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- 5/23/2000 12:15:00 AM   
Larry Holt

 

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Joined: 3/31/2000
From: Atlanta, GA 30068
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quote:

Originally posted by Desert Fox: Well, as bad as it might be to have infantry firing rifles at tanks, I think it is even worse that tanks do not fire their machine guns at infantry. They only fire with all their weapons when the target is within 5 or so hexes. [snip]
On a similar note, I can NOT get tanks to just fire their MG at close infantry (2 hexes). While I can select my target and use the "C" key to select a MG weapon, it does not fire. Nothing happens. I am forced to waste HE rounds to shoot up infantry when I'd like to save them for longer range engagements. ------------------ An old soldier but not yet a faded one.

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Post #: 31
- 5/23/2000 2:38:00 AM   
Paul Vebber


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There seems to be a bug in the "select weapon" routine. TUrn the main gun off from teh unit status screen (selct unit,and right click, or hit the space bar. CLick on the weapon name on the list and it will turn red, it will cease to function. Tanks only fire their MGs at infantry that are close by if the pass an experience check. I the tank is buttoned there is a significant penalty. You can get around that by turning the main gun off. Lots of these little inconsistencies are unfortunately the price you sometimes pay when you do "surgery" on extant code that someone else created...every change seems to creat to bugs, so it becomes like fighting the Hydra :-)

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Post #: 32
- 5/23/2000 3:19:00 AM   
Dice4Eyes

 

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A minor bug, sometime instead of shell holes in a clear hex i get a destroyed building graphic. Creates the feeling that this isn't war but a lowbudget hollywood set. I'm just waiting for the director to scream cut. Looks real funny. ------------------ Mvh Daniel E.

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Post #: 33
- 5/23/2000 3:24:00 AM   
Charles22

 

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From: Dallas, Texas, USA
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May the power of the mg's be with you. I have the solution. I used to think that firing the main gun, and then hitting 'f' afterwards would keep the mg firing. Not so. If the hex into which you're firing, has multiple units, this may be where the only place where you'll experience problems, though as I'll explain even that has it's benefits. Let's apporach this from it's most difficult. Assuming the hex consists of one infantry AT, one tank, and on AT gun. Did you realize that units are 'stacked'? In other words, when you see three numerical units (identified with a number hovering over them), that they're stacked from top to bottom? Selecting the AT gun is as simple as patiently moving the cursor so as to see data on a different unit. Do you realize that if you take your cursor over the bottom of the pile, that you can hit LMB and it will fire on that unit? Needless to say, the more units the more difficult to target a specific one, but none to worry, because we're talking mg's here, right? From my experience in this game, it almost seems as though the unit, non-targeted, gets more damage. I have a lot of experience getting around the mg's refusing to fire unless the main gun fires. Simple solution: toggle the main gun off, and move the cursor over the unit and hit LMB. It works every time. It's not unusual, especially if I forget an ammo truck as I did last battle, to have quite a score of tanks with main guns disabled because they are dealing with nothing but infantry at the time. I suppose to really be safe, one could toggle the main gun back on before ending the turn.

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Post #: 34
- 5/23/2000 3:31:00 AM   
Desert Fox

 

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From: Ohio, that is all I can say.
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Yeah Charles, I have done that many times just to get my mgs some use, but the problem is that only the first mg fires, not all of them. When I am targeting a soft target at range, I want all my mgs blazing, even if it is a low hit probability. It at least adds suppression if it doesn't give more kills. But, if Paul says its not likely to be fixed, then its just something to live with I guess.

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Post #: 35
- 5/23/2000 4:23:00 AM   
Charles22

 

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Desert Fox: The latter guns only fire after an experience roll passes, from what I remember, furthermore, the BMG will only automatically fire upon the distance involving two or less hexes. I suppose, you could say the less experienced crews don't have the confidence to both fire the guns and concentrate on hitting with the main gun, and once they're within easy range to hit even mice, then they're wild and free.

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Post #: 36
- 5/23/2000 6:26:00 AM   
Dave R

 

Posts: 128
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From: England
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quote:

Originally posted by Larry Holt: On a similar note, I can NOT get tanks to just fire their MG at close infantry (2 hexes). While I can select my target and use the "C" key to select a MG weapon, it does not fire. Nothing happens. I am forced to waste HE rounds to shoot up infantry when I'd like to save them for longer range engagements. This is a hang over from the original SP3 engine. It seems that if a tanks main gun can't fire for what ever reason, to fire at infantry, you have to target them first before it will fire it's secondary weapons at them


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In times of war we see the worst that man has to offer. But we also see the best that man has to offer.

