Sight tool - 8/28/2017 10:04:42 PM   
CGGrognard


Posts: 594
Joined: 10/3/2013
From: USA
Status: offline
And that's the key to the Close Combat series. As long as CC stays true to it's initial concept of considering the soldiers mental state during combat, then it should remain a unique game indeed. Very few games of this type take this into consideration leaving them a little less than desirable. Units are more than just a "health" value which gives the player different challenges than most games of this type. I am looking forward to the release, and from the pre-release screen shots I've seen, it's looking good.

_____________________________

"The supreme art of war is to subdue the enemy without fighting." - Sun Tzu

(in reply to Nomada_Firefox)
Post #: 16
RE: Close Combat August Update - The Line of Sight tool - 2/21/2018 7:37:19 PM   
loyalcitizen


Posts: 241
Joined: 2/9/2004
Status: offline
LOS is looking good. But remember that just because a unit has LOS to another unit, it shouldn't automatically see it.

I've been playing GtC lately, and the Panzers instantly spot my 2-man Piat unit crawling in the orchards, at 100m.
Like instantly spot them in the first second in which they start crawling.

This will become a huge problem on the barren Tunisia and Sicily maps if it is not toned down.

(in reply to CGGrognard)
Post #: 17
RE: Close Combat August Update - The Line of Sight tool - 2/23/2018 10:12:15 AM   
mickxe5

 

Posts: 458
Joined: 4/9/2016
Status: offline
Will there be hindered LOS (dark green LOS/LOF line = area fire)? Any provision for firing through LOS obstructions?
eg. just because you cant see the bldg behind that tree doesnt necessarily mean you cant shoot through the leaves tohit the bldg.

Any changes in the past 6 months to the LOS system?

(in reply to loyalcitizen)
Post #: 18
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Close Combat – The Bloody First >> Close Combat August Update - The Line of Sight tool Page: [1]
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

1.797