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Supreme Cmdr

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Everything posted by Supreme Cmdr

  1. quote: Originally posted by Matt Steudl: ok, i patch according to the faq, i does what it says and the patched game is not running...the safedisc screen is not appearing, so what do i do now? Well, I dunno what could be happening. You probably have some sort of problem on your system because installing and applying a patch is really no brainer and is quite straightforward if you follow the steps outlined in the FAQ.
  2. quote: Originally posted by Epsilon 5: quote:Originally posted by Supreme Cmdr: quote:Originally posted by Epsilon 5: quote:What is a living terrain?Vegetation. in BCM all planets are big deserts. You think? show me otherwise. a base does not count, since it's artificial. Look up the word sarcasm.
  3. quote: Originally posted by Matt Steudl: i made this thread so that i can hear of people's war stories, and of course post mine...i'll start with one of my first ones, this comes all the way from BC3000AD. There is already a war stories thread. Please find it and post in there. This thread will be deleted by tomorrow.
  4. Can you n00bs please STOP creating new forum threads!! The next person to do it, is getting banned from the site. We DO NOT tolerate that nonsense around here. If your game won't start/run, READ the FAQ. Then post in THIS thread ONLY.
  5. quote: Originally posted by Extinct_Reptilia: Are you saying there isn't going to be any vegetation or plant life!!? Pay attention and do try to keep up. He was talking about BCM being barren. Wildlife and vegetation were supposed to be in the PTE-II engine which is in BCM/BCMG. Those features were cut. The PTE-III engine is complete terrain engine overhaul which includes vegetation (part of the engine) and wildlife (models added to the DB in areas where they are needed). Wildlife (land/sea) are just models and have nothing to do with terrain vegetation. And you'll probably never encounter them unless you are out in the wilderness, since they offer no gameplay benefits.
  6. quote: Originally posted by shakazed: With living terrain I meant what was written on the product info page for UC. I quote: "┬À NEW! Terrain PTE-III engine with vegetation, wild/sea life etc" I see. Well, the products page was changed to match the game that shipped in the box. And like features which don't make the cut, vegetation and wildlife didn't make it.
  7. quote: Originally posted by Scrivener: No. Siddown Mike!
  8. quote: Originally posted by Epsilon 5: quote:What is a living terrain?Vegetation. in BCM all planets are big deserts. You think?
  9. quote: Originally posted by Extinct_Reptilia: Besdies from the "drift" What sort of other draw backs or side effects does the first person aspect of the game have with this crosshair change? Are the animations effected in anyway? Is the life system (breathing) disturbed in result or is everything 100% unaffected with this simple change? I didn't change the crosshair action; only the POV and how the mouse operates it. Nothing else (including the animations) is affected and work as they used to.
  10. uhm, you right-click on the shortcut, go to the SHORTCUT tab and add the parameters at the end of the line. If there are quotes there, add the params after them.
  11. quote: Originally posted by Matt Steudl: altright that was a stupid question so just ignore it whilst i slap myself upside the head heh. Anyway, any luck getting it up and running? If the game runs fine when first installed from CDROM, but doesn't after applying a patch, it means that patch was not applied according to the FAQ instructions.
  12. quote: Originally posted by shakazed: The only thing that I felt was lacking in BCM was a proper FPS camera and living terrain. The latter have been added so I can only hope that one day SC will implement a standard FPS camera. Define proper FPS camera (this really ought to be good) What is a living terrain?
  13. quote: Originally posted by Spindoktor: quote: So, we can all go home now, right? Not yet. I'll throw this out although I'll get use to whatever you implement. Splinter Cell had a cool feature that allowed you to steady the movement of the cross-hair by simulating the act of holding your breath. You did this by holding down the right mouse button and it was on a 20 second counter. So you could only keep the reticle steady for 20 seconds or until you released the right mouse button. Maybe you could use something similar to "quiet" the idle movement. It was used primarily (exclusively? I don't remember) for sniping so maybe its overkill and not really relevant to UC. No. Siddown!
  14. Looks like NASA is hiding the wreckage of a Stormcarrier?
  15. quote: Originally posted by Marvin: quote:Originally posted by Supreme Cmdr: Changing this is about an hours work but it is still an hour of not doing something else, pissing around with something that actually works (and which was not part of my design schedule for revision) etc etc. So, before I made a final decision, I opened this thread so that I could better understand the issue. Heh, what was I thinking? No comment, really. Just thought it was worth repeating. heh. Anyway, as of ten minutes ago, its now implemented the Q3A way and its going to take some getting used to. The crosshair remains fixed at the center (regardless of POV) blah, blah, though it does drift during idle animations. So, you LADIES would have to compensate for the drift. Its realistic and I'm not planning on changing this aspect. So, we can all go home now, right?
  16. heh, uhm, alright then.