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Post #: 37
- 5/23/2000 7:44:00 AM   
Alby


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I've been having a lot of problems with the sound. It's like the soundtrack gets 'stuck' in a spot - I get lots of reverb and silly noises. It seems to happen almost all the time with artillery if I have fast-art off. Also whenever there is a lot of stuff going on - fire and return fire, etc. It will also freeze the screen while it's trying to sort the sound out - makes the movements all jerky. Basically, I just can't use the sound. above Posted by winston smith.. I found the wav sound for the artillery(299) and it was very long, so i shortened it, that seemed to help quite a bit.... Alby [This message has been edited by Alby (edited 05-22-2000).]

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Post #: 38
- 5/23/2000 7:58:00 AM   
Alby


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[QUOTE]Originally posted by Paul Vebber: [B]There seems to be a bug in the "select weapon" routine. TUrn the main gun off from teh unit status screen (selct unit,and right click, or hit the space bar. CLick on the weapon name on the list and it will turn red, it will cease to function. The same happens when you try to "select weapon" for infrantry as well, try to fire a pzfaust or bazooka only and nothing fires except the enemy tank at you..heheh

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Post #: 39
- 5/23/2000 7:48:00 PM   
Dave R

 

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[QUOTE]Originally posted by Seth: [B]Plus, why in God's name would you get up and blaze away at a T-34 with your trusty popgun? Yohhh! If it's good enough for Tom Hanks in Saving Pvt Ryan it's good enough for me, and he was using a Colt .45 against a Tiger!(grins)

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In times of war we see the worst that man has to offer. But we also see the best that man has to offer.

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Post #: 40
- 5/23/2000 8:01:00 PM   
Dave R

 

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From: England
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quote:

Originally posted by Larry Holt: I find that when I get close to a towed AT gun it fires its gun at me but also rifles too. Now I assume the rifles belong to the crew. It seems that they can't crew the gun and run over to fighting positions to fire their rifles at the same time. I think these should be mutually exclusive.
Just another point on this. More an inconsistency I think rather then a bug. But have you noticed that as Larry pointed out, you can be fired on by a gun crew, that will fire the main gun, then let rip with verious small arms fire, be they rifles, SMG, and on occasion LMG. Yet when the crew abandons their gun, they revert to the standard crew with nothing more then their nations side arm. I realise that these guys are in effect bugging out of a hot situation, but if there small arms are close enough to them to fire when they crew the main gun, won't they be close enough to take with them when they decide to go. My first though was that there might be an argument for more then one crew type, eg tank crew with side arms only, and gun crew with small arms. I then also had the thought, that even tank crews might have the chance to salvage m/g's of the wrecked vehicles, could be an alternative to re-crewing. Again! Just a couple of thought that hit me

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Post #: 41
- 5/23/2000 8:27:00 PM   
Charles22

 

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From: Dallas, Texas, USA
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I want to clarify something here. When I spoke about deselecting the main gun, in order to shoot only the mg on the turrent, I was referring to the deselection being done from the unit data screen, not the pop-up weapons window. There's quite a lot of toggeling that can be done from the unit data screen, in fact I find it more appealing to use that screen, even if the pop-up window carries the same function. It's sort of neat to see the graphic of the unit and get refreshed with seeing what the pentration ratings are for the weapon, as well as a reminder of the experience of the unit, which are nice to see if you're interested at the time. By firing the TMG, without firing the main gun, in case I wasn't very clear, after deslecting the main gun, you would NOT hit the 'T' key, as I commonly do, but instead stroll the mouse target over the unit and hit LMB. For some reason, the TMG won't fire it's first round if the main gun didn't fire a time. In either case, the LMB technique need only be used on the first of that turns fire orders, and then the 'F' key will continue the next fire attempts.

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Post #: 42
- 5/23/2000 9:57:00 PM   
ASDN

 

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From: Poland
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Two observations: 1. SPWaW plays only intro and exits if I have DirectSound busy (eg. mp3 player). Please do some workaround. 2. Non existing. My mistake Best regards [This message has been edited by ASDN (edited 05-23-2000).] [This message has been edited by ASDN (edited 05-23-2000).]

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Post #: 43
- 5/24/2000 1:19:00 AM   
Paul Vebber


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From: Portsmouth RI
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The "dual use" crew issue has been around a while but is one of those that just hasn't percolated up to the top yet...

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Post #: 44
- 5/24/2000 4:28:00 AM   
panda124c

 

Posts: 1692
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From: Houston, TX, USA
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I had the same thing happen in an American WWII Campain except with M3 HT's it happen several times and with different units.
quote:

Originally posted by RogerBacon: Helecopter Bug: When you order a helicpoter to move the game makes the mouse clicking sound 4 times before the helicopter actually starts moving. I can see how this was missed since there were no helicopters in SP, but it might become important for the Nam version.


