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Do you own this game? Write a review and let others know how you like it.
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March 28th, 2018, 05:52 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
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Re: Tall buildings
The lower right building with the C0 and D0 units
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March 28th, 2018, 06:42 AM
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Second Lieutenant
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Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
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Re: Tall buildings
Still shows high hills/slopes surrounding all buildings, only the "hills/slopes" graphics aren't showing (shows flat). Height values can be seen from the red info bar.
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March 28th, 2018, 08:11 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
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Re: Tall buildings
How exactly did D0 and C0 become vehicles?
This is all going down a rabbit hole I am not the least bit interested in pursuing at this time or in the near future. I am far too busy trying to get this patch out. It is what it is, live with it
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March 28th, 2018, 08:20 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,955
Thanks: 464
Thanked 1,896 Times in 1,234 Posts
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Re: Tall buildings
I did not have time to get round to building height this year - probably next year I will put in a building height map layer for maps, which the code can read and so not reduce "tall" buildings back to the "default height" for buildings in the bit of code that fixes up maps data.
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The Following 4 Users Say Thank You to Mobhack For This Useful Post:
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March 28th, 2018, 09:07 AM
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Second Lieutenant
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Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
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Re: Tall buildings
Thank you Andy!
Don, please take this height building off your mind for now, I am not expecting any height building this year anyway, so... regarding units becoming vehicles, I believe it has something to do with your new OOB (for the new patch) which is then translated to some other units on my old OOB. Probably.
Cheers!
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March 28th, 2018, 09:40 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
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Re: Tall buildings
You loaded it into MBT!!
It's clearly marked WW2 but those are LVTH6
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March 28th, 2018, 10:39 AM
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Second Lieutenant
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Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
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Re: Tall buildings
Hahahaha.. oh well.. I'm really sorry!
But I'm not fully at fault here Don, this is SPMBT forum for pete's sake
Well at least nothing serious. I was truly afraid this unit-changing probelm might postpone the patch at least 1 year
Anyway, loaded the scen into SPWW2 and slopes are still around all building, without the slope/hills graphics, same as my past experiences.
Cheers!
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March 28th, 2018, 12:34 PM
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Captain
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Join Date: Nov 2010
Location: I ain't in Kansas anymore, just north of where Dorothy clicked her heels is where you'll find me.
Posts: 878
Thanks: 584
Thanked 277 Times in 191 Posts
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Re: Tall buildings
Quote:
Originally Posted by Mobhack
I did not have time to get round to building height this year - probably next year I will put in a building height map layer for maps, which the code can read and so not reduce "tall" buildings back to the "default height" for buildings in the bit of code that fixes up maps data.
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Years ago, we had a thread discussing placing troops within the building such that the building provides some "cover" as well as elevated LOS. I seem to recall, the code was in such a mess (we used to call it "spaghetti code") that it was deemed to difficult or not worth the effort at that time.
Quote:
Originally Posted by RightDeve
Finally another high-rise-building thread.
Smokes, lower buildings, lower terrain elevations, and trees, all can be overcome when climbing such high rise buildings. I have tested it in two PBEM with these buildings.
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Interesting ideas to increase the LOS, especially useful in Urban Operations (UO) scenarios. I envision scouts and FOOs placed on high buildings and snipers as well.
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