The Longest Day v5.50.11b Public Beta (Full Version)

All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: The Longest Day



Message


Andrew Loveridge -> The Longest Day v5.50.11b Public Beta (12/13/2010 7:29:27 PM)

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.




davidss -> RE: The Longest Day v5.50.11b Public Beta (12/13/2010 8:40:43 PM)

Thanks a million [:)]




Tejszd -> RE: The Longest Day v5.50.11b Public Beta (12/14/2010 4:41:34 AM)

Thank you!!!




davidss -> RE: The Longest Day v5.50.11b Public Beta (12/14/2010 9:48:55 AM)

Vehicle path finding in this patch is probably one of the best improvements ever for CC ... it's gone from clumsy to sophisticated.
Thanks




Dundradal -> RE: The Longest Day v5.50.11b Public Beta (12/14/2010 2:22:19 PM)

Thanks!!!




davidss -> RE: The Longest Day v5.50.11b Public Beta (12/14/2010 8:16:07 PM)

AI tactical seems much improved too
Thanks




Andrew Williams -> RE: The Longest Day v5.50.11b Public Beta (12/14/2010 9:38:19 PM)

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.




davidss -> RE: The Longest Day v5.50.11b Public Beta (12/14/2010 10:06:15 PM)

Thanks for the info Andrew
And hats off to Steve and the test team [sm=happy0065.gif]




Oliver Heindorf -> RE: The Longest Day v5.50.11b Public Beta (12/17/2010 10:18:52 PM)

WOW, just bought it and another update !




Amgot -> RE: The Longest Day v5.50.11b Public Beta (12/18/2010 9:19:28 AM)

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).

[image]http://www.closecombatseries.net/screenshots/Dima/Causeway.JPG[/image]









Tejszd -> RE: The Longest Day v5.50.11b Public Beta (12/18/2010 10:49:34 PM)

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....




Amgot -> RE: The Longest Day v5.50.11b Public Beta (12/19/2010 2:11:12 AM)

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.




Andrew Williams -> RE: The Longest Day v5.50.11b Public Beta (12/19/2010 2:32:43 AM)

Amgot

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

thanks




Amgot -> RE: The Longest Day v5.50.11b Public Beta (12/21/2010 3:53:30 PM)

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?




haxu -> RE: The Longest Day v5.50.11b Public Beta (12/27/2010 8:19:35 AM)

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.




Andrew Williams -> RE: The Longest Day v5.50.11b Public Beta (12/27/2010 8:47:00 AM)

Link please?




emperor peter -> RE: The Longest Day v5.50.11b Public Beta (12/27/2010 11:34:02 AM)


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.




Cathartes -> RE: The Longest Day v5.50.11b Public Beta (1/10/2011 7:23:22 PM)

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.




Platoon_Michael -> RE: The Longest Day v5.50.11b Public Beta (1/25/2011 10:30:15 PM)

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.




Panssarijääkäri -> RE: The Longest Day v5.50.11b Public Beta (2/15/2011 4:59:46 PM)

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.




Amgot -> RE: The Longest Day v5.50.11b Public Beta (3/20/2011 1:24:39 PM)


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.




Jagdhund -> BUG? AFV Sneak (4/22/2011 6:38:03 AM)

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




Jagdhund -> Panzershrek change? (4/22/2011 6:46:59 AM)

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




Jagdhund -> RE: Panzershrek change? (4/22/2011 7:50:52 AM)

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!




tigercub -> RE: Panzershrek change? (4/22/2011 1:52:23 PM)

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.




Jagdhund -> RE: Panzershrek change? (4/22/2011 10:59:22 PM)


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




Iron Stringbean -> RE: Panzershrek change? (4/23/2011 5:02:53 PM)

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?




Amgot -> RE: Panzershrek change? (4/25/2011 12:40:54 PM)

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.






Iron Stringbean -> RE: Panzershrek change? (4/26/2011 12:47:46 AM)

Haha this completely contradicts this thread: http://www.matrixgames.com/forums/tm.asp?m=2698367





Tejszd -> RE: Panzershrek change? (4/26/2011 12:59:40 AM)

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.... [X(]




Page: [1] 2   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.796875