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Post #: 45
- 5/24/2000 4:37:00 AM   
panda124c

 

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I guess the duplicate sounds are to make up for the fact that if you are firing at unit in the next hex usually there is no sound.
quote:

Originally posted by Bondy: Dice4Eyes(Mvh Daniel E.) - you wrote: "Why all the duplicate sound files. Exampel 1000.wav = 1022.wav" Michael Wood wrote the answer in another thread - here's what he wrote: "Some one asked why we have a lot of duplicate sound files in the game. It is because I programmed the game to randomnly choose one of 3 to 6 sounds for each sound effect. This comes to hundreds of sounds. The sound folk are hard at work, even as we speak, producing new sounds to flesh out all the sound file possibilities. These new sounds will be released, once they have enough of them." That is great news - that means more sounds in the update and those files will no longer be duplicate sounds - great idea.


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Post #: 46
- 5/24/2000 4:48:00 AM   
panda124c

 

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Yea but remember what happen to good old Tom (Oh no Mr Bill) It's great to watch two crews shooting it out P38's to Colt .45's
quote:

Originally posted by Dave R: [QUOTE]Originally posted by Seth: [B]Plus, why in God's name would you get up and blaze away at a T-34 with your trusty popgun? Yohhh! If it's good enough for Tom Hanks in Saving Pvt Ryan it's good enough for me, and he was using a Colt .45 against a Tiger!(grins)


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Post #: 47
- 5/24/2000 4:52:00 AM   
panda124c

 

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From: Houston, TX, USA
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I see the Phantom crew problem is also still around.
quote:

Originally posted by Paul Vebber: The "dual use" crew issue has been around a while but is one of those that just hasn't percolated up to the top yet...


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Post #: 48
- 5/24/2000 8:49:00 AM   
Paul Vebber


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The easy solution is to just delete the secondary weapon, but then folks complain when you run out of ammo and crew can't defend itself... Let me know if you think that is preferable for now.

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Post #: 49
- 5/24/2000 8:56:00 AM   
U235


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From: Chesapeake, Virginia USA
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Is it just me or do retreating enemy crewmen make an awful lot of smoke? They sure are tough to kill, chasing them accross the map. Having a great time all the same. Best SP yet!!!

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Post #: 50
- 5/24/2000 10:50:00 PM   
Larry Holt

 

Posts: 1969
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From: Atlanta, GA 30068
Status: offline
Here's another take on the blue flag bug. I had a GE Recon team that had taken fire and was reported "buttoned" at 22 suppression. It was stacked with a halftrack. I click on the track and the blue flag appeared a few hexes away. I click on the flag and it goes away. I could repeat this over and over. ------------------ An old soldier but not yet a faded one.

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Never take counsel of your fears.

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Post #: 51
- 5/25/2000 3:14:00 AM   
kfbaker

 

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From: Sheffield,UK
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I suspect this one may have already been reported, but if we all assume bugs are reported then they will not be, so. I started my WW2 campagn this weekend, in my 6th battle now, but twice the enermy has failed to turn up. For the record I am playing Germans and the engamaments were the 3rd with the french and 5th in the desert. The second was odd as it was an advanace and lasted untill all zones were in axiss hands.

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Post #: 52
- 5/25/2000 3:29:00 AM   
Larry Holt

 

Posts: 1969
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From: Atlanta, GA 30068
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quote:

Originally posted by kfbaker: I suspect this one may have already been reported, but if we all assume bugs are reported then they will not be, so. I started my WW2 campagn this weekend, in my 6th battle now, but twice the enermy has failed to turn up. [snip]
It has been suggested that in the buy forces screen if you press the exit button instead of the done button this may happen. I've not tried it. Could this be your case? ------------------ An old soldier but not yet a faded one.

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Post #: 53
- 5/28/2000 4:14:00 AM   
Voriax

 

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Some new things have cropped up... Bocage is basically a thick shrubbery, right? So when a halftrack moves through it, shouldn't it breach that bocage? Also I find it bit funny that a wheeled armoured car cannot push thru that shrubbery. This is of course because it is _wheeled_ so can it be flagged to allow wheeled non-trucks go thru bocage? When I played the 'Grabner's last ride' as Brits i scored some bottom hits with SMG's at the German halftracks. But somehow these bottom hits caused turret damage. didn't know Stens were that powerful Perhaps the damage from bottom hits should be limited to the hull section of the vehicle? Also a point about suppression. Now the tanks take very little of it from small arms fire which is good, but the same also seems to apply to halftracks. As the MG(s) of a HT are often located in an open pedestal and the gunner has to stand up to operate the weapon, I'd think he could be mightily suppressed when bullets fly? So perhaps HT's should suppress bit easier, considering that HT's are quite powerful nowadays against infantry as the mg's have been beefed up. And as a further thought, perhaps all opentopped vehicles should suppress bit easier than tanks? Voriax