  17. quote: Originally posted by Splad: i think the issue here is communication, i get the feeling S.C. is already thinking of doing what we have all been screaming about but he doesn't use layan's terms to describe it so you guys get freaked out and make more quake analogies. which by the way, i'm sure S.C. knows what you're talking about when you say "the standard for fps games" you've just got to realize that this game has about a million years of simulation thinking behind it so S.C. is arguing from a completely different perspective. i think our culture is about due to upgrade it's standard form of communication to telepathy, i swear it takes me forever to get an idea across in words, look at this post for instance, i've been typing it since i registered for the forums 2 years ago. LOL!!! Man, that was funny. But no, you're absolutely right. I went back and read the posts and the confusion is really down to communication and perspective. Fact is, I'm happy with the current system, but some folks aren't. Even though we are on a feature freeze right now, I opened this discussion in order to see if I could exactly understand what it is people are asking for and why. Changing this is about an hours work but it is still an hour of not doing something else, pissing around with something that actually works (and which was not part of my design schedule for revision) etc etc. So, before I made a final decision, I opened this thread so that I could better understand the issue. Heh, what was I thinking? quote: Originally posted by dennymala: Well.....I think that a solution possible would be the one I saw in OPERATION FLASHPOINT from CODEMASTERS.... the game uses more than one kind of view for the first person shooting and aiming; the default view is crosshair centered but with a circle in the center where you could move your crosshair freely without moving the POW (so if you move slightly your crosshair such as for the animation movement, your pow will not be affected and the crosshair will remain almost stable to make your shots almost accurate); Yeah, and thats what is currently in BCM/G actually and this was my thinking behind it. The fact is, most fps games render the gun as a separate entity from the character mesh. So, in actual fact, it can be handled independently of the character - hence nothing you do is affected by the animation (e.g. idle pose). In my engine, the attachments (to the bone) are part of the character and rendered/handled in one pass (as if they are the same entity). So if the character mesh is moving (i.e. chest heaving while breathing during idle), this affects the entire mesh - especially the bones to which the weapon model is attached. Anyway, I think I'm gonna play it safe and go the Q3A route. It makes no difference from my perspective because either method (old or new) works just fine for me and I'm used to both. quote: Originally posted by Huwie: Look, I was simply correcting a mistake regarding my name. That is not petty. And yes, I am quite aware that some people in the military think it's funny to call their underlings ladies, but I am not in the military and do not expect that kind of crap. No, YOU look Howie, knock it off!! You are on a website forum where anyone can make a mistake in someone's alias. Big frigging deal. You're just nitpicking. Even you refered to yourself as Huw in your VERY FIRST post on the forum. You are on a website forum for a military game - and we've had a long standing tradition of treating this site like a military installation (as if the nature of the game wasn't a clue already). If you don't like it, get hell OFF my goddamn site!!! And you're one step away from making me help you make this move. [ 10-22-2003, 07:17 AM: Message edited by: Supreme Cmdr ]
  18. quote: Originally posted by Blerm: I think the movement in Quake3Arena is really good. The crosshair is always in the middle and I can actually jump over someone and shoot at his or her head as I'm leaping over him/her (his/her head is in the middle of my screen, as is the crosshair, while I am looking down at him). Funny you should mention this Blerm, because thats what I was just mulling over and thinking would be the best solution probably.
  19. quote: Originally posted by Epsilon 5: but my point was as it was stated, to have the crosshair always at the center of the screen no matter where i am aiming. Thats how it is now, isn't it? The only difference in BCM/G being that moving up/down moves the weapon, while left/right moves the character's POV (hence the crosshair moves as well). And how can the crosshair always be at the center of the screen no matter where you are aiming, if its the crosshair that determines *where* you are aiming - and what you will hit (at the center of the crosshair) when you do fire? Thanks for making this issue even more confusing. Until you posted, I was under the impression that the general consensus was that moving the mouse up/down, should shift the POV *and* the crosshair. This way, if you point up, you can fire at the sky (which you will also be looking at) - and if you point down, you would be firing at the ground. All subject to range restrictions (e.g. you can't look directly straight up) of course.
  20. quote: Originally posted by $iLk: I think it has more to do with the fact that it would help to be simple, So, uhm, how is it not simple now?
  21. quote: Originally posted by rtoolooze: S.C., if when holding the A and W keys, or the W and D keys at the same time, will the character move at a 45% angle? You know, instead of just moving fowards, backwards, and side to side? No, the controls in UC are the same as in BCM/G. One slight change is that Q/E will no longer turn the character model on its heels, but instead will play the walk animation along the direction of the turn. quote: Originally posted by $iLk: I dunno... the K.I.S.S. aspect of FP games is probably what people are used to... The old WSAD + SPACEBAR + CTRL + SHIFT and left clicking like crazy and using the mouse totally as your POV control... I suppose it all gets down to the FEEL of it... heh, yeah, but it doesn't mean thats the correct way of doing it. Normally, if the mouse moves your POV, which in turn also moves your targeting crosshair, its the bones associated with the arms that should control that movement (with limits e.g. you can't look straight up without breaking your neck) - not some arbitrarily programmed limits. And mouselook controls the bones in your head, neck etc etc, so that when you use it, its your head that turns, not your body. If you want to turn/strafe your body, then you use the Q/E/A/D. The mouse shouldn't normally be allowed to control physical movement of the character because thats not what its for. e.g. you could be running (left hand on W) in one direction (ahead), while looking in another direction (left) using the mouse (right hand on mouse).
  22. quote: Originally posted by Race Bannon IV: SC whats this"sprouted common sense overnight " rubbish? You have sprouted it but it aint been overnight. And furthermore I didn't post no#43 cause I refuse to come to the defense of someone better looking than me(only slightly mind you) who makes more money than me and drives a Mercedes! I just buy the friggin games! LOL!!!
  23. quote: Originally posted by Eclipse: I'm going to guess that the FP controls will be nearly the same as BCM/ BCMG. Yep. The only change will be if I make any revisions to this POV issue.
  24. quote: Originally posted by Epsilon 5: Hey, can is suggest something for those turrets? No. You are either a pilot or a gunner. A gunner should not and has no controls over the craft's flight dynamics.
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