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Post #: 54
- 5/28/2000 7:24:00 AM   
Paul Vebber


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Good questions. Ther terrain will likely be looked at for the 2nd patch. All AFVs are able to be "buttoned" ast the worse by smal arms (<50cal.) That includes HT's. AAMG's can't be fired when buttoned. If the HT has good leader and keeps rallying, then you have a "whack an AA gunner" situation. Currently very rarely small arms can damage a vehicels "optics" ie FC rating. WOuld you like to see a smilar small chance of taking out the AAMG? I doubt know we could do that for the two current patches, but would that hel solve teh problem. THe "kill the exposed guy when unbuttoned" is another way, but that is also hard...

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Post #: 55
- 5/28/2000 7:38:00 AM   
Dave R

 

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[QUOTE]Originally posted by Voriax: [B] Some new things have cropped up... Bocage is basically a thick shrubbery, right? So when a halftrack moves through it, shouldn't it breach that bocage? Also I find it bit funny that a wheeled armoured car cannot push thru that shrubbery. This is of course because it is _wheeled_ so can it be flagged to allow wheeled non-trucks go thru bocage? Not quite. Bacage is thick shrubbery, but growing on low walls or earth mounds. An armoured car or half track wouldn't be able to climb the wall/mound

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Post #: 56
- 5/28/2000 2:10:00 PM   
Voriax

 

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quote:

Originally posted by Dave R: Not quite. Bacage is thick shrubbery, but growing on low walls or earth mounds. An armoured car or half track wouldn't be able to climb the wall/mound
Okay, didn't know about the mound. Perhaps I should try to dig out pictures of it. But as in the game halftrack can move through it then it should breach it and thus make a 'hole' where other units can go thru without added movement cost. And Paul, a chance to take out the AAMG would be nice. After all that weapon is in exposed position. Voriax

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Post #: 57
- 5/28/2000 6:18:00 PM   
Recon_slith


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From: Adelaide, Australia
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Poor old AA Gunners- they finally down an aircraft and get no credit (or experience). It seems that aircraft don't count as kills, which is rather sad. Another minor point is having crew show up in the Change unit menus. Does anyone ever want to change something into a crew? There are two entries for them as well. Pointless as far as I'm concerned. ------------------ Wait for Death. There's a choice? Recon

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Post #: 58
- 5/28/2000 9:46:00 PM   
ASDN

 

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Joined: 5/14/2000
From: Poland
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1. In the OOB editor on the weapon screen there is the caption "Range" instead of "Name". 2. If you want to get rid of this DOS box window, which remains after the game is finished, get into properties of this window and select "Close on exit" checkbox. And that won't be unclosed DOS box any more . It had better if Matrix Games selects this checkbox and then make install version as this option is stored in the shortcut to the START.BAT (this one put in the "Menu Start\Steel Panthers World At War" folder). Change it !!! Please !!! [This message has been edited by ASDN (edited 05-28-2000).]

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Post #: 59
- 5/28/2000 9:50:00 PM   
Voriax

 

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From: Finland
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Me again Japanese have knee mortar units that have their weapon slots filled with 3 50mm mortars and rifle. When such unit moves, only the slot 1 mortar becomes unusable for that turn but the other two are still available at least direct fire purposes (sorry, didn't check indirect fire). When a tank has shots left for all weapons, but doesn't have HE rounds and you fire at AT-gun the text 'xxx fires at yyy at z hexes etc..' is written two times in the popup window. The hit result is written after the second text. The tank doesn't fire the main gun though, only mg. This happened to most german tanks in the 'objective snipe' scenario. If you fire at infantry this doesn't happen. also in the same scenario when a dug-in unit (surrounded by that sand wall) retreates they take their wall with them It vanished when the unit has finished it's move. Looks funny, nothing else. Then in another scenario I had a bunker facing at 3 o'clock. Infantry unit fired at it from 4 o'clock position about 4-5 hexes away. And scored some rear hits. I don't know how the code determines the hit locations but as these shots came almost directly from the front it felt bit odd. Perhaps heavy wind caused the bullets to swerve? And a suggestion for last so that Paul won't think I'm just trying to find bugs... Could it be possible to code objective flags in such manner that when you move your unit into obj. flag that has enemy unit, the flag won't change to you but becomes neutral. And when the hex becomes occupied by one side only, the hex would turn to that party without the need to move in again. This would also make the last turn 'objective rushes' a little less attractive? Voriax

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Post #: 60